Another research build (Mechanicus instead of Telepathica), but this one is structured differently and mostly aimed at Mechanicus Integration. There are substantial issues involved with Mechanicus Integration, but I think they would be worth it. Still focused on absurd trait gain + delegation powers. Still approval voting my previous plan, of course.
Exemplar level traits not stats
You can have one not the other
I will also point out that multiple of your starting builds have higher leaning bonuses then Xavier also that designing a build around getting certain exemplar level traits is a big risk. As even best case it will be a long time before you get them, and worst case you won't
The information given out so far is that for fastest Delegation rank up (which was also called out as explicitly risky by Durin because we simply may not get that level of trait, or it may take a long time) is to take Rapid Learner & Expert Delegator.
It's not a stat based thing, it's an experience based thing.
Edit: As a matter of fact, Diplomatic Sword does not have Rapid Learner so statistically it would be slower at getting those Master Delegation traits than Fast Magic Researcher.
That's literally mechanically not how it works. Rapid Learner mechanically offsets a certain amount of Skill/Trait Value to boost growth well the Prodigy/Genius line gives you a certain amount of Inherent Stats which don't count towards Trait Value meaning they give you a reduced amount of Skill/Trait Value compared to what they should because they're missing from half the equation. In the case of Rapid Learner, its reduction is 2 well the sum of the discount from Genius is 1.7 so there's a 0.3 difference in Rapid Learner's favour in terms of general growth speed but that is an extremely marginal value.
isn't the discount from genius functionally lower since the stat-bonus it provides partially across stats we don't care about?
edit: also, thinking on it again---I'm realizing I might have it backwards? if "[trait value] is the total bonus of all acquired traits divided by the number of skill categories you have (rounded)", and you want the smallest possible trait value all else being equal, then there's min-maxing potential to having a single small-stat trait in each of the categories (something like the "+1/2" traits we see alot of characters with).
this seems really strange tho; usually your penalized for having more categories then needed.
Okay, for everyone who is voting based on Delegation ability, I have this confirmed from Durin as the most important steps:
1) Pick Expert Delegator
2) Max out trait gain%
3) Pick actions and choices that fit delegation
4) Pray to the dice gods that you roll the right number
He confirmed this, saying that 1) and 4) were the most important.
So in short, the Fast Magic Learner has better odds than Diplomatic Sword at getting those Delegation Traits (not the other way around!), however it's not that much better.
Okay, for everyone who is voting based on Delegation ability, I have this confirmed from Durin as the most important steps:
1) Pick Expert Delegator
2) Max out trait gain%
3) Pick actions and choices that fit delegation
4) Pray to the dice gods that you roll the right number
He confirmed this, saying that 1) and 4) were the most important.
So in short, the Fast Magic Learner has better odds than Diplomatic Sword at getting those Delegation Traits (not the other way around!), however it's not that much better.
personally, I'm not super concerned with trying to maximize exemplar-tier delegation trait chances; I'm more concerned with maximizing trait-chances overall across the areas that we have selected as being needed.
IE: delegation is a nice-to-have, diplo in general seems to be more plausibly optimizable for us to prosue and of course combat for survival chances
ATM, I'm feeling unconfident in my understanding of how the trait-rolling works since as I understand the rules, your better off specializing as hard as you can such that your stats/acquired-traits cover as few areas as possible (so that your stat-totals are going towards high stats rather then spreading out--getting to those exemplar/paragon/etc tiers are exponential payoff compared to anything you can do below that), ...
That all seems reasonable to me, that there's a trade off between being a specialist and a generalist and all that.....
but then it seems that trait-minmaxing would involve having exactly 1 trait in each category; so that your trait-count is divided by 7 categorys instead of just 1-3, while minimizing how much those "vestigial" traits increase your stat-total.
Lastly, and this feels the weirdest to me if I'm understanding things right; you'd want to avoid accidentally gaining traits that your unlikely to use, and you'd especially want to avoid pure-stat traits as they disproportionately harm your growth potential relative to non-stat bonuses (since various bonus-effects improve your character without giving stats)....
why would me learning to juggle mean its hard to learn how to duel with swords especially well?
......I'm now imagining somebody who was once locked in a room for too long with only juggling balls to pass the time; leaving them now unable to learn any other skills, of any kind/category, ever, after becoming the best juggler possible.
Also, I'm realizing that rolling high on your char-gen stats (determined with 4d6-best-3) is better then rolling average but with the 'prodigy' trait;
3d6 on its own ranges from 3 to 18 and averages at 3.5*3=10.5. best 3 of 4 however, is ~~ 12.25.
(also worth watching
So while the "keep best 3" skews the results, somebody with the maxed " progdy " trait but merely average stats could have less stats then somebody with above-average stats. (this arrangement is improbable however, as you'd need at least a 16.25 average across 6 stats).
