Auramite is the precursor of Ornicalchum I think it would be a waste to use it when we could turn those resources into proper Artifact materials, but otherwise no issues with gifting the Cauldron Marines the kind of stuff that would give the Emperor nightmares. Golden Janissary also sounds great so they can use their essence. As for pre-cog though and this goes for the heroes too, that is eligible for VEE buy, unlike lores and other fancier advancements

The thing about orichalacum is that it's hard to make. Even Fan struggled and needed to use Enuncia to make it possible. Making artifacts is also hard, it's unlikely we can create a thousand of them.

Auramite, while astonishingly expensive; can be made by people who aren't Solar tier exalted. With our tech level; that should be something that's possible for us to construct the production lines for. Hopefully we retained a small sample after making orichalcum

Thinking about this has actually made me consider changing my mind about what to get for the WorldSoul

We're told that Custodes auramite armour is so expensive that each is the price of a world. That's because auramite is so expensive.

The fact that materials can cost that much makes the infinite raw materials option a lot more attractive. Sure, on a galactic scale for virtually all materials one worlds production would eventually become trivial. That isn't the case for raw materials that are exceptionally rare like auramite precursors seem to be. Because sources for them are so rare, it multiple are required it's possible that even a decent sized space empire may not have all of themselves

There may be other special materials that could have a similar if lesser issue. The raw material bonus isn't just a guarantee that you won't run out of a material, it's a guarantee that you'll always have all possible raw materials available, I think.

It's worth remembering that auramite isn't a pure metal. It's a superior version of ceramite, a cermet (a ceramic-metal composite).

For psyker powers, I take your point about VEE

However, also on VEE I think it's worth considering spending 2 xp to get one for in some other powers, so we can use VEE to take someone all the way to 5 dots.
 
Last edited:
The thing about orichalacum is that it's hard to make. Even Fan struggled and needed to use Enuncia to make it possible. Making artifacts is also hard, it's unlikely we can create a thousand of them.

Auramite, while astonishingly expensive; can be made by people who aren't Solar tier exalted. With our tech level; that should be something that's possible for us to construct the production lines for. Hopefully we retained a small sample after making orichalcum

Thinking about this has actually made me consider changing my mind about what to get for the WorldSoul

We're told that Custodes auramite armour is so expensive that each is the price of a world. That's because auramite is so expensive.

The fact that materials can cost that much makes the infinite raw materials option a lot more attractive. Sure, on a galactic scale for virtually all materials one worlds production would eventually become trivial. That isn't the case for raw materials that are exceptionally rare like auramite precursors seem to be. Because sources for them are so rare, it multiple are required it's possible that even a decent sized space empire may not have all of themselves

There may be other special materials that could have a similar if lesser issue. The raw material bonus isn't just a guarantee that you won't run out of a material, it's a guarantee that you'll always have all possible raw materials available, I think.

It's worth remembering that auramite isn't a pure metal. It's a superior version of ceramite, a cermet (a ceramic-metal composite).

I do not think the cost for making Auramite is in raw materials, as you said it's a composite, that is most likely also a psy-tech manufacturing process, just one that can be done by lobotomized imperial psykers or whatever horror they no doubt use in this instance. I'm not optimistic about being able to set up a production line, but if we can do it the way to make an even bigger one would require a combination of Mars-like tech level and automated factories and we can only choose the one.
 
so are we going the make a Solarpunk + Lunarpunk civilization, and then transit into cyberprep then cyberparadise?

This is still 40K, I do not think we have the production capacity for paradise, we need it to build guns to shoot the hell-spawn, angry green mushrooms and torture-happy elves, but we can sure as hell maintain a better standard of living that the IoM, like the thousand worlds of Ultramar, but with talking tech and sorcery.
 
I do not think the cost for making Auramite is in raw materials, as you said it's a composite, that is most likely also a psy-tech manufacturing process, just one that can be done by lobotomized imperial psykers or whatever horror they no doubt use in this instance. I'm not optimistic about being able to set up a production line, but if we can do it the way to make an even bigger one would require a combination of Mars-like tech level and automated factories and we can only choose the one.

