Regarding XP spending, I really advocate we give everyone who has XP for it (which, hopefully, would be everyone with completion of the main quest) Charmed Existence merit. It's 5 points/15XP, and it allows us to ignore 1's on every roll we make. Right now the only one who has it is Thalassa.
With us going to the space, the dangers we face could be large and numerous, and with every Circle Member on their own, a botch could mean (at the very worst scenario) permadeath. I believe getting protection from botches is essential at this juncture.
Merit description:
Charmed Existence (5 points)
Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore any "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
Colchis - 832.M30 The celebration of the restoration of the Ring of Iron was a sight to behold. People gathered in great numbers, filling the plazas of Colchis's cities and looking to the sky, where the massive orbital structure now shimmered like a symbol of their rebirth. Fireworks lit up the heavens, and the hum of industry from the ring echoed down to the planet, a constant reminder of how far they had come. The once-dormant elevators now buzzed with activity, ferrying goods and people into the orbiting stations that would serve as the launchpads for their exploration into the stars.
Amid the celebrations, you couldn't resist teasing Lorgar, nudging him as you pointed toward a group of citizens awkwardly avoiding the subject of divinity. "Look at them," you said with a grin. "They're struggling not to start calling you a god again. You're practically glowing up there with your ring in the sky."
"Let them struggle. They must know by now that I have no interest in such titles." Lorgar chuckled, shaking his head, his eyes, however, sparkled with a mischievous glint. "Besides, it's the people who have built this future. I only gave them the push."
"A push, yes. Or maybe a divine command? 'I shalt restore the Ring of Iron!'" Dharok waved his hands dramatically, mimicking the voice of an old prophet, with a hearty laugh.
Lorgar groaned playfully, giving Dharok a mock scowl. "Careful, Dharok. I can still have you cleaning the docking bays if you push it."
Thalassa stayed out of the teasing, quietly observing the festivities with a soft smile. But as the light of the fireworks reflected in her eyes, you could tell she was deeply moved by the moment. She had always been more comfortable in the realm of machine spirits and complex systems than in the revelry of public adoration.
Eventually, the four of you gathered near a balcony overlooking the great city of Colchis, glasses in hand. The sounds of celebration filled the air as you all raised your drinks.
"To the future," Lorgar said, his voice resonating with hope.
"To the stars," Dharok added, lifting his glass higher.
You smiled, clinking your glass with theirs. The stars awaited, and Colchis was ready to embrace its destiny, with all of you leading the way. PLANETS:
Colchis: Advantages: Active Worldspirit and Lesser Spirits: Allows the Training of Shamans, who are a far more stable form of Psyker. They do not roll perils of the Warp on the Planet and reroll any failed Psyker rolls out of the planet. They can also summon spirits with Sorcery to aid them in combat, gaining Weight enough to max Summoning, Warding and Binding Path.
Unlimited Resources: You can build as much Resources nodes and Factories on the planet as you want, ignoring the planetary Resource cap.
Anti-Chaos Wards: The Worldspirit.....did not like what Chaos and the Shard of Winters did to it. So it is fighting back against all attempts to subvert it. Due to Dharok's involvement and influence, the Worldsoul will actively target any one and anything he declares as "Evil" and any Shaman of the Worldspirit does agg damage to "Evil" and Chaos when calling upon the Spirits. In addition, mechanically, any attempt to subvert the planet done in orbit or on the planet by "Evil" eats a -5 penalty. List of active "Evil" Targets:
-Chaos and Chaos corrupted entities.
-The Shard of Winters.
-Mindless/enslaved Undead.
Awakened Machine Spirits: All technology made in Colchis and in its orbit will have awakened Machine Spirits. They can range from as smart as a Dog to human intelligence. They can actively resist any takeover attempts from AI and daemons and can better interact with the user.
Exalted Shaman Librarians: You have one thousand Space Marines with True Faith 7, Enlightened Essence, who can use Exalted Sorcery like Fan Morgal and are beloved by the Spirits. They are a Resource you cannot recreate as the Godstorm has passed. You can create new Space Marines but not as blessed as the one thousand.
Technology of Mars: You have resurrected billions who live in hundreds of cities which are filled with technology that can only be found on Mars. This will need to be mastered if you want to make full use of it.
