Turn 5 - Part 1.5 Results
Finally read through all the chapters. Cool stuff. Rich and detailed city with lots of potential for fun.

@Dragonofelder I have a question regarding infiltration: Is there ever a point to infiltrating a minor organization or a sub-division of an organization. I was thinking about trying to fully infiltrate the Divisio Strategos so that we can distract the off-planet forces, but I don't know if there's any point in doing that instead of continuing to infiltrate the local Administratorum as a whole.
 
Finally read through all the chapters. Cool stuff. Rich and detailed city with lots of potential for fun.

@Dragonofelder I have a question regarding infiltration: Is there ever a point to infiltrating a minor organization or a sub-division of an organization. I was thinking about trying to fully infiltrate the Divisio Strategos so that we can distract the off-planet forces, but I don't know if there's any point in doing that instead of continuing to infiltrate the local Administratorum as a whole.
Hm. Hadn't considered that, when I really should have. I'm going to say sub-groups (like the PDF's logistics corps) will count towards infiltrating the group as a whole. It'll just be easier to do because you are focusing on a specific part.

Might rework the system a bit. I know I want to redo Resources as well, maybe streamline and rename it
 
How would our cult see the various beastman groups on Kelt anyway?

Cause on one hand, we're a chaos cult so we'd likely have a pretty high tolerance for mutations in general.
But on the other hand, most of our cult is composed of solidly middle-class bureaucrats espousing an explicitly human-supremacist ideology. That hardly seems very conducive to introspection about how you see downtrodden abhumans. And it's not like Chaos cults are somehow immune to petty chauvinism.

So would we see beastmen like the Imperium does, just with screeds about the Emperor's Wrath(tm) replaced with vague waffle about incompatibility? Or would we see them as valuable allies? Or is it too early to tell?
 
Chaotic mutants are probably looked at with mixture of celebration and pity. Celebration, because they are living signs from the Four that with Their blessings humanity can be changed and uplifted. Pity, because their mutations, however blessed, are dangerous and twisted, unlike the glorious future we hope to achieve. Probably not unlike what would result from early human experimentation were we to do it: officially celebrated as successful "proof of concept", unofficially kept locked and under close watch.
Normal mutants, those twisted by radiation and pollution, are born as a consequence of Imperial negligence and stasis, its diseased and decaying state made manifest. Just like the rest of Imperial rot, what can't be cured, will eventually have to be cut away. Do not cry for them when the time for it comes, however grievous it might be to leave them behind, for we are the future.
That said, at this point we are probably recruiting anyone we can find and convince. Time for real social segregation will probably come once we subvert enough of the hive that authorities will not bat an eye to legislative changes in Keltist.
 
Turn 5 - Part 2: Results
Brethren Kelt Street Collectors (Upper Hive)
Low Numbers - 10% - 37
Roll: 1d100: 18 + 37 = 55
Average Upper Hive Income: 10 R (halved due to Drought) = 5
Amount Gathered: 5 x = 275

Attempt to honor Khorne on the day of the Slaughter Harvest through a symbolic offering of brass, blood, and broken teeth obtained from bloody brawls before the first part of the rite begins.
1 Vote - 12 Cultists - +1 Bonus
Roll: 1d100: 72 + 1 + 1 (Upper Hive Menial Jobs) + 2 (Pump House Gym) = 76


Before The Slaughter Harvest even begins, a number of cultists are inspired to honor the Bloodfather, and go out into the Hive to collect items of religious significance. One searches through piles of scrap metal for brass. Another breaks into a private chirurgeon's theater to steal skull fragments. And a number intentionally begin bar brawls, collecting the broken teeth and bloodstained glasses that are inevitably created. These offerings and more are piled onto a makeshift altar in the Archive, and although the resulting shrine is basic and ugly, it is also… brutal.

+8 to The Slaughter Harvest
Gain 1 Khorne Devotion


SLAUGHTER HARVEST
7 Votes - 82 Cultists - +8 Bonus
Roll: 1d100: 24 + 8 + 8 (HOLY NUMBER) + 8 (Offerings) + 5 (Profane Candles) - 5 (Valsen) + 1 (Upper Hive Menial Jobs) + 2 (Pump House Gym) = 51


In front of more than a hundred cultists, eighty volunteers step forward to fight in the Lord of Battle's name. It's noted that Dreyfus Kindly, the most outspoken of the Blood God's supporters, is not amongst them; but still he stands close by, eyes filled with cruel passion. He is the one to place the Profane Candle atop the simple altar, and lights it with a cig. No speeches are given, for that is not His way; only combat matters.

