Is anyone interested in making a spy chief Akuma as well, not a spy, a spy chief? I was thinking about someone with
  • Socialize 5 (4 BP) just because that is a good part of his day job
  • Bureaucracy 5 (6 BP) since that is the other half of his job
  • Obtenebraton 1: Shadowplay for the extra dice of intimidation and also to be able to get.... (- 1 Discipline Point)
  • Harbinger of the Abyss (+5 BP Flaw) which in this case would be helpful since it also reduces intimidation DCs against mortals by 2
  • Vulnerable to Silver (+2 BP)... mostly because I cannot grab glowing eyes for even more intimidation
  • Eidetic Memory to keep track of thingss (-2 BP)
  • Auspex 2: Aura perception, because it helps with reading people (-2 Discipline points)
  • Dominate 5... this keys off intimidation. Mr Spy Chief here would be rolling 9 dice at -2 DC to mind control people and that is assuming we do not buff Fan's social Atribute next turn with how cheap it is now that Thalassa has Lore of Flesh

A spy chief would be better than a spy, we don't really have any intrigue focused heroes in circle members.
 
For the sake of making the process reasonably transparent in case someone else wants to get in on this:

Stats to Assign
  • 5 Disciplines
  • 5 Backgrounds
  • 45 BP ('freebies')
  • 1 Discipline = 10 BP
  • 1 Background = 1 BP
  • 1 Attribute = 5 BP
  • 1 Ability = 2 BP
  • Up to 7 BP worth of Merits may be taken
  • Up to +7 BP worth of Flaws may be taken

Flaws ( BP 7 total)
Glowing Eyes (3pt. Flaw) You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation
rolls when you're dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Cold Breeze (1pt. Flaw) A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Can't Cross Running Water (3pt. Flaw) You believe in the old folklore, and cannot cross running water unless you are at least 50 feet (15 meters) above it. Running water is considered to be any body of water at least two feet (half a meter) wide in any direction and not completely stagnant.

Merits (7 Total)
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.
Ability Aptitude [Intimidation] (1pt Merit) Pick a single non-combat skill, talent, or knowledge: you're a whiz at whatver this is. -2 to difficulties relating to this ability.
Eidetic Memory (2 points): With but a moment's reflection, you can recall anything you've observed or experienced in clear detail. In a stressful or dangerous situation, this recollection may require a Perception + Alertness roll.
Coldly Logical (1pt. Merit) While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
Concentration (1pt. Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down).

Abilities
Socialize 5 (4 BP)
Bureaucracy 5 (6 BP)

Abilities
Social 4 (5 BP)

Disciplines:
Obtenebraton 1: Shadow Play: This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire
cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there.
Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.
System: This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are
unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group.
The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller's discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.
Presence 2: Dread Gaze: While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.
System: The player rolls Charisma + Intimidation (difficulty equal to the victim's Wits + Courage). Suc cess indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target's
action dice pools next turn. The character may attempt Dread Gaze once per turn against a single target, though she may also perform it
as a extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he's so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again.
A botch at any time indicates the target is not at all impressed — perhaps even finding the vampire's antics comical — and remains immune to any further uses of Presence by the character for the rest of the story.
Dominate 5: See Spy (Control posses etc...)

Effects:
-2 Intimidation DCs
-1 Intimidation DCs dealing with mortals
+1 DC to sight based rolls
+2 DC to stealth rolls at night
-2 to DC when using your voice
+1 to DC when having your own air conditioning would be an issue
-1 DC dealing with emotional people (like the ones you terrify :V)
+1 Intimidation Dice when using Shadow Play
Mortals may suffer -1 dice when witnessing Shadow Play

In the end I decided against Harbinger of the Abyss since it only gave one -1 compared to Glowing Eyes and it could go no lower than 4. Glowing eyes does not have that issue so I made it stack with Ability aptitude and a whole bunch of other circumstantial bonuses that should allow this guy to smash people's dice pools into the ground and then to whatever he likes to them. He is also a good bureaucrat and can play good cop with Enchanting Voice and Awe if he really has to.
 
