OK then I'm going yo have to rejigger the spy Arcane Fate 5 is I think more valuable than that last point in Obtenebration that is only really valuable once/if he gets caught.
Looking at thd builds, when i said Essence x 10 BP, it was fan's essence rating. So currently 3 ie 30 BP.

Sorry if this was confusing.
 
Looking at thd builds, when i said Essence x 10 BP, it was fan's essence rating. So currently 3 ie 30 BP.

Sorry if this was confusing.

So to be clear, looking at this

6. Bonus Points: In addition to normal Kuei-jin character creation, the Akuma receive an additional (Essence x 10) BP, which their owner can use to further customize and enhance them. These points allow the dark master to tailor the Akuma's abilities and characteristics to suit specific needs and preferences.

Does that mean they do not get the normal 15 for just Kuei-jin character creation character creation, just the 30? Also do they get the 5 dots of Background that are part of that process or does all Background have to be taken with BP?
 
So to be clear, looking at this

6. Bonus Points: In addition to normal Kuei-jin character creation, the Akuma receive an additional (Essence x 10) BP, which their owner can use to further customize and enhance them. These points allow the dark master to tailor the Akuma's abilities and characteristics to suit specific needs and preferences.

Does that mean they do not get the normal 15 for just Kuei-jin character creation character creation, just the 30? Also do they get the 5 dots of Background that are part of that process or does all Background have to be taken with BP?
ALL character creation + [(Fan's Essence rating × 10) extra BP]
 
[] Demon Hunter Time Bender
-[] Cast No Reflection (1 point Flaw):
Like a monster out of a ghost story, your visage does not appear in a mirror, standing water, a sword's blade, or any other reflective surface. Casual observers need only make a Perception + Alertness roll at default difficulty to notice this oddity, which can lead to any number of interesting complications when dealing with mortals.
-[] Permanent Fangs (3pt. Flaw) Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are. You are also limited to a maximum Appearance rating of 3.
-[] Eerie Presence (2pt. Flaw) Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two.
-[] Magic Resistance (2pt. Merit) You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans.The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy.
-[] Sturdy (4 point Merit): Training, hardships, or naturalability have inured your body to pain and damage. While you are not necessarily a hulking brute, anyone who hasseen you in action knows that you can take more dam age than the average individual. You gain an additional
Bruised health level and the Storyteller may award you with any appropriate bonuses when your innate toughness comes into play.
-[] Close Combat +2 (4 BP)
-[] Background: Past Lives 5:
Which life is this one again?
System: This Background's dice pool may add to the dice pool of another task. Once per game session, you can check
in with that well of memory. Every dot in Past Lives gives you one die to roll against difficulty 8; each success on that roll gives you an extra die to use on an upcoming roll with some other Ability. These dice can either add to the dice pool for an Ability you already possess, or else – like the Background: Dream – give you a temporary dice pool for an Ability you don't normally have on your sheet. Past Lives does not ensure
success, but it can lend a bit of extra expertise. Botching a Past Lives roll lands you in the middle of some past-life trauma; for a crucial moment, the memories overwhelm your character, blowing any chance of success in the here-and now.
-[] Disciplines (9 total):
--[] Bardo 2: Banishing Sign of Thoth*:
The character gestures, turning aside any supernatural effect aimed at her. The source of the effect does not matter. She can thwart, or at least blunt, the strength of any mystical attack. This sign was supposedly taught to Osiris by Thoth, the Egyptian god of wisdom and magic. What Thoth actually was — vampire, mortal, or spellcaster — is lost to time.
System: The player spends a blood point and rolls Dexterity + Occult (difficulty 7). This power can be used to "dodge" any incoming attack of a mystical nature, including any Disciplines that target the character (whether or not they actually inflict damage). Any successes the player rolls are subtracted from the successes on the attacker's roll. The sign does not serve to turn aside magically enhanced physical attacks; a punch from a vampire with the Potence Discipline still has the full effect.
-[] Temporis 5: Clotho's Gift*: With this power, a vampire momentarily accelerates time through himself. In this brief instant, he moves with the preternatural speed of Celerity. Unlike that Discipline, however, the time dilation of Clotho's Gift permits any type of action. A vampire may still move or strike faster than the eye can see, but also think, plan, and even invoke other Disciplines that require full concentration. Only the last presents a danger, as it overtaxes the vampire's unliving stasis.
System: The player spends three blood points and rolls Intelligence + Occult (difficulty 7). For a number of turns equal to half the vampire's Temporis rating, rounded up, the character may take a number of extra actions at her full dice pool equal to the number of successes rolled. These actions follow the timing rules associated with Celerity, but may be used to take any action. A vampire may use the actions granted by Clotho's Gift to activate Disciplines multiple times, even Disciplines that cannot be used more than once in a turn (such as Dominate or Thaumaturgy). However, for every action spent activating a Discipline, the vampire suffers one level of unsoakable lethal damage.
Only one important exception exists: Any attempt to stack extra actions through Celerity, subsequent applications of Clotho's Gift or other powers results in immediate Final Death, as the vampire collapses into ash as though burned by the sun.
-[] Auspex 1: Heightened Senses This power increases the acuity of all of the vampire's senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim's blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires.

