Turn 2 - Part 2: Results
Turn 2 - 751.M41
Cultist Numbers: 171 (237)
Total Votes: 26

Research The Clipper Files
7 Votes - 46 Cultists - +4 Bonus
Roll: 1d100: 70 + 4 = 74
There is a gold mine of information within these files, but you start with something simple. Standard equipment given to Clippers. Although there may be some deviation, where resourceful officers have "augmented" their gear, this is what the average Clippers use.

Each street officer is given a basic set of flak armour, over a synth-thread uniform and their ubiquitous peaked cap. Their weapons are a metal baton and a semi-automatic auto pistol, and they carry at least two sets of constrictor cuffs. They also carry short-range vox-links.

In certain situations, such as riot control or guarding locations or people of import, other equipment is handed out. Autoweapons of numerous varieties, from rifles to heavy stubbers. Suppression Shields that lock together allowing officers to form a solid line.

Specialist units have rarer gear. Raid units use Combat Shotguns, Shock Mauls and wear fully-covering sets of flak armour. High ranking officers are equipped with carapace armour, which often survives longer than its wearer. Sharpshooters are given access to long-las rifles.

The vehicle pool of the Clippers is limited. Aside from patrol bikes, they have access to Boris-pattern Repressor transports; armed with hot-water cannons and flash grenade launchers. To transport prisoners they have Pack-Wagons; little more than boxes on wheels. There are also six Repressors, equipped with heavy flamers and bolters, within a depo in the Lower Hive City. They can only be deployed by the Governor.

Most of this equipment is produced on world, apart from more specialized pieces. They are stored in Watch-Houses, as well as depos, which you currently don't have locations for. However your cultists are now looking into them.

Gain Completed Research: Clipper Equipment Standards (50/50)
Gain knowledge of general Clipper uniform, equipment & vehicles
Can potentially use information to disguise as Clippers, requires equipment sourcing
Discovered Research: Clipper Holdings - ? (24/???)


Use cult funds to buy water for our members and recruits
3 Votes - 20 Cultists - +2 Bonus
Roll: 1d100: 39 + 2 = 41
Although the Apostles of Moisture primarily supply water through the pipe network, they also sell containers of the precious liquid. This year however the prices have been gouged massively. Your cultists are fairly certain they are being fleeced, but they have decided on three deals for purchasing water, and merely require approval of one to utilize cult funds.

Water Purchases options - see below for details

Investigate alternative water sources, are there secret stills reclaiming wastewater? Illicit vaporators generating a trickle? The Cult will know, so the cult can co-opt them.
3 Votes - 20 Cultists - +2 Bonus
Roll: 1d100: 76 + 2 = 78
It seems there are a number of ways to gather water, and although the practice is not illegal per say, the Apostles are hostile to any large scale operations not under their control. That said, there are a number of local operations. Some are run by gangers, some by enterprising individuals. A number of cultists have experience in the various methods, and aside from offering information they can set some up for the cult.

Moisture Vaporators collect water particles from the air, while Moisture Sinks are placed on windows and other cool surfaces to collect condensation. It would be possible to outfit the Church with some, allowing for a passive stream of water.

The Church can also be used to house Water Stills; boilers that can separate water from bodily waste, as well as other sources. Merely collecting the waste of those using the Church's restrooms would be enough, but you could also ask your cultists to collect their own water. At any other time, it might raise a few eyebrows, but you doubt you'll be alone in doing it now.

Gained knowledge of some local water gathering operations
Water Collection options - see below for details


Infiltrate The Clippers
2 Votes - 13 Cultists - +1 Bonus
Roll: 1d100: 3 + 1 = 4
Remember how some of you cultists had the same abrasive & aggressive attitudes as the Clippers? Yeah, it seems that mixing that with alcohol is a bad idea. A minor disagreement became a full bar fight, and thirteen of your cultists spent the night in jail for "Disrupting Clipper Business".

Aside from damaging your infiltration of the Clippers, this also brings up another problem. The Clippers are somewhat lax, but they often perform background checks for every inmate they process. This could lead them back to the cult. While it's too late for their previous associations, if you asked your cultists to spend time away from the cult, there would be less suspicion. This would mean they would be unavailable for any cult works, and you could choose to risk it instead.

-1 to general stealth roll this turn
Lost Clipper Infiltration -1 (1/5)
Secrecy Choice - see below


Research Alderi Movement (52/???) (The Aeldari Files)
2 Votes - 13 Cultists - +1 Bonus
Roll: 1d100: 25 + 1 = 26
Your cultists continue to examine the files, although their work is much slower this year. Sadly you make no breakthroughs, but you learn some interesting details. Did you know Aeldari have hollow bones?

Gain Research progress: Alderi Movement (78/???)

Pray to the four, united! Seek their guidance and benedictions, and make sacrifices in their name! Nothing too gauche, of course, but surely nothing can go wrong if you secretly stab some vermin while muttering prayers...?
1 Votes - 7 Cultists - 0 Bonus
Roll: 1d100: 43 - 5 (Valsen) = 38
Your cultists catch rats, and sacrifice them in four groups. Six for the Tempter, seven for the corruptor, eight for the Murderer, nine for the Deceiver. There is no burst of power, no great sign, but that night your cultist's dreams are many.

Gain 1 Undivided Devotion
Gain 1 Khorne Devotion
Gain 1 Tzeentch Devotion
Gain 1 Nurgle Devotion
Gain 1 Slaanesh Devotion


Infiltrate PDF (focus on logistical members)
1 Votes - 7 Cultists - 0 Bonus
Roll: 19
Although a number of potential contacts are determined within the PDF, no proper contact is made.

Failure to begin infiltration

Recruit in The Upper hive, among the dissatisfied clerks and menials.
1 Votes - 7 Cultists - 0 Bonus
Roll: 22
Your cultists have small success recruiting outside the Administratum. There are simply less opportunities to mingle with such workers, although they manage to convince a few.