Ring of Iron (Colchis)
Ring of Iron and 4 Orbital Space Elevators. You have a Factory Production capacity of YES and can build anything as long as you have sufficient resources for it. Combo: The Ring of Iron + Machine Spirits = Half production/repair time. Combo: Self Repair. By making one of the orbital elevators a manse, the power flows thorough the Rings and other Elevators, giving it the ability to self repair. So long as the core Manse elevator is not destroyed, the entire ring can be regenerated along with the other 3 Elevators. This removes the needs for maintenance. Sadly this cannot be applied to Production.
Turn 8: Reward: Automate Space Marine Training. I will roll a d10 every turn and you get that many recruits. This can be improved with more gene-seed or Thalassa actions. Reward: Basic Planetary PDF. Your Planet has a permanent defense force that replenishes itself. This is the first step to create an army if you want to unify the neighboring planets. Reward: Heads off any AI scare and also sets a good example of how to integrate with active Machine Spirits. This gives the Machine Spirit an intimacy for Humanity and integrates them into the Workforce, boosting Production rolls, adding +10 for good events and -10 for Bad events (Rolled annually). Reward: Set up a unified Government for Colchis. This allows you to get started on MACRO level projects beyond forming organizations or maintaining infrastructure.
Turn 9: Reward: This makes it so that your Maximum Production facility counts as T4 and not T3. Your Resources are still caped at T3 until you build more.
-You gain a single T5 factory for PERSONAL use ONLY at the start of the next turn. BUT you loose an 11 T2 Resources next turn. Reward: Can start Training Shaman-Sorcerer. Can learn Summoning, Warding and Binding & Storm calling Sorcery paths. You need this to build facilities/organizations to find Psykers.
-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. Reward: Gain the ability to identify and train Psykers, enhancing your overall magical and spiritual power. Reward: You set up a rumor mill for the planet and the Spirits let you know in case anything bad happens. Reward: Further enhance production capabilities, granting a +1 SUX to all rolls involving the production of advanced technology or machinery. Reward: Begin producing T3 worth of exotic materials, enhancing your manufacturing capabilities and granting access to advanced technologies. Reward: Strengthen the bonds between factions, giving a +1 SUX to all rolls involving faction cooperation or crisis management. Reward: Increase political stability, granting a +1 SUX to all rolls involving internal diplomacy or governance. Reward: This gives them the Defining Trait "Lorgar's Philosophy" that does not degrade naturally and allows them to counter roll all mind control effects and other emotional effects that may force them to betray their intimacy. Reward: Enhanced planetary security, giving a +2 SUX to defense rolls against space-based attacks. Reward: Increase the number of SM recruits generated each turn by +XD05.
-Gain a +1 Sux to all Space Marine Recruitment rolls
STATISTICS
-Current Resource Production: T3 (25 T2s or 250 T1s or 2500 T0s)
-Current Army Cap: T5
-Current Factory Production: YES
-People's Loyalty: Unbreakable
-Worldspirit: MAX (So long as you do not try to kill/corrupt it, it and its component spirits likes you a lot)
-Space Marines: 1000 (Shamans) + 1 (Turn 8) + 23 (Turn 9)
-Free Army: T2 Ambull and T3 Grox (Both have TDC)
-PDF: T3 (Elite solders with advanced weapons and TDC), 300 medium armor and 10 heavy Armor.
-Navy: Merchant Marine: 10 transport ships. Corvets: Many. Diplomatic vessels: 6.
-Psykers-Shamans-Sorcerors: 10,000. TURN TIME: 6 Months
NOTE: Unused resources DO NOT carry over to next turn. Either use it all or do not. The rest goes into upkeep/Maintenance. NOTE 2: NO wishes to Circle Members. MAIN QUESTS
Main quests are things that are important and to be completed. They are long term quests and will take multiple projects and a lot of turns to complete.
(OPTIONAL) Main Quest: Explore other planets and find the technology of the Ancients. Nuff said. The DAoT was a crazy age filled with sun snuffers and continental killers. Let's see how deep this rabbit hole goes.
(OPTIONAL) Main Quest: Find and recreate the men of stone. You will have to search other planets to complete this as they and all other archeotech have been wiped from Colchis.
