Made this updated version. It trades setting up the forge for learning Weather Manipulation so we can stopgap our water issue.

[X] Agrarian Revolution V.3
-[X] Taming Grox for food and livestock (3/3)
-[X] Taming Ambulls for fun and profit (2/2)
-[X] Strengthen your Tribe. (3/3)
-[X] Learn a new Sorcery (1/2)
--[X] Weather Control
I'm leery of Maelstrom since it physically draws storms from the underworld by original lore, and I don't want to risk summoning warp storms. Plus, given our mastery of Sorcery, the fact it's easier to summon rain storms with Maelstrom isn't really that big a deal.

@Yzarc, once we hit Essence 2 (given your stated method of halving Essence minimums) can we learn Lease the Flame and Vassel-Empowering Mandate (what I'm calling the infernal version of Soul-Enlightening Beneficence, which they canonically have but don't have explicitly named) to let our students do good honest Essence Magic rather than Empyrean Witchcraft?
 
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@Yzarc, once we hit Essence 2 (given your stated method of halving Essence minimums) can we learn Lease the Flame and Vassel-Empowering Mandate (what I'm calling the infernal version of Soul-Enlightening Beneficence, which they canonically have but don't have explicitly named) to let our students do good honest Essence Magic rather than Empyrean Witchcraft?
Going off line so will keep it short. Meeting the Essence minimum is just one step. You still need to unlock it.

That said, it is easier than you think to unlock a charm and wants and needs apply in unlocking charms as do actions taken and choices made.

More on this later.
 
Going off line so will keep it short. Meeting the Essence minimum is just one step. You still need to unlock it.

That said, it is easier than you think to unlock a charm and wants and needs apply in unlocking charms as do actions taken and choices made.

More on this later.
I was more curious if creating Enlightened Essence Users was viable as opposed to just making them Psykers or something because of local metaphysics. But it sounds like the answer is yes, which is nice.
 
That said, it is easier than you think to unlock a charm and wants and needs apply in unlocking charms as do actions taken and choices made.
To be fair, I don't really have any expectations for how hard unlocking a Charm is. Traditionally, I'd expect us to be able to get any charm we meet the Essence minimum for. Though I am curious about the difficulty of inventing new charms. I have an idea for one that I'd like to develop for diplomacy purposes. On a related note, a lot of the more powerful Infernal Charms have drawbacks (see, Malfeas's perfect social defense that permanently causes you to utterly disregard anything phrased as an order) so would adding such a drawback to a charm make it stronger or would that just be for flavor?
 
On custom charms. For now? No. I am just converting canon charms.

On Drawbacks. I do not like them but admit they are thematic. So I am making them more like an 2E Infernal Excellency. A charm that does not Force you but encourages you.

So flavour it along those lines.
 
On custom charms. For now? No. I am just converting canon charms.

On Drawbacks. I do not like them but admit they are thematic. So I am making them more like an 2E Infernal Excellency. A charm that does not Force you but encourages you.

So flavour it along those lines.
So more circumstantial benefits like Cracked Cell Circumvention kind of encouraging you to get captured so you can pull off impossible feats in the escape and less the likes of Witness to Darkness's "+Essence to resisting or discovering lies/manipulation but -Essence to telling the truth"?

EDIT: or maybe a Charm with a duration that can't be canceled but somewhat restricts your behavior while it's active.
 
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More like this.

1. A charm that only works or provides bonuses if you behave in a certain way.
2. A scene long case instead of permanent where you get both the up and down.
 
More like this.

1. A charm that only works or provides bonuses if you behave in a certain way.
2. A scene long case instead of permanent where you get both the up and down.
So something like this would fit with some minor tweaks?

This Charm only really works as a custom charm, whether designed by us or one of the other Princes and made available, since it narratively involves a Yozi changing.

SHINING BRAND OF CRYSTAL CLARITY
Prerequisite: Factual Determination Analysis
The Whispering Flame was the primary opponent to incorporating such concepts as "betrayal" into the pattern of Creation, regardless of how incapable of expressing it the gods were meant to be, and while she still rages at the outcome of the Primordial War, the crystal flames in her spheres hold a cold vindication at it proving her correct. Clearly the inventions of the Ebon Dragon are to be treated as methods of last resort. The radiant, self-evident correctness of the Principle of Hierarchy would serve her machinations better than illusory falsehoods regardless.