+4d4 to Recruitment Roll next turn
+2 Undivided Devotion


Consecrate the Church and turn its allegiance to the Four. Do this by performing a small ritual to Chaos Undivided in the central room of worship and by adding the iconography of the four to the church's interior.
1 Votes - 7 Cultists - 0 Bonus
Roll: 97 - 5 (Valsen) = 92
Although only a small number of cultists perform this work, they put their bodies and souls into it. They draw out images from their warped dreams, comparing the images to find common themes. Once they have a design that seems right to them, they practice carving it until they are certain there will be no mistakes. Despite Valsen's distaste, she sees the worth in their work and allows them to make the alterations.

They work their designs into the current decoration of the Church's main chapel, altering it to better suit their new masters. Carved scripture is modified so they tell the truths of the warp. Icons of worship are subtly modified to make them more pleasing to the eye, becoming figures. Runes are hidden in crooks and crannies, there for those who know to look.

The final piece is a of eight pointed star, centred around an eye, carved onto the altar. It is so place a cloth can cover it. Before they finish, each cultist cuts their palm, allowing the blood to cover their chisels, and drip down onto the star. With that, they perform the final strikes at the same time.

For a second nothing happens; then the stone eye at the centre of the star blinks. The cultists' blood seeps from their bodies, running into the design until it is filled. It solidifies, becoming like stone itself, red surface showing invisible ripples. A wave of power bursts from the altar, quickly covering all surfaces of the room, before draining away.

The room has now been altered, beyond the cultist's work. Any of the true faith feel buoyed, knowing they stand in a holy place of worship. Potential initiates brought in pick up on this as well, feeling the undeniable power of their new religion. Yet the changes made seem to flicker when not looked directly upon, hiding themselves. Unbelievers will not be able to easily see the alterations, only seeing a place of the Emperor's worship.

Church gains trait Holy Consecration
  • +5 to all piety actions performed within
  • +2d4 passive recruitment rolls
  • Church stealth improved
Gain 3 Undivided Devotion
Gain 1 Khorne Devotion
Gain 1 Tzeentch Devotion
Gain 1 Nurgle Devotion
Gain 1 Slaanesh Devotion


Attempt to be employed in jobs that the common citizen doesn't pay attention to, and won't question their presence in some areas. Cleaning staff, for example.
1 Votes - 7 Cultists - 0 Bonus
Roll: 71
Although it necessitates quitting their current employment, cultists are able to find jobs as cleaning and basic maintenance staff within the Administration and other Upper Hive businesses. In such positions can they collect useful information, while perhaps performing some skulduggery…

+1 to actions within the Upper Hive

Pray To Nurgle to "bless" the water supplies of the non believers. Sacrifice a non believer or two just to be sure.
1 Votes - 7 Cultists - 0 Bonus
Roll: 17 - 5 (Valsen) = 12
Your cultists are, by and large, not practiced in the arts of violence. Three attempts were made, to capture three sacrifices for this rite - the first two barely escaped with their lives, and the third put up such a struggle they were killed by accident. A shame, for certain, but your cultists disguised themselves, so there should be no links back to them.

Failed to capture sacrifices
First blood for the cult
Gain 1 Khorne Devotion


Research Paper Knives
1 Votes - 7 Cultists - 0 Bonus
Roll: 44
Progress is being made with weaponizing Keltist's most common resource. Using cutting machines usually used with metal, a paper knife sharp enough to cause serious cuts can be made. One last flaw to overcome is that the knives bend too easily, ruining their edge. Only a small amount of work is needed however.

Gain Research progress: Paper Knives (94/?)

Formally approve the structure and hierarchy of the cult.
1 Votes - 7 Cultists - 0 Bonus
Roll: 23
Valsen's preferred hierarchy is as such: Her at the top, everyone else following her orders. Ranks and levels are irrelevant, at least in her opinion, and without her approval no work can be done.

Failure to define structure

Search additional sources of income, legal ones if possible. Money feeds the faithful and opens many doors.
1 Votes - 7 Cultists - 0 Bonus
Roll: 55
Your cultists decide that there are currently three ways to gain additional income, two legal and one illegal.

The first is catching rats. Vermin is always a problem in Hive Cities, and there is a bounty for breeding females. If your cultists devoted time and energy to the task, they might be able to rake in quite a profit.

The next route is questionable. The Snitch Law is still in effect, and if you truly wanted to you could use it for your own ends. Asking your cultists to keep watch for any illegal activities won't cost you anything, and depending on the severity of the crimes you could get quite a bit. Of course, you wouldn't be making any friends with gangers, even if they might profit from your actions. If you've ratted out one of them, what's to stop you from doing it again?

Finally, it's possible you could act as intermediaries for the Slippers; becoming a link in their package chain. Heavily illegal, deping on the item being moved, and perhaps not a steady stream of income; but it would allow you to begin infiltrating the Slippers, and allow you to use their services yourself. Do the risks outweigh the cons?

Gain Ratcatching Action
Income Choices - see below


Stealth Roll
Roll: 1d100: 55 + 40 (Observant) + 25 (Church Skippers) - 5 (Snitch Law) - 1 (Jailed Cultists) - 1 (Recent Murder) = 113
While you cultists do get some side eyes, so does everyone else. The initial fervour of the Snitch Law might be over, but there is still money to be made by selling out criminals. Thankfully, you continue to pass under the radar.

Decide on the size of your water purchase, with a larger amount allowing you to supply more of your members and potential recruits.