That said, while I'm not sure what the std for best 3-of-4 is, you ALSO could just have a prodgy with below-average stats; so this massively increases the odds of having two people in a room where the "prodgy" between the two is less competent. In fact, I think this is actually in the realm of possability......
(that said; this char-gen represents people who have already been through a VERY rigerous selection process---so we are talking about "two 'named' characters' in a room....")
not sure what to think of that....cas the trait still definitely improves how far you are to the right "of the bell curve" by a fairly wide margin-but it still feels weird....
but I guess its the other side of the possability of durin rolling abnormally high for a character (a more conventional 'prodigy') and then us selecting the trait on top of that.
combine with the convention established with rotbart's martial, getting 'best 4 of 5 when first 4 are 6's' -->potentailly allowing a character with 28's across the board (and 24 in combat). this would require 5*7 d6's rolling 6, which would be 1/6^35---a result thats already for a character representing the best person amongst billions.
That said; they'd be an absolute Monster; 8th century avernites have +1 to all, young hands have +2 (and enough combat to counter proidgy not giving Combat).....
Its implausable, but possable, for the selected Hand to be in the 30's even before any other traits or skills. With the right trait-selection, they could be in range of rolling for multiple paragon's at character generation dispite the penalties of going over the breakpoints
I assume at that point, durin would either force a reroll for ultimately the same meta-narrative reasons as he would for a equally *bad* result (or just disbelief that something wasn't screwing with the dice)... (or just the justifable concern that nobody would believe that he legimately got it; 6^35 is a trillion-trillion-trillion......).
If somehow the quest did go on with it, Nurma would have to have some kind of 'fate-trauma' trait from fate itself being traumatized by the sheer improbability.
So what do you want to be SV?
Wizard!
Well you can't be a wizard, the culture would not allow one to rule yet.
Can we know stuff about magic?
Yes...
Supreme Knower of Wizard Stuff! (Note: I am saying this as someone who voted for the winning plan, I just think it's funny too.)
The Fifth Grand Conclave Part Four: Segmentum Solar and the Minor Powers
Segmentum Solar remains one of the most divided Segmentum's in the galaxy. It currently contains the three major Chaotic Domains, a portion of shattering Black Imperium, the Void Dragon and part of the Imperium Quartus. Segmentum Solar once contained around three thousand sectors but after the recent superweapon exchange now contains has lost around a tenth of them, two thousand of which the Imperium controlled before the Death of the Emperor.
To the northwest of Segmentum Solar lies the Realm of the Cyclops, the dominion of the Daemon Primarch Magnus the Red and the oath bound servants of the Black Emperor. Currently sizing at ninety-nine sectors the Realm of the Cyclops is far from recovered from its recent defeat at the hands of the Black Legion.
To the northeast lies New Olympia, the domain of Perturabo, Daemon Primarch of the Iron Warriors and one of the most industrialised Chaotic Dominions. While he was not forced to swear on the Oathstone like his brother, Perturabo was also forced to kneel by Abbadon, a slight he will repay at the first opportunity. The Iron Realms of New Olympia still number a full hundred and twenty sectors, though it will take decades more for their industry to fully recover from the damage inflicted on them.
To the east is the western side of Realm of Vect, one of the few Chaotic Domains that prospered in the Black Imperium Civil war, and has grown to a solid to sixty-seven sectors in Solar.
Abbadon has, for a brief moment, regained control of the Black Imperium and controls twelve hundred and forty-four sectors within Segmentum Solar, with another seven hundred and sixty-one controlled by various vassals. There are a mere hundred sectors controlled by independent chaotic forces within the Segmentum, with most domains having fallen into line after Abbadon broke the rebellion.
In total Chaos controls approximately two thousand three hundred and ninety-one sectors in Segmentum Solar.
With the death of Gork and Mork and the collapse of the Final Waagh the Orks have gone to a major power to a few scattered remnants, with many orkish groups being conquered or converted by their neighbors. These remnants still cover a major portion of the Segmentum however, stretching over a hundred and ninety-eight sectors at the moment.
The Quartus Imperium controls a stretch of territory leading from the south-eastern edge of the Segmentum to just passed Ryza, with ninety-three sectors falling under the Primarchs control. There are thirty-nine more sectors of space held by other sane powers, ranging in size from a single well fortified world to a single sector.
In total the Sane control a hundred and thirty-two sectors in Segmentum Solar.
The united forces currently containing the Dragon directly control ten sectors worth of space, space which is a mix of fortifications and various supply dumps, medical and repair sites and mustering points.
Currently, the Void Dragon controls around five sectors worth of worlds, though spread over several times that area , though it is contesting five more sectors worth of worlds. The superweapon exchange of a few decades ago has created several new horrors, which combined with the survivors of the existing minor apocalypses control seventy-four sectors worth of worlds, most of which are centred around Sol.
