Does Social allow him access more esoteric aspects of Science which not based on hard logic? Is it include all of the soft science branches?
Not really? He is adept at Social sciences, nation building etc, but making artifacts, relics and blueprints fall under Mental. These are Broad generalizations but the crux is, for mechanical simplification, as this is not a real life simulator, Social = Talk, Mental = Craft.
He could probaly create them He has stc laying about but He has no way of warding them against Chaos subterfuge until......LORGAR FUCKING CHAD CAME ALONG with his step Daddy and gave the mechanicum the needed knoweldge to ward +we will Revive our men of Stone,close the wound and uplift our Planet until we have our own orbital ring.
STCs are merely blue prints for specific things. Also note that he was in hiding till the Iron war and a few incidents. So he had limited access to Humanity's tech. It is why, while he can write a very good uplift primer, he cannot restore the DAoT sciences and achievements.
 
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I think social science include disciplines, like anthropology, archaeology, economics, human geography, linguistics, management science, communication science, psychology and political science. Are those according to you fall under Lorgar's portfolio?
 
I think social science include disciplines, like anthropology, archaeology, economics, human geography, linguistics, management science, communication science, psychology and political science. Are those according to you fall under Lorgar's portfolio?
Yes, but keep in mind that the quest is limited by what I, the GM know, and I really do not know much, if anything about those fields of study.
 
I was rereading your info on shamans and Sorcerers. Can a Primarch become both at the same time? Also does a Shaman with Enough metaphysical weight can influence Worldspirit same way as it influence its shaman?

Is it possible for a Worldspirit to become more power or is their growth is capped permanently?
 
Can a Primarch become both at the same time?
Any one can. It is the same thing but with different "patrons" and the Worldsoul does not like to "share".
Also does a Shaman with Enough metaphysical weight can influence Worldspirit same way as it influence its shaman?
Hard No.
Is it possible for a Worldspirit to become more power or is their growth is capped permanently?
Power is a relative term. Worldsouls are a reflection of the life on the planet and the geological conditions. So saying that they are strong or weak missess the point. They simply are.
 
Unless they are Embers at the dark death world each planet's power are limited. Even in case of Catachan and Russ's planet growth is capped. Is it possible for a worldspirit to draw strength from its inhabitants accomplishments? Or bind it self to a Race permanently to draw upon its mythos both Good and bad?

Can a Worldspirit draw power from worship as well?
 
Also to note is that the Emperor does not have omnicompetence. Otherwise, he would have recreated, say the men of stone out of memory. So temper your expectations accordingly.
My favorite explanation is that the Emperor is suffering from massive PTSD which makes accessing his memories of the height of humanity incredibly painful due to all that was lost and memories relating to AI doubly so due to the cybernetic revolt.
 
Unless they are Embers at the dark death world each planet's power are limited. Even in case of Catachan and Russ's planet growth is capped. Is it possible for a worldspirit to draw strength from its inhabitants accomplishments? Or bind it self to a Race permanently to draw upon its mythos both Good and bad?

Can a Worldspirit draw power from worship as well?
I will put it this way. The Worldspirit will not rise up and punch Khorn in his lvl99 nut sack.

So in that sense, powerlevels are bullshit and don't really rely on them. Especially as Warp based beings have narrative weaknessess. For Example, a Demon based on the narrative of Vampires, will have vampire like abilities but also vampire like weaknessess, so fire and sun light.

It would not matter how powerful it is, it could be one step from the chaos gods and still go down to a flashlight to the face.

Simply put? Think of them as having weaknesses like Balder from Norse Myths.
 
I will put it this way. The Worldspirit will not rise up and punch Khorn in his lvl99 nut sack.

So in that sense, powerlevels are bullshit and don't really rely on them. Especially as Warp based beings have narrative weaknessess. For Example, a Demon based on the narrative of Vampires, will have vampire like abilities but also vampire like weaknessess, so fire and sun light.

It would not matter how powerful it is, it could be one step from the chaos gods and still go down to a flashlight to the face.

Simply put? Think of them as having weaknesses like Balder from Norse Myths.
What i mean to say Lorgar and Mortals have ways they can increase their power. They can take some steps where they can exceed their inborn potential. However compared to them world spirit power seem to me fixed. They need more and more apex lifeforms to increase their base stat and such things are very hard. What I want to understand how a world spirit effect/influence its inhabitants? Is it possible for World spirit to draw upon achievements of its inhabitants to expand its base stat? Is it a symbiotic relationship in case of both of the participants?
 