[] [WaterPurchase] Small Purchase - 200
Buy a minimal amount of water, enough to keep a few people going
Possible percentage of unavailable cultists decreased by 5%
+1 to recruitment rolls

OR
[] [WaterPurchase] Medium Purchase - 400
Buy a sizeable amount of water, allowing more people to quench their thirst
Possible percentage of unavailable cultists decreased by 10%
+2 to recruitment rolls

OR
[] [WaterPurchase] Large Purchase - 600
Buy a large amount of water, satisfying as many people as possible.
Possible percentage of unavailable cultists decreased by 20%
+4 to recruitment rolls

OR
[] [WaterPurchase] No Purchase
Buy nothing from the Apostles; you can source your own water

Choose what methods of water collection you shall invest in, and if you will be asking your members to collect their waste

[] [MoistureCollection] Install Moisture Vaporators & Sinks - 150
Your cultists will install water collectors within the church, allowing for a passive flow of water.
Church gains trait Moisture Collectors - +1 to recruitment rolls (+2 under drought conditions, % of unavailable cultists -5%)
OR
[] [MoistureCollection] Don't Install
Water collectors will not be added to the church

[] [WaterStills] Build Water Stills - 250
Waste from your cultists can be turned into moderately clean water, allowing it to be reused.
Church gains Water Stills, taking up one slot (1/5)
Water Stills give +1 recruitment per 100 cultists (50 under drought conditions)

OR
[] [WaterStills] Don't Build
Water Stills will not be built in the church
(If picked, next choice irrelevant)

[] [WasteCollection] Long Term Collection
Ask your cultists to collect their waste and bring it to the church. Continuing this practice beyond the Drought might raise questions
Water Stills now give +1 per 50 cultists (25 under drought conditions)
-1 to stealth when drought ends

OR
[] [WasteCollection] Short Term Collection
Ask your cultists to collect their waste and bring it to the church. Cease this practice when the Drought ends
Water Stills now give +1 per 25 under drought conditions

How will you advise your cultists to act?

[] [CriminalDistancing] Keep Away For A Year
Tell your thirteen cultists that have been imprisoned by the Clippers to stay away, lessening the chance their crimes will be traced back to you.
Cultists imprisoned for criminal activities will be unavailable for next turn
OR
[] [CriminalDistancing] Tell Them To Return
Take the risk, and allow them to return to the cult as soon as possible.
Possible Stealth debuffs

What sources of income will you choose?

[] [SnitchTime] Seek Snitching Opportunities
When your cultists discover illegal activities (that are not your own, of course), they will debate on alerting the Clippers, gaining a monetary reward. The Clippers will be happy with you, those you rat out will not
Gain Opportunities to Snitch, gaining reward based on crime severity
Affected groups might not appreciate it

OR
[] [SnitchTime] Don't Snitch
You won't set the Clippers on anyone's tails

[] [SlipperJobs] Do Some Jobs
Contact the Slippers and let them know you want to work as intermediaries, holding packages and passinging them between runners. They might not trust you at first, but keep at it and they might become good allies.
Start doing Slipper work, likely illegal
Easier time infiltrating Slippers

OR
[] [SlipperJobs] Don't Do Jobs
Don't work with the Slippers

Vote Will Start In A Few Hours
You're free to vote on as many as you want


Sorry this took so long to come out, been surprisingly busy. Might have rushed it, so if you see anything that might be a mistake please point it out.

Nurgle definitely had his eye on this update. Lots of sevens. None in a way that would trigger an effect, which is a shame.

One thing I want to mention, I thought about adding the +7 to Administratum social to the recruitment roll. However I decided against it as "clerks and menials" is a bit too broad, I'm afraid.

I also realized I should give you some kind of bonus for completing the Alderi Emotions research. I do want to incentivise you to research as much as possible, and although their may be more than one way you can use, it would like to give you something off the bat, so;

Gained Research Modifier: Alderi Mind Understanding: Understanding how their emotional states helps you understand how the Alderi think. +5 to Alderi culture and society related research.

I spent so long on the water mechanics I just said "Feth it" and made it simple. Sorry if you expected something more in depth, I just hate Maths. To be clear; a lot of the stuff you are currently investing into will less in value if the Drought clears up next year. You'll still get bonuses, just smaller ones. For example, the recruitment bonuses will be cut in half. Also with all this water stuff I got a sudden vision of a potential future for the cult, and it seems pretty similar to the Fremen from Dune. How do you feel about worms?
 
Turn 2 Part 3: Church Name & Organisation Creation
The Church of The Emperor Ascendant is a dedicated place of worship to the Primordial Truth, yet still lacks a proper name. While it must have a true name, one it can be known as by worshippers, could it also have a secondary name to use in the company of the uninitiated?

[] [ChurchName] Write in

[] [ChurchName2] Write in

Or
[] [ChurchName2] No

If your Cult is to work on a wider scale, and interact with other organizations, you could do with disguising its true nature. There are a great many options available; you could be a social club with strict membership requirements. You could be a business, providing some sort of service. Or you could attempt to hide as a Imperial Cult sect.

[] [OrganizationName] Write in
What is the name of the organization

[] [OrganizationType] Write in
Is it a social club, a business, a sect, a charity, etc etc… (Each will be mechanically different)

[] [OrganizationPurpose] Write in
What would the organization do?

[] [OrganizationProfit] Write in
Will the organization keep the profit they make (if they are making money), feeding it back into the cult, or does it use it for another purpose?

[] [OrganizationMembership] Public or Private
Will membership be public, allowing more people to join, or private, making membership more select?

[] [OrganizationHQ] Church or Old Clubhouse or Wait A Year
While it is possible to base the Organization at the soon to be renamed church, the Old Clubhouse is still on the market, although the asking price has increased (500 resources, 200 upkeep). Alternatively, if you could wait a year to search for a better location, although the results might vary...

[] [MoreDetail] Write in
Any other detail you think is necessary but not covered above.

Voting will start in a bit

The vote about the Church's new name is separate from the Organization stuff, which itself should be in plan format, so a vote would look like this:
[*] [ChurchName] The Murder Room
[*] [ChurchName2] Church of Nothing Suspicious
[*] Plan
- [*] [OrganizationName] Snobbery Club
- [*] [OrganizationType] Social Club
- [*] [OrganizationPurpose] To be the most snobby they can
- [*] [OrganizationProfit] Nonprofit
- [*] [OrganizationMembership] Private
- [*] [OrganizationHQ] Old Clubhouse
- [*] [MoreDetail] Neck braces mandatory
Also yes there was an action vote on establishing a hierarchy in the cult, but the roll failed

Remember you can ask questions!
 
Turn 2 - Part 4: Hive News
47.751.M41
News from the Underhive says that the Redemptionists are working with a new fervour. The given reason, apparently from the lips of a preacher, was that the highest members of the church shared a holy vision. In the dream, a burning figure rose from the Underhive, growing until it was taller than Hive Kelt itself. It then used a sword of flame to cut away at the hive, until it revealed a golden city within. The vision is a sign from the Emperor that theirs is a righteous cause; or at least, that is what the Redemptionists claim. Others wonder what incense they are using in their burners.

