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This is very much a Dangerous Project--while the flow of fortune does suggest that we're due for a decent roll, it'd probably be better to have Anexa just try to study the normal way.
 
You had seen her in images before, but you hadn't really grasped how large she is. Your eyes are approximately level with her chest, and the rest of her is proportioned to match. Her legs are thicker than your avatar's torso, but her hand is gentle as she shakes yours.
I see.

Vita was distracted by Cia's good looks, understandable.



Weird things I saw, 1st last update.
The nullifiers take their places just inside the room, and the old man in the center gestures to the single eat across from him.
seat

The shielding was designed aeons ago. It is powerful, but possesss its own limitations. This was demonstrated onboard Klyssar's nest, when a foul artifact seeded as part of the defenses launched a corruptive psychic attack. Our psychic defenses held, but we were reminded of its limitations.
repetitive language (limitations)

On the other hand, you aree that you his passion for exploration is a point in his favor.
agree
 
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This is very much a Dangerous Project--while the flow of fortune does suggest that we're due for a decent roll, it'd probably be better to have Anexa just try to study the normal way.

I agree with you, it seems like it would be hard to study safely without more personal protection. But someone may have a good idea / argument I haven't thought of, so I'm always open to changing my mind.
 
[] Yes
You won't explain the full picture, but about the same of what you did for Anexa and Victan. Chaos exists, is a memetic danger, and can corrupt people. It can corporeally manifest, and you might need to fight it.

-[] Put her in a Physic shielding first

-[] Passive Psyker improvement: Cia will take lower-risk actions to improve herself, including meditation, study and augmentation. A single level-up roll, with only a very low roll resulting in perils of the warp.


This is the way.
 
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[] Plan: A Prelude to Eternal War
-[] Construction x2
--[] Repair Shields (-50 BP)
--[] Spark of the Ancients (27,200/33,650)
-[] Research x2
--[] Introduction to Human Genetics (65 RP)
--[] Nuclear Warhead (10 RP)
--[] Basic power armor (100 RP)
--[] Superconductive Shenanigans (200 RP)
--[] Ok, maybe there's a point to medical school (25/50 RP)
-[]Crew Actions
--[] Anexa active Action: Research - Nuclear Warhead 40 RP
--[] Victan passive action: Counterespionage & communication
--[] Active Psyker improvement: Cia will actively attempt to practice her powers.

Do you explain Chaos to Cia? (seperate from plan vote)
[] Yes
You won't explain the full picture, but about the same of what you did for Anexa and Victan. Chaos exists, is a memetic danger, and can corrupt people. It can corporeally manifest, and you might need to fight it.
 
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i think we should research Nested Psychic shielding this turn and build the psychic lab in the ship with the best shields we can with our extra BP.

or start on the abacus tech so we can actually get there at least.
 
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Remember we do already have one Abacus we can use for the flagship.
the understanding the abacus tech is a prereq for both building more and for in general better warp understanding.

and we should understand it (and maybe even be able to build more) in case our install goes poorly or it gets damaged in combat.

and who knows how much harder it will be to test with after it is installed.
 
Some ideas for research, though we probably won't get to them unless they get discounted by other things:

How do people work? (~200 RP)
People are a bit of a mystery. But you work with them every day, so it might be worthwhile to understand them a bit better, at least in the abstract. (Begins the psychology tree, gives bonuses to some die rolls, and slightly improves narrative results for diplomacy/subversion actions with individuals. This tree also eventually feeds into the cybernetics tree when it comes to deeper personality integration, and may benefit machine spirits and AI research later as well.)

How do people work, in aggregate? (~200 RP)
Large numbers of people have their own set of rules, and behave differently to individuals in ways that are hard to predict without proper study. (Begins the sociology tree, gives bonuses to some die rolls, and slightly improves narrative results for diplomacy/subversion with large numbers of people. This tree may benefit machine spirits and AI research later as well, especially when it comes to dealing with large numbers of them.)

Teacher, Teacher! (~100 RP)
How do people learn best? How do you best instruct them? (Requires 'How do people work?' Gives bonuses to teaching others individually. Combined with cybernetics research, may unlock forms of accelerated learning.)

Institutions & Organizing (~100 RP)
How do you organize people? How do you build an institution that will stay true to it's purpose in the long term? (Requires 'How do people work, in aggregate?' Gives bonuses to diplomacy/subversion actions to found institutions, or to interact with or alter them. May apply to organizing communication between large numbers of machine spirits.)

Big trouble with all of these that I see is that they would naturally tend towards 'accumulating lots of little bonuses that may overlap and may not', which isn't necessarily something that Neablis wants to deal with...
 
Explicitly we can't do that, we were told roll bonuses are extremely rare, and Vita getting some in chargen was really powerful
 
Explicitly we can't do that, we were told roll bonuses are extremely rare, and Vita getting some in chargen was really powerful

Mmm, well in that case they would need to be narrative bonuses. Same question as to whether or not Neablis wants to track them, but hopefully a bit easier?
 
Then what's the Point of a full action's worth of research?

The same thing as most of our other research? Our cybernetics research has most just gotten narrative bonuses so far, but I don't see anyone denouncing it as a waste of time, for example.
 
Some ideas for research, though we probably won't get to them unless they get discounted by other things:

How do people work? (~200 RP)
People are a bit of a mystery. But you work with them every day, so it might be worthwhile to understand them a bit better, at least in the abstract. (Begins the psychology tree, gives bonuses to some die rolls, and slightly improves narrative results for diplomacy/subversion actions with individuals. This tree also eventually feeds into the cybernetics tree when it comes to deeper personality integration, and may benefit machine spirits and AI research later as well.)