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What i mean to say Lorgar and Mortals have ways they can increase their power. They can take some steps where they can exceed their inborn potential. However compared to them world spirit power seem to me fixed. They need more and more apex lifeforms to increase their base stat and such things are very hard. What I want to understand how a world spirit effect/influence its inhabitants? Is it possible for World spirit to draw upon achievements of its inhabitants to expand its base stat? Is it a symbiotic relationship in case of both of the participants?
Worldspirits do not "influence" the inhabitants. It is the opposite. The Worldspirit is made BY the inhabitants. Worldspirits also do not have stats. They act like a shadow across the Warp, i.e Tyranid style protecting the inhabitents by hiding them like a tree in a forest.

Worldspirits also have a weight of YES. What Shamans do is interact with individual World Spirits not the entire spirit as a whole. This is also why People deal with Daemons and not the Chaos Gods directly. They are too "Big" to interact with, exceptions are there but this is the general rule.
 
Votes closed. Updated the following
1. Lorgar Character sheet.
2. Thalassa's Character sheet.
3. Charms Sheet.

I will make a quest - Pending and Closed list at a later date.
Adhoc vote count started by Yzarc on May 11, 2024 at 6:24 AM, finished with 56 posts and 11 votes.

  • [X] PLAN: Uplift, Gold, Rivals, Faith & Militarization
    -[X] Fan
    --[X] Uplift the Tribe (0/4)
    ---[X] Convert the caravan into a Foundry.
    ---[X] There are a few craftsmen in your tribe, teach them the skills necessary to be of use.
    ---[X] Gather and refine Material. You need quality material to forge the technology.
    ---[X] Ensure that there is a steady supply of modern goods.
    --[X] The Golden metal (0/2)
    ---[X] Examine the strange Golden metal that made up Lorgar's pod.
    ---[X] See if you can refine it further. It seems……incomplete.
    --[X] Investigate the rival tribe (0/1)
    ---[X] This is personal but perhaps you should parley with the rival tribe and see what is going on there? Perhaps your nephew is not completely lost?
    -[X] Lorgar
    --[X] Protection of Faith (0/2)
    ---[X] Try and teach the tribe the faith that Lorgar has just written down.
    ---[X] Try and carve amulets and symbols so that the same can be used to ward away evil.
    -[X] Archmagos Thalassa
    --[X] Strengthen your Tribe. (0/4)
    ---[X] Augment your warriors. See how this can be done, either combat stims or implants.
    ---[X] Craft the Weapons and armors or commission the same.
    ---[X] Drill them to be comfortable with the new weapons.
    ---[X] Refit the sand bikes and Grox with weapons and armor.
    [X] PLAN: Bargin for Supplies, Gold, Faith & Militarization
    -[X] Fan
    --[X] Speak with the Archmagos (0/1)
    ---[X] The Archmagos possess the technology to safely enter the Wound. Bargain with him.
    --[X] Supplies and equipment (0/4)
    ---[X] Find out what supplies would be needed in the wound.
    ---[X] Prepare ways to safely store supplies in the Wound
    ---[X] Provision and acquire supplies for the Wound
    ---[X] Prepare ways to safely transport the supplies to and from the Wound.
    --[X] The Golden metal (0/2)
    ---[X] Examine the strange Golden metal that made up Lorgar's pod.
    ---[X] See if you can refine it further. It seems……incomplete.
    -[X] Lorgar
    --[X] Protection of Faith (0/2)
    ---[X] Try and teach the tribe the faith that Lorgar has just written down.
    ---[X] Try and carve amulets and symbols so that the same can be used to ward away evil.
    -[X] Archmagos Thalassa
    --[X] Strengthen your Tribe. (0/4)
    ---[X] Augment your warriors. See how this can be done, either combat stims or implants.
    ---[X] Craft the Weapons and armors or commission the same.
    ---[X] Drill them to be comfortable with the new weapons.
    ---[X] Refit the sand bikes and Grox with weapons and armor.
    [X] Plan: AP efficiency (Lorgar Supplies)
    -[X] Fan
    --[X] Uplift the Tribe (0/4)
    ---[X] Convert the caravan into a Foundry.
    ---[X] There are a few craftsmen in your tribe, teach them the skills necessary to be of use.
    ---[X] Gather and refine Material. You need quality material to forge the technology.
    ---[X] Ensure that there is a steady supply of modern goods.
    --[X] The Golden metal (0/2)
    ---[X] Examine the strange Golden metal that made up Lorgar's pod.
    ---[X] See if you can refine it further. It seems……incomplete.
    --[X] Investigate the rival tribe (0/1)
    -[X] Lorgar
    --[X] Supplies and equipment (0/4)
    ---[X] Find out what supplies would be needed in the wound.
    ---[X] Prepare ways to safely store supplies in the Wound
    ---[X] Provision and acquire supplies for the Wound
    ---[X] Prepare ways to safely transport the supplies to and from the Wound.
    -[X] Archmagos Thalassa
    --[X] Strengthen your Tribe. (0/4)
    ---[X] Augment your warriors. See how this can be done, either combat stims or implants.
    ---[X] Craft the Weapons and armors or commission the same.
    ---[X] Drill them to be comfortable with the new weapons.
    ---[X] Refit the sand bikes and Grox with weapons and armor.
    [X] Plan: AP efficiency (Lorgar Uplifts)
    -[X] Fan
    --[X] Supplies and equipment (0/4)
    ---[X] Find out what supplies would be needed in the wound.
    ---[X] Prepare ways to safely store supplies in the Wound
    ---[X] Provision and acquire supplies for the Wound
    ---[X] Prepare ways to safely transport the supplies to and from the Wound.
    --[X] The Golden metal (0/2)
    ---[X] Examine the strange Golden metal that made up Lorgar's pod.
    ---[X] See if you can refine it further. It seems……incomplete.
    --[X] Investigate the rival tribe (0/1)
    -[X] Lorgar
    --[X] Uplift the Tribe (0/4)
    ---[X] Convert the caravan into a Foundry.
    ---[X] There are a few craftsmen in your tribe, teach them the skills necessary to be of use.
    ---[X] Gather and refine Material. You need quality material to forge the technology.
    ---[X] Ensure that there is a steady supply of modern goods.
    -[X] Archmagos Thalassa
    --[X] Strengthen your Tribe. (0/4)
    ---[X] Augment your warriors. See how this can be done, either combat stims or implants.
    ---[X] Craft the Weapons and armors or commission the same.
    ---[X] Drill them to be comfortable with the new weapons.
    ---[X] Refit the sand bikes and Grox with weapons and armor.
 