Nurma's analysis of the powers of the Grand Conclave has now moved on to the more interesting of the Minor Powers, the minor polities that while numerous are the weakest grouping in the Grand Conclave. There are currently either three Minor Powers of interest, all of which were once more powerful. First the Baal Protectorate, then the shattered remains of the once unified Imperium Secondus and Tau Empire.
The Baal Protectorate is the most powerful of the Grand Conclaves Minor Powers, and possibly deserves to be considered a Middle Power. While it has not recovered from the massive beating it took from being in the vicinity of the now ended Eternal Conflagration, it still controls a dozen sectors and ten trillion citizens.
Now that it is within the area secured by the Krork the Baal Protectorate has focused on supporting its Astartes to fight more distant foes and aid various distant allies, most often the Imperium Secondus.
The forces of the Baal Protectorate rely on the Blood Angels, and the various strengths and weaknesses that each individual company's combination of the Three Curses provides them. Some go deep into the Black Rage, and lose themselves as they wield the skill of the Great Angel. Others fight the pull of the Red Thirst, and find their bodies elevated beyond mere Astartes even as they resist the urge to feed on all those around them. Then there are those who follow the Path of the Yellow Doom, where reality itself bends to have them die fighting for good causes.
The Tau Empire was once one of the rising powers in the post Imperium galaxy, looking like it may become one of the galactic hyperpowers. This growth slowed when it started to clash with the also rising Imperium Secondus in an increasingly less bloody war. Things only started to go wrong with the arrival of the Destroyer, and the endless legions of Necrontech killbots led by a C'Tan. While that war was eventually won, the Deceiver taking control over the Ethereal Council and feeding notable portions of the Tau Empire into biotransference furnaces while shattering the rest into countless feuding factions with long laid plots and sleeper agents spelled the end of the Tau Empire as a player in galactic affairs, despite the best efforts of the Farsight Enclaves.
These days the Tau control half a dozen sectors in what was once the core of their territory, and are slowly working to bring the rest under control with a mix of diplomacy, where reason exists, and force of arms, where it doesn't.
At war the Tau rely on heavy use of artificial intelligence alongside various other high technologies to allow a small mobile force to defeat a greater foe.
For a time the Imperium Secundus was the largest and most powerful of the Remnant States of the Old Imperium, quickly expanding across Ultima white maintaining a level of organisation and cohesion that few polities could manage. This expansion nearly entirely halted with the first war with the Tau Empire, though it slowly restarted as the wars became more formal and less destructive. Like their once enemies, later allies it was the combination of the centuries long war with the Destroyer and then the undermining of the Deceiver that ended the Imperium Secondus as a power, despite the best efforts of their returned Primarch.
The Imperium Secondus controls seven sectors centred around Macragge and like the Tau, is working to expand into what was once the rest of its territory via both force of arms and diplomacy.
In battle the Imperium Secondus works like most Astartes Protectorates, using its marines as spearheads and linebreakers to support armies of well trained, well equipped conventional troops.
Nurma Kessal, Left Hand of the Governor
Age: between 100 and 199 (will be determined later), rejuved to 20
Gender: Female
Homeworld: Avernus (region TBD)
Fame: 7
Prestige: 30
Standing (Avernus): 40
Standing (Council of Peoples): 35
Standing (Imperial Trust): 25
Base Stats Martial: 17+3=20 - Nurma has enough training at the arts of command to understand what her generals are talking about. Intrigue: 15+4=19 - Nurma has some talent for stealth, but is by no means an expert. Administration: 12+13=25- Nurma has spent most of her life preparing for governorship, and is a more than merely competent administrator. Learning: 22+6=28- Nurma is by all standards a genius, with an understanding of the Warp that matches that of a dedicated psychic researcher of centuries of experience. Will: 16+4=20 - Nurma has a solid will and will not easily bend. Diplomacy: 16+7=23- Nurma has a solid understanding of people, and how to work with them. Combat: 19+11=30- While not yet counted among the greats, Nurma is still a deadly warrior able to match veteran Astartes.
(Trait value 48/7+Skill Value -4.5=2.5)
Innate Traits 8th Century Avernite (+2M, +3W, +4C, +1 to all stats, 10,000x as likely to be born a psyker)- Nurma was born eight hundred years after the colonisation of Avernus, and as such has been heavily augmented beyond baseline by the world of her birth. Magical Genius (+6L, has basic Warp Sense, can eventually take Telepathica research actions, better relationship with the Telepathica)- Despite not actually being able to use it, Nurma has an incredible ability to understand how the Warp works, one only exceeded by the most experienced psykers. Rapid Learner (-2 skill value)- Nurma has a prodigious ability to learn and develop new skills, one that will stand her in good stead. Gets People (+2D)- Nurma has always been good at just understanding how people work Danger Sense (+1C, less likely to die (5%))- Nurma tends to be able to react to danger slightly before others, a very useful survival trait. Chosen of Fate (quadruple chance of random events, -3 skill value)- Nurma is destined to die young or ascend to greatness, and fate itself twists to ensure this.