Last edited:
For the sake of making the process reasonably transparent in case someone else wants to get in on this:

Stats to Assign
  • 5 Disciplines
  • 5 Backgrounds
  • 45 BP ('freebies')
  • 1 Discipline = 10 BP
  • 1 Background = 1 BP
  • 1 Attribute = 5 BP
  • 1 Ability = 2 BP
  • Up to 7 BP worth of Merits may be taken
  • Up to +7 BP worth of Flaws may be taken

Flaws ( BP 7 total)
Glowing Eyes (3pt. Flaw) You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation
rolls when you're dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Cold Breeze (1pt. Flaw) A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Can't Cross Running Water (3pt. Flaw) You believe in the old folklore, and cannot cross running water unless you are at least 50 feet (15 meters) above it. Running water is considered to be any body of water at least two feet (half a meter) wide in any direction and not completely stagnant.

Merits (7 Total)
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.
Ability Aptitude [Intimidation] (1pt Merit) Pick a single non-combat skill, talent, or knowledge: you're a whiz at whatver this is. -2 to difficulties relating to this ability.
Eidetic Memory (2 points): With but a moment's reflection, you can recall anything you've observed or experienced in clear detail. In a stressful or dangerous situation, this recollection may require a Perception + Alertness roll.
Coldly Logical (1pt. Merit) While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
Concentration (1pt. Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down).

Abilities
Socialize 5 (4 BP)
Bureaucracy 5 (6 BP)

Abilities
Social 4 (5 BP)

Disciplines:
Obtenebraton 1: Shadow Play: This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire
cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there.
Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.
System: This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are
unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group.
The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller's discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.
Presence 2: Dread Gaze: While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.
System: The player rolls Charisma + Intimidation (difficulty equal to the victim's Wits + Courage). Suc cess indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target's
action dice pools next turn. The character may attempt Dread Gaze once per turn against a single target, though she may also perform it
as a extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he's so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again.
A botch at any time indicates the target is not at all impressed — perhaps even finding the vampire's antics comical — and remains immune to any further uses of Presence by the character for the rest of the story.
Dominate 5: See Spy (Control posses etc...)

Effects:
-2 Intimidation DCs
-1 Intimidation DCs dealing with mortals
+1 DC to sight based rolls
+2 DC to stealth rolls at night
-2 to DC when using your voice
+1 to DC when having your own air conditioning would be an issue
-1 DC dealing with emotional people (like the ones you terrify :V)
+1 Intimidation Dice when using Shadow Play
Mortals may suffer -1 dice when witnessing Shadow Play

In the end I decided against Harbinger of the Abyss since it only gave one -1 compared to Glowing Eyes and it could go no lower than 4. Glowing eyes does not have that issue so I made it stack with Ability aptitude and a whole bunch of other circumstantial bonuses that should allow this guy to smash people's dice pools into the ground and then to whatever he likes to them. He is also a good bureaucrat and can play good cop with Enchanting Voice and Awe if he really has to.

Thats sweet, btw do we need any other specialized heroes other than this spy boss? Good time to fill out anything we're missing.
 
Thats sweet, btw do we need any other specialized heroes other than this spy boss? Good time to fill out anything we're missing.

This guy and the magic teacher is the most we should pin down I think. We should keep the ability to spin up a combat form next to Fan at a moment's notice. As Time Bender shows you can build them pretty damn strong if you don't care if they live or die.
 
Turn 9: The Wayward Sons return
Colchis - 831.M30

The winds of Colchis carried the weight of centuries as they swept across the ancient deserts. They were laden with memories of a forgotten age, whispers of spirits that once reigned over the barren land, and the eternal promise of rebirth. Standing atop a rocky outcrop, you took in the vastness of the desert stretching before you. The sun hung low in the sky, casting long shadows over the dunes, and the Sacred Centers, your labor of love for the past six months, began to emerge from the sands. The vision was clear, the path laid out before you, yet you knew the true challenge was only beginning.