94.751.M41
Nikko Andustor's dream of reigniting the faith of Hive Kelt seems to be beginning at home. He has devised a strict regime of prayer, fasting and religious services, which must be followed by all members and staff of his house. Normally people, especially the impious population of Kelt, would balk at such overwhelming practices; but oddly for the majority employed by Andustor this does not seem the case. While House Andustor is religious by nature, they have been bolstered; this will likely stymy your efforts to approach them, as they will be more vigilant against "heresy".

Large Debuffs to Infiltrating House Andustor and other related actions

141.751.M41
The Buck-Horn tribe has begun sending its Gors into the Lower Hive; not to raid, but to trade. Despite the fact that Beastmen are not allowed to move outside of the Underhive without official supervision, they have started trading with small business and private individuals. Items such as raw leather, salvage and even food exchanging hands, in return for some common Hive items such as parchment and corpse-starch. Some Beastmen have already been "detained" by the Clippers however. They have all vanished inside the Pack-Wagons, never to be seen again.

188.751.M41
The Drought continues, and may even be getting worse. The price of water, legal or illegal, is slowly creeping up as the reservoirs slowly drain. The Apostles are doing their best, but have uncovered a number of issues with the Hive's water system. Primarily, it has been so long since some aspects, such as back-up pumps, have been used, that the rites of activation have been lost. It may take quite some time to find them, under the centuries worth of paperwork. At least there are plenty of opportunities for you at this time.

235.751.M41
There are many secret caches throughout the Underhive, mainly used by Gangers and Beastmen to store what they can't carry. The Low-Wings tribe should have done a better job of hiding theirs apparently, as rumors say an unofficial reservoir under their control was raided and drained. Bad news for the Beastmen tribe, as they will likely need that water.

282.751.M41
A number of you cultists almost had a bad encounter. The abandoned toll gates, which you have been using to move between Hive levels, were occupied when they approached. Thankfully they managed to remain unseen, and observed the group; judging by the menial uniforms, sharpened pickaxes and the large industrial drill they were manoeuvring, it seems the Duggers also know of the toll gates, and use them to move equipment.

This is of course a problem, as another encounter could draw undue attention to the cult. But an opportunity as well; although the Duggers moved on quickly, by letting the Clippers know about their use of the toll gates you could possibly get a reward. But if the Clippers know about the gates you won't be able to use them… a difficult decision.

Duggers know about and are using the toll gates between the Lower & Upper Hive
Choice of alerting the Clippers, see below.


329.751.M41
During a meeting of the Council, the body that supposedly rules Kelt, Nikko Andustor tried to push through reforms that would allow the ownership of weapons on religious grounds. The somewhat silly idea was defeated, but Ennema Forstor went further and instituted a new law that prevents any religious group owning weapons. Of course, no one has wanted to tell the Redemptionists.

376.751.M41
It turns out Ogryns drink a lot of water per day. A lot. House Hyanstor is transporting large amounts of water into the camps, as well as trying to hire off more Ogryns so the task of satisfying their thirst falls to their new overseers. The hiring price has dropped from "Bankruptcy inducing" to "Ridiculously exorbitant", so it sadly still falls outside the resources of the cult.

423.751.M41
It passes through the bars and allies like a virus, a disturbing story that seems too wild, too shocking to be true. The Apostles of Moisture were hacked, and massive amounts of data were stolen; primarily security passcodes and system ids. With such information, someone could enter any Apostle location without effort or notice. Of course they are reworking the system as fast as possible; but their attention is already taken up by the Drought, and recreating a security system almost from the ground up is no easy task.

470.751.M41
There was a Minor outbreak of warfare in The Spires, between the security forces of two Minor Houses. Of course, while their troops traded shots, the actual family heads cordially negotiated over luncheon. By the day's end, a civil agreement was reached. Meanwhile many, including bystanders, were dead. Business as usual.

517.751.M41
A veritable swarm of Magma-Walkers, performing some unexplainable migration, overran the PDF's prepared defences. Casualties were moderate, as the arachnids only attacked those in their way. Of more concern is the fact the swarm has entered the very lowest levels of the city; not quite the Underhive, but the even more abandoned Slump. Removing them will be quite the challenge.

564.751.M41
Although no one really cares, the Imperium's laws on blasphemy are still in effect on Kelt. And someone just used them to their advantage. A minor clerk called the Clippers on his co-worker, providing proof they had used the God-Emperor's name in vain, and legally the Clippers had to arrest them. Of course things got sorted out quickly (the arreste paid the Clippers a bribe) but it's still an interesting story to share over drinks.

611.751.M41
The Chain-Fists have more of a reputation of breakers than makers, and it doesn't seem to be changing anytime soon. A workshop used by the gang to produce new weapons exploded, ending whatever work was being done within. Instead of an attack by a rival, it seems to have been an overeager mechanist was the cause.

658.751.M41
Despite the bar bust-up earlier in the year, you still have a few contacts within the Clippers. One of them is a junior officer, a child of an Upper Spire family of some station. He himself is talkative, especially when drunk, and was happy to share with his "friends" the news of his promotion to Commander's aide. In such a position he'll be privy to many interesting things… and some of them might fall into your ears…

Gained Clipper insider source, +10 bonus to actions including Infiltrating

705.751.M41
So far your people have had little contact with the Ogryns, and you haven't even begun to consider attempting to spread the faith amongst them. So it came as a shock when one approaches a lone cultist, quoting from the The Fourfold Path. This abhuman has received mystic dreams like so many of your cultists, and they have guided him to you. His understanding is basic, but perhaps sufficient, and he is eager to spread the Truth to fellows so that they might throw off the shackles of the Imperium. Of course he could not stay for long, having snuck away from his work detail, but you now have a presence within the camps in the Lower Hive City.