I gave the Time Bender one past lives to serve as poor man's Excellency. He is basically designed to blast his way through trouble once or at most twice before he is out or Essence (this is one of the disadvantages of these builds, high level disciplines come with a steeper blood point cost since they are not really meant to be taken at character creation). Those extra 2 dice on average may not seem like much but they allow him to apply just that little bit of edge to a crucial roll while also giving him a chance to squeak say a shooting roll even though Fan has no shooting if he really has to.

[] Cut Rate Sidereal
-[] Mute (4pt. Flaw
) You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned purchases a commonly understood sign language (via the Language Merit) or you write down what you wish to say.
-[] Vulnerability to Silver (2pt. Flaw) To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
-[] Deep Sleeper (1pt. Flaw) When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
-[] Because I Think I Can (6 points Merit) When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.
-[] Stealth +3 (6 BP)
-[] Background: Arcane Fate 5:
You're like a ghost in this world, known only to the folks you want to trust.
System: Add your Arcane/ Cloaking dots as extra dice on all Stealth-related rolls. Your opponents reduce their Perception or Investigation dice pools by that same amount whenever someone tries to track you down. This benefit lasts for as long as you remain inconspicuous. In combat, folks can see you normally, although videos or pictures of that fight remain blurred. A Cloaked character who runs around shouting and being obvious will be obvious, although witnesses will probably disagree about his exact description after the event has passed. The Arcane/ Cloaking effect does not conceal really memorable features. A purple-haired dude with facial tattoos is going to get noticed, although folks may disagree about the shade ofpurple or the patterns of his tattoos.
-[] Disciplines (9 total)
-[] Dominate 5: Possession: At this level of Dominate, the force of the Kindred's psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn't required, but the vampire must capture the victim's gaze. During the psychic struggle, the contestants' eyes are locked on one another.
Once the Kindred overwhelms the subject's mind, the vampire moves his consciousness into the victim's body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire's mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made
toward it.
Vampires cannot possess one another in this fashion, as even the weakest Kindred's mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control anotherto this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.
System: The vampire must completely strip away the target's Willpower prior to possessing her. The player spends a Willpower point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim's total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since
this makes the target immune to any further Dominate attempts by that vampire for the rest of the story. Once the target loses all her temporary Willpower, her mind is open. The vampire rolls Manipulation + Intimidation (difficulty 7) to determine how fully he assumes control of the mortal shell. Similar to the Animalism power Subsume the Spirit, multiple successes
allow the character to utilize some mental Disciplines, noted on the chart below. (Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.)
  • 1 success Cannot use Disciplines
  • 2 successes Can use Auspex and other sensory powers
  • 3 successes Can also use Presence and other powers of emotional manipulation
  • 4 successes Can also use Dementation, Dominate, and other powers of mental manipulation
  • 5 successes Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers
[] Obfuscate 4: Vanish from the Mind's Eye: This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
System: The player rolls Charisma + Stealth; the difficulty equals the target's Wits + Alertness (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer's Willpower rating, that person forgets that the vampire was there in the first place.
Tracking the character accurately while he appears ghostlike requires a Perception + Alertness roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape). A failed roll results in a +2 difficulty modifier (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he's difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence, above.
A person subject to the vanishing makes a Wits + Courage roll (mortals at difficulty 9, vampires at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.