Well, auramite seems be be made by 'Terran forge-clans' using secret techniques passed down since before the Emperor unified the planet. Mars isn't the only source of tech, Terra has its own secrets. This is what we know about them:

Article:
The Urals ran for nearly two and a half thousand kilometres, from the frozen reaches of Kara Oceanica to the ancient realm of the Kievan Rus Khaganate. Ahead, the towering forge spire of Mount Narodnaya was a hazed blur, wreathed in the smoke and lightning of mighty subterranean endeavours. The riches of these mountains had been plundered by a succession of peoples, but none to match the monumental scale of the Terrawatt Clan. Said to spring from the same root as the Mechanicum, its theologiteks had carved temples into the bones of the Urals during a technological dark age, where they weathered the fury of Old Night in splendid isolation until their very existence became a whispered legend. When the Terrawatt Clan finally emerged from their lair beneath the Kholat Syakhl, it was to find a planet ravaged by wars fought between monstrous ethnarchs and tyrants. As word of the Clan's rebirth spread, petitioners came from across the globe to beg for their ancient wonders, offering bargains, treaties and threats in equal measure. But only one man came offering more than he sought to take. He called Himself Emperor, a title the Clan Aghas mocked until His vast knowledge of long forgotten technologies became apparent. His willingness to share these lost arts allied the Clan to His banner, and from their archives came many of the weapons that brought Old Earth to Unity. The entombed memory-cores of its eldest Aghas claimed it was their technology, not that of Mars, that precipitated the creation of the first proto-Astartes, a claim utterly refuted by the Mechanicum.
Source: “Vengeful Spirit”

Article:
An acolyte of Mars would have deemed this gambit sacrilegious, and would not have hesitated in laying down his or her life to prevent Duriel from proceeding. But Duriel was not a Techmarine. He was a forge-wright, and a master of the Ironwing. He was learned where those of his brethren trained on Mars were not. The Theologiteks of Narodnya had guided his learning, encouraging the accumulation of wisdom rather than lore and of reason rather than dogma. He had studied heretechnika that would be burned on sight on Mars, infernal war machines that consumed the flesh of the slain as fuel, and worse, diabolical engines whose Silica Animus harked back to the blood-soaked legends of prehistory, machines capable of offering divine providence and fortune in battle in exchange for the blood of a willing sacrifice.
Source: “Lion El’Johnson, Lord of the First”

Article:
Entire bloodlines of exceptionally skilled artisans dwell within gilded towers on Terra, their purpose to fashion the auramite armour and perfectly balanced weapons for each new Custodian. Certain names such as the Clan Halbrinmir or the Clan Gestaxtis are renowned for their martial masterworks, and their augmetically enhanced artisan-barons are famed for the wonders they have wrought.
Source: “Adeptus Custodes Codex, 8E”


So although secret, they don't seem to be using psykers to make them directly.
 
Last edited:
Well, auramite seems be be made by 'Terran forge-clans' using secret techniques passed down since before the Emperor unified the planet. Mars isn't the only source of tech, Terra has its own secrets. This is what we know about them:

[arricle="Vengeful Spirit"]The Urals ran for nearly two and a half thousand kilometres, from the frozen reaches of Kara Oceanica to the ancient realm of the Kievan Rus Khaganate. Ahead, the towering forge spire of Mount Narodnaya was a hazed blur, wreathed in the smoke and lightning of mighty subterranean endeavours. The riches of these mountains had been plundered by a succession of peoples, but none to match the monumental scale of the Terrawatt Clan. Said to spring from the same root as the Mechanicum, its theologiteks had carved temples into the bones of the Urals during a technological dark age, where they weathered the fury of Old Night in splendid isolation until their very existence became a whispered legend. When the Terrawatt Clan finally emerged from their lair beneath the Kholat Syakhl, it was to find a planet ravaged by wars fought between monstrous ethnarchs and tyrants. As word of the Clan's rebirth spread, petitioners came from across the globe to beg for their ancient wonders, offering bargains, treaties and threats in equal measure. But only one man came offering more than he sought to take. He called Himself Emperor, a title the Clan Aghas mocked until His vast knowledge of long forgotten technologies became apparent. His willingness to share these lost arts allied the Clan to His banner, and from their archives came many of the weapons that brought Old Earth to Unity. The entombed memory-cores of its eldest Aghas claimed it was their technology, not that of Mars, that precipitated the creation of the first proto-Astartes, a claim utterly refuted by the Mechanicum.[/article]
Article:
An acolyte of Mars would have deemed this gambit sacrilegious, and would not have hesitated in laying down his or her life to prevent Duriel from proceeding. But Duriel was not a Techmarine. He was a forge-wright, and a master of the Ironwing. He was learned where those of his brethren trained on Mars were not. The Theologiteks of Narodnya had guided his learning, encouraging the accumulation of wisdom rather than lore and of reason rather than dogma. He had studied heretechnika that would be burned on sight on Mars, infernal war machines that consumed the flesh of the slain as fuel, and worse, diabolical engines whose Silica Animus harked back to the blood-soaked legends of prehistory, machines capable of offering divine providence and fortune in battle in exchange for the blood of a willing sacrifice.
Source: Lion El'Johnson, Lord of the First

Article:
Entire bloodlines of exceptionally skilled artisans dwell within gilded towers on Terra, their purpose to fashion the auramite armour and perfectly balanced weapons for each new Custodian. Certain names such as the Clan Halbrinmir or the Clan Gestaxtis are renowned for their martial masterworks, and their augmetically enhanced artisan-barons are famed for the wonders they have wrought.
Source: Adeptus Custodes Codex, 8E


So although secret, they don't seem to be using psykers to make them directly.

Fair, but they appear to be doing that with the raw materials available on Earth since they were making Custodes armor before there was an Imperium... which incidentally kind of speaks against that 'one suit is worth a planet' number given that Earth alone was able to provide hundreds if not thousands.
 
This is still 40K, I do not think we have the production capacity for paradise, we need it to build guns to shoot the hell-spawn, angry green mushrooms and torture-happy elves, but we can sure as hell maintain a better standard of living that the IoM, like the thousand worlds of Ultramar, but with talking tech and sorcery.

It'll be painful, but we probably want to work with Dharok to invent Sorcery Paths for some turns in the future, after we have for some other projects up and running and self-sustaining.

Quintessence Manipulation is probably the first one I'd choose, but after then we might want I look for things that synergise with psyker powers, as I think is possible in canon. Things like the Divination Path that fits with Precog, as do, I think Fortune, particularly with Precog 5, as the later allows you to see the distribution of paths of possible futures and the former lets you influence events directly to get a less likely more to be more likely.

If we make our thousand Heralds shaman, they should be able to use sorcery and psyker powers on planet without risking Perils. That means a thousand psyker-shaman can have a big impact on planetary development.

Fair, but they appear to be doing that with the raw materials available on Earth since they were making Custodes armor before there was an Imperium... which incidentally kind of speaks against that 'one suit is worth a planet' number given that Earth alone was able to provide hundreds if not thousands.

Even after the Age of Strife, Earth had been a world were the wealth of a galactic scale state had been focused. They were probably recycling materials that had previously been imported from across the galaxy.
 
Last edited:
This is still 40K, I do not think we have the production capacity for paradise, we need it to build guns to shoot the hell-spawn, angry green mushrooms and torture-happy elves, but we can sure as hell maintain a better standard of living that the IoM, like the thousand worlds of Ultramar, but with talking tech and sorcery.
true, High imperial can only get use so high anyways, best we can get to is cyberprep, question both solar and lunar lead for a balance with nature and arenewable energy, but which one should we go for?

solar has a favor of handcraft and community while lunar has witchcraft/magic and spirituality (more a self instead of community)
or would a mix of solar (a unified future) and linear (preserving whatever lore of the old ways/culture) be the best?

Fair, but they appear to be doing that with the raw materials available on Earth since they were making Custodes armor before there was an Imperium... which incidentally kind of speaks against that 'one suit is worth a planet' number given that Earth alone was able to provide hundreds if not thousands.
what's chances that Big E just pulled materials from the warp after purifying it of chaos before allowing the Clans to make Auramite?
 