Gain Ogryn Prophet
Gain Infiltration Level 1 for Ogryns
Easier time recruiting Ogryns


752.751.M41
The water situation in the Underhive was comparatively better than the two levels above, but this has changed as the Apostles of Moisture work to end The Drought. Flows of water have been altered or shut off altogether as they attempt to reroute it high up, and this means less can be collected through the various means the inhabitants of those squalid levels use. Conflict has already picked up over remaining supplies, although it's not like the gangers weren't hostile already.

799.751.M41
Perhaps related to this uptick in violence, there has been a spate of murders of high ranking gangers, & even Beastmen tribal leaders. All have been affected, even the larger gangs, although the luckless Under House seem to have been struck hardest. It's unclear who committed the killings, or even if it was the same person or group, but given their closeness it is believed likely. In the meantime, while the other Underhive powers flounder, the Redemptionists use this advantage to expand their control.

846.751.M41
House Hyanstor has presented evidence that the head of House Hyarrstor has not paid due diligence to the Emperor in a chapel for a number of years, although they did not reveal their source. Terrin mal Hyarrstor objected of course, claiming he prayed in private, but his relationship with the Ministorum and the pious House Andustor has taken a blow.

893.751.M41
The Divisio Vigilat have been unusually interested in the workings of the Divisio Exacta, with shadowy adepts stalking through scribe halls, or taking away records for unknown purposes. It might be nothing more than a routine shakedown to keep people on their toes, but it pays to be careful.

Debuff for Infiltrating Administratum, Divisio Exacta in particular

940.751.M41
Previously it was known that the Duggers were open to being hired, for purposes legal and illegal, but apparently the current situation in the Underhive has caused them to halt this practice. Furthermore, the previously fragmented mining groups have now fully joined together, with a single leader making a successful bid for control after many of the earlier murders.

987.751.M41
It seems the Disciples of Nourishment are up to something. Your cultists managed to collect information that points to them setting up their own water collection systems, bypassing their rivals the Apostles. Of course they can't produce enough water to completely satisfy their Hydroponic Farms, but perhaps you could sell some of your own collected water, improving your standing with them. Alternatively, the Apostles of Moisture would be very interested in what you know…

Choice of actions, see below

Voting Will Start Soonish

[] [Snitch] Inform Clippers About Duggers & Toll Gates

The full knowledge of the Dugger's movements would increase the chance of the Clippers find them, and thus you getting a reward, but you'd lose access to the Toll Gates as the Clippers would also now know of them
OR
[] [Snitch] Inform Clippers About Duggers
Without knowing the full details of their movements, the Clippers will have a harder time tracking them, and you'd be less likely to receive a reward, but the Toll Gates would remain a secret
OR
[] [Snitch] Don't Inform Clippers
There will be other opportunities

[] [Disciples] Sell Them Water
It'll take some time to set up, but selling water to the Disciples of Nourishment would give you some income, at the cost of your own stores
OR
[] [Disciples] Inform The Apostles of Moisture
Although you likely wouldn't get anything out of it immediately, having a good relationship with the Apostles might provide some opportunities
OR
[] [Disciples] Do Nothing
It might be best to not get between these two powerful groups

Sorry this took so long, been surprisingly busy. Job-searching is boring.

See any mistakes, please do tell me.

To explain the Ogryn; I roll three dice when creating news. A d100 for the faction, a d6 for the type of event, and another d100 for how it affects you. The Ogryns rolled a one, while you rolled a 90, and the event was Piety related. My first thought was an Ogryn Prophet, so that's what you got.

Anyway, this is turn 2 finally over (at least once the vote is complete). Turn 3 should start fairly soon (Hopefully)
 
Turn 3 - 752.M41
+++ Thought For The Day: The heretic will try to hide behind ever increasing amounts of obscuration, which must be burnt through to reveal the truth +++
Date: 752.M41 TS

Annatar's Eye has been active constantly this year, but well within normal bounds.
Recruitment Passive: 237 Cultists - 23d4+6 = 56
Recruitment Active: +4 - +4d4 = 12
Church Holy Consecration Trait: 2d4 = 5
Water Stills: +9
Brethren Kelt: 2d4 = 5
Recruitment Total: 87
Cultists Unavailable: 13 Distancing + (Potential 60% =) 22% = 81 Cultists
Although the Drought is ongoing, your cultists have grown used to such conditions, and are able to perform their work. As your numbers slowly grow, so too does your reach, although you have yet to infiltrate any group particularly deeply. Your new charity has begun, although work needs to be done to make it actually functional.

Contact with your new Ogryn Prophet Krok is limited, mostly done through scribbled notes he passes to cultists he encounters while performing work. Considering he cannot write, or possibly read, it is difficult but it seems he is asking for help to convert his fellow Abhumans. It'll be difficult, but will likely pay off if you ever need brute muscle.

Some of your cultists are becoming concerned by the events of the Underhive, mainly the growth of the Redemptionists. While they are no threat to you now, they might one day be, and your members wonder what steps could be taken to limit their power, or prepare for the seemingly inevitable conflict with the corpse-worshippers.

Cult Details:
Numbers: 243 (324)
Status: Hidden
Cultists: Revitalized
Resources: 3540 (Income 1620 - Upkeep 275 - Bank 2195)
Devotion:
19 : 3 : 3 : 2 : 2 = 29

Active Modifiers
-5 to Piety or Esoteric actions
-10 to Infiltrating House Andustor and other related actions
+10 bonus to Clipper actions including Infiltrating
-5 to Infiltrating Administratum
+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
Actions
[ ] Recruit
- Write in what area of the Hive, or who you wish to focus on
[ ] Infiltrate*
- write in organization
[ ] Investigate*
- write in
[ ] Research*
- Alderi Movement (78/???) (The Aeldari Files)
- Clipper Holdings - ? (24/???) (The Clipper Files)
- Paper Knives (94/???)
- a system
- a unit
- a organization
- a ritual
- a item
- write in
[ ] Pray
- write in to who, or/and how
[ ] Contact Group or Organization*
- write in who, in what way, and about what
[ ] Hunt Rats
Receive money for hunting vermin
[ ] Write in
(Write in suggestions; search for something or someone, try to find information, something more complicated, etc etc. I have finale veto if they can be done)

Voting will start in a few hours
Remember you only have one vote
Voting for Organization activities will be done next post
We will be voting about selling water to the Disciples of Nourishment later


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.

