"Lorgar," you said, your voice gentle yet firm, "I cannot make this decision for you.
The players will make the decision for you:rofl:

Seriously, imho, it would be interesting that characters decisions, those which are not MC's, would be more random like throwing the dice over some threshold with adding negative or positive modifier.

[X] Lorgar wishes for control over his visions
 
[X] Lorgar wishes to Awaken his Essence

Ed: Guys Lorgar has true faith and mind protection psychic talent, he has lots of resistance against corruption. This is more important.

Also Next turn we can buy the construction charms and create an artifact to help with them if worst cames to worst.
 
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So any guesses as to how much Martial Arts are going to improve Lorgar in battle? I do not expect them to push him as far as the Physical Primary Primarchs, but I think he could beat up a mental primary/physical secondary one like Vulcan or Magnus.
 
So any guesses as to how much Martial Arts are going to improve Lorgar in battle? I do not expect them to push him as far as the Physical Primary Primarchs, but I think he could beat up a mental primary/physical secondary one like Vulcan or Magnus.
Won't go too much into this but....

Essence use Disrupts "fate" and look up the narrative of Solar Hero style. Will not say more on this. OFC, just learning it will not be enough but more is spoilers.

But just know that while Lorgar can give as good as he gets, he will be facing a major uphill fight against Lion, Russ and Angron.
 
Won't go too much into this but....

Essence use Disrupts "fate" and look up the narrative of Solar Hero style. Will not say more on this. OFC, just learning it will not be enough but more is spoilers.

But just know that while Lorgar can give as good as he gets, he will be facing a major uphill fight against Lion, Russ and Angron.

Well yeah, they are the ones specialized in all scales of fighting, I was not expecting him to win those fights.
 
So any guesses as to how much Martial Arts are going to improve Lorgar in battle? I do not expect them to push him as far as the Physical Primary Primarchs, but I think he could beat up a mental primary/physical secondary one like Vulcan or Magnus.

Depends on the martial art. Unfortunately we have to invent them ourselves first before we can teach them; and that gets expensive.

Something like Graceful Crane Style could be very effective. It has :
1) a close range surprise negator
2) a form charm that makes you able to do wuxia movie style stepping on things that can't hold your weight
3) a charm that allows you to make social attacks in combat (and accelerate martial arts training of other people)
4) some charms that enhance spending and recovery of Compassion channels (which I think Lorgar would have the equivalent of a high rank in)
5) a perfect parry
6) counter attack charms
7) a limited flight charm

It wouldn't make him much more deadly but would make him a lot harder to kill
 
Turn 3: Yin and Yang
Colchis - 831.M30

After a prolonged silence, Lorgar raised his gaze, his eyes ablaze with determination. "Father," he proclaimed, his voice resolute, "I have made my decision. I choose to awaken my essence, to embrace the power that lies dormant within me."

Your heart swelled with pride at his courage and resolve. "So be it," you declared, extending your essence to unlock the latent potential within him.

A blinding light flooded the tent, overwhelming in its brilliance. Shielding your eyes, you felt the surge of power as Lorgar's essence stirred, unfolding like a radiant sun.

When the radiance ebbed, Lorgar stood transformed before you, his form radiant with newfound power. He appeared different, as if a veil had been lifted, revealing his true essence.

"I can see," Lorgar whispered, awe coloring his voice. "I can see the threads that bind us, the tapestry of fate that spans the cosmos."

As Lorgar's essence awakened, dormant memories within him stirred, rising like long-forgotten dreams. He sensed a surge of energy, a fusion of two primal forces within him. Closing his eyes, he concentrated on the sensations, endeavoring to comprehend the awakening.

"It is akin to the balance of Yin and Yang," Lorgar murmured, his voice a soft reverie. "The Yin, the energy from the warp, realm of chaos and potential. And the Yang, the physical energy of real space, structured and tangible."

Diving deeper into this newfound awareness, Lorgar perceived a harmonious equilibrium forming within him. The Yin and Yang energies intertwined, complementing each other in a celestial ballet. He discerned the rhythmic pulsation of these energies, a cosmic symphony resonating within his core.