It'll be painful, but we probably want to work with Dharok to invent Sorcery Paths for some turns in the future, after we have for some other projects up and running and self-sustaining.

Quintessence Manipulation is probably the first one I'd choose, but after then we might want I look for things that synergise with psyker powers, as I think is possible in canon. Things like the Divination Path that fits with Precog, as do, I think Fortune, particularly with Precog 5, as the later allows you to see the distribution of paths of possible futures and the former lets you influence events directly to get a less likely more to be more likely.

If we make our thousand Heralds shaman, they should be able to use sorcery and psyker powers on planet without risking Perils. That means a thousand psyker-shaman can have a big impact on planetary development.

Makes sense, though the problem is Dharok isn't very good at mental stuff so we should not expect results too fast

Even after the Age of Strife, Earth had been a world were the wealth of a galactic scale state had been focused. They were probably recycling materials that had previously been imported from across the galaxy.

Maybe though it could just as easily be that they are using machines they do not understand gene-locked to those clans, value is a function of scarcity. If the number of smiths able to make auramite remains the same (or goes down though normal imperial decay) and the amount of stuff in the Imperium goes up then eventually one of those suits would be worth the output of a planet in 40K even though you cannot actually convert the output of a planet into one of them

true, High imperial can only get use so high anyways, best we can get to is cyberprep, question both solar and lunar lead for a balance with nature and arenewable energy, but which one should we go for?

solar has a favor of handcraft and community while lunar has witchcraft/magic and spirituality (more a self instead of community)
or would a mix of solar (a unified future) and linear (preserving whatever lore of the old ways/culture) be the best?

I say we use whatever works, we need functional tech more than we need a unified tech base

what's chances that Big E just pulled materials from the warp after purifying it of chaos before allowing the Clans to make Auramite?

Non-zero I'd say.
 
Planetary Resources and Production
HOW DO RESOURCES WORK ON A PLANETARY LEVEL?
To simplify the process, go see the list and figure out what level of power you want the equipment to give you. This is how Resources/Factories are used in a MACRO, planetary state.

Tier of Resource Dots NeededDescription
T0Mundane things
T1 - T2Things that give x2 to x3 Boost
T2 - T3Things that give x4 to x5 Boost
T3 - T4Things that give x6 to x7 Boost
T4- T5Things that give x8 to x9 Boost
Multiple T5Things that give x10+ Boost

HOW DO RESOURCES STACK?
The answer? They do not. You can have multiple sources of income but unless you hit the threshold, 10 Zero Dot Resources, it will never convert into a One Dot Resource.

You need the following for Resource dots to stack.
DotsSources
T1Ten T0s.
T2Ten T1s or 100 T0s.
T325 T2s or 250 T1s or 2500 T0s.
T450 T3s or 1250 T2s or 12500 T12s or 125000 T0s.
T5100 T4s or 5000 T3s or 125000 T2s or 1250000 T1s or 12500000 T0s.

HOW DO I SPEND THEM?
The costs are always listed as three T1 dots or five T2 dots and so on. If you have the dots, you can spend it and make the purchase.

If you do not? Then you cannot. You can pool in multiple sources, if they are at the same or higher level. So if you want to make three Resource 2 purchases and have only one T3 dot then break it into 25 T2 dots and subtract three, leaving you with 22 T2 Dots.

Somethings can effect the cost. Take Designing for Example.

BenefitComplexity (0 to 5)Remarks
Cost-effectivenessThis is the amount of reduction in the resources needed to make it
Alternative to Exotic ComponentsAlternatives to special and unique resources needed to make it or its components.
Production EaseHow easy it is to produce, reducing production time.

EXAMPLE: Take the Aegis Pattern Power Armor. It gives a x5 boost, so it costs one T3 Resource Dot to make it.

COST:
Resource Dot: T3 per armor.
Exotic Components: X5 boost so 5 Exotic Components.
Production Ease: Needs one T3 Factory.