Turn 2: End
Colchis - 831.M30

"Behold, the Chieftain returns!" The cry went up as you rode into camp, the setting sun casting a fiery glow over the desert sands. Torches blazed to life, illuminating the faces of your people, who cheered and applauded your arrival.

Dismounting from your Grox, you felt the weight of your armor as you surveyed the scene before you. The camp was alive with the sounds of celebration, drums beating rhythmically, fires crackling, and voices raised in song.

The celebration was not just for the victory, but also for Thalassa and her retinue, who had chosen to join your ranks. They were being welcomed into the tribe with open arms as per Tradition.

Lorgar stood at the center of the festivities, overseeing the integration of Thalassa and her retinue. He had taken to the task with a natural ease, his charisma and charm evident as he welcomed the newcomers into the fold.

As you moved through the crowd, you were greeted with smiles and embraces. The people hailed you as the Great Chieftain.

The celebration continued late into the night, a testament to the resilience and strength of your people. As you raised your cup in a toast to the future, you knew that no matter what challenges lay ahead, as long as you had your tribe at your side, you would face them with courage and determination. Lorgar smiled at you and stood up.

"As we celebrate this victory," Lorgar's voice rang out, cutting through the jubilant clamor of the festivities, "let us also prepare for the trials that await us."

His words echoed across the camp, drawing the attention of all who were gathered. The fires flickered, casting long shadows that danced across the sand as he continued, his gaze unwavering. "The coming days will test our strength and our unity. But I have faith that together, we will emerge victorious."

As the celebration continued, you found yourself lost in thought, contemplating the decisions that lay ahead. The recent victory had been a significant one, but it was just the beginning. There were more battles to be fought, more challenges to be overcome.

Lorgar had grown so much since the day you had found him, a small child. Now, he stood tall and proud, ready to take on whatever challenges came his way.

"You have guided us well, Father" Lorgar said, approaching you with a smile. "But the true test of leadership is yet to come."