This guy benefits from the fact that I am apparently bad at counting dots ( :V ), Obfuscation 5 is Cloak the Gathering not Vanish from the Mind's Eye which means that he has 5 Background dots to spend and and another 10 BP This does mean that he can get Because I think I Can and never ever botch Possession (though he still needs to wear down the victim's will the hard way before the final roll) and the last 6 BP can go into raising stealth from 1 to 4 giving him a decent stealth pool even before... Arcane Fate. This is the Most Annoying form of Excellency known to man. On the one hand it is five dice to you stealth and five dice against people investigating you, on the other hand it is always on, which means it is nigh-impossible to have a life. Thankfully Akuma do not need lives.

I'm still thinking about what to make of the third one, that socially build feels sub-optimal, spending too much on just not looking like the monster it is and not enough on doing its job. Might be worth shelving the idea until we can give them gifts and instead make a wizard/seer.
 
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Also note that while you can only have 3 active at any time, you can still draft as many as you want. That is why there was no Akuma vote. You get to choose each time you make use of one.
 
Also note that while you can only have 3 active at any time, you can still draft as many as you want. That is why there was no Akuma vote. You get to choose each time you make use of one.

I figured that is how it would work, but the process of building them is pretty complex so I want to have packages ready to go for a broad array of tasks.
 
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@Yzarc what's your position on combination disciplines? Those are meant to be taken during play so they do not have a BP price, only XP. Are they off limits or can we spend BP for them 1 to 1?

Edit: I figured out how to make a non-boring social vampire... by making them a vengeful cannibal ( 🧐 ). Seriously though being able to transform into his victims makes for a good synergy with all the merits that make this akuma appear not just human but personable and the x3 modifier he gets means that he can still get the presence successes reasonably high when dealing with mortals. All he really needs it the ability to use Iron Resolve either from a gift when we can hand them out or from a piece of gear to make sure he always makes the roll to recall his victims and one has... well what it says on the tin, an imitation Lunar with a social focus

[] Cut Rate Lunar
-[] Nightmares (1pt. Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.
-[] Vulnerability to Silver (2pt. Flaw) To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
-[] Deep Sleeper (1pt. Flaw) When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
-[] Vengeful - The Servants of the Ruinous Powers (2pt. Flaw) You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
-[] Repulsed by Garlic (1pt. Flaw) You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).
-[] Natural Linguist (2pt. Merit) You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages, and each purchase of the Language Merit (previous page) gives you two languages instead of just one.
-[] Natural Leader (1pt. Merit) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
-[] Enchanting Voice (2pt. Merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
-[] Inoffensive to Animals (1pt. Merit) With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being
in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don't actively flee from you.
-[] Deceptive Aura (1pt. Merit) Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
-[] Background: Past Lives 5: Which life is this one again?
-[] Socialize +2 (4 BP)
-[] Disciplines (9 Total)
--[] Abombwe 5: Predator's Transformation: The Laibon slays a predator and consumes a part of it, be it heart, liver, flesh, or blood. He then becomes that creature as his vitae fully absorbs its essence.
System: The player spends one blood point and rolls Stamina + Survival (difficulty 7). If successful, the Laibon physically transforms into the creature. The creature must be predatory in nature and at least the size of a cat. Humans and supernatural beings may be duplicated, but this does not include powers. Predator's Transformation lasts until sunrise or the Laibon ends the power.
A Laibon may duplicate a previous transformation without consuming another creature. This requires a Stamina + Survival roll (difficulty 10) with difficulty reduced by one for each time he has killed and transformed into a creature of that type, to a minimum difficulty of 6. With mortals, vampires, and other humanoids, the Laibon takes on an average appearance for his victim's ethnic group, unless the player succeeds on the roll at difficulty 9, in which case the previous transformation is perfectly duplicated.
-[] Presence 3: Awe/Dread Gaze/ Entrancement
-[] Auspex 1: Heightened Senses
 
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@Yzarc what's your position on combination disciplines? Those are meant to be taken during play so they do not have a BP price, only XP. Are they off limits or can we spend BP for them 1 to 1?
Basic disciplines only. I am not sure about combi-stuff so disallowing them for now.

Votes closed.
Adhoc vote count started by Yzarc on Aug 17, 2024 at 11:29 AM, finished with 37 posts and 11 votes.
 