The Infernal may expend 1 Essence to inscribe the Old Realm sigil for "Correctness/Truth" on her tongue in crystal flames, rendering all truthful statements she makes for the rest of the Scene Obvious in nature. A further expenditure of 1 Essence and 1 Willpower will allow her to render any Abilities, Attributes, Charms, Merits or Backgrounds relevant to a truthful statement Obvious as well. For example, when claiming to be able to cure an incurable illness she may choose to make her Intelligence and Medicine scores Obvious, as well as any medical charms she would need to use to do so.

Of note, though this charm only cares about factual statements, allowing for (or, with sufficiently clever use, even enhancing) manipulation by omission and implication, any explicit falsehoods, while not Obviously false can be conspicuous in that they are not Obviously true.

This Charm's effect upon observers cannot be resisted, as it is not a form of unnatural mental influence. It is simply the truth.
Of note, that last line has precedent in the form of Truth Shines Through on page 24 of Glories of the Most High: The Unconquered Sun. Making true things Obvious can be done without UMI.

The point of sharing parts of our character sheet is that not lying isn't necessarily equivalent to being correct. Someone could claim to be able to do something and merely be overestimating themselves while with this, we can both say we think we can do something and demonstrate our objective capacity in the field.
 
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It is interesting. I think I see what you are going for. Let me think on it. I will be sticking to canon charms for now and the Malfeas one does do this, if z bit differently. Insignificant Embers Intuition.
 
It is interesting. I think I see what you are going for. Let me think on it. I will be sticking to canon charms for now and the Malfeas one does do this, if z bit differently. Insignificant Embers Intuition.
IEI does the opposite of this. This charm is meant primarily to convey that our truthful statements are, in fact, truthful and, to a lesser degree, share information about us. IEI is an info-gathering charm.
 
Maybe I misunderstood it but what is the goal?

If it is convincing people, wou do not need anything more than a Excellency.
 
Maybe I misunderstood it but what is the goal?

If it is convincing people, wou do not need anything more than a Excellency.
It makes things Obvious. The Charm I cited for that not being an Unnatural Mental Influence was supposed to alert people that the user was being mind controlled, but this version is basically the opposite of a Stealth or Deception Charm.

Sure, an Excellency would make most mortals (and a large variety of spiritual entities) trivial to work with, but the Warhammer 30k galaxy is chock a block full of ancient, powerful paranoiacs. This is an incredibly useful tool for negotiating with them because it guarantees (to a degree) both our good faith and our capacity to do things they might actually be interested in, and it won't piss them off with mind fuckery because it functions not by making us more believable or making them more likely to believe us, but by making true things conceptually self-evident, rather than reliant on our ability to convince people or their ability to gauge us.
 
Votes closed.
Adhoc vote count started by Yzarc on Apr 15, 2024 at 9:15 AM, finished with 38 posts and 14 votes.

  • [X] Agrarian Revolution V.3
    [X] Agrarian Revolution V.2
    [X] Agrarian Revolution V.2
    -[X] Taming Grox for food and livestock (3/3)
    -[X] Taming Ambulls for fun and profit (2/2)
    -[X] Strengthen your Tribe. (3/3)
    -[X] Master Crafting for trade or not (1/3)
    [x] Hunter gathers
    -[X] Taming Grox for food and livestock (3/3)
    -[x] Taming Ambulls for fun and profit (3/2)
    -[x] Master Crafting for trade or not (2/3)
    -[x] Train others as Craftsmen or anything else. (1/??) Crafting training.
    [X] Agrarian Revolution V.3
    -[X] Taming Grox for food and livestock (3/3)
    -[X] Taming Ambulls for fun and profit (2/2)
    -[X] Strengthen your Tribe. (3/3)
    -[X] Learn a new Sorcery (1/2)
    --[X] Weather Control
 
Turn 1: Grand Theft Ambull
Colchis - 830.M30 (A few days before Lorgar's Arrival)

As the sun ascended into the morning sky, its rays painting the world in hues of red and gold, you and your companions gathered at the chosen site for taming the Ambull. The air crackled with anticipation, each member of your group standing tall and resolute. Haraq, Siobhan, Sven, and Raheem stood by your side, their eyes focused on the task ahead, a mixture of determination and caution in their expressions.

With unwavering determination, you knew that conventional methods would not suffice to contain the powerful Ambull. As the realization dawned upon you and your companions, you huddled together at your tent, the gravity of the situation weighing heavily upon your shoulders.