His words were like a balm to your soul, reassuring you that you were on the right path. With Lorgar by your side, you felt confident that you could lead your tribe through whatever trials lay ahead.

As the night wore on, you found yourself surrounded by friends and allies, each one ready to face the future together. The fires burned brightly, illuminating the faces of those who had fought beside you, their expressions filled with determination and hope.

The coming days would be challenging, of that there was no doubt. But as you looked around at the faces of your tribe, you knew that as long as you stood together, there was nothing you could not overcome.

CONCLUSION OF TURN 2
  • Teach the Archmagos the root language from the charm - 1xp
  • Translated STC Language - 1xp
  • Changed the fate of Archmagos Zabius Seroniaz - 1xp
  • Changed the fate of Milhand - 1xp
  • The Archmagos offered the favor in spite of failing to teach him - 1xp
  • Refine the Faith of the Mechanicum - 3xp
  • Hid Prayer Eating from the Archmagos - 1xp
  • Indirectly Tutored Lorgar in Faith Crafting - 1xp
  • Changed the fate of the Mechanicum - 3xp
  • Translate Enuncia - 3xp
  • Trading for the Savant Background - 2xp
  • Gained a new Circle member - 3xp
  • Transform people into Sorcerers for the Archmagos - 1xp
Total: 22xp +1xp (Previous turn) = 23xp

Costs
New Ability/Background - 3xp per Dot
Attribute - current rating *4xp
Ability - current rating *2xp
Caste or Favored Charm Charm - 8xp
Other Charm Charm rating - 10xp
Merit - 3xp per dot
Mutation - 3xp per dot

Charm list
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

CECELYNE CHARM CHARM CONCEPT: PLACE OF DESOLATION Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes. A good rule...

Mutation List
darkforcesmush.fandom.com

Fomori Generation

Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...

Merit List
Any Wod Merit - Subject to ST Approval
denvermage.fandom.com

Merits and Flaws

(1 point) [Mage: Revised - Mental Merit] For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can...
 
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Related to this, if we take Scoured Perfection of Form can we grant some of the Exalted mutations like Enlightened Essence or Lidless Demon Eye?
Yes, though the caveat is that Some mutations, like Enlightened Essence can only be given to people who are capable of taking it in the first place.
 
Yes, though the caveat is that Some mutations, like Enlightened Essence can only be given to people who are capable of taking it in the first place.

I take it you can't recursively grant whatever capability is required to get the Enlightened Essence mutation through some other use of VEE?
 
I take it you can't recursively grant whatever capability is required to get the Enlightened Essence mutation through some other use of VEE?
Nope. You can elevate people with Sorcery so they have the innate capacity, though that is resource intensive and best reserved for circle members.
 
With Lorgar quickly growing in power does his mythos will effect his Legion though his geneseed?

Can Lorgar consciously decide what sorta aspect he will Embody as long it is Within mythos?

Do we need sorcery to reformat demon and demonic weapons?
 
Nope. You can elevate people with Sorcery so they have the innate capacity, though that is resource intensive and best reserved for circle members.

Earlier I suggested self-improvement not-Sorcery rituals based on praying to yourself. Could Lorgar invent something like that could be used by people to (gradually) grant themselves that capacity?

With Lorgar quickly growing in power does his mythos will effect his Legion though his geneseed?

If that's the case, granting him Enlightened Essence sooner rather than later might be a good idea.

I also think Enlightenment might having interesting synergies with the Illumination part of his existing mythos.
 
[X] Plan Heir of the Creators
-[X] PRINCIPLE-INVOKING ONSLAUGHT 8 XP
-[X] CONSTRUCTIVE CONVERGENCE OF PRINCIPLES 8 XP

PRINCIPLE-INVOKING ONSLAUGHT
Prerequisite Charms
: Mind-Hand Manipulation
All of existence is a weapon to the opened mind. This Charm can enhance any direct telekinetic attack using Mind-Hand Manipulation. Instead of exerting damage through projected force, a successful hit allows the Infernal to shape any instant-duration, damaging phenomenon into existence to injure the target, even if the phenomenon is wholly imagined and has no natural counterpart in Creation's patterns. It is theorized that truly fantastic and seemingly impossible attacks refract principles lost to the Three Spheres Cataclysm.
  • Attacks with Mind-Hand Manipulation can now do Aggravated Damage.
  • If a character is invincible baring specific weaknesses, then this attack can count as that weaknesses, provided the user of this charm knows about the weaknesses.
  • Should the attack kill an immortal target, they die permanently. Spirits and other immortals killed by this charm do not return, instead transmuted into a magical reagent.
  • Should the attack kill a mortal target, their souls are extinguished and an appropriate Shaping can transmute their corpse to any other matter with a Resources value equal to the Infernal's Essence.