The first dozen or so rounds are… disappointing. Few of your cultists have martial skill or notable body strength, and fights are often drawn out affairs. Despite each combatant being given a paper knife, often they wildly swing at each other, giving slight cuts that weep blood. But, eventually, often through fatigue, death claims the loser. And the winner is steadfast as they remove the head, often with a new knife, and place it before the altar.

Slowly things improve. The weak are killed, as is right, and the strong survive to enter the ring once more. Some contestants stand out; a former Clipper who beats her foe until they are nearly unrecognizable. A junior medicae who uses their knife like a chirurgeon, severing arteries and tendons. An upper class ganger, who mocks his opponent as he grinds their face into the floor. And a meek-looking adept, who must be pulled off his opponent, hand still holding torn flesh.

Almost unnoticed, a sense of otherness creeps into the room. The spilled blood, left uncleaned, forms into strange shapes, showing twisted reflections and dancing flames. The flame of the Profane Candle turns crimson, as the pile of skulls grows and grows, a bloody pyramid.

The Ganger snaps the Clipper's neck, crowing about justice. The medicae's knife is yanked from his hand and jammed into his eye socket by the adept. Others are suffocated, bones broken, entrails pulled out and spread across the floor. They are whittled down, before the sightless eyes of those that lost, and finally only two remain. Two, in a circle of death, surrounded by corpses of those they proved lacking.

The ganger jams his knife into the adept's stomach, the second aimed for their side. But the adept, roaring so hard his voice breaks, pushes through the pain and barrels into them, fists striking all they can reach. The ganger gives no ground, pushing back as their knives attempt to land a killing strike, but a blow across the temple sends them to the floor, joining the other bodies in the blood and guts. The adept falls atop them, continuing their barrage with hands and feet, screaming all the while. And then he falls silent.

The ganger slowly, carefully, pushes the body aside, and rises to his feet. He speaks no words, as he pulls his blade from the adept's heart, and hacks at his neck. No words are said by those watching as he approaches the altar, dripping viscera, and places the head atop the four-sided pyramid, completing it. And no words are said as he turns, and walks away. Out the doors, and into the night.

That night all cultists dream of a plain of brass, of burning souls, of skulls piled into the sky.

That morning the news speaks of a vicious and maddened man that slaughtered eight, including Clippers, before finally being brought down.

Gain 2 Khorne Devotion
One Profane Candle used. One left


Research Legal Loopholes
5 Votes - 58 Cultists - +5 Bonus
Roll: 1d100: 40 + 5 + 5 + 5 (Public Library) + 2 (Rosten) = 57


The Book of Judgement, the foundation of the Imperium's legal code, is not a single tome, instead being spread over many different texts and records. As the Book is nearly continually updated, there are numerous older editions to parse through as well. Given that there is also a localized version of the tome, utilized by the Clippers and continually undergoing a similar revising, your researchers could spend years at this task.

Gain Research progress: Legal Loopholes (83/???)

Recruit Disciples of Nourishment
2 Votes - 23 Cultists - +2 Bonus
Roll: 1d100: 89 + 2 + 1 (Upper Hive Menial Jobs) + 5 (Director of Public Outreach) = 97


You already have some contact with the Disciples, as you trade water regularly, but now your cultists have begun searching out those in their ranks that are willing to accept the Truth. They must be careful, so that the disciples do not find their loyalties tested too much, but already they have had success.

+9d4 to next Upper Hive recruitment roll
Gained Disciples of Nourishment Infiltration +1 (1/5)


Recruit from the Lower Hive - Offer benefits for joining (as long as it doesn't overtax the cult's treasury)
2 Votes - 23 Cultists - +2 Bonus
Roll: 1d100: 23 + 2 + 10 (Monetary Benefits) = 35


Your cult has limited reach outside of the Upper Hive, aside from the newly founded Schools Without Borders. To expand, you will need new members that live on those levels, and thus your recruiters have gone among the factory workers and low-ranking scribes. Success was limited at first; the Lower Hivers apparently have a natural suspicion of "Uppers" and their ideas; so your cultists turned to a basic human character: greed. Offering some monetary incentive allowed them to draw in the takers, and from them find those that can truly embrace the cult's teachings.

