-- [X] Write-In: develop artifacts version of her implants, starting with her Cortex implants
Going to have to disallow this for this turn as you are still setting up the planet. With the Infrastructure unot yet finalised and that juicy Mars tech right there, it makes no sense that she would take a personal project when the tech is unsecured.

That said? Artifact creation needs Fan's involvement, so that is a bottleneck. She can create Archeotech and STC tech but not outright Artifacts without Fan. Finally? Even if you design it, you still cannot build it.

You also have to convert a bunch of material into Oricalcum which is an action in and of itself, especially as you have no Auramite this time around.
 
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I guess then Thalassa is on Revitalising Technology duty and Fan can work on setting up Intelligence Network

If adding Fan assistance would speed up things like adding Lorgar assistance both Fan and Thalassa could tackle Revitalising Technology to get it done in 1 turn
 
Actually, I need to consult with my notes befor saying the action is allowed or not. Give me time to check. Will confirm by evening.
 
Basically in case Thalassa's implants are a no-go I propose to change First Draft of The Future to this

[ ] Plan: All basics no write-ins
- [] Dharok
-- [] Establish Space Marine Recruitment and Training
- [] Lorgar
-- [] Clarify Lorgar's Philosophy
-- [] Decide Machine Spirit Rights:
- [] Thalassa
-- [] Revitalize Production Facilities
- [] Fan
-- [] Cultivate Loyal Factions
--- [] Lorgar assists
-- [] Construct Sacred Centers for the Worldsoul
-- [] Develop an Intelligence Network

Gotta confess, part of the reason I want Intelligence Network is the rumor mill. The situation on the planet is so wild for common people I'm very curious to see what's up with them
 
Actually, I need to consult with my notes befor saying the action is allowed or not. Give me time to check. Will confirm by evening.

To explain where I was coming from, I thought she didn't need to build her implant artifacts. She just had to design them, which she could, and then she shapeshifted her body into them:
Due to her body being made of Moonsilver, she can freely design and shape Moonsilver into implants and weapons and as such, does not need to build them but has to design them.

I took this to mean no other materials were required and she could design 'freely', I.e. without Fan.

In terms of motivation, my view was that with better Cortex implants she'd be much better at everything, and so Fan could pick up the slack on industry this first turn and then she could continue while doing a much better job.
 
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To explain where I was coming from, I thought she didn't need to build her implant artifacts. She just had to design them, which she could, and then she shapeshifted her body into them:


I took this to mean no other materials were required and she could design 'freely', I.e. without Fan.

In terms of motivation, my view was that with better Cortex implants she'd be much better at everything, and so Fan could pick up the slack on industry this first turn and then she could continue while doing a much better job.
So on this. She can freely shape things she has designed and has the capacity to make. Even tech like those of necrons that seem magical but are not. Even magical artifacts.

But she cannot MAKE Artifacts on her own. This is because to make it as it needs a Working to make the artifact, which only Fan and the 1000 have.

Right now you are restricted to Fan only but do not need resources to do so. This is because Artifacts are their own thing and for the time being, you are better off making archeotech/STC versions.

More on this later but to make them you need fan's help.
 
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Ok, will change my vote to just say superior rather than artifact. Sadly, I think this means that we're never going to make her any more artifact implants. Fan's time is just too valuable.
 
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Ok, will change my vote to just say superior rather than artifact. Sadly, I think this means that we're never going to make her any more artifact implants. Fan's time is just too valuable.

Eh, we are going to have 4 Fan actions starting next turn as we give him mind partition too. I think we can spare it, just not right now.
 
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Eh, we are going to have 4 Fan actions starting next turn as we give him mind partition too. I think we can spare it, just not right now.

Even so, we have a lot of work to do on the planet, and a lot of research to that's much more widely distributable. For example, I think a new sorcery path we can reach Dharok and the marines is likely to be more valuable than an artifact only Thalassa can use.
 
Even so, we have a lot of work to do on the planet, and a lot of research to that's much more widely distributable. For example, I think a new sorcery path we can reach Dharok and the marines is likely to be more valuable than an artifact only Thalassa can use.

Oh I mean artifact making in general. We are not likely to give her another round of implants after spending an action for that this turn I think.
 
Agreed on that. For example, before we start diving into the Warp to Wyldshape there, we probably want to make an artifact to boost that.

About diving into the warp we might want to play into the narrative of being heroes out on the sea of monsters. I mean yeah, it makes sense pragmatically to do that big hangar plan you suggested, let the warp into a section of the ship then spray the daemons with lasers and render them down for reagents, but I feel that much like taking a mortal crew with us that opens those automatic protections up to subversion. I think we should make an artifact ship, call it the Argo if we still know the name and take nothing but Circle Members, we beat up whatever comes at us and translate back into real space.
 