Reasoning
Mind Hand Manipulation is by a long shot our best attack since it's Sagacity+Willpower. Being able to do aggravated damage, including against the kind of puzzle enemies for whom this thing does not usually works... that is amazing

CONSTRUCTIVE CONVERGENCE OF PRINCIPLES
Prerequisite Charms
: Principle-Invoking Onslaught
The Primordials built Creation from the chaos of the Wyld. Tapping into this legacy, an Infernal with Constructive Convergence of Principles may give form to the inchoate. The dice pool for this Charm is (Willpower + Essence).

Each roll requires one full turn of effort, and the character pays one Willpower point with each roll. This roll has a base difficulty of 5 in the Warp, 7 in the Daemon Worlds or warp tainted worlds, 9 in real space. The Infernal can spend accumulated successes at any point to complete part of her construction.

This functions as follows.
Demesne: To forge a demesne, the Infernal must first create the land and then spend successes equal to its demesne level.

Land: To create a stable region—such as land—the Infernal must spend successes equal to its Resources value. She can spend up to five successes at a time. This does mean that creating fertile land and mineral resources requires more effort per acre than blasted plains, desolate marshes and lifeless ocean. The Infernal can use thd charm in this region as if it were a Daemon World.

Magical Things: To create a manse or artifact, the Infernal applies the successes on this roll directly as Craft successes in manse or artifact construction. This Charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement this process with Craft Charms.

People: To create people, spirits and demons, the Infernal spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Infernal spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Infernal can spend up to five successes at a time.

Wealth: To create portable wealth, the Infernal must spend successes equal to its Resources value. She can spend up to five successes at a time.

Reasoning
There is no way to sugar-coat this, we are about to try to colonize a warp rift. Being able to Wild-shape the stuff next to the rift is the only way I can think of for us to manage that, make fortifications out of the very stuff bleeding trough and then anchor it in place like we are cosplaying Luna.

And that's it. I want to save the rest of the XP to use next turn since I think we might need to do some big spending in the run up to dealing with the Covenant.
 
With Lorgar quickly growing in power does his mythos will effect his Legion though his geneseed?

Can Lorgar consciously decide what sorta aspect he will Embody as long it is Within mythos?

Do we need sorcery to reformat demon and demonic weapons?
Lorgar will not effect his legion any more than he already is. Except if he dies like Sanguinious did in canon. More mythos just means more paths for his marines to emulate his achievements.

No, the Mythos grows based on his acts and actions, within the scope of his Mythos. So he cannot gain any Aspect outside of his Archtypes. But within? He gains them when he achieves a great act. Not controlled or chosen as it is a testament of his actions and not the other way around.

Yes? But artifacts are MUCH better than daemon weapons.
Earlier I suggested self-improvement not-Sorcery rituals based on praying to yourself. Could Lorgar invent something like that could be used by people to (gradually) grant themselves that capacity?
Unfortunately no. I have a reason why not everyone is capable of Enlightened Essence and True Faith does not interact with that, so no.
 
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Reasoning
There is no way to sugar-coat this, we are about to try to colonize a warp rift. Being able to Wild-shape the stuff next to the rift is the only way I can think of for us to manage that, make fortifications out of the very stuff bleeding trough and then anchor it in place like we are cosplaying Luna.

And that's it. I want to save the rest of the XP to use next turn since I think we might need to do some big spending in the run up to dealing with the Covenant.

I'd argue that we don't need CCP yet as we're not trying to colonise the Wound this turn.

However, we are trying to uplift the tribe itself. I think that we should instead consider Scoured Perfection of Form so we can give tribe members useful mutations, whether that's enlightened essence for those who can gain it, psyker powers (which we can then ask Lorgar to teach as a favour next turn), the ability to perceive the supernatural with Lidless Demon Eye, or things like mega-intelligence.