Turn 9: The Burden of Divinity
Colchis - 831.M30

The world of Colchis had been fractured, a planet of broken faith and lost souls. But that was before Lorgar Aurelian arrived, breathing life back into the World Soul, bringing with him the power to unite the shattered pieces. The very land seemed to awaken at his touch; ancient temples, long forgotten and buried under the sands of time, rose again as monuments to a new era. The people, many of whom had perished in the chaos of ages past, now walked the earth once more, resurrected by the immense psychic power that Lorgar wielded.

In the aftermath of these miracles, the people of Colchis had only one explanation: Lorgar was a god.

Statues of Lorgar began to appear in every village, his name became synonymous with divine intervention, and prayers to him echoed in the streets. His followers grew in number, each day bringing new converts who sought his blessing, his guidance, and his salvation. They saw him as the ultimate savior, the one who had resurrected their dead and restored their world.

But to Lorgar, this adulation was a heavy burden. The resurrection of the World Soul and the restoration of the people were acts of service, not divinity. His intention had never been to be worshiped; he sought only to lead his people to a higher understanding, to unite them under a common purpose. And so, as the months passed, Lorgar realized that he could not allow this false worship to continue.

The time had come to set the record straight.

Again.

It was early spring when Lorgar called the people of Colchis to gather in the Great Plaza of Vahlek. The city had been rebuilt under his direction, a symbol of the new age that was dawning. The plaza was a vast open space, surrounded by the towering spires of ancient temples, now repurposed as centers of learning and community. In the center stood a great statue of Lorgar, carved from the purest marble, his hand raised as if in benediction.

Thousands gathered at his call, filling the plaza and the surrounding streets. They came from all walks of life, farmers, artisans, scholars, and warriors, each with their own reason for venerating the man they believed was their god, despite him saying otherwise. They stood in awed silence as Lorgar ascended the steps of the grand podium that had been erected for this occasion, his golden armor catching the first light of the morning sun.

Lorgar looked out at the sea of faces, and for a moment, he hesitated. These were his people, and he loved them dearly. But the path they were on, this path of worship and deification, was not the one he had intended. He took a deep breath, steeling himself for the task ahead.

"My people," Lorgar began, his voice resonating through the plaza, "I stand before you today, as before, not as a god, but as a servant of a greater purpose. I have heard your prayers, seen your offerings, and witnessed the devotion you have shown me. But I must tell you, with all the sincerity in my heart, that this is not the path I wish for you."

A murmur of confusion rippled through the crowd. They had come to revere him, to worship him as the living embodiment of the divine. How could he deny what they had seen with their own eyes? How could he reject the power that had resurrected their world?

"I do not seek your worship," Lorgar said, his voice softening. "I seek your understanding. I seek to guide you, to lead you to a future where we are united not by fear of the divine, but by our shared purpose, our shared destiny. The power I wield is not mine alone; it is the power of our collective will, our shared hopes and dreams."

He paused, allowing his words to sink in. He could see the doubt in their eyes, the struggle to reconcile their beliefs with the truth he was offering them.

"This is not the end of faith," Lorgar continued, "but a new beginning. A faith not in gods or idols, but in ourselves, in our ability to shape our destiny. The World Soul lives again, not because I am a god, but because we are capable of greatness. Together, we can build a world where all are free, where all can thrive, where our potential is limitless."

As Lorgar finished, he could sense the unease in the crowd. This was the first step in a long journey, a journey that would take time, patience, and perseverance. But he was committed to seeing it through, for he knew that only by embracing this new philosophy could his people truly be free.

In the weeks that followed, Lorgar continued to preach his message of unity and self-reliance. He traveled across Colchis, speaking in villages and cities, reaching out to those who had once worshiped him as a god. Each sermon was a carefully crafted blend of philosophy and practicality, designed to break down the barriers of superstition and fear that had grown up around him.

But not everyone was willing to listen.

In the town of Karvash, a place steeped in ancient traditions, Lorgar faced his first major opposition. The town's leaders, known as the Council of the Faithful, had long held power by exploiting the people's belief in the divine. They saw Lorgar's message as a direct threat to their authority.

"We have seen the miracles with our own eyes," one of the council members declared during a heated debate in the town square. "You raised the dead, brought life to the barren lands, and healed the sick. How can you deny your divinity when the evidence is all around us?"