The geomancy of these centers was a work of art in itself. Each site has been carefully chosen, its placement determined by the energies that flow through the land. The ancient arts of Feng Shui and similar disciplines have guided your hand as you laid out the foundations, ensuring that each center is perfectly aligned with the natural forces of the world. The goal is to create not just individual centers of power but a vast network that would resonate across the entire planet, amplifying the strength of Colchis's spiritual and magical capabilities.

The arrangement of the centers is key to this network. Each site is a node in a vast, interconnected web of energy, with lines of power running between them. The placement of each center has been determined by careful calculations, taking into account the natural flow of energy across the land. You have consulted with the ancient spirits, listening to their guidance as you worked to align the centers with the natural forces of the world. Each center is positioned in such a way that the energy flows freely between them, creating a powerful current that enhances the abilities of those who train within.

The first center was placed at a point where the energy of the land converges, a natural focal point where the power of the earth is strongest. From there, you laid out the network, extending lines of power to other points of convergence across the planet. Each center was placed at a point where the energy of the land is particularly strong, ensuring that the network would resonate with power. The lines of power between the centers were carefully aligned with the natural flow of energy, creating a harmonious balance that would enhance the abilities of those who trained within.

For the past half-year, you had poured every ounce of your energy into bringing these Sacred Centers to life. They were not merely structures but the very heartbeat of the Worldsoul's resurgence on Colchis. The purpose of these centers was to act as nexuses for the planet's spiritual energy, to serve as sanctuaries where Psykers could form pacts with spirits, becoming shamans and the guardians of Colchis's future. The project was monumental, with the fate of the planet's spiritual renaissance resting on its success.

But the Sacred Centers had to be more than just a meeting point between the physical and spiritual realms. They had to become living entities, infused with the power of the Worldsoul, resonating with the ancient energies of Colchis, and prepared to guide future generations. You and Thalassa had spent countless hours designing, constructing, and infusing these centers with the spiritual essence they required. The progress had been significant, but the most challenging six months still lay ahead.

The sites where the spirits were agreeable had been completed, their structures standing proud and harmonious with the ancient energies of Colchis. Now, all that remained were the sites ruled by the more troublesome spirits, those who resisted change, clinging to their dominion over the land with a fierce determination. These spirits were older, more powerful, and less inclined to welcome the new order that the Sacred Centers represented. The challenges ahead would be greater than any you had faced so far, requiring not just strength and perseverance but also deep wisdom, patience, and a deft touch in the delicate dance of diplomacy with the spirit world.

The return of the Thousand Space Marines was a pivotal moment in the project. These warriors had ventured into the Umbra on vision quests, seeking knowledge, wisdom, and understanding. When they returned, they were not the same as when they had left. Each Marine had undergone a profound transformation, their personalities and quirks now fully formed, shaped by the trials they had faced in the Umbra.

Brother Kael, once known for his stoic demeanor, had emerged with a profound sense of humor. His laughter was infectious, and his presence brought lightness to the grueling work. He often spoke in riddles, his words layered with meanings that left others pondering long after he had departed. Kael had become a beacon of joy, a reminder that even in the darkest times, there was room for laughter.

Brother Lyros had returned with a deep connection to the spirits of the dead. His eyes, once cold and calculating, now held a profound sadness, as though he carried the weight of countless souls within him. Lyros could hear the voices of the lost, those who had passed on but could not find peace. He spent long hours in the Sacred Centers, communing with these spirits, offering them solace, and ensuring that they found the rest they sought.

Brother Tarek had become obsessed with the stars. He spent nights atop the highest peaks, gazing at the heavens and charting the movements of celestial bodies. His knowledge of the cosmos was unmatched, and he often shared his insights with the shamans who sought to understand the greater mysteries of the universe. Tarek's presence was a reminder that the Sacred Centers were not only grounded in the earth but also connected to the vast expanse of the universe.