"We need a plan," Siobhan stated firmly. "That creature is too strong for a steel cage."

Nodding in agreement, you pondered the problem at hand. "We need something that can withstand the Ambull's strength, even if just for a short while," you mused aloud.

Sven suggested reinforcing the cage with thicker bars or using stronger ropes, but Haraq pointed out that such measures would likely only delay the inevitable.

"We need something more," you interjected. "Something that can temporarily contain the Ambull while we bind it with Sorcery."

Raheem suggested the idea of a runed cage. "We could inscribe runes on the cage," he explained, "they would bolster its strength, albeit temporarily."

You considered his suggestion carefully, knowing that the Ambull's strength could easily break through such magical constraints.

"What if we were to use Wardstones?" you proposed. "We could carve Wardstones and place them at each corner of the cave. They would create a barrier that would repel the Ambull's attempts to escape, at least momentarily as well as ensure that its pack would not interfere."

"It won't last long," Siobhan cautioned, "but it should give us enough time to complete the binding ritual."

"We must not forget," Haraq began, his voice steady and authoritative, "that the Ambull is not a solitary creature, they are like us. They live in small herds, and if we are to capture one, we must be prepared for the others to come after us."

You nodded, acknowledging the wisdom in his words. "Indeed, we must consider the possibility of the other Ambulls. However, the wards will keep them at bay until we have successfully bound the one before us."

Haraq's brow furrowed in thought. "The wards may keep out the weaker ones," he said slowly, "but they will allow in the most powerful ones. If the Ambull we seek to bind is one of the strongest, it may call upon its kin, and the wards will offer no resistance."

"Only the most strong-willed among them can pass through the wards that guard its entrance," you argued back confidently. "The ones who do enter are not smart enough to attack the Wardstones."

Haraq nodded in understanding. "But what if there are more than one powerful Ambull inside?" he asked, his gaze fixed on the darkness within.

Haraq's question hung in the air, and you found yourself without an immediate reply.

"If there are more than one powerful Ambull inside," he began, his voice steady and firm, "we must be prepared to face them. The Wardstones may keep them out or in, but they are still Ambulls, fierce and formidable creatures. We will need to fight them, and we must be ready."

You considered his words carefully, recognizing the truth in them. The Wardstones were a barrier, but they would not eliminate the threat entirely.

"You are correct, Haraq," you replied. "We must be prepared for a battle. However, the Wardstones can also sap the strength of the enemies within. The stronger the Wardstones, the stronger the sapping effect. This will give us an advantage in the fight against the Ambulls."

"If we can weaken them sufficiently, we may be able to fight them off and subdue them enough to bind them," you continued, your voice firm. "But we must be prepared for a tough fight. The Ambulls are powerful creatures, and even weakened, they will not be easy to overcome."

Haraq nodded, acknowledging the validity of your point. "True," he conceded, "but they are cunning and powerful creatures, and even weakened, they will not be easy foes to defeat."

You then shared with them what the spirits had revealed about the locations of the Ambulls. There were no more than ten of them, each one a formidable creature in its own right, with thick carapaces, sharp claws, and a primal strength that made them a force to be reckoned with.

"The Ambulls live in a vast underground labyrinth," you explained, the fire casting a warm glow on your faces. "They've carved out a network of tunnels, at least five branches in total, leading to different parts of their domain."

Siobhan, her eyes alight with curiosity, asked, "How do we navigate such a complex network?"

"We'll need to be cautious and rely on our senses," you replied, your tone thoughtful. "The spirits have described the tunnels as wide and lined with intricate patterns, likely for communication or territorial marking. We must tread carefully."

Sven, always practical, chimed in. "We'll need tools and supplies to navigate and defend ourselves," he suggested. "Torches, ropes, and perhaps even weapons if we encounter resistance."

Raheem, the scholar among you, spoke up. "What about the Ambulls' behavior? Do we know how they might react to our presence?"

You nodded, recalling the spirits' observations. "They're fiercely territorial and will defend their domain vigorously," you explained. "But the Wardstones we've talked about should help keep them at bay, weakening them as we approach."

As the group discussed the way forward, the question lingered in the air.

"Do we really need to go to them? Can't we just make them come to us? Say we summon them to the warded area. That would work." you asked, voicing the thought that had been on your mind.