About diving into the warp we might want to play into the narrative of being heroes out on the sea of monsters. I mean yeah, it makes sense pragmatically to do that big hangar plan you suggested, let the warp into a section of the ship then spray the daemons with lasers and render them down for reagents, but I feel that much like taking a mortal crew with us that opens those automatic protections up to subversion. I think we should make an artifact ship, call it the Argo if we still know the name and take nothing but Circle Members, we beat up whatever comes at us and translate back into real space.

I can see that as a narrative for reagent hunting, but the reason I wanted the hollow ship was so that we could not have a Gellar field active in the hold, so we could use Wyld Shaping on a macro scale there, to make orbital factories, exotics infrastructure, or similarly enormous things like and then take them back to real space.

That way we can also sell the idea the infrastructure we create as being salvage from things lost in the Warp, so it looks less supernatural.

We might even be able to do the same with manses and other ground infrastructure, using antigrav to lower them to the ground.
 
One other thing I've thought of. In my 'A Thousand Shrines for a Thousand Heroes' stunt, I've just specified that Fan can use VEE should try granting them the Past Life Background so they can recall their original selves' stories.

I've currently put that down as five dots, but I realise that this may be excessive, and that a single use of VEE could grant them Past Life 3 and the ability to Shapechange into a single form, that of their original self.

In some ways then remembering their origin and being able to adopt that form work well together, as does them becoming able to adopt that form as part of the consecration of the shrine dedicated to that origin.

On the other hand, Past Life 3 is a lot less than Past Lives 5 in terms of what they'd learn from their original self (although that may not be entirety a bad thing depending on the hero in question), and it may seem like I'm trying to squeeze too much into the stunt.

What do people think?
 
One other thing I've thought of. In my 'A Thousand Shrines for a Thousand Heroes' stunt, I've just specified that Fan can use VEE should try granting them the Past Life Background so they can recall their original selves' stories.

I've currently put that down as five dots, but I realise that this may be excessive, and that a single use of VEE could grant them Past Life 3 and the ability to Shapechange into a single form, that of their original self.

In some ways then remembering their origin and being able to adopt that form work well together, as does them becoming able to adopt that form as part of the consecration of the shrine dedicated to that origin.

On the other hand, Past Life 3 is a lot less than Past Lives 5 in terms of what they'd learn from their original self (although that may not be entirety a bad thing depending on the hero in question), and it may seem like I'm trying to squeeze too much into the stunt.

What do people think?

I don't think they have original life stories, they are echoes of what it means to be an Imperial Herald in general, an amalgamate. That said VEE is meant to retroactively kick reality in the shins when it is not looking so they might have them if they ask. That would be a question for @Yzarc.
 
Depends on the intent. What do you want out of it? Give them personalities? Very possible.

But not through past lives as these guys are echos and not former people.

So past life, which you CAN give them, will not work for this.

What it would do is give them the dlite tag where they permandnt roll max dice caps. You can train them to have this but it is AP heavy.

They do roll max dice currently but only on Primary specialization, i.e physical.
 
I don't think they have original life stories, they are echoes of what it means to be an Imperial Herald in general, an amalgamate. That said VEE is meant to retroactively kick reality in the shins when it is not looking so they might have them if they ask. That would be a question for @Yzarc.

Well, good point, if they're an echo of generic rather than specific legends of heroism then we should probably have them each choose a hero whose example to emulate, and they can take their name as part of the consecration of their shrine, and future pupils can also take that name as an additional one.
 
Depends on the intent. What do you want out of it? Give them personalities? Very possible.

But not through past lives as these guys are echos and not former people.

So past life, which you CAN give them, will not work for this.

What it would do is give them the dlite tag where they permandnt roll max dice caps. You can train them to have this but it is AP heavy.

They do roll max dice currently but only on Primary specialization, i.e physical.

If we could get them to roll max dice on mental, which is to say as sorcerous assistants that would be great, but I think they need personalities first. Everything else is a nice to have that is necessary.
 
Depends on the intent. What do you want out of it? Give them personalities? Very possible.

But not through past lives as these guys are echos and not former people.

So past life, which you CAN give them, will not work for this.

What it would do is give them the dlite tag where they permandnt roll max dice caps. You can train them to have this but it is AP heavy.

They do roll max dice currently but only on Primary specialization, i.e physical.

My thought was even if these are echoes; the legend that they're an echo of can give them name and with that name a template to develop a personality around.

Even if, say, one of the marines is only taking on the mantle of Galahad or Odysseus rather than ever have been them in any real sense, it's still a start.

Particularly if we lean into it by dedicating a shrine each to 'their' legend and their new name. It basically gives them each a distinctive heroic foundation on which to build a base.

Even more particularly if we pair that by giving them their own face by letting them shape change to and from a distinct human form.
 
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