Now with each dot in Cost-Effectiveness, you get one additional Power Armor for each point you put in, up to 5. So at 5 points in cost effectiveness, you get 6 power armor for one T3 Resource Dot.

If you put points into Production ease? You can build 6 Power Armor in one T3 Factory.

However, this does NOT include Exotic Components, so you will still need to pay 30 Exotic components unless you put dots to reduce the need for exotic components at 1 dot per exotic component. So at 3 points you will need x2 exotic components per armor and 12 for 6 armors.

HOW DO I GAIN THEM BACK?
Generally? Make factories to produce resources or import them. They are "received" at the of the Year for Macro Build actions but some are more conditional.

Take Exotic Material for example. They do not have dots but points. This resource does not replenish itself naturally and you will need Infrastructure to get a planet to regenerate resources. Each Infrastructure regenerates 1 point per year.

TIER OF FACTORIES
Each TX Factory/Production Facility produces TX Resource Dots per year.

PLANETARY RESOURCE CAP:
Now you will be facing many resource shortages as importing resources is dependent on rolls. Only Planetary Resources cannot be disrupted unless you are being attacked. However, this is capped. A Planet has a Capacity post which it can not produce any more resources.

For Example: Colchis has a cap of Two T5 Resource dots. So that is the max capacity. So a max of two T5 factories can be built on the planet.

UNLIMITED RESOURCES
A planet with Unlimited Resources can produce as much resources as you can build factories to mine and process the resources. This includes exotic resources.

For Example: Colchis with this, can produce as much resources as ypu can build factories. So unlimited T5 Factories can be built on the planet.

IS THIS COMPLICATED?
No Worries, here it is simplified. Just keep in mind 3 things on Macro Projects.

Resource Dot to build it.
Exotic Components to build it.
Factory to Produce it.
 
Last edited:
In light of the above unlimited resources is a lot more powerful than I thought it was so I'm dropping the terraforming integration. Giving the spirits even more ability to act would be cool, but the resources would allow for enormous growth

[X] (Unique) Awakened Machine Spirits (As the Worldsoul is partly a machine spirit, any tech made on the world or in orbit, will automatically be given an awakened Machine Spirit)
[X] (Unique) Anti-Chaos Wards (Any attempt to attack the planet and/or the Worldsoul is hit with -5 dice)
[X] (Unique) Unlimited resources (Raw Materials grow continuously from the core so you will never run out)
[X] (Starting Bonus) Tech Spread (Brings your tech level from Average Imperium [New forge World] to Above Imperium [Mars])
 
[X] (Unique) Awakened Machine Spirits (As the Worldsoul is partly a machine spirit, any tech made on the world or in orbit, will automatically be given an awakened Machine Spirit)
[X] (Unique) Anti-Chaos Wards (Any attempt to attack the planet and/or the Worldsoul is hit with -5 dice)
[X] (Unique) Unlimited resources (Raw Materials grow continuously from the core so you will never run out)
[X] (Starting Bonus) Tech Spread (Brings your tech level from Average Imperium [New forge World] to Above Imperium [Mars])
 
[X] (Unique) Unlimited resources (Raw Materials grow continuously from the core so you will never run out)
[X] (Unique) Anti-Chaos Wards (Any attempt to attack the planet and/or the Worldsoul is hit with -5 dice)
[X] (Unique) Wyldshaping (The Planet counts as your Worldbody for the purpose of Wyldshaping)
[X] (Starting Bonus) Tech Spread (Brings your tech level from Average Imperium [New forge World] to Above Imperium [Mars])

@Yzarc sorry if you already said this but my memory is failing me. Can wyldshaping create exotic components?
 
@Yzarc sorry if you already said this but my memory is failing me. Can wyldshaping create exotic components?
No, but you can directly create the End Products instead so it is not a defect. You can also use it to create infrastructure and other benifits.

The thing about Wyldhsaping is that now the Worldsoul is up and active, its Mythos will effect the planet, making Wyldshaping MUCH more difficult as you will be adding the planet's Mythos to the difficulty of all Wyldshaping.

Meaning, you effectively cannot use Wyldshaping on the planet without serious set up and never on a Macro Scale. With Wyldshaping option? You can singlehandedly shape Factories into existence as a personal action.
 