Acquired Traits Young Hand of Avernus (+3M, +4A, +3W, +2 to all stats, +2 Fame, +25 Prestige, +30 Standing (Avernus), +20 Standing (Council of Peoples), +20 Standing (Imperial Trust))- Nurma has gone through all the training needed to count among the Hands of Avernus, those elite few who act as the Governor's troubleshooters, representatives and heirs. Left Hand of Governor Rotbart the Great (+5 Fame, +5 Prestige, +10 Standing (Avernus), +5 Standing (Council of Peoples), +5 Standing (Imperial Trust)-Nurma has been selected as the Left Hand and therefore the successor to Rotbart the Great, which carries with it both a level of respect and a lot of expectations Avernite Centenarian (+5C, +1W, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Nurma Kessal has proven herself to be both expert warrior and bearer of a strong will. Student of Martinus Argall (+3A, better at delegation)- Nurma found herself a mentor in Martinus Argall, and has learned the value of knowing when and how to delegate tasks to those under her. Unlike her predecessor. Expert Delegator (+4A, +2D)- Nurma is an expert at delegating work and ensuring that each job is tasked to the subordinate best-suited to it. Expert of the Oakheart School(+3C, +1D, +20 to rolls with selected weapon)- Nurma is an expert rated student of the Oakheart School of Swordsmanship. Avernite Administrator (+2A, +1C)-Nurma is a skilled Administrator, which on Avernus has some expectations about combat skill. Raised by Xenos (+2D, +2I, +10 Standing (Council of Peoples), -5 Standing (Imperial Trust))-Nurma was in large part raised by shapeshifter Xenos, giving her a rather different viewpoint of non humans. Educated in Magic (+2L, better Telepathica relationship)- Nurma has a solid education in the theoretical side of magic, allowing her to better understand the Telepathica. Educated in the Sciences (+2L, better Mechanicus relationship)- Nurma has had a solid education in science, something that helps in interactions with the Adeptus Mechanicus.
Artefact Traits
The next vote is selecting what contacts Nurma has
You can select 3 Friends and 3 Acquaintances
Friends will be people inclined to help you and to expect help in turn
Acquaintances are contacts within an organisation that will listen to you and respect you
Write in for who they are but I will reserve the right to deny options
To start will I am denying all members of Avernite High Command
Isn't that the origin they choose for his name in the new season of the Rings of Power? It was some kind of mispronunciation turned word to the point where I thought Tolkien might rise from the dead to beat the writers over the head with a lexicon of Middle Earth languages. 😌
Isn't that the origin they choose for his name in the new season of the Rings of Power? It was some kind of mispronunciation turned word to the point where I thought Tolkien might rise from the dead to beat the writers over the head with a lexicon of Middle Earth languages. 😌
They can't use too much of the Middle Earth languages in the first place because they couldn't secure the license to Tolkien's written works.
Many thanks,Jeff "Cheapskate" Bezos.
They can't use too much of the Middle Earth languages in the first place because they couldn't secure the license to Tolkien's written works.
Many thanks,Jeff "Cheapskate" Bezos.
There's a species of Avernite dragon called Warp Dragons who serve as mentors for people who have great potential and the like. We could link Nurma up with one of them, which would be valuable since she's all about potential, help her reach it quick enough to not die.
Another idea I'd like to suggest is Lamia, the Euryale (snake people) who was the first Avernite entrepreneur to do large-scale trading with the Avernite government. She dates back to Embers in the Dusk, so by now she'd be very skilled, well-connected, and have a number of resources, basically a Rogue Trader. I have a personal headcanon that she once sold a crap-ton of orichalcum to a nearby Chaos power, except it was actually low-grade copper.
Wasn't Lamia the one who started with a stupidly high offer as a negotiating tactic ans ended up getting it right away as she underestimated your production
There's a species of Avernite dragon called Warp Dragons who serve as mentors for people who have great potential and the like. We could link Nurma up with one of them, which would be valuable since she's all about potential, help her reach it quick enough to not die.
Another idea I'd like to suggest is Lamia, the Euryale (snake people) who was the first Avernite entrepreneur to do large-scale trading with the Avernite government. She dates back to Embers in the Dusk, so by now she'd be very skilled, well-connected, and have a number of resources, basically a Rogue Trader. I have a personal headcanon that she once sold a crap-ton of orichalcum to a nearby Chaos power, except it was actually low-grade copper.
Who else do we have, Tomeno, Alarion, Cara... I imagine Slann are outside our range (unless Nurma somehow found common ground with Sa'sa because of his teaching specialty).