Lorgar stood before them, calm and composed. "The power you speak of is real," he acknowledged, "but it is not divine. It is the power of knowledge, of understanding the laws of the universe. I have used this knowledge to help our people, to heal and to restore. But that does not make me a god. It makes me a servant of humanity."

The council members were not swayed. "You speak of knowledge, but knowledge alone cannot bring the dead back to life. Only a god can do such things."

Lorgar shook his head. "You place too much faith in the idea of divinity and not enough in the potential of humanity. The resurrection of the World Soul was a complex process, one that required a deep understanding of both the material and spiritual realms. But it was not an act of godhood; it was an act of service. And it is a service that any of you could perform if you had the same understanding."

The council members were unconvinced, and the debate continued long into the night. The people of Karvash, who had gathered to listen, were torn between the teachings of their leaders and the new philosophy Lorgar was offering. Some began to question their beliefs, while others clung even more tightly to their faith in Lorgar's divinity.

Despite the resistance in Karvash, Lorgar's message began to take root in other parts of Colchis. In the city of Tor Valum, a center of learning and philosophy, a group of scholars approached Lorgar with questions about his teachings. They were intrigued by the idea of a faith that did not rely on the supernatural, a faith grounded in reason and understanding.

"We have long sought to reconcile our knowledge of the world with our spiritual beliefs," one of the scholars said. "But it has always seemed impossible, as if the two were inherently opposed. Your teachings, however, suggest that they can be harmonized. That we can have both faith and reason, without one diminishing the other."

Lorgar nodded. "That is precisely my belief. Faith and reason are not enemies; they are two sides of the same coin. Faith gives us the courage to seek the truth, while reason gives us the tools to understand it. Together, they can lead us to a higher understanding, a greater purpose."

The scholars were intrigued, and over the following weeks, they began to study Lorgar's teachings in depth. They debated his ideas among themselves, comparing them to the ancient texts and philosophies they had studied for years. And slowly, they began to see the wisdom in his words.

As the months passed, more and more people began to adopt Lorgar's philosophy. They stopped offering prayers and sacrifices to him, instead focusing on improving themselves and their communities. The statues of Lorgar that once adorned every corner of the city were taken down, replaced with symbols of unity and progress.

But the change was not without its challenges.

As Lorgar's philosophy began to spread, it also began to face new forms of resistance. In the city of Vahlek, where Lorgar had first delivered his message, a group of radicals emerged, calling themselves the True Believers. They rejected Lorgar's teachings, insisting that he was a god and that his denial of his divinity was a test of their faith.

"We will not be swayed by these false teachings," their leader, a man named Arvon, declared during a public demonstration. "Lorgar is our god, and we will worship him as such, no matter what he says. This is a test of our devotion, and we will not fail."

The True Believers began to gather followers, spreading their message of unwavering faith in Lorgar's divinity. They held secret meetings, where they planned to overthrow the new order and restore the old ways of worship. Their influence began to grow, and soon they posed a serious threat to the stability of the region.

Lorgar knew that he could not allow this movement to gain momentum. He met with Arvon and the other leaders of the True Believers, hoping to reason with them. But they were fanatical in their devotion, unwilling to listen to any arguments that challenged their beliefs.

"This is not a test," Lorgar told them. "I am not a god, and I do not want to be worshipped as one. The path I am offering you is one of freedom, of enlightenment. But you must be willing to let go of the old ways, to embrace a new understanding."

Arvon shook his head. "We cannot turn our backs on the truth. You are our god, whether you accept it or not. We will not abandon you, even if you abandon us."

Lorgar realized that there was no convincing them. The True Believers were too deeply entrenched in their faith, too blinded by their devotion to see the truth. He left the meeting with a heavy heart, knowing that the struggle for his people's hearts and minds was far from over.

By the fifth month, Lorgar's teachings had reached nearly every corner of Colchis. His message of unity and self-reliance had resonated with many, and the movement to abandon his worship as a god was gaining strength. But the True Believers continued to resist, and their influence was growing.

Lorgar knew that he needed to find a way to reach them, to show them that his philosophy was not a rejection of faith, but a new way of understanding it. He decided to hold a grand assembly in the city of Istar, where representatives from every region of Colchis would come together to discuss the future of their world.

