An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
Adding 3 +40 bonuses:
[X] Combat: Melee
[X] Psyker: Manipulation
[X] Psyker: Willpower
 
Yeah, as for why Will of Titanium--it's because we're going to be doing a lot more experimentation in the future, and having better resistance to warpy stuff is probably going to be important.
Given the new statement, Will is objectively worse in every way. Force gives a greater bonus to resistance checks AND gives that same bonus to everything else psyker, plys misc bono elsewhere.

Can we convince you to switch in light of the new info?

Edit: Oh, didnt see the vote had closed. Wish we could have had some time to change it given the new info.
 
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3a. They were designed to be dominant traits, yes.

Can we implement a gene drive?

After all, having a gene be dominant does not change the chance that it is inherited. It only ensures that the trait is expressed even if a person only has 1 copy of the gene. The gene drive meanwhile, is a mechanism that changes the odds of a gene being inherited. This can ensure that all descendants have the genes that are part of the gene drive.
 
Given the new statement, Will is objectively worse in every way. Force gives a greater bonus to resistance checks AND gives that same bonus to everything else psyker, plys misc bono elsewhere.

It would seem strange for Will to be objectively worse.

If it is, I'd argue that that is a game design flaw that needs to be solved.
 
There is also the possibility that Will of Titanium will be a pre-requisite for a higher-tier Willpower perk. That possibility is why I am comfortable with what we have atm.
 
I didn't read the books, how are we doing compared to the other Primarchs?

I mean mostly on stats.

Hard to say.

Basically though, all the Primarchs except the ones who got fucked hardest by circumstances (Like Angron and the whole "Lol we have mass producible implants that can permanently fuck up even a Primarch and are completely incurable" world he landed on) end up taking over their world at some point through whichever means they take. I'd say we're probably doing about as well as Guiliman so far--though our focus is on science rather than infrastructure building.
 
We should aim to be like dorn/gulliman in the empire building before we meet emperor since they each had multi system empires already when they met the emperor . And it was confirmed in the options part that civilised world gave us options to expand offwolrd before the emperor found us .

And to have a base to recruit from in the future aswell , the main reason that the ultras were the most numerous was that they had widest recruiting pool going on beside being good adminstrators.
 
Turn 6 Options.
Education: General: 100 Perk. Expert. You have the deepest knowledge of anyone on the planet. You can make connections no one else would even think to look for. +25 bonus to Medicine, Forging, and Combat.

Education: Esoteric: 60 Perk. Patterns In The Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to Psyker Checks. Additional +10 to Esoteric Checks.

Education: Esoteric: 80 Perk. Found The Pattern. Interesting, being a psyker does have something to do with one's DNA, but it also has to do with the makeup of one's soul. Of course, you have no idea how to go about making someone into a psyker, or the reverse, but identifying one is trivial. +40 to Psyker Checks. Additional +20 to Esoteric Checks. Either 40 or 60 Education: Esoteric Perk must be taken.

Psyker: Willpower: 60 Perk. Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.

[Taken 2 of 3 times. Education: Esoteric and Psyker: Willpower now tagged] Level 5 Perk. Talented. You are a talented individual. This is reflected in the growth of your Skills. May tag an additional Skill. This Perk may be selected up to three times.

Citizens of Thernus hold you in High Regard!

Military of Thernus consider you One of Ours!

You've gained a great deal from the attack by the Orks, ironically. The people like you a lot better now, and the military treats you as one of their own. No one you knew died, though you felt a little uncomfortable with your feelings about the men the Orks killed, which were more akin to outrage over losing a prized possession than over sentient lives being snuffed out.

You were aware, thanks to your knowledge of psychology, simply ignoring the feeling was a bad idea, but what were you supposed to say? 'Father, I think I regard people I don't know personally as useful objects. Does that make me a bad person?' Somehow you didn't think that would go over well, especially as you're pretty sure that the answer wasn't 'No, that's normal.'

Shelving the matter for the moment, you thought over what you should do this year. With your studies under your parents over, you suddenly had a lot more free time, especially since the genetics project was moving along more or less without your supervision, and it was supervision at this point. You were smarter than any of the other researchers. That wasn't hubris, you simply were. You did twice as much work as any one of them in half the time, and you suspect a different version of you would lord this over others, however...

[Sin: Gluttony] You simply enjoyed a challenge though. While you might push the schedule a week ahead for every day you worked on the project, the other scientists did a good job taking your invalidation of days or even weeks of work in stride and working your research into their studies of your DNA. You suppose that's normal. Everybody loves a challenge.

You have 6 Major Actions available.​

[ ] Create Simple Charms. Now that you know how, you can try and create simple items to help keep your family and the leaders of Thernus safe from dangers both mundane and Warp-borne. Such talismans are stronger if you make them yourself. While your parents have a few already, the other loyal psykers lack your power to back the skill you possess. After the attack by the Orks, this seems a lot more urgent than it did before. Chance of Success: ???. Must pass a combined Check for Forging: Gear, and Psyker: Esoteric. Reward: On survival rolls, your parents and other heads of state gain a +10. May gain additional bonuses with greater margins of Check passing. AN: I would recommend training Forging: Gear again before doing this.

