Storm of Renewal - 1 Year (1/1)
Gardeners Warcry - 2 Years (2/2)
@Daemon Hunter, did you intend to drop Verdant Apotheosis and leave Gardeners Warcry? I'm almost certain this is a typo!
And some stunts -
@Daemon Hunter,
@Execute/Dumbo, and
@Andres - where random_npc hasn't already suggested them:
Diplomatic Office: Train Nurma
Stunt: Nurma had recently learned how to talk people into things. Now began the next set of lessons: How to talk people into things, that benefited you,
but also left them owing you favors.
Hunting (Epra) x1 - 1 Year (1/1)
Stunt: Everyone expected Jane to assassinate the leader of Epra. In truth, she probably would - eventually. First, however, she needed to make sure to not be
predictable.
Orbital Grav-Relays Design - 6 Years (1+6/7=7/7)
Stunt: "But what if an enemy can break gravity and disable all grav-projectors? How to prevent the elevator from becoming an active threat?" Tranth made a careful note of the question, and then largely ignored it - he hadn't yet a proper working prototype; defensibility could come after feasibility.
Of course, once he
got that prototype...
Technology Fundamentals Exotic (Hybrid) - 9 Years (9/9)
Stunt: Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?
Be'lakor's Plans Double Down (Costs 2 GDs each) x1
Stunt: Ridcully had, unfortunately, quite a bit of experience divining Be'lakor. Along with a slightly ridiculous array of assistances - the Seer Council, the Orb of Lileath, the Star Chamber, and plenty of time to go slowly and be careful. Of course, it was Be'lakor. He was going to need every last bit of help and skill alike.
Stunt: Ridcully scowled; his difficult divinations were proving troublesome. Ah, well; time for a break. Nothing cheers the spirits up like shooting Dragonmen in a barrel.
...Though he really
had best make sure to preempt any active plots on its part that might affect Aria.
Stunt: Ridcully had given the Eldar everything they needed to fan the Black Imperium civil-war into flames yet again. It was time for some solid follow-up to that effort, along (perhaps) with tending to a few other things across the galaxy.
...If Abaddon felt more headaches, all the better.
Cultural Spirits: IFF Improvement - 4 Years (2+4/8*0.8=6/6.4->6/6)
Stunt: Almost all cultures have means of separating the in-group and the out-group. Almost all cultures have it as important not to hurt the ones in the in-group. That nature could be used for immaterial spells, yes. But more material spells - Well, it was a matter of making spells 'intelligent' and 'directable' enough for the culture spirit to direct them away from itself.
(copied from last turn since the action is still ongoing)
Adeptus Astra Telepathica: Train Nurma - 2 Years
Stunt: Aria had to admit a fascinating question: Was Nurma's non-psyker danger sense based on Skill? Or was it a non-psyker Sa trait? Or...
...Or could it, somehow, be Ba-based? Or, possibly equally strange, Ka?
Aria was the perfect person to rule out any Sa effect. From there, Skill might be ruled out via a setup (using computerized lasers) carefully designed to ensure that even superhuman senses would give only a microsecond or so of warning. If it was one of those, well, no real surprise. But if neither...
Oh, and Aria was going to have to actually train Nurma, too.
Honing an Edge - 1 Year (1/1)
Stunt: Aria was about to confront two terrible foes.
Well... one probably-mediocre foe - a daemonworld - and a terrible foe - the Dragonmen.
She spent a brief time training upon Valinor, testing techniques she'd previously considered too risky to try in an unsafe situation. But, having done this, she studied the latest intelligence on the Dragonmen extensively, and practiced - with occasional assistance from the Crucible's few Ka-using species - theoretical counters. Only time would tell what would work, and what wouldn't. But she was as ready as she could be.
Pushing the Limits: Dragon Front - 1 Year (1/1)
Stunt: Aria's bodyguards were elite Helljeagers, Krork, and Aeldari. One, and all, under orders to keep her from getting in over her head - laying down their lives in her defense if necessary.
Like it or not, she had drawn the interest of forces great and terrible. And, well, if she was possible going to get a Dragon assassination squad dropped in on her, it only behooved the Sane to prepare accordingly.