It also let's us give Lorgar Enlightened Essence sooner rather than later, which I think is important so we can try to add it to his Mythos to make it easier for his Legion to develop their talents in that direction.

Edit: There are also potentially controversial but very potent mutations like Brain Eating:

Article:
Brain Eating
6 Points
This potent Power literally allows the fomor to "chew up" a victim's mind, reducing a targeted Mental Attribute by one dot permanently and absorbing it as one point for their own experience point pool. This does no actual damage to the target's brain, and is thus undetectable by scientific means.
System: The fomor spends on Willpower and rolls Intelligence+Occult (difficulty 6). The target may resist this with her Willpower (difficulty 6). The fomor must touch this target for this power to be effective.
Example: The fomor touches a foe and targets her Intelligence. If successful, the victim loses one dot of Intelligence and the fomor adds one point to his experience point total. He may then use that point to buy anything he could normally purchase with one point of experience, or he may save it and add it to other points. This Power may only be attempted against a single target once per scene.


We'd need to be cautious with it, but seeing as space marines can do something similar if much more visceral already I think it's a power we should consider granting. It would allow us and our tribe to develop a lot more quickly if we restrict it to acceptable foes. Note that it isn't restricted to humans. We could use it on daemons or animals.

Even if Fan can't buy it for himself it would be very useful for our elites.
 
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Just a note that Mutations are seen as something to be feared. Especially the obvious one. You got away with TDC but just be careful when granting mutations on the wide scale.

40K is not friendly to Mutants.
 
This leaves us with 7 exp right?

Yep, almost enough for another charm.

I'd argue that we don't need CCP yet as we're not trying to colonise the Wound this turn.

However, we are trying to uplift the tribe itself. I think that we should instead consider Scoured Perfection of Form so we can give tribe members useful mutations, whether that's enlightened essence for those who can gain it, psyker powers (which we can then ask Lorgar to teach as a favour next turn), the ability to perceive the supernatural with Lidless Demon Eye, or things like mega-intelligence.

It also let's us give Lorgar Enlightened Essence sooner rather than later, which I think is important so we can try to add it to his Mythos to make it easier for his Legion to develop their talents in that direction.

Edit: There are also potentially controversial but very potent mutations like Brain Eating:

Article:
Brain Eating
6 Points
This potent Power literally allows the fomor to "chew up" a victim's mind, reducing a targeted Mental Attribute by one dot permanently and absorbing it as one point for their own experience point pool. This does no actual damage to the target's brain, and is thus undetectable by scientific means.
System: The fomor spends on Willpower and rolls Intelligence+Occult (difficulty 6). The target may resist this with her Willpower (difficulty 6). The fomor must touch this target for this power to be effective.
Example: The fomor touches a foe and targets her Intelligence. If successful, the victim loses one dot of Intelligence and the fomor adds one point to his experience point total. He may then use that point to buy anything he could normally purchase with one point of experience, or he may save it and add it to other points. This Power may only be attempted against a single target once per scene.


We'd need to be cautious with it, but seeing as space marines can do something similar if much more visceral already I think it's a power we should consider granting. It would allow us and our tribe to develop a lot more quickly if we restrict it to acceptable foes. Note that it isn't restricted to humans. We could use it on daemons or animals.

Even if Fan can't buy it for himself it would be very useful for our elites.

See above, mutants are not welcome in most places, we can't really bound on mass mutation to save us
 
I'd argue that we don't need CCP yet as we're not trying to colonise the Wound this turn.
Would getting another rank in tool transcending constructs help with uplift?

--[X] Uplift the Tribe (0/4)
---[X] Convert the caravan into a Foundry.
---[X] There are a few craftsmen in your tribe, teach them the skills necessary to be of use.
---[X] Gather and refine Material. You need quality material to forge the technology.
---[X] Ensure that there is a steady supply of modern goods.
--[X] The Golden metal (0/2)
---[X] Examine the strange Golden metal that made up Lorgar's pod.
---[X] See if you can refine it further. It seems……incomplete.
--[X] Investigate the rival tribe (0/1)
Here's what fan is going to do turn 3

We could spend 6 exp to get ability aptitude that lowers difficulty checks by 2 for each rank when using a specific ability

So we can lower the difficulty check of using crafting or sagacity to either make the foundry easier or teaching others easier

Edit:
2 ranks into light sleeper lets fan sleep 2 hours a day without any detriments, think it would give us more AP?
 
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