(OPTIONAL) Main Quest: Rebuild the Fleet from the Wreckage. Orbiting Colchis are the shattered remnants of a once-great fleet, destroyed in the cataclysms of ages past. These derelict ships hold the potential to be restored to their former glory. By salvaging the wreckage, repairing the vessels, and reactivating their ancient systems, you can resurrect a powerful fleet that will once again sail the stars under your command. This fleet will be crucial in defending Colchis and projecting your influence across the galaxy.
(NEW OPTIONAL) Main Quest: The Lost Brothers. Find and reunite with the scattered Primarchs, Lorgar's brothers, hidden across the galaxy by forces beyond mortal comprehension. Their rediscovery is essential to the fate of mankind. Now, whispers from the warp and the echoing cries of ancient spirits have guided you to the first clues of their locations. Yet, the journey to find them is fraught with danger, both from within the warp and from those who seek to claim them for themselves. You must navigate these perils and recover them before it is too late. SUBQUEST
Sub-quests are things that, while important, are less than that of a main quest. They generally take only a few Projects and turns to complete.
(NEW) Sub-Quest: Venture into the Stars. With Colchis's foundations secured, the time has come to extend your reach beyond the planet's atmosphere. The ancient voidships and orbital platforms that once guarded and connected the world to the greater galaxy now lie dormant, waiting to be reawakened. By venturing into orbit and reclaiming these relics, you will lay the groundwork for expanding your influence into space. This quest will involve repairing and repurposing old ships, establishing new orbital stations, and preparing for the exploration and conquest of nearby star systems. The stars are your next frontier, and with them comes the promise of untold power and discovery. CONCLUSION OF TURN 9
Restore the Ring of Iron - 10xp
Expand Recruitment Efforts to Rural Areas - 2xp
Establish Orbital Defense Stations - 2xp
Clarify Lorgar's Philosophy (Part 2) - 2xp
Establish a Council of Elders - 2xp
Organize a Grand Assembly - 2xp
Establish an Advanced Materials Research Program - 2xp
Introduce Machine Spirit Integration - 2xp
Construct Sacred Centers for the Worldsoul (Part 2) - 2xp
Psyker Powers (Thalassa, Lorgar & Dharok) - current rating *2xp
Lorgar Mythos powers - 10xp per power
Gifts (All) - Rating *2xp
Faith Mythos: (All but Fan)
Your True faith forms such a fundamental part of yourself that it effects your Mythos, allowing you to manifest psyker like abilities, though limited to the below Lores.
Purchase of the Lore also unlocks mutations that the body of the demigod will not reject, though strictly speaking, these "mutation" are more inherent expression of their powers and cannot be turned off. They are always counted as three dot mutations and they will always be Angelic and Human, unless you fall to Chaos. You can purchase the Torment "Mutations" but they are considered 5 Dot mutations.
The Exception to the above is Lore of Humanity. It gives you NO Mutations and you cannot purchase any mutations from Lore of Humanity, but can purchase them if it also falls under another lore.
The Lore of Light allows a Neberu to control the properties of light by creating blinding beams or elaborate illusions. This Lore is similar to the Discipline of Chimerstry. Light: The Neberu may create a soft, silvery light, or a brief, bright flash that blinds and stuns onlookers...
The Lore of the Celestials allows the Namaru to carry the Divine Will to the other Houses, to strengthen their efforts and to direct them. They could even take over their evocations completely if they thought it necessary. This is the Lore than allowed the Namaru to commune with the power of...
The Lore of Humanity allows the Fallen to communicate with and manipulate people in very subtle ways and to generally enhance their social skills as well as, to a lesser extent, their stealth and linguistics. As it is a Common Lore, any Fallen may access this Lore regardless of House. Translate...
The Lore of Radiance is the lore of leadership and divine commandment over the masses of humanity; allowing the Namaru to speak with the voice of the Almighty to rally their followers as well as mark those who earn their favor (or scorn) and even look deep into a person’s soul to see their...
whitewolf.fandom.com
Lores Roughly do what you expect them to do but I will be editing them to better fit the themes of the Demigods in question. Also, no, you cannot unlock any more lores. This is the limit.
The Torment version does not work as you have to fall to chaos to do so.
The Lore of the Flesh is the Lore that allows the Rabisu to reshape their own fleshly bodies, or to do so with others. It differs from the Lore of Transfiguration in that it alters the body's chemistry and functions instead of its appearance only. It is similar to the Discipline of Vicissitude...