The assembly was held in the Great Temple of Istar, a vast structure that had once been a center of worship. It was a fitting place for such a momentous occasion, a symbol of the old ways that were now being challenged.

Lorgar stood before the assembled representatives, his presence commanding and serene.

"My people," he began, "we stand at a crossroads. For months, you have worshiped me as a god, believing that I hold the power to shape your destiny. But I am here to tell you that the power to shape your future lies not in my hands, but in yours."

He paused, allowing his words to sink in. "The path I offer you is not an easy one. It requires you to let go of old beliefs, to embrace new ways of thinking. But it is a path that leads to true freedom, to a future where we are no longer bound by superstition and fear, but by our shared purpose and understanding."

As he spoke, he could see the doubt in the eyes of the True Believers. But he also saw something else, a flicker of understanding, a glimmer of hope that perhaps there was another way.

"I do not ask you to abandon your faith," Lorgar said, his voice gentle yet firm. "I ask you to redefine it. To see that the true power of faith lies not in the worship of gods, but in the belief in ourselves, in our ability to create a better future. Together, we can build a world where all are free, where all can thrive, where our potential is limitless."

The assembly was silent, the weight of Lorgar's words hanging in the air. For a moment, it seemed as if time itself had stopped, as if the entire planet was holding its breath.

Then, slowly, one by one, the representatives began to stand. They raised their voices, not in worship, but in agreement. They pledged their support for Lorgar's philosophy, for the new path he had laid out for them. The True Believers, seeing the tide turning against them, hesitated. But even they could not deny the power of Lorgar's words.

And so, in that moment, the future of Colchis was decided.

In the final month of his campaign, Lorgar traveled once more across Colchis, visiting the cities and villages that had once worshiped him as a god. But now, he was greeted not with prayers and offerings, but with respect and understanding. The people had embraced his philosophy, and the statues that had once depicted him as a divine figure were replaced with symbols of unity, knowledge, and progress.

The True Believers, who had once threatened to tear the world apart, had largely disbanded. Some had come to accept Lorgar's teachings, while others chose to live in isolation, clinging to their old beliefs. But the threat they posed was no more.

The planet was at peace, its people united under a common purpose. Lorgar had achieved what he had set out to do, but he knew that the work was far from over.

As he stood on a hill overlooking the city of Vahlek, Lorgar felt a sense of peace that he had not known in years. The burden of divinity had been lifted, replaced with a new responsibility, the responsibility to guide his people, not as a god, but as a leader.

He knew that there would be challenges ahead, that the path he had chosen was not an easy one. But he also knew that his people were ready for it, that they had the strength and the will to create a future where they were no longer bound by the past.

And as the sun set on the horizon, casting a golden light over the land, Lorgar knew that this was just the beginning.

CHOICE:
[] Write in which pending action to take next from the plan.
 
Normally I would be rather concerned about the remaining True Believers since even if they are not statistically relevant 'isolated religious sect' is very fertile recruitment for Chaos, but this is Colchis. The trees would probably uproot and try to kill them if they go down that route.

As for what to see next...

[X] [Fan] Establish a Psyker Detection Network

I think this would be interesting and it could also include the latter half of sacred center construction as well. Also it keeps up a good clip of cycling though the Circle.
 
@Yzarc last question about disciplines for a a while I promise: The text for Auspex 5: Psychic projection says:

Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can't affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller's discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll.

Can our Akuma use their sorcery powers when projecting? Also out of Animalism, Dementation, Dominate, Obtenebration and Presence which if any can they use?

I ask because I am trying to design a literal storm seer, that is someone who sits in a chair well away from the front and does sorcery (and maybe some spooky vampire magic) at people.
 
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I wonder if once we are in contact with the IoM assuming the meeting goes well Lorgar can help refine the Imperial Truth. We basically hold to the same things, just coming at it from different directions. Thing is our direction does not deny the spiritual which in a galaxy where ships travel though space hell on the regular is pretty damn important. It is the difference between claiming everything is rational (which it is not, the Warp rejects the very concept) and that everything is comprehensible (which given enough tools and the skill to use it is).
 
The Emperor is going to crack a smile when he reads the report of this part of Lorgar life.


The corpse emperor teeth would shine a bit with humor if he could read it too.

Nothing like a bit of ironic schadenfreude to make mean people smile.
 
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