That modifier list is slowly getting longer, not sure how I feel about it.

Anyway, turn three. You'll notice I've moved the Annatar's Eye roll to this post instead of news, as it'd affect this year if it did anything. I've also suggested a few lines of action, but feel free to do your own things.
 
Last edited:
Turn 3 - Part 2: Results
Turn 3 - 752.M41
Cultist Numbers: 243 (324)
Total Votes: 27


Bait the Redemptionists into falling afoul of the Clippers
4 Votes - 36 Cultists - +3 Bonus
Roll: 1d100: 38 + 3 + 10 (High Placed Clipper Insider) - 5 (Underhive Distance) = 46

It's not easy to manage both sides of the mission; the main difficulty is for the cultists traversing down to the Underhive, as they are unused to the dark and cramped corridors. Thankfully they manage to find an abandoned Clipper depot, close to the Redemptionist's territory. The evidence they leave is fabricated transcripts of vox conversations between a number of high-ranked Clipper officers, performing blasphemy in one form or another; using the Emperor's name in vain, discussing beating down preachers for protection money, stealing from shrines, etc etc. The other side of the task is much simpler; just a few rumours of Redemptionist aggression to officers passed to your hapless insider, who will go on to spread them at the highest levels. The results of this action might take some time to show, but it could yet prove impactful.

Uncertain results

Infiltrate The Clippers
4 Votes - 36 Cultists - +3 Bonus
Roll: 1d100: 63 + 3 + 10 (High Placed Clipper Insider) + 1 (Upper Hive Menial Jobs) = 77

Using what useful information you can glean from your insider and cultists working unnoticed jobs, you have a list of Clipper officers you can approach, using varying methods of course. It's not simply bringing them into the cult; it's exploiting their habits, their weaknesses, their secrets. Perhaps, some say, it is unnecessarily harsh, but it must be done for Ascension to occur. In time, they will see the Truth, and forgive you.

Gained Clipper Infiltration +2 (3/5)

Research Legal loopholes, weirdly worded laws and other such stuff to make our operations not as criminal as they actually are.
2 Votes - 18 Cultists - +1 Bonus
Roll: 1d100: 19 + 1 + 1 (Upper Hive Menial Jobs) + 5 (Valsen) = 26

It is one thing to joke about the mountains of paperwork across Kelt. It is another thing entirely to open a door, searching for legal precedents, and be buried under a tide of parchment. Fortunately Valsen, an experienced stack explorer, was on hand to lead the rescue, so no one was badly hurt or killed. There is, however, still a lot of paperwork to go through.

Discovered Research: Legal Loopholes (26/???)

Research Alderi Movement (78/???) (The Aeldari Files)
2 Votes - 18 Cultists - +1 Bonus
Roll: 1d100: 50 + 1 + 1 (Upper Hive Menial Jobs) = 52

The bodies of Alderi are human-like on the outside, but undoubtedly alien on the inside. Frankly, even in drawings, their organs are disturbing. Their bones, as said before, are hollow. While this makes them incredibly fragile, their lack of weight allows the xeno to move at speeds that humans cannot easily follow, with a grace that makes a trained dancer look like a clumsy fool. Their reflexes are highly advanced, electrical signals flowing across nerves at a shocking pace, allowing an Alderi to react with shocking swiftness, even when caught unawares. All this results in a highly specialized weapon - and your researchers can't help but wonder if the Alderi were modified intentionally.

This research, combined with your previous study of the Alderi Emotional state, has given you a baseline for the xeno's biology. Although you don't have a full understanding of their labyrinth organ systems, or the strange molecules that regulate them, you know more than most.

Gain Completed Research: Alderi Movement (100/100)
Gain Research Modifier: Basic Alderi Biology Understanding - +5 to actions involving Alderi biology


"Group prayer meeting" for Slaanesh
2 Votes - 18 Cultists - +1 Bonus
Roll: 1d100: 25 + 1 - 5 (Valsen) + 5 (Holy Consecration) = 26

A number of… frisky cultists take over the church for a day, and engage in all manner of enjoyable activities. Some, brains addled by drugs, claimed to see dancing figures in the fumes around them. Afterwards there is a great deal of cleaning up to do, but a certain energy remains.

Gain 1 Slaanesh Devotion

Start assembling a public library our charity (and by extent, our cult) can use for educational and research purposes, with a focus on scholastic and academic lore and tomes
2 Votes - 18 Cultists - +1 Bonus
Roll: 1d100: 78 + 1 + 1 (Upper Hive Menial Jobs) = 80

Housed within the Church, the gathered collection is surprisingly large, the result of a wide search for relevant books and scrolls. Although nominally open to public viewing, it is primarily used by your researchers as an easy source of information and perhaps ideas.

Church of the Undivided Fourfold Path gains Building (2/5): Public Library - +5 to all research
Spent 200 Resources


Infiltrate House Hyarrstor
2 Votes - 18 Cultists - +1 Bonus
Roll: 1d100: 49 + 1 + 1 (Upper Hive Menial Jobs) = 51

Although the House is based in the Spires, Hyrrastor holdings within the Upper Hive, and these are the places you investigate. A few idle conversations with the workers are only the start.

Gained House Hyarrstor Infiltration +1 (1/5)

Research Paper Knives (94/?)
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 20

Finally the work is complete. Cultists working in the few manufactorua in the Upper Hive use industrial scale machines to press multiple sheets of paper into a single thin sheet, then cut them to the sharp shape. The resulting blade is small enough to hide in robes or pockets, but can easily cut through flesh and even bone with enough force. Able to be used multiple times, if the user needs to dispose of them they could simply throw it into a fire, or slide it into a stack of parchment. Truly this is a weapon of subtlety.

Gain Completed Research: Paper Knives (100/100)
Gain Equipment; Paper Knives - +5 to murder or assassinations, lessened chance of discovery


Investigate Water Pump Activation Codes
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 32 + 1 (Upper Hive Menial Jobs) = 33

Having even a small amount of control of the water systems of the Hive would give you a great deal of power; but in truth you have little access to them. Such secrets belong to the Apostles of Moisture, and they are not going to simply share them.