No, but you can directly create the End Products instead so it is not a defect. You can also use it to create infrastructure and other benifits.

The thing about Wyldhsaping is that now the Worldsoul is up and active, its Mythos will effect the planet, making Wyldshaping MUCH more difficult as you will be adding the planet's Mythos to the difficulty of all Wyldshaping.

Meaning, you effectively cannot use Wyldshaping on the planet without serious set up and never on a Macro Scale. With Wyldshaping option? You can singlehandedly shape Factories into existence as a personal action.

We have orbital lift capacity, just set up a station out of its range somewhere in system and do it there.
 
We have orbital lift capacity, just set up a station out of its range somewhere in system and do it there.
Let me put it this way. Wyldshaping is best used on a World or area of space with Warp breaches where Reality is malable.

You got away with it so far because of the Wound. Now that it is fixed? The places of power where you can use it is limited.

Think of how Daemons are rejected from reality unless there is a warp rift nearby. Similar principles apply.

The Planet makes things extra hard now that it is awake but without a Warp Rift, even space and other places will make Wyldshaping way more difficult.
 
Let me put it this way. Wyldshaping is best used on a World or area of space with Warp breaches where Reality is malable.

You got away with it so far because of the Wound. Now that it is fixed? The places of power where you can use it is limited.

Think of how Daemons are rejected from reality unless there is a warp rift nearby. Similar principles apply.

The Planet makes things extra hard now that it is awake but without a Warp Rift, even space and other places will make Wyldshaping way more difficult.

I think I may be missing something. In the charm text:

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.

***​
  1. Make Space Station or outpost on barren rock
  2. Use Land Creation function of CCP to turn that into Barren 'Land' that counts as a daemon wold to Fan
  3. Use that for all your Wyld-shaping needs
Why would this not work?
 
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.
To be clear, that is Base difficulty. It does not take into account modifiers. For Example, Excellency of -3 difficulty is a Modifier. But there are things that ADD difficulty as well, which are also modifiers.

Using that charm in Real space adds to the difficulty minimum of +6 or so in Space, not including other factors. On the planet? Minimum of +11

Ok a brief history on why I modeled it this way.

CORE USE
The Core use of the Charm is to form lands at the edge of Creation.

In Exalted Proper, Solars wanted to use their version of the Charm to recreate Creation. They could not do it despite there being 300+ of them all in agreement. So they dissolved a chunk of creation and reshaped it or tried to do so.

30K
In 30K Daemons and other Warp entities are rejected from reality unless there is a Warp rift nearby. Even Exalted did not have a reality this strong. This is on top of things like Necron Pylons and such.

It is also why Warp Drives require so much power to literally punch a hole in real space.

So to simply put? The Lack of a Worldsoul + The Wound (Warp rift) made use of the charm practical. Now that the Wound has been healed and the planet awake and fully healed, the charm cannot be used anymore.

The only reason why it still is even an option is because you are an Infernal and not a Solar, but it will still take prep time and reality will buckle against you.

But be warned, punching a hole in space is hard but once you do? It may stay open.
 
@Yzarc Is it possible to convert the world into A miniature Astromincron by Focusing its anti Choas attributes? Is Intuning its leylines towards Anathema or Anti Choas energies able to do so?
 
Last edited:
To be clear, that is Base difficulty. It does not take into account modifiers. For Example, Excellency of -3 difficulty is a Modifier. But there are things that ADD difficulty as well, which are also modifiers.

Using that charm in Real space adds to the difficulty minimum of +6 or so in Space, not including other factors. On the planet? Minimum of +11

Ok a brief history on why I modeled it this way.

CORE USE
The Core use of the Charm is to form lands at the edge of Creation.

In Exalted Proper, Solars wanted to use their version of the Charm to recreate Creation. They could not do it despite there being 300+ of them all in agreement. So they dissolved a chunk of creation and reshaped it or tried to do so.

30K
In 30K Daemons and other Warp entities are rejected from reality unless there is a Warp rift nearby. Even Exalted did not have a reality this strong. This is on top of things like Necron Pylons and such.