+3d4 to next Lower Hive recruitment roll
Spent 300 resources


Research Alternative Paper Weapons
2 Votes - 23 Cultists - +2 Bonus
Roll: 1d100: 81 + 2 + 5 (Public Library) + 2 (Rosten) = 90


Your researchers have decided on two Paper Weapon designs. The first is simply a sword; a larger variation of the knife, it has more reach and power behind blows, but is much harder to conceal and dispose of. Next are darts, a ranged alternative. Although hard to master, a skilled user can throw them with only a flick of the wrist, making it easier to escape notice.

Your researchers had other, less feasible ideas, and will need dedicated projects to research them all.

Completed Research: Alternative Paper Weapons (100/100)
Paper Knives Equipment Buff replaced with Paper Weapons - +10 to murder or assassinations, lessened chance of discovery, & +5 to martial actions
+2 Undivided Devotion


Research God-Marked Origami
2 Votes - 23 Cultists - +2 Bonus
Roll: 1d100: 4 + 2 + 5 (Public Library) - 5 (Valsen) + 2 (Rosten) = 8


While testing some likely symbols, a researcher had the "funny" idea of folding the test parchment into a paper flier and throwing it at another cultist. The item proceeded to slit their throat with its razor sharp wings before turning around under its own power and dive bombing its creator. Five cultists died, and more injured, before the flier was swatted out of the air by a heavy tome.

Rosten is pleased by the new line of inquiry.

Gained Research: God-Marked Origami (8/???)
Lost 5 Cultists


Train - While its current state isn't ideal, the Pump House still can act as the proposed Gym. Gather willing members and begin their basic training.
2 Votes - 23 Cultists - +2 Bonus
Roll: 1d100: 88 + 2 + 2 (Pump House Gym) = 92


Once the bodies have been taken away to be disposed of, and the blood has been mostly cleaned up, the Pump House can start to fulfill its original purpose; as a Gym to train up cultists. A sizable group puts themselves forwards for the process, but few of them pass. Jogging around the building, performing the "assault course", brawling until they collapse. It's similar in some ways to the Slaughter Harvest, except that at the end you have some people still standing.

These few have proven them skilled enough to fight for the cult. So far they have no equipment above what other cultists can use, but if anywhere available they'd be trusted to use them. However your new Fighters have quit their day jobs so they are ready to fight at any time, and so are now dependent on the cult to provide money for them.

Gained (9d4 =) 19 Fighters, costing 19 standard cultists

Pray to The Prince
1 Vote - 12 Cultists - +1 Bonus
Roll: 1d100: 60 + 1 - 5 (Valsen) + 5 (Holy Consecration) = 61


Some might complain it's merely an excuse to have fun and enjoy themselves, but the cultists that held the, ahem, lively party within the Church argue that it's a valid way of worship. And that their detractors should take part so they can experience and understand it for themselves. Or, as one of them put it, "Don't knock it until you… knock it."

Gain 1 Slaanesh Devotion

Stealth Roll
Roll: 1d100: 85 + 40 (Observant) + 25 (Church Skippers) - 5 (Snitch Law) + 5 (Unseen Hand) - 10 (Murders) - 10 (Clippers Murders) = 100


There is quite a lot of noise after the deaths, mostly due to the fact Clippers always avenge their own, but nothing comes close to you.

Hope you enjoyed the SLAUGHTER HARVEST, it was fun to do once I got into it. Which took a while.

When performing a Recruitment action on a Organisation, it also counts as infiltration. To keep it balanced the rewards are halved.

You'll notice I put the Offerings vote above the SH, mainly because it feeds into it. It was that, or have the SH at the bottom of the post.

Also; once this full turn is finished I'm going to take a (I hope) short break from the quest to rework some systems. I'm worried I've thrown in too many mechanics and it's losing its core aspect; a riot cult quest. But I'm not sure how to fix it.
 
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I for one welcome Blessed Origami Armory. The Adminstratum division of the future Black Imperium will be a force to fear on par with assasins and berserkers.
 
Good News Everybody! Khorne is no longer dangerously mad at us! He is only normally mad at us!
I thought we designated the disposable archive hall for the Harvest didn't we? No one seems to have caught on us, so fine I guess, but that might be important going further on.
Also, damn (pun not intented) but 2 devotion for the whole shebang is tiny, especially when we gained 8 for preparing the altar.
Might write an omake about Lower Hive Recruitment procedures
 
Rosten Lowitzhs is not only a suspected Tzeentch monotheist, but also spoke heresy openly and in front of everyone, literally proposing to disavow one of the Four.

Now of course Tzeentch is great and important. And we should not anger the Changer through outright rejection of their gifts. But nonetheless, monotheism and blasphemy of this proportion cannot stand within the ranks of the inner circle.