Failure to uncover codes

Hunt Rats
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 80 + 1 (Upper Hive Menial Jobs) = 81

Your first tentative expedition to hunt down vermin goes well. Multiple large nests are found, and despite your equipment being mostly improvised dozens of rats are killed and females captured. They are handed in to the Administration office running the rat-cleansing efforts - unofficially known as the Divisio Vermin - and a substantial reward is given.

Gain 1620 resources

Scout for an appropriate location to build an obstacle course/gym. Ideally out of the way and with no easy point of observation from outside the facility
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 34 + 1 (Upper Hive Menial Jobs) = 35

Although a great deal of searching is done, it is hard to find a location that matches the specifications. Finally an abandoned storeroom is found, although it is smaller than you'd wish. While you could accept it, and begin filling it with equipment, if you took another year you might find a more suitable location.

Choice of actions, see below

Infiltrate The PDF Logistics Corp
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 27 + 1 (Upper Hive Menial Jobs) = 28

Sadly, despite your list of potentials, no progress is made infiltrating the PDF.

Failure to begin infiltration

Research Clipper Holdings - ? (24/???) (The Clipper Files)
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 73

You've found that the files include the locations of numerous Clipper bases and depots, including some of the more secretive ones. Sadly you don't have floor plans. Currently your cultists are organizing information on Clipper holdings within the Spires, and only need a small amount of work to finish.

Gain Research progress: Clipper Holdings - Spire (97/???)

Establish a hierarchy for our cult
1 Votes - 9 Cultists - 0 Bonus
Roll: 1d100: 51

With Valsen's attention pulled by many actions, she finally admits more structure is needed for the cult to reach its full potential. There needs to be a large cult meeting to discuss what is necessary, and for potential candidates for positions to put themselves forwards.

Upcoming post to decide cult hierarchy

Investigate Low-wings
1 Votes - 9 Cultists - 0 Bonus
Roll: 14 - 5 (Underhive Distance) = 9

The cultists that descend into the Underhive in search of Beastmen do not return.

Lost 9 cultists
Uncertain results


Research a drug based on our ever increasing knowledge of the Eldar meant to heighten emotion to the same intensity as the Aeldari. Hope. Despair. Rage. All aspects of the human psyche brought to their most potent of extremes, the first step on the road to humanity taking their place as the true masters of the galaxy.
1 Votes - 9 Cultists - 0 Bonus
Roll: 78 + 1 (Upper Hive Menial Jobs) = 79

It is truly a fascinating idea. If the Aeldari's natural enhanced emotions were partially the source of their dominance, could recreating that affect aid you? Your cultists have little experience in chemical manufacturing, and the library is not assembled in time to aid them, but nevertheless their fervour drives them on. Already they have several lines of investigation. Still, this task will be a difficult one; more so than any other line of research before. Of course, you also lack the facilities to produce the drug, but this can be dealt with later.

Discovered Research: Emotion Booster (79/???)

[] [Search] Use warehouse
Although it might not be what you hoped, it is something. Claim the warehouse
Gain Holding Small Warehouse (0/3) (100 upkeep)

[] [Search] Continue search
Continuing scouting for a location, perhaps you missed something better?
+10 to repeating action next turn
Warehouse might not be available next time


Vote will begin shortly

Sorry this took so long, lots of stuff got in the way. For instance; I graduated from university! Yay! But now I need to find a job. Yay…

I didn't apply the Menial Jobs bonus to the two Files related research actions because the; the others included going out and trying to track down the needed files, and for those two you already have what you need, and need to work it out yourselves.

Couldn't work out what exactly to give you for the Aeldari Files research, so I sort of combined it with the last research project to give you a wider bonus. Enjoy? Going to be reworking the Research system, should make things better.

@RookDeSuit: with the Water Pump Activation Codes, the vote mentioned files, but I didn't actually know which files you meant. The ones that were stolen from the Apostles of Moisture in the Hive News aren't available to you, and nothing else seems to fit it.

If you have any suggestions for the hierarchy, please share them. I already have some ideas, but I'd prefer to get it done in as few posts as possible.
 
Turn 3 - Part 3: Hierarchy & Positions
The last time the cult gathered in such numbers, it was for their formation, and since then their numbers have more than doubled. This meeting is about the hierarchy of the cult, in particular the delegation of leadership. Valsen is an effective leader, it is true, but she cannot be everywhere at once, and there are some tasks that require an experienced hand to lead.

Valsen has private concerns, however. As the cultists begin to settle in to their worship, the aspiring among them will be trying to gain power for themselves. As one such person herself, Valsen is wary of potential rivals; but to ascend further she must rely on others, for now at least.

This is going to be done over two posts. The first (this one) will be creating the Positions, as well as the (mostly) thematic hierarchy, and the second will be deciding who gets them.

Each Position (for example, Head Researcher) gives a bonus to the subject (+1 Research Action per turn), while costing 100 Resources. Keep in mind; an ambitious character in a powerful position might be tempted to work towards their own goals, instead of those of the cult…

You can suggest one Position, and vote for as many as you want. Keep in mind I have final say on Position Bonuses, to try and keep things more balanced. A Position needs 10 votes to pass. If there are two positions with a similar focus, the one with the lowest votes will be discarded We'll use a plan vote for this; with the format as such;

[] Job Title
- [] Job Focus
- [] More Detail
- [] (Potential) Bonus

Here are some of my suggestions, although you need to vote for them if you want them. I won't be voting myself, but I will be advising and such.

[] Head Researcher
- [] Research
- [] Directs the cult's research projects
- [] +1 Research action per turn

[] High Priest
- [] Religious Practices
- [] Leads the cult in prayer and rituals
- [] +5 to all Religious actions

[] CEO
- [] Brethren Kelt
- [] Runs the everyday operations of the charity
- [] +5 to Diplomacy actions with other organisations
other organizations

I was going to go with NSMS's plan for the hierarchy, since it seems the most popular, but I'll give you a chance to vote. It'll be a Write in vote, no need to make it complicated, just keep it separate from the Position Votes.