[ ] Forgemaster... Maybe? Of course, if you're going to be creating artifacts for your family and other heads of state, you had best d it right. As such, you should work on your smelting skills. You wouldn't want to introduce some kind of flaw for Warp Horrors to subvert the artifact through. Chance of Success: 100%. Guaranteed +15 to all Forging categories. More on better rolls.

[ ] Tactical Blunders. Seeing as you were able to improve on a plan made by experienced commanders in less than 5 minutes with almost no training in comparison, General Richards would like your advice on improving the tactics of his military, as he suspects that you've only improved with actual experience. + to PDF rolls dependent on check passed. SL action with General Richards.

You have 6 Minor Actions available.
Now that your parents have finished educating you, you have the option to use Minor Action slots for SL actions. SLs give Skill or training bonuses depending on their 'rank' though only from 2 and up. Additionally, they determine how loyal someone is to you. SLs of 4 and higher can reasonably be expected to choose you over their organization. SLs of 7+ will follow you into certain death. AN SL of 10 would gladly sacrifice themselves to buy you an extra moment of life against a foe none of you had any hope of beating (Think Ollanius' sacrifice, but entirely because they cared about you personally).

Current SLs available:

Albert Salnus: 3 of 10.
Celestine Salnus: 3 of 10.
??? Cazanus: 1 of 10.
Samantha ???: 2 of 10.
George Yorev (Psyker: Maniipualtion tutor): 1 of 10.
Emily Watts (Psyker: Esoteric tutor): 1 of 10.
General Richards: 1 of 10.
Captain Matt of the Defenders (Combat/Tactics tutor): 1 of 10.
Isker ??? (Evasion/Explosives tutor): 1 of 10.
Meera Yerala (Medicine tutor): 1 of 10.
Herman Jerun (Forgemaster Actions): 1 of 10.
Percy Clements (Electronics tutor): 1 of 10.
Gerald Newton (Invention tutor): 1 of 10.

Additionally, due to my messing up, you have 3 +40's to assign to one of your tagged Skills.
Combat: Melee
Education: General
Education: Esoteric
Psyker: Manipulation
Psyker: Willpower


To vote for which one, simple write it like this [ ] Combat: Melee: +40.

You have until 6:00 to vote.​
 
The natural path of humanity to ascend as psychic race as Emperor intended, Necrons seeded humanity with Blank gene to create a counterpart of warp using Eldars, Necrons can turn into necron pariah, i want to make sure that xenos cannot control/modify human genome anyway.

You know that would just delay them a little while right? Necron science is incredibly OP.
 
When discussing elder, something to remember is that the elder of this era have essentially nothing in common with the Eldar of 40K, save for the Exodites and Corsairs.

The eldar of the webway cities are most famously isolationist transeldarist cultists that are exploring the full range of experiences possible by adopting multiple forms, spiritual, physical and mental, although all sorts of unusual groups hang out there. The defining feature of the Dark Eldar, pain eating, won't be discovered for thousands of years.

The Eldar of the Craftworlds are space Amish, relatively ascetic religious nutjobs. Pretty much all their characteristic features won't be invented for thousands of years. There are no soul stones, probably no runes (as later used), no paths (so no Aspect Warriors, no Warlocks, and no Farseers), no soul stones (so no Wraithguard or Wraithlords), no soul stones, no Infinity Circuits, no Avatars. All these are invented many hundreds or thousands of years after the Heresy. Post Fall, during the Great Crusade and Heresy, they'll most closely resemble the Corsairs in terms of capabilities, but not culture, if very significantly less capable, as they won't have discovered how to safely use their psychic powers without being eaten, so they can't make or quickly repair their technology. They'll also be even more casualty averse than the later Eldar, as they've all just stopped being serially immortal and can instead look forward to having their souls devoured by Slaneesh for eternity.

The Harlequins don't exist until after the Fall, although the Eldar priesthoods do, and they won't emerge for a long time either.

Now, there are anachronistic references to things relating to the Eldar in the Horus Heresy books, but you have to remember the conceit that all non-crunch published 40K material are IC documents or stories, so this probably just reflects later scribes and storytellers filling in the gaps with their own knowledge.
 
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You know that would just delay them a little while right? Necron science is incredibly OP.
But they are divided, each one got a different agenda now, without silent king they do not have clear any clear goal, some want to get back their soul, some want just to kill all living beings, some want to rule over other Necrons and other living beings and others wants to kill Eldars, and my personal favourite those who want to collect artifacts and historically important items. so we are safe for now, let us fix Human DNA before Silent king returns, even then a Necron civil war is imminent.
 
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