…
@Neablis question. Could there be a Tech reliant on certain techs from the Terraforming, Warp, and PsyTech trees that would allow for literally terraforming The Warp? Like we would with a planet, only flavored and boot around reshaping The Warp to what we wish it to be?
Likely take far down them, but I figured I'd ask if there could potentially be such a thing.
Probably not. There's probably techs to influence a local sector of the warp, temporarily. But those are gonna be in the warp/psytech tree. Not the terraforming tree. Entirely different processes.
Her personality doesn't seem to be very... militant. I think she would work best as an all purpose military advisor while we get someone else to be the general. If we somehow score a Renegade Marine say.
She's quite young and therefore still likely to develop as a person. After that interaction with the Emperor... I think that grand strategist is a very viable path. If you pick her, I'll probably add a non-plan vote to the next update for how you encourage her to specialize, with the options being seer or strategist: My current thoughts are
[] Strategist: Her level applies as a bonus to military dice. Active roll is the same as Cia's.
[] Seer: Active action is to pick a specific action each turn. Roll a d100, apply (level-15) as a modifier and use the better of the normal result & new result.
Perils will apply regardless, and the level 10/20/30 options are probably to pick amongst these options again, with additional upgrades for picking the same multiple times. Currently thinking that the strategist upgrade is (automatic) dice manipulation specifically for military rolls, and seer upgrade allows you to specify any number of rolls, and the reroll replaces the lowest one.
Thoughts?
Or we could design a large-scale ship-psytech equipment that Neablis has hinted about, focused on divination and with hopefully the ability for filtering out the encryption and communication blocking effects of the shielding for the user (while also still hopefully shielding them from others).
Yeah. I would probably allow large-scale divinatory psytech to enable new narrative options (advance warning of invasions?), or give you a modifier on the reroll, or maybe an extra reroll for the higher-tier stuff.
I'm... not entirely sure what this is implying? It seems to be suggesting a wave of alpha-level psykers across the sector. In which case, maybe not. That seems like the kind of thing that should shift the game a bit.
I mean, I could be wrong, those better training programs could just be better in... like, level-up speed, but considering the main pitch of it at all is safety from chaos, I'm pretty sure it'll include better safety for psyker training, locked behind followup(s) though it may be.
My thought behind "better training programs" was mostly about making them more resistant to chaos. Specifically "Figure out what about the Imperial Creed is protective against Chaos, copy/refine that but not the rest."
I feel like the issue with the Vellkar is that, if they have problems that we could help with they aren't obvious. So lacking that, it ends up being on us to investigate and find out. Which, technically speaking, should be easily accomplished. Take the Spark, or even just a shuttle and some bots, go over to Primus, find some Vellkar, and ask them.
Unfortunately, the mechanics of the quest mean that this task which would otherwise take maybe a few days to a couple of months of Vita's attention depending on travel time, instead takes at minimum 1.25 years in the form of a quarter of a turn. Given that a lot of potential outcomes end with us having wasted that time for no gain (The vellkar are fine but have understandably decided all external contact is bad news and tell us to get lost, the vellkar are fine but uninterested in allowing more than one party (Denva) to mine their planet, the vellkar interpreted the orbital bombardment as a betrayal by Denva and are now universally hostile to outsiders), it's a hard sell.
The real answer to this conundrum is that we should have made sure the vellkar had the ability to contact us the last time we contacted them. That way they could get in touch to let us know how they're doing and request aid the way W did when we got back to the system. We haven't heard from them, but as far as we know they're primitive aside from some scavenged imperial technology, so that's not necessarily alarming. The last time we spoke it was via what we thought was a scavenged imperial vox unit, which may have since broken down or been destroyed in the bombardment.
We ought to design some kind of secure, simple-to-use, and ultra-sturdy comm setup that we can leave with primitive peoples we contact going forward. We're due to check out at least one feral world in the not too distant future even disregarding any other aliens we may meet.
I will try not to waste your effort. If you spend an action to "go check on them" and they're completely fine, then depending on the roll you'll continue negotiations. You very well might walk away from that with an agreement for them to join the Ascendency & the rights to establish as many manufactories as you'd like on the planet. If you'd established better comms with them then you'd know more about how likely those outcomes were.
Hmm...
@Neablis , would it be possible to trade with the Eldar for better Force Weapons, Psi Armor, and Psi Focusing Gear? Would their stuff even be compatible with human psykers? Getting this kind of stuff via (no doubt expensive) trade is better than investing RP on developing it on our own.
If possible, what kind of stuff would they want in exchange?
Not anytime soon. You'd have to be pretty good friends indeed before they considered giving you anything worth... anything, especially stuff with military applications.
As for what they'd like... depends. They
might be interested in shielding, but there's a lot of "buts," with things like self-repair, tiny, etc helping the appeal a lot.