Quick question though; do you want me to create a specialized selection of characters for each role, or make a large pool of characters to draw from? The second might be more complicated, but maybe more amusing.

Vote will start soon, and will continue until Monday to give people more time to vote.
 
Turn 3 - Part 4: Positions Filling
There are six positions to be decided upon, and the debates and arguments are fierce, the choice comes down to two candidates each.

Sovereign Of The Waves
Manages the cults' water supply methods and stores, whatever they may be at a given time, as well as improving efficiency.
Increases effectiveness of water production/saving methods (Both Moisture Collectors & Water upgraded - Give +2 & +2 permanently, not just under drought conditions)

[] [Sovereign] Coy Hold
An enterprising clerk, with experience in trade, and a knack for negotiating
+50% profit on selling water

[] [Sovereign] Jak Kell
Believes in wringing out every possible drop
+1 base Water production

Director of Public Outreach
A somewhat ironic name, the holder of this position will direct all the cult's infiltration activities
+5 to all infiltration actions

[] [Director] Myer Aus
Very sociable, makes friends wherever he goes
Infiltration actions always give +1 point, unless it is a critical failure

[] [Director] Dougle Vile
Knows how to cover his tracks
Infiltration actions failing are less likely to expose the cult

Master of Scrawls
Manages day to day paperwork and mundane administratum forms and requests, thereby reducing operation friction with the Adeptus Administratum
+5 to actions involving the Adeptus Administratum

[] [Master] Simms Vellum
Apparently has friends within the Divisio Vigilat, somehow
Actions less likely to draw the eye of the Divisio Vigilat

[] [Master] Jimiah Supply
Nothing is forgotten by the Administratum. Just.. misplaced.
+10 to steal from Administratum

The Unseen Hand
Tasked with keeping the cult concealed from its enemies; their responsibilities include inventing plausible explanations (and providing appropriate documentation) for cult activities, baiting investigators into pursuing the wrong leads, falsifying and destroying evidence, and- should the need arise- silencing those both within and without the cult who are deemed a security risk.
+5 to actions taken to conceal the cult and its activities, increased chance of advanced warning of events that could reveal the cult

[] [Hand] Marc Eli
Security begins at home, apparently
Debuff for anyone attempting to infiltrate the cult

[] [Hand] Cole Skenk
Opportunity is his watch word.
Increased chance to find a Snitching opportunities

CEO
Runs the everyday operations of Brethren Kelt
+5 to Diplomacy actions with other organizations

[] [CEO] Edward Dereks
A fool and his money are easily parted.
Increased donations per turn

[] [CEO] Boyce Holding
Know what to do When the tax-adepts
Decreased chance of money laundering being discovered

Head Researcher
Directs the cult's research projects
+1 Research action per turn

[] [Researcher] Leon Holfstead
This one has an interest in the strange and impossible
+5 to Esoteric Research Actions

[] [Researcher] Rosten Lowitzhs
Once a project has begun, they will not rest until it is completed
+2 to a Research action each time it is repeated

Voting will open in a bit, and last for about a day
 
Turn 3 - Part 5: Brethren Kelt
Now CEO of Brethren Kelt, Boyce Holding immediately gets work. The current monetary situation of the charity can be summed up as… no money. But he has plans to make some.

First; street collectors. Have some cultists go out, shake some buckets, and collect as much spare change as possible. At the moment you can only do so within the Upper Spires, but Boyce believes you can still pull in a good amount. Thankfully your cultists will work as volunteers, so you don't need to pay them, but the more going out will draw more attention.
Semi-random income. Choose one

[] [Street Collectors] Low Numbers
Just a small handful of collectors on the busier paths
Low income, little attention

[] [Street Collectors] Medium Numbers
A couple dozen, scarred over a wide area
Medium income, more attention

[] [Street Collectors] High Numbers
Such numbers that are hard to miss, or avoid
High income, high attention

Next is perhaps an odd idea; merchandising. Boyce wants to print out some buttons, cloth bands, and more, that can be used to spread the charity's message as well as bringing in a profit. Aside from straight up advertising your front organization's existence, it'll also require a cash infusion to actually produce the products.
New Unique Resource unlocked, BK Merch. A single unit can be bought for 100 resources. Each turn the stocked units will attempt to be sold at a price you set here. The higher the price, the lower the chance it'll be sold. If a unit is not sold it stays in storage for next turn.

[] [Merch Production] Write in amount of BK Merch units to produce
[] [Merch Cost] Write in the buying cost of BK Merch units

Last is the sale of water to the Disciples of Nourishment, allowing them to bypass their rival. Technically such business would fall under the preview of the Sovereign Of The Waves, Coy Hold, but as the deal will be conducted under the Brethren Kelt name it passes Boyce. Currently you are producing five units of water, with Coy believing he can negotiate for a good price for a long term contract. However what water is sold cannot be used by the cult.
Write in the amount of water units sold. Each unit of water gives +5 to recruitment, and can be sold for 1000 resources. This contact can be renegationed at a later date, but running at a water deficit will cause issues

[] [Water Sold] Write in amount of Water units to be sold

Vote will open soon
Will be done in plan format
If you don't want to produce Merch or sell Water just leave them out of your plan


Sometimes I wonder why I've done something, but then I shrug and get on with it. Merchandise for all!

Just to add a note, I made the new edit to Water (gives +5 instead of +1) to make it more impactful.
 
Turn 3 - Part 6: Hive News
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!
 
Turn 4 - 753.M41
+++ 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.

Recruitment Passive: 306 Cultists - 30d4+6 = 74
Church Holy Consecration Trait: 2d4 = 4
Water Supply: +20
Brethren Kelt: 2d4 = 5
Recruitment Total: 102
Cultists Unavailable: (Potential 60% =) 25% = 104 Cultists

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.

Cult Details:
Numbers: 314 (418)
Status: Hidden
Cultists: Wary
Devotion:
19 : 3 : 3 : 2 : 3 = 30

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.

If you have questions, feel free to ask
 
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