"It is a harmony," Lorgar realized, enlightenment dawning upon him. "A harmony between chaos and order, between the warp and real space. To awaken my essence is to embrace this harmony, to wield it as a force for creation and protection."

Lorgar paused, recollecting something profound.

"This... it was always meant to be harmonious," he began, his voice carrying a timeless weight. "Heaven and earth once danced in perfect accord, and Yin and Yang naturally intertwined."

"But that harmony was shattered," he lamented. "Taiji lies fractured, unable to restore the equilibrium that once reigned."

He elaborated on how this disharmony had impacted the world, how chaos and disorder now prevailed where once there was tranquility and order.

"Without the unity of heaven and earth, the balance of Yin and Yang is disrupted," he explained. "And without that balance, the world descends into chaos."

Lorgar shook his head solemnly, his countenance reflective of deep contemplation.

"Awakening one's essence is not a feat that anyone can achieve," he declared, his voice filled with solemnity. "It demands a balance between body and soul, a harmony that few can claim."

He explained that the process was not a mere matter of channeling energy or unlocking hidden potential.

"It is about attaining equilibrium between Yin and Yang, between the tangible energy of real space and the ethereal essence of the warp," he expounded. "Without this equilibrium, the awakening can lead to catastrophic outcomes."

Attempting to awaken without balance, he warned, would result in destruction and chaos.

"Without the unity of body and soul, the essence's awakening is doomed," he emphasized. "It is a fragile balance that must be upheld."

His voice turned somber as he described the perils of excessive warp energy.

"Those who seek to wield Yin, the warp's power, without balance, risk losing themselves to its chaotic nature," he cautioned. "Such individuals face the peril of madness, their bodies contorted and mutated by the psychic onslaught."

He vividly portrayed the transformation, detailing how the afflicted's flesh would distort, their minds shattered by psychic storms.

"These... Chaos Spawns are creatures of untamed chaos, driven by instinct and madness," he continued. "Once consumed, there is little hope of return."

"Just as delving into the warp risks chaos's embrace, those too rooted in the physical realm risk losing their souls," he elucidated. "They become... Pariahs. If a normal soul is a light, a Pariah's soul is a Black Hole, where one emits light, the other consumes it."

"Pariahs are voids, repugnant to the warp and those around them," he detailed. "They are severed from the natural energy flow, unable to connect with the realm of souls."

Lorgar underscored the tragedy of their existence.

"Stripped of a connection to the realm of souls, they endure isolation and emptiness," he said. "Both are a cautionary tale, a reminder of the perils of imbalance."

With a solemn gaze, Lorgar turned to you, his eyes holding both resolve and sorrow.

"Those who seek to awaken their essence must first find balance within," he advised. "Only then can they wield the dormant power."

You acknowledged his wisdom with a nod, recognizing the profound insight he had shared. "I will use this knowledge wisely, my son," you urged.

"I know, Father," Lorgar affirmed, his eyes ablaze with determination.

"Now, about your visions," you began, addressing the pressing issue.

Lorgar's eyes widened in surprise as you broached the topic. A fleeting discomfort crossed his features, swiftly masked by composure.

"The visions are... a challenge," he admitted, resignation coloring his voice. "I have endeavored to manage them alone, yet they persist, growing stronger and more insistent."

Acknowledging the gravity of his struggle, you nodded empathetically.

"As an active psyker, the tribal shaman would have guided you on a vision quest, a ritual to commune with the spirits and gain mastery over your powers," you explained. "However, due to concealing your abilities and your desire to shield your mind, that crucial step was bypassed."

A shadow passed over Lorgar's expression.

"I did not wish to burden the tribe with my plight," he confessed quietly. "I believed I could handle it independently, but it appears the visions have surpassed my control."

"You do not face this alone, Lorgar," you reassured, placing a comforting hand on his shoulder. "Together, we will find a path to harness your powers and manage these visions. We confront this challenge united."

With resolve, Lorgar met your gaze, gratitude and hope shining in his eyes.

"Thank you, Father," he expressed. "I place my trust in your wisdom and guidance to guide me through this trial."