It is also why Warp Drives require so much power to literally punch a hole in real space.

So to simply put? The Lack of a Worldsoul + The Wound (Warp rift) made use of the charm practical. Now that the Wound has been healed and the planet awake and fully healed, the charm cannot be used anymore.

The only reason why it still is even an option is because you are an Infernal and not a Solar, but it will still take prep time and reality will buckle against you.

But be warned, punching a hole in space is hard but once you do? It may stay open.

Er... thing is the difficulty can as high as it likes, we can still eke out those 5 successes to make land and get the ball rolling. You can nerf this into the ground if you like, you are the GM but right now:
  • Essence+Willpower = 13 dice
  • Code of Honor +2 dice
  • Stunt +1 dice
  • Total 16 Dice = 10 dice +3 Automatic successes
  • x2 from CCC
  • +6 successes on every try no matter what those dice do
The only issue is rolling 1s but we can take Charmed Life for that. It will take some set up and no small amount of XP but we can make Land in Real Space.
 
[X] (Unique) Unlimited resources (Raw Materials grow continuously from the core so you will never run out)
[X] (Unique) Anti-Chaos Wards (Any attempt to attack the planet and/or the Worldsoul is hit with -5 dice)
[X] (Unique) Wyldshaping (The Planet counts as your Worldbody for the purpose of Wyldshaping)
[X] (Starting Bonus) Tech Spread (Brings your tech level from Average Imperium [New forge World] to Above Imperium [Mars])
 
Er... thing is the difficulty can as high as it likes, we can still eke out those 5 successes to make land and get the ball rolling. You can nerf this into the ground if you like, you are the GM but right now:
  • Essence+Willpower = 13 dice
  • Code of Honor +2 dice
  • Stunt +1 dice
  • Total 16 Dice = 10 dice +3 Automatic successes
  • x2 from CCC
  • +6 successes on every try no matter what those dice do
The only issue is rolling 1s but we can take Charmed Life for that. It will take some set up and no small amount of XP but we can make Land in Real Space.
Ah. Ok, to be clear, you can use it. It will be hard, but you CAN use it. I was talking about setting up entire planets and large scale infrastructures.

You can use it to build Manses and such. Boost speed etc. It is why I said you need set up if you want to pull it off.

I never disagreed with you there. I was speaking about how hard it will be to use and how you cannot make Macro actions/Planetary actions with it.

As per the system, any 2 difficulty above 9 becomes -1 Sux. So take Space for Example. The Difficulty is 9 + 6 = 15. Lets assume no other modifiers.

As exalted, you roll difficulty 15 - 3(Excellency). So 12. Max difficulty as exalted is 9. So any 2 difficulty above 9 becomes -1 sux.

So roll 9 difficulty at -2 sux.

CCC does not apply: The character can't use this effect to destroy magical objects, but she may augment actions that circumvent such barriers nondestructively. Using this effect to escape a clinch breaks the hold immediately.

Due to how the Metaphysics work, CCC will no longer apply now that the Worldsoul is active and never applies in space.

Code of Honor: This is a stretch TBH and too much Meta Gaming but let us assume it works.

Then there is the roll. You roll Essence + Willpower. So 10 Dice + 3 Sux (Essence + stunt + Code of honor rounded down) - 2 sux at difficulty 9, spending 1 Willpower per turn where 1s reduce sux even more.

This is the literal best case here.
 
@Yzarc queries:
  • What would be an example of each tier of buildings/factory?
  • Given how each bonus is absolutely broken, what would be an example of Terraforming integration, creating an oasis?
 
Then there is the roll. You roll Essence + Willpower. So 10 Dice + 3 Sux (Essence + stunt + Code of honor rounded down) - 2 sux at difficulty 9, spending 1 Willpower per turn where 1s reduce sux even more.

This is the literal best case here.

You did mention Charmed Life to get rid of the 1s previously, does it not apply here?

Sorry if this is getting too much into the weeds, I just want to figure out how hard this is to as to asses the value of Wildshaping as a bonus.
 
Back
Top