These were just a few of the Thousand who had returned, each with their own unique gifts and burdens, and each contributing to the construction of the Sacred Centers in their way. Their experiences in the Warp had granted them insights that went beyond the physical, and their presence imbued the centers with a strength and resilience that would ensure their longevity.

The construction of the remaining Sacred Centers was not without its challenges. The desert, with its harsh and unforgiving environment, presented numerous obstacles. The heat was relentless, the sun beating down mercilessly on those who labored to bring the centers to life. Sandstorms would sweep across the construction sites without warning, threatening to bury the work beneath layers of shifting dunes. The scarcity of water was a constant concern, making it difficult to sustain the workforce and the machinery required for such an immense project.

But the greatest challenge came not from the desert itself but from the spirits that dwelled within it. The spirits of Colchis were ancient, powerful, and not all were pleased with the changes taking place. These entities had ruled over the desert for millennia, and the construction of the Sacred Centers was seen by some as an intrusion upon their domain, a violation of the natural order.

The spirits began to manifest their displeasure in various ways. Sandstorms, more violent than ever before, would rise up out of nowhere, disrupting the work and causing damage to the structures. Machinery that had functioned perfectly would suddenly break down, or materials would go missing, only to be found later in places they had no business being. It was clear that these spirits needed to be appeased if the centers were to be completed.

You took it upon yourself to engage with these spirits, to understand their grievances and seek a way to reconcile their ancient ways with the new order that was being established. This task required patience, diplomacy, and a deep understanding of the spiritual landscape of Colchis. You spent long nights in meditation, communing with the spirits, listening to their stories, and offering them assurances that the Sacred Centers were not meant to replace the old ways but to enhance them.

Thalassa, with her unique ability to communicate with machine spirits, played a crucial role in bridging the gap between the ancient and the modern. She integrated the wisdom of the desert spirits with the advanced technology of the centers, creating a balance that allowed both to coexist in harmony. Together, you ensured that the Sacred Centers would resonate with the spiritual energies of Colchis, while still functioning as modern sanctuaries for the Psykers who would one day come to them.

The construction was a feat of engineering and a spiritual ritual, as the foundation stones were laid with the blessings of the spirits and the walls raised with the chants of the shamans. The process was slow and meticulous, each step taken with reverence and care, for these centers were to be the very heart of Colchis's spiritual renaissance.

As the structure began to rise from the sands, you and Thalassa oversaw the integration of the Worldsoul's energy into its very essence. The spirits of the land had to be coaxed into cooperation, their power channeled into the sacred stones and the vast machinery that would sustain the center. This was a delicate process, requiring both technical precision and spiritual insight. Thalassa's deep connection to the machine spirits was invaluable in guiding this process, ensuring that the integration was smooth and harmonious.

Despite the challenges, the first Sacred Center made in the desert stood tall and proud by the end of the month. The completion of the Sacred Center marked a significant milestone in your journey. The Psykers who would come to this center would not only be trained in the use of their powers but would also be taught the ancient ways of the shamans, the deep connection to the land and the spirits that had sustained Colchis for millennia.

But there was still much work to be done. The task now was to replicate this success across the other contested sites, to ensure that each Sacred Center was as strong and as resonant with the Worldsoul as the first. The challenges ahead would be many, and the road long, but with the first success behind you, there was a renewed sense of determination and purpose.

The next six months were a whirlwind of activity as you and Thalassa worked tirelessly to complete the construction of the remaining Sacred Centers in fiercely contested sites. Each site presented its own unique challenges, from the treacherous terrain to the unpredictable weather, to the spirits that still needed to be appeased. But with each new challenge, you grew stronger, more determined, and more confident in your ability to see the project through to the end.

One of the most significant challenges you faced was the integration of the Worldsoul's energy into the centers. This was a complex and delicate process, requiring both technical precision and spiritual insight.