Exhaling heavily, you felt the weight of the situation pressing upon you.

"To embark on a vision quest," you explained solemnly, "the shaman induces a slumber upon the psyker and two companions, who act as boon companions on the journey. They traverse the umbral plains, the threshold between realms, seeking enlightenment. They return either in command of their abilities or not at all."

Lorgar's eyes widened in realization.

"The shaman would do what is needed at the first hint of corruption," he murmured, understanding the gravity of the shaman's role.

You nodded, the severity of the ritual stark. "It is a rigorous trial, a safeguard against warp taint within our tribe."

Lorgar fell into contemplative silence, grappling with the weight of the revelation. Eventually, he met your gaze with steely resolve.

"I must undertake this vision quest," he declared firmly. "I cannot allow my powers to jeopardize the tribe any further. I will confront this trial and emerge stronger."

Your concern grew, an uneasy feeling settling within you.

"It is not about bravery, Lorgar," you explained, your tone serious. "The proximity to the Wound is the issue."

Perplexed, Lorgar inquired, "The Wound?"

You affirmed with a sense of foreboding, "Yes, the Wound. It is where reality and the warp intersect, a volatile and perilous domain. A vision quest there would undoubtedly attract malevolent attention."

Lorgar's eyes widened in realization, the gravity of the situation dawning upon him.

"So, you suspect that my visions have gotten stronger because of our proximity to the Wound?" he asked, his voice tinged with concern.

You nodded solemnly. "Yes, that is my suspicion. Psyker powers are much more potent when the psyker is in the warp, and the Wound is a place where the barrier between the two realms is thin. It's likely that the energies of the Wound have amplified your powers, leading to the intense visions you've been experiencing."

Lorgar fell silent, the weight of your words settling heavily upon him. After a moment, he met your gaze, determination burning in his eyes. "Even so," he began, his voice resolute, "I must undergo the vision quest. I cannot allow my powers to endanger the tribe any longer."

You placed a reassuring hand on his shoulder, pride swelling within you.

"I understand your resolve, Lorgar," you said, admiration clear in your voice. "But we must be cautious. The dangers of the Wound are not to be underestimated, and we must ensure that we are adequately prepared before undertaking such a perilous journey."

As the weight of the situation settled upon you both, an alternative began to form in your mind.

"Lorgar," you began, your voice measured, "there is another option. We could send you away, far from the influence of the Wound."

Lorgar's eyes widened in surprise, the notion of leaving the tribe clearly unsettling to him. "Away?" he repeated, his voice tinged with uncertainty.

You nodded, the plan taking shape in your mind.

"Yes, away," you confirmed. "You could take a band of followers and take the fight to the Covenant. By engaging them directly, you could potentially disrupt whatever influence they have over the world and alleviate the strain on your powers."

Lorgar fell silent, the weight of the decision pressing down upon him. After a moment, he spoke, his voice firm.

"It is a drastic step," he began, "but if it means protecting the tribe and gaining control over my powers, then I am willing to consider it."

As Lorgar considered the plan to send him away, he hesitated, his brow furrowed in thought.

"What if we simply wait until the Wound is taken?" he suggested, a glimmer of hope in his eyes.

You shook your head, the gravity of the situation weighing heavily upon you.

"Lorgar, that is not a viable option," you explained. "If you were to enter the Wound, the result would be akin to diving into the warp unprepared. It would also be too dangerous for you to remain here, where your visions become stronger and stronger as time goes on."

Lorgar's expression fell, the reality of the situation sinking in. "So, I must leave or risk the quest?" he said, more a statement than a question.

You nodded, placing a comforting hand on his shoulder. "Yes, for the safety of the tribe and for your own well-being, it is the best course of action," you affirmed.

LORGAR: Unlocked Holy Aspect (Enlightenment).
CHOOSE 1:


[] Undertake the Vision Quest: You will accompany Lorgar with one another on the vision quest, facing the dangers of the umbral plains to help him gain control over his powers.

– Lorgar has faith 10 so he is immune to all Physical threats as is his companions. So this will be filled with Social attacks, temptations and threats. It will take time to go ont the quest, so this will happen end of turn.

