[X] Cautious Planning
-[X] [Street Collectors] Low Numbers
-[X] [Merch Production] 4 units = 400 R
-[X] [Merch Cost] 150 R per unit
-[X] [Water Sold] 1 per turn
We've mostly stayed unnoticed, and I'd like to keep it that way. We also don't know anything about how well our merch will sell, so I prefer certainty of profit over a larger profit margin.
Also, 4 units of merch and 4 units of net water production per turn
[X]Cautious, but plenty of buisness
-[X] [Street Collectors] Low Numbers
-[X] [Merch Production] 10 units = 1000 R
-[X] [Merch Cost] 200 R per unit
-[X] [Water Sold] 2 water for 2000 R
[X]Spreading the Merch
While I appreciate the need for secrecy, we are also a cult and thus we will need to become more active eventually. In light of the office appointments, I believe that this is a good way to start becoming more out there.
Adhoc vote count started by Dragonofelder on Sep 21, 2022 at 2:43 PM, finished with 15 posts and 12 votes.
[X] Cautious Planning
-[X] [Street Collectors] Low Numbers
-[X] [Merch Production] 4 units = 400 R
-[X] [Merch Cost] 150 R per unit
-[X] [Water Sold] 1 per turn
[X]Spreading the Merch
-[X] [Street Collectors] Medium Numbers
-[X] [Merch Production] 10 units = 1000 R
-[X] [Merch Cost] 200 R per unit
-[X] [Water Sold] 2 water for 2000 R
[X]Cautious, but plenty of buisness
-[X] [Street Collectors] Low Numbers
-[X] [Merch Production] 10 units = 1000 R
-[X] [Merch Cost] 200 R per unit
-[X] [Water Sold] 2 water for 2000 R
100.752.M41
The cult's work to ferment trouble between the Clippers and the Redemptionists seems to have worked, at least from one side. Unproven stories of the zealots attack street officers have spread, making them more warry, while the upper management seems to be, if not actively encouraging aggression towards the Redemptionists, making noises that suggest they'd be lenient to any that did.
200.752.M41
House Freeman have made another step in affirming their bond to the Kelt Mechanicum, dismissing almost half their personal defence force with the understanding that the Enclave's Skitarii would come to their defence if attacked.
300.752.M41
A review done of the Snitch Law show support is high, with hundreds getting payouts during the year.
400.752.M41
Seems like the Disciples have been rumbled. A punitive strike by the Apostles of Moisture was launched at one of their water collection sites. Although it was easily repelled, it shows the Apostles have an idea of what their rivals are up to, threatening the deal you've only just made.
500.752.M41
Bad luck for the Redemptionists, as their newly finished chapel burnt to the ground. No one of great importance was killed (sadly), but it is still a severe blow to their plans. The fact that a Clipper patrol was in the area before the fire started must be coincidental, of course.
600.752.M41
Your cultists came across the site of a recent battle between forces belonging to House Hyanstor and Hyarrstor. Numerous armed men, cut down by stubber fire or impaled on knives. The body of an Ogryn was found, apparently choked to death by the beastman it was trying to shove down its throat head first. Sadly your cultists didn't manage to find anything of worth.
700.752.M41
A world within lightyears of Kelt has gone dark; no reason is known, but the System Defence Fleet have stepped up their patrols.
800.752.M41
Despite being found out, the Disciples of Nourishment continue to expand their water collection operations. An attempt was made to improve their methods, which failed, putting them back quite a bit
900.752.M41
It seems the Redemptionists have more bite than you imagined. That patrol of Clippers that were in the area of the Church when it burned? All dead, killed by "mutants" in the depths of the Underhive. Those higher ranked officers that were prepared for a harder line on the Redemptionists? They've suffered "accidents", not all dying but enough to make them more cautious with what they say. The cultists that planted the false evidence? Nine of them are dead. More "accidents".
You can't prove, not yet, that the Redemptionists were behind it all, but you can guess. Likewise, you don't think they know about you; but can you be sure?
Nine cultists dead
Redemptionists might know about you
1000.752.M41
It's been known for a while that the Spires are using a great deal of water, while everyone else goes thirsty. But it's one thing to know in the abstract, but it's another thing when you have exact numbers. Over 200 liters. Per day. To each Noble House. The numbers seem to have leaked from an Apostles of Moisture record, and it's not hard to guess a culprit. For many, especially those in the Lowerhive, the numbers of obscene, and unrest quickly flared before being stamped out by the Clippers. However, the embers still burn.