Haraq shook his head. "Summoning them is risky. They're not creatures to be commanded easily, especially in their own territory. It's safer for us to approach them in their environment where we have some control."

Siobhan, the hunter, leaned forward, her eyes gleaming with a hint of excitement. "But wouldn't it be easier to have them contained from the start? We could set up a trap, lure them into the warded room, and then deal with them."

Sven considered her suggestion, weighing the risks and benefits. "That could work, but we need to be sure the wards are strong enough. We can't afford any mistakes with creatures as powerful as the Ambulls."

You spoke up, your voice filled with determination. "I can reinforce the Wards. I'll make sure they're strong enough to contain even the strongest Ambull."

Raheem then raised a valid concern. "And what about the others? If we're luring one, the rest of the pack might come too."

Haraq added to Raheem's concern. "If we fail in our binding, all of us will be trapped with them. The moment the Wards fail, we will die at the hands of the Ambulls."

His words hung heavy in the air, a stark reminder of the risks involved in their plan. The group fell silent, each member contemplating the gravity of their mission. The Ambulls were not to be trifled with, and any misstep could prove fatal.

Haraq noticed the distant look in your eyes as you stared into the empty space, lost in thoughts. With a gentle touch on your shoulder, he motioned for you to join him a little ways away from the rest of the group.

"Hey," he began softly, "I couldn't help but notice... You seemed a bit distant lately. Is everything alright?"

You sighed, the weight of your grief pressing down on you once more. "It's just... It's been hard, you know? Ever since I lost them..."

Haraq nodded, his expression filled with empathy. "I know, my friend. Losing your wife and son... It's a pain I can't even imagine."

You looked into his eyes, grateful for his understanding. "Sometimes, I feel like I'm just... going through the motions. Taking risks, facing dangers... Maybe I'm just trying to distract myself from the pain."

Haraq placed a reassuring hand on your shoulder. "It's okay to grieve, you know? It's okay to feel the pain of your loss. But don't let it consume you. Your wife and son wouldn't want to see you like this, always putting yourself in harm's way."

You nodded, a lump forming in your throat. "I know you're right. It's just... hard, you know? Sometimes, I feel like I'll never be able to move on."

Haraq squeezed your shoulder gently. "You don't have to move on, not completely. But you do have to find a way to live with your grief. Honor their memory, but don't let it rule you. Your wife and son would want you to live, to find happiness again."

You looked up at the fading stars, their twinkling lights offering a small comfort in the dawn. "Thank you, Haraq. I needed to hear that."

He smiled warmly. "Anytime, my friend. We're all here for you, no matter what. And remember, you're not alone in this. We're in this together."

PLAN:
There are 10ish Ambulls out of which 4 - 5 are adults and the rest are young. Your plan is to set up the Wards at the entrance to the Cavern, this reduces the dice they have available by -5. The Wards also prevent weaker willed Ambulls from entering (Willpower roll at difficulty 6).

You plan to summon the oldest Ambull and fight and subdue it before binding its bloodline to your own. Since it is not a spirit, it will not teleport so there is a risk that others will follow it.

If it works, all 10ish Ambulls will be under your control. If it fails? You are possibly attacked by all the remaining Ambulls when the Wards fail.

CHOICE:
[] Risk it. High risk, High reward.
-[] Only you will be fighting
or
-[] Fight with your friends.
–[] Empower them with VEE.
or
–[] Do not Empower them with VEE.

[] Do not risk it. It is VERY dangerous.
-[] Write in alternate plan
or
-[] Put off the Action to later.
 
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Ambull

An Ambull is a massively built, roughly humanoid xenos creature with an insect-like armoured carapace and oversized arms tipped with iron-hard claws. Their pronounced hunched stance lowers their true height greatly, but when fully upright with claws stretched overhead they can easily reach four...


ambulls for refrence, tldr gigantic insectoid super predators
 
[X] Risk it. High risk, High reward.
-[X] Fight with your friends.
--[X] Empower them with VEE.

We are an Exalted and this is 30K, we need to start building up sooner rather than later
 
[X] Risk it. High risk, High reward.
-[X] Fight with your friends.
--[X] Empower them with VEE.

Sadly we are in 30k, during the Great Crusade with a baby Lorgar coming in hot, we need to risk it.
 
What potential issues might come up if we have our friends lure the ancestor into the trap and then cause a commotion to draw the rest of the herd away before looping back with Desert Creature's speed and stealth to do the Binding?
 
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