[] Send Lorgar Away: Choose to support Lorgar and a band of followers while they get ready to leave the Wound.

– This is the immediately safe option but you loose Lorgar at the end of the turn till you take the wound and he starts rolling in the background for what happens to him. He is still young so you may loose out on influencing him and his Mythos if you take too long.

IN BOTH OPTIONS: He learns Solar Hero Style before they occur.
 
[X] Send Lorgar Away: Choose to support Lorgar and a band of followers while they get ready to leave the Wound.

I have one major reason for this the prevention of chaos cult nonsense on the world. A spirit quest in a world where both the covenants and the world wound are thing is insanely dangerous so they both have to go especially considering the Covenant would definitely try to poison the world Spirit if they're still here when it's fixed.
 
Awakened Essence: Pre-requisits
To those who are wondering, to Qualify for Awakened Essence, a person MUST have the following:

Psyker Mutation: Zeta
Mana Storage Merit.

Iron Will (3 points) [Mage: Revised - Mental Merit]
When your mage makes up his mind, he's unshakable, and he can't be swayed from his goals. You receive three extra dice against all attempts to influence your mage's thoughts (though not against emotional manipulation.) If your character ever runs afoul of a vampire, he can shake off its mind control powers with the expenditure of a single point of Willpower.
The Flow of Ki: (3pt Merit)
You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
Force of Spirit: (2pt Merit)
The light of your soul is evident to those around you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
Strength of Psyche: (2pt Merit)
You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.

Psykers with Grade Delta and above also Require the below:
Spark of Life: (5pt Merit)
Blessed with great vitality, you heal injuries with heroic speed and ease. Your own injuries from lethal damage heal as if they were bashing damage (see the Healing Damage chart in Mage 20, p. 406), and aggravated damage heals as if it were one level higher than it is. (Wounded-level damage, for instance, would heal at the Injured-level rate.) Bashing damage, regardless of its extent, heals within an hour.

If you're trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply – see Mage 20, p. 503.) As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains – muscle spasms, headaches, and so forth – within a minute or two.

Beyond its healing powers, this rush of life-energy simply feels good, too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevitable downside, vampires find your blood delicious – twice as potent as normal human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and unspeakably refreshing.
Unageing: (2 pts)
The years seem to pass you by. Time moves on, but you remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the Fountain of Youth, upgraded yourself to perpetual stability, assumed an odd relationship with the time stream, or entered an uncanny bargain that preserved your current age. And so, although you continue to accumulate the scars, experience, and perspective of age, your body maintains a consistent state of chronological development. Note that this is not the same
thing as immortality – injuries and sickness can kill you just as surely as they'll kill any other person. Age-based decrepitude, however, is not something you'll have to worry about.
 
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I have one major reason for this the prevention of chaos cult nonsense on the world. A spirit quest in a world where both the covenants and the world wound are thing is insanely dangerous so they both have to go especially considering the Covenant would definitely try to poison the world Spirit if they're still here when it's fixed.
Lorgar has True Faith lvl 10.

This is the lvl 9 power: Make yourself invulnerable to any action or power from supernatural evil, or whatever that may cause you harm from supernatural entities. You have to remain passive and concentrate. No violent action allowed. Works on your allies as long as they are not aggressive.

The vision quest will be a social threat. It is a risk but not an insane one. No trap options here.
 
Ah, the Enlightenment Aspect. Yin and Yang, Taijitu. Excellent. Martial artist, monk, philosopher, seeker of enlightenment. Given Lorgar's new insights, perhaps he could help Magnus when the time comes, via philosophical discussion, if nothing else, noting that Magnus' Legion is imbalanced towards Yin.

Hm, as to styles to reinvent and teach Lorgar, one would very much like to teach Lorgar the five Dragon Styles practiced by the Immaculate Order. One would also like to teach Lorgar the Violet Bier of Sorrows Style and Dreaming Pearl Courtesan Style. There is also Crystal Chameleon Style, along with Celestial Monkey Style and Ebon Shadow Style.
 
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