Yearly Purge Report
Last year a swarm of Magma-Walkers broke past the PDF's defences and entered the Slump, the area of the Hive even lower and misbegotten than the Underhive. This year, large numbers of PDF troops and equipment descended into the depths to root them out… and failed miserably. The arachnids weren't even fully to blame, the Slump is simply full of terrible things, and in the face of it all the PDF were forced to retreat. Not quite decimated, but they'll need time to lick their wounds. Meanwhile on the surface, the decreased troop presence was unable to stop raids from feral beastmen that attacked convoys then rapidly vanished. Yet again, I'm decreasing the amount of work I have to do for the news post. It was just taking too long, and I've got a second quest running now, so I wanted things to be a bit more smooth. Next turn will start soon!
Both the mentioning of "mutants" in connection to the Redemptionists and a nearby system going dark makes me think that they might be a genestealer cult preparing for a tyranid invasion (although that is probably unlikely).
Both the mentioning of "mutants" in connection to the Redemptionists and a nearby system going dark makes me think that they might be a genestealer cult preparing for a tyranid invasion (although that is probably unlikely).
+++ Thought For The Day: A traitor is most dangerous when they are hidden, so they must be found and thrust into the light +++
Date: 753.M41 Terran Standard
Annatar's Eye: 9
To the surprise of observers, the warp rift has seemed to almost completely shut. It is almost, some say, like it is resting. Meanwhile, births of mutants drop dramatically over the year.
For the first time, it seems, someone has struck against The Human Ascension, and it has shaken your cultists. You cannot be sure, but all signs point to the Redemtionists being responsible; they must have discovered your attempt to create a feud between them and the Clippers. But how much do they know? Do they realize you are a cult, or are they fooled by your cover charity? Much must be done, both to learn the scale of the problem facing you, and to prepare for what comes next.
Ogryn Recruitment: 1d4 = 3
Krok, your Ogryn Prophet, once again asks for aid in turning his brethren to the light. How it is done is up to you; perhaps directly trying to recruit them, or manipulate events so the Ogryns are more receptive to your message.
The cult is beginning to acquire a large amount of resources. While it is certainly satisfying, they could be put to good use. So far you haven't taken part in Kelt's most common dealing; bribery.
Resources:
Bank - 4560 Income
Cultists - 2090 (4180) (currently halved)
Water Deal - 1000 Upkeep
Building - 275 Total - 7925
-5 to Piety or Esoteric actions
+10 bonus to Clipper actions including Infiltrating
+1 to actions within the Upper Hive
-5 to general stealth rolls
-5 to diplomacy rolls, chance on failure the Clippers will be informed about you
Up to 60% of cultists will be unavailable
Income cut in half
+5 to Historical Research
+5 to Alderi Cultural & Societal Research
+5 to actions involving Alderi biology
+5 to murder or assassinations, lessened chance of discovery
+2 to a repeated Research action each time it is repeated
+5 to all infiltration actions
+5 to actions taken to conceal the cult and its activities
+5 to Diplomacy actions with other organizations
+10 to repeating search for obstacle course/gym location
Actions [ ] Recruit
- Write in what area of the Hive, or who you wish to focus on [ ] Infiltrate*
- write in organization [ ] Investigate*
- write in [ ] Research*
- Clipper Holdings - Spires (97/???)
- Legal Loopholes (26/???)
- Emotion Booster Drug (78/???)
- See Research You have a maximum of 3 Research Actions [ ] Pray
- write in to who, or/and how [ ] Contact Group or Organization*
- write in who, in what way, and about what [ ] Bribe
- write in who, for what reason [ ] Hunt Rats Receive money for hunting vermin [ ] Search for course/gym location
[ ] Write in
(Write in suggestions; search for something or someone, try to find information, something more complicated, etc etc. I have finale veto on if they can be done) Voting will start in a few hours
Remember you only have one vote
Voting for Brethren Kelt activities will be done next post
If you want do a sub-vote, do it like this:
[*] Research
-[*] The Aeldari Files
Actions with a star * next to them means you must specify through a sub-vote.
Ayyy, back at it. Annatar's Eye is being annoyingly inactive, if only there was some way to interact with it, hint hint.
The three most voted research actions will be performed, the others will simply be discarded.