Another significant challenge was the training of the Psykers who would come to the Sacred Centers. These individuals possessed immense power, but they were also incredibly vulnerable to the dangers of the Warp. The process of becoming a shaman required not only the mastery of one's psychic abilities but also a deep connection to the land and the spirits. This was not something that could be taught in a classroom; it required experience, wisdom, and a deep understanding of the spiritual landscape of Colchis.

To address this challenge, you and Thalassa developed a comprehensive training program for the Psykers. The program was designed to teach them the ancient ways of the shamans, to help them develop a deep connection to the land and the spirits, and to guide them in the safe use of their powers. The training was rigorous and demanding, but it was also deeply rewarding, and the Psykers who completed the program emerged as powerful and wise shamans, capable of guiding the spiritual renaissance of Colchis.

As the final month of the year drew to a close, the last of the Sacred Centers was completed. The structures stood tall and proud, their walls infused with the energy of the Worldsoul and the blessings of the spirits. They became sanctuaries for the Psykers, places where they could train, learn, and develop their abilities in a safe and supportive environment. The centers also held deep spiritual significance, where the ancient ways of the shamans were preserved and passed down to future generations.

As the initial phase of construction was completed, the effects of the network began to manifest. The centers hummed with energy, their power growing stronger with each new addition to the network. The Psykers who trained within found their abilities strengthening, their connection to the Worldsoul deepening.

When the last of the centers were completed, the network was finally whole. The lines of power ran smoothly between the centers, creating a vast, interconnected web of energy that resonated across the entire planet. The spirits, once wary and distant, now resided in harmony with the Psykers, their presence lending strength and guidance to those who sought it.

With the completion of the network, the power of Colchis grew exponentially. The land itself seemed to hum with energy, its spiritual and magical capabilities stronger than ever before. The sacred centers became the beating heart of the planet, their power resonating across the entire world. And as you stood at the center of this vast network, you could feel the strength of the land flowing through you, a testament to the power of geomancy and the ancient arts that had guided your hand.

The Psykers who came to the Sacred Centers were transformed, their powers honed and their spirits strengthened. They became shamans, wise and powerful guardians of Colchis's spiritual heritage, capable of guiding the planet through the challenges that lay ahead. The Sacred Centers also became places of pilgrimage, where people from all walks of life could come to seek wisdom, guidance, and spiritual renewal.

CHOICE:
[] Increased Psyker Potential:
-Psykers trained within the Sacred Centers gain a permanent boost to their abilities, allowing them to tap into deeper levels of the Warp and communicate more effectively with spirits.

[] Ancient Knowledge Unlocked:
-The completion of the Sacred Centers reveals hidden knowledge within the network, granting access to forgotten rituals and techniques that can be used to further bolster the strength of the Psykers and the connection to the Worldsoul.

[] Harmonious Spirit Bonds:
-The spirits residing within the Sacred Centers become more cooperative and willing to form deeper bonds with the Psykers, offering guidance, protection, and even the ability to call upon their powers in times of need.

[] Shamanic Artifacts:
-As a reward for completing the network, the spirits bestow upon the people of Colchis a set of powerful shamanic artifacts. These items could be used to enhance the abilities of the Psykers, protect the Sacred Centers, or even unlock new forms of magic previously unknown to the people of Colchis.
 
[X] Harmonious Spirit Bonds

I think this is how we get the non-evil daemon hosts guys, or at the very least something like WHF's familiar bonds that grant a miscast re-roll. Either way a lot of our eggs are in the world-soul basket, being able to use the Spirits of Fuck Chaos more widely is I think the best way to prove to the Emperor and the more understanding primarchs that we are not simply delving too deeply into the warp.
 
[X] Harmonious Spirit Bonds

Fitting for Good Lorgar to have Spirit-hosts instead of Daemon-hosts.
 
I personaly want to get ancient lore, because you know it might help with making other world chaos resistant or getting Shamanic Artifacts and maybe creating the great Vortexs on other worlds
 
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