Tzeentch is the God of ambition, plans and betrayal. So I propose that Rosten be betrayed and assassinated, preferably by a research assistant trying to take her place. One that, while embracing Tzeentch as befits the job, does not do so to the exclusion of any of the other Four. That way the monotheist can be a sacrifice dedicated to her own God, hopefully lessening the amount of displeasure said deity feels for the offing of this, in the grand scheme of things, minor follower.

Bonus points if the assassination happens through a conspiracy of multiple people in an overcomplicated plot that allows some of the conspiracists to (maybe non-lethally) betray some of their co-conspirators in their attempts to grab the Head Researcher title for themselves.

Who is in?
 
Rosten Lowitzhs is not only a suspected Tzeentch monotheist, but also spoke heresy openly and in front of everyone, literally proposing to disavow one of the Four.

Now of course Tzeentch is great and important. And we should not anger the Changer through outright rejection of their gifts. But nonetheless, monotheism and blasphemy of this proportion cannot stand within the ranks of the inner circle.

Tzeentch is the God of ambition, plans and betrayal. So I propose that Rosten be betrayed and assassinated, preferably by a research assistant trying to take her place. One that, while embracing Tzeentch as befits the job, does not do so to the exclusion of any of the other Four. That way the monotheist can be a sacrifice dedicated to her own God, hopefully lessening the amount of displeasure said deity feels for the offing of this, in the grand scheme of things, minor follower.

Bonus points if the assassination happens through a conspiracy of multiple people in an overcomplicated plot that allows some of the conspiracists to (maybe non-lethally) betray some of their co-conspirators in their attempts to grab the Head Researcher title for themselves.

Who is in?
So I took some time to think about this and, yeah; this is a thing you can do. It'll count as an Action, will be subject to the some bonuses and rolls.

But er, if you fail, the result will be much more dramatic
 
The main question is: do we have anyone who might be a better head researcher? Because Rosten might be a treacherous bastard, but he's a trecherous bastard that is good at his job. Perhaps a better way to rein him in is to provide him an opponent, a counterweigh of sorts, an equal but opposite force that will keep the structure standing solidly.
 
TBH I'm just gonna vote to beat him to death with a rock. Seems appropriately a khornish death for someone who tried to spurn khorne.
 
The main question is: do we have anyone who might be a better head researcher? Because Rosten might be a treacherous bastard, but he's a trecherous bastard that is good at his job. Perhaps a better way to rein him in is to provide him an opponent, a counterweigh of sorts, an equal but opposite force that will keep the structure standing solidly.
Most of the many many cultists, including the ones that participate in research actions, aren't fleshed out enough to have names, let alone stats. We will roll for a new head researcher when Rosten's soul joins their patron.

Does providing a counterweight mean you want a second head researcher that's a Nurgle monotheist instead? Because that doesn't sound like it would make things better.
TBH I'm just gonna vote to beat him to death with a rock. Seems appropriately a khornish death for someone who tried to spurn khorne.
Tzeentch might not be happy and we are still trying to balance the Four. Sacrificing the follower of one to one of the others seems a bit impolite.
 
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Stealth Roll
Roll: 1d100: 85 + 40 (Observant) + 25 (Church Skippers) - 5 (Snitch Law) + 5 (Unseen Hand) - 10 (Murders) - 10 (Clippers Murders) = 100


There is quite a lot of noise after the deaths, mostly due to the fact Clippers always avenge their own, but nothing comes close to you.
This has been added to the last update, forgot to do it again.
 
Bad News
So I've decided to end this quest. I'm sorry to say I'm no longer interested it it enough to continue, and have moved onto a new quest.

I'm sorry for those that wanted this quest to continue. I do as well, but I have to face the facts.

Making things up as I go along if fine in theory, but its caused a great deal of bloat. Turns have multiple, complex parts that take a along time to work out. This quest was originally meant to be a Riot Quest, but it rapidly became... not.

The good news is that there are some parts of this quest I liked, and think work. I'm probably going to try and redo it, but not for a while.
 
Honestly what drew me in the first place was the premise, Chaos Cultists are incredibly rarely mentioned beyond background info or serving as cannon fodder for Traitor Astartes - despite being in the top 3 of Imperum's greatest internal threats. I liked how every action had a small story, even the incomplete research, and Devotion mechanic was a really nice one if I can say so.
I already have ideas for potential future edition, so whenever you feel like revisiting the subject, I'll gladly join in on the fun!
 
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