How do people work, in aggregate? (~200 RP)
Large numbers of people have their own set of rules, and behave differently to individuals in ways that are hard to predict without proper study. (Begins the sociology tree, gives bonuses to some die rolls, and slightly improves narrative results for diplomacy/subversion with large numbers of people. This tree may benefit machine spirits and AI research later as well, especially when it comes to dealing with large numbers of them.)

Teacher, Teacher! (~100 RP)
How do people learn best? How do you best instruct them? (Requires 'How do people work?' Gives bonuses to teaching others individually. Combined with cybernetics research, may unlock forms of accelerated learning.)

Institutions & Organizing (~100 RP)
How do you organize people? How do you build an institution that will stay true to it's purpose in the long term? (Requires 'How do people work, in aggregate?' Gives bonuses to diplomacy/subversion actions to found institutions, or to interact with or alter them. May apply to organizing communication between large numbers of machine spirits.)

Big trouble with all of these that I see is that they would naturally tend towards 'accumulating lots of little bonuses that may overlap and may not', which isn't necessarily something that Neablis wants to deal with...
These might more relevant to somebody that wasn't both a woman of stone & had the diplomatic suite, but as far as I'm concerned you've already got most of these at least to some extent.

Also - as Alectai said I'm not going to give you dice modifiers, and narrative modifiers for these things would be difficult to track.

Finally, there's a bit of my philosophy for the tech tree. I very much don't mean to disregard the social sciences, but the techs you mention wouldn't really unlock new capabilities in the way the existing researches do. You can already do all of those things - and doing them better is probably better accomplished by spending more actions when you do them.

There's no magical Insight that grants you the perfect ability to communicate and coordinate with people. There's too much variety, too much variability. Everybody needs their own approach, and it's not something that can be a perfect science.
 
Guys, I don't think explaining openly about Chaos is the way to go. We can explain WHY we can't explain, and offer a way to train and to explain eventually, but I don't see any version of an outright 'yes' that goes well.
 
Actually if we're handing over manufactories to locals we want to have machine spirits in them if only too stop the surviving local cog boys from flipping their shit into atmosphere because that's the sorta thing people will still listen to even if they don't like the mechaicus.
 
Current build/lift capacity as well as the current status of the flagship construction:
Ground Build Capacity: 6000
Lift Capacity: 6000 (converts between ground and void BP)
Void Build Capacity: 1350

In progress construction:
Spark of the Ancients (12,550/33,650)
Used Alectai's plan, and the flex for heavy bots with machine spirits for the initial ship troops. The rest we already have can be shipped to it as we are leaving, but I don't want to leave the ship without any internal defenders if we suddenly happen to need them. No jammers or humanization, more bots now which we can replace with better versions later.

For the Scrapcode Research. In either of the cases, of leaving the Scrapcode Generator here or taking it with us? I agree with Alectai, and think we should research it right now. It is presumably at low power, so better get to it before it gathers more.

Separate from the plan-vote: my own vote goes for explainging things to Cia now, immediately. She seems stable enough, and this might give her a foe as something to oppose and deny. And our new ship will have more shielding than our old base, and repair bay to automatically fix things continuous scratch damage to the shields if it starts happening (without requiring an action, even). And the new psychic lab should help too.

[X] Plan: To The Stars
-[X] Construction x3
--[X] First Construction
---[X] Repair Shields (-50 BP)
---[X] Ship! (19,850/33,650)
--[X] Second Construction
---[X] Ship! (27,200/33,650)
--[X] Third Construction
---[X] Ship! (COMPLETED!)
---[X] Shipboard Basic Psychic Experimentation Lab (-300 BP, -50 CP, -1 Mod Slot)
---[X] 4x Heavy Machine-spirit Infantry Bots (-150 BP, -20 CP) (Ship Troop Compartment, 4000/10000) (total of -600 BP, -80 CP)
-[X] Research (200 RP)
--[X] Scrapcode Research (Completed)
-[X] Pay rent (Trade goods, Aevon 27 BP -> 2 BP)
-[X] Anexa passive action: Education
-[X] Victan passive action: Counterespionage & communication
-[X] Passive Psyker improvement

Do you explain Chaos to Cia? (seperate from plan vote)
[X] Yes

EDIT: Okay, I must be really tired or something. Completely forgot about the Anexa and Victan and about telling or not telling Cia about Chaos. (And Cia's action too, it seems.) Editing, one moment. Okay, edits are done. All beans on passive actions. Added my own vote regarding telling Cia about the Chaos, not part of the plan-vote.
 
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[X] Plan: EXPAND! and prepare bribes
-[X] Construction x3
--[X] First Construction
---[X] Repair Shields (-50 BP)
---[X] Ship! (19,850/33,650)
--[X] Second Construction
---[X] Ship! (27,200/33,650)
--[X] Third Construction
---[X] Ship! (COMPLETED!)
---[X] Shipboard Basic Psychic Experimentation Lab (-300 BP, -50 CP, -1 Mod Slot)
---[X] 600 BP trade goods
-[X] Research (200 RP)
--[X] Scrapcode Research (Completed)
-[X]Anexa passive action: Education
-[X] Victan passive action: Counterespionage & communication
-[X] Passive Psyker improvement

[X] Plan: To The Stars
 
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