CECELYNE CHARM CHARM CONCEPT: PLACE OF DESOLATION Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes. A good rule...
Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...
(1 point) [Mage: Revised - Mental Merit] For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can...
-If you max this, then any raising of Attribute for Fan will cost only Current Attribute x1. You can also raise Dharok's Secondary and Territory rolls to 10 dice at 1xp per dot.
[X] Plan Perfected Fan and Charming Lorgar
-[X] Fan
--[X] Mental 5 (4 XP)
--[X] Physical 5 (9 XP)
--[X] Social 5 (7 XP)
--[X] Hollow Mind Possession (8 XP)
--[X] Bank 4 XP (Fan)
-[X] Dharok
--[X] Bank 20 XP (Dharok)
-[X] Lorgar
--[X] Sell You a Brridge (10 XP)
--[X] Living Lie Detector (10 XP)
--[X] Bank 8 XP (Lorgar)
Reasoning
It is very very cheap to get attributes now, there is no reason not to take all of them have have the kind of dice pools that put us at least in shouting distance of Lorgar and Co especially with Iron Resolve
In case we encounter hostile AI this will allow us to deal with it
Dharok should save for sorcery
This is good for the diplomacy he will do this round since he'll know what the things he is offered are worth and crucially how much the other side values what he is after
This is just an all purpose persuasion tool, not very memorable, quite powerful
[X] Plan Perfected Fan, Charming Lorgar and Thalassa's Social Wings
-[X] Fan
--[X] Mental 5 (4 XP)
--[X] Physical 5 (9 XP)
--[X] Social 5 (7 XP)
--[X] Hollow Mind Possession (8 XP)
--[X] Bank 4 XP (Fan)
-[X] Dharok
--[X] Bank 20 XP (Dharok)
-[X] Lorgar
--[X] Sell You a Brridge (10 XP)
--[X] Living Lie Detector (10 XP)
--[X] Bank 8 XP (Lorgar)
-[X] Thalassa
--[X] One Winged Angel (10 XP)
--[X] Compelling Voice (10 XP)
--[X] Your Heart's Desire (10 XP)
--[X] Bank 2 XP (Thalassa)
Reasoning (Now with added Thalassa)
It is very very cheap to get attributes now, there is no reason not to take all of them have have the kind of dice pools that put us at least in shouting distance of Lorgar and Co especially with Iron Resolve
In case we encounter hostile AI this will allow us to deal with it
Dharok should save for sorcery
This is good for the diplomacy he will do this round since he'll know what the things he is offered are worth and crucially how much the other side values what he is after
This is just an all purpose persuasion tool, not very memorable, quite powerful
With her going off on her own I think she needs the safety measure. Of the whole circle she is the most likely to die, especially if someone catches her in a non-combat loadout so this gives her the chance to either power through in extremis or get the hell out of there
This is similar to a social excellency in impact and unlike Lorgar who has that built in Thalassa could use the help
Finally not as good as sell you a bridge but knowing what people want is good for negociating
[X] Plan Communication Fan and Charming Lorgar and Thalassa's Social Wings
-[X] Fan
--[X] Demonic Primacy Of Essence (8 XP)
--[X] Penitents Like Scattered Grains (8 XP)
--[X] UNSHATTERED TONGUE PERFECTION[2nd] (8 XP)
--[X] Disembodied Voice Tintinnabula (8 XP)
-[X] Dharok
--[X] Bank 20 XP (Dharok)
-[X] Lorgar
--[X] Sell You a Bridge (10 XP)
--[X] Living Lie Detector (10 XP)
--[X] Bank 8 XP (Lorgar)
-[X] Thalassa
--[X] One Winged Angel (10 XP)
--[X] Compelling Voice (10 XP)
--[X] Your Heart's Desire (10 XP)
--[X] Bank 2 XP (Thalassa)
Reasons
As the scale at which we operate expands, the value of long distance communication grows. This combo lets Fan recieve and deliver messages. Neither Penitents Like Scattered Grains nor Disembodied Voice Tintinnabula list a range limit although another realm of existance is more difficuilt when delivering messages.
This does apply other limitations. Only those who do a ritual prayer to Fan can message him through this method. In order for Fan to deliver a message he needs to be a hierarchical superior to the person he is messaging.