Update 71: First month to Todan II
You amuse yourself with movement orders to the Servitor carrying Cerritos as you wait for the warp jump. You don't know why he has such long hair, but it certainly makes gripping the head easier, and a lot more fun to swing about.
Finally, Navi and Arial arrive on the bridge, shadowed as always by Limpet. You notice Navi's new choker, because it looks like a pretty decent bit of work, for being so overwrought. Arial's, you assume, he's rather found of flowing lines, and apparently rather familiar with what constitutes fashionable. You'll trust him that it does more than just look expensive.
You call up the controls on your shiny new chair, and the ships seems to hum in anticipation. You double check the destination, to make sure somebody hasn't misspelt it again, but find everything in order. Then the portal to false space opens, and the ships slips into the warp.
Warp Jump Roll:
1d100=5
And as it happens, there's a flicker, and a wordless wind whispers across the fortress of your mind. It finds no weakness, and so after a moment of asking silence, it departs. If your mind wasn't what it was, you might not have notice. In fact, you are one of a very small number. The psykers, Cerritos (though he's always complaining about shit like sensor ghosts), a very small number of techpriets. Gene reports a vague feeling, but nothing concrete. If not for the sensors monitoring the gellert field, it would be dismissed as nothing. No sign of warp activity to be found.
And that worries you a thousand times more than a materialized daemon.
Personal actions (8 AP):
[]What's with the Geller field?: This was the third awful warp jump. The first corrupted a few savages, the second had you appear next to a Chaos battleship, and Omnissiah only knows what the third did. You really, really want to make sure there isn't a fourth time. Or at least take some steps to mitigate the damage.
CR 80 Imperial Tech, basic countermeasures. Cost: 2AP
[]Twice is coincidence. So what is three?: It isn't statistically significant, but it's damn suspicious. You've consistently had bad jumps. You're on a new ship, so it can't be that. Maybe it's just bad luck. Or maybe someone is fucking with you.
CR 70, Find out if there's a traitor among your minions. Cost: 2AP
[]Direct supervision: Receiving fifty-three order clarification requests, as well as five hundred forty-four requisition forms (sixty-three for single screws), thirty-three repair tickets, and no less then two-thousand six hundred and five requests for work quota suspensions has made the old fuckers intentions quite clear: You'll have to stand behind him the entire time if you want work done. And that's exactly what you will do.
Cerritos doesn't pull Passive-Aggressive bullshit, those AP are freed up. Cost: 2AP
[]Talk to Limpet: So you don't exactly have a high opinion of him. Yet another useless noble, who couldn't tell a screwdriver from a torsion wrench, just what the Imperium ill needs. However, you've fought at his side now, and while he fucked up, it was in a somewhat excusable manner. And he dodged plasma bolts, that's not easy even with a prediction cogitator wired in, let alone on a bare brain. Perhaps you need to know a bit more about him.
Get a better grip on his talents and uses. Maybe he won't hate you quite as much? Cost: 1AP
[]Talk to Rasputin: He's a shouty bastard, and he gives you a killer headache, but you should probably talk to it at some point. Didn't get to do that last time. It's just a matter of figuring out what you want to talk about.
Figure out what it wants. Cost: 1 AP per topic
[]Cerritos' Body, Give it back: You still have his original body. Giving it back might make him happier, or at least less of a bother. Or it might do the opposite. It will make him more usefull.
Cerritos gets his body. Cost: His body
[]Cerrtios' Body, Take it apart: It has all sorts of neat stuff. Stuff you can make use off. You'll just have to take it apart. Better get started, cause it's gonna take a while to get past all his security measures.
Start digging into the archeotech in there. Cost: 2AP
[]Armor Testing: You have a big pile or armor laying about. You're going to figure that out, and in proud Heretek your going to do it without regard to the safety or sanctity of the tech in question. In less proud but smart heretek tradition, you'll do it where nobody is looking to closely. Or blame it on your master.
CR 90 Research+Archeotech, large increase in Archeotech cap, unique technology on success. Cost: 3 AP
-[]Use X extra AP for X*5 bonus to roll
[]Mysterious Headset: There was that headset you swiped. You still don't know why it's important, but you should look into that, because you know it is. You really should figure it out one of these days.
CR 90 Research+ Archeotech, figure out the headset on success. Cost: 2 AP
-[]Use X extra AP for X*10 bonus to roll
[]Sick beats: It's been a secret dream of yours to insult someone to death. Now, that dream may become reality. It will just take a little work.
Unlock the Sonics specialty (150 XP) Cost: 2AP
[]Training: You are your single most useful asset, and certainly among to most brilliant men in existence. But even you can, and should be, better. That's what the Quest for Knowledge is all about, after all.
Gain 30 XP per AP used
-[]Train [Skill] for X AP
[]Crafting: You enjoy making neat stuff as much as the next guy, and you can do it better. There's always neat stuff to be made. Or you could upgrade something you already have.
Make something. Cost: 1+ AP
-[]Make [Write in]
Arial actions (4 AP):
[]More Meatbags: You'll be going into battle soonish. It would be nice to have some more troops. With the newly expanded cloning bays, another expansion is feasible, though you'll have to keep most of them in storage until they are deployed.
Gene expands Skitarii by another tier. Cost: 2AP, locked for two turn
[]Augments, round 2: There's all sorts of cybernetic and bionic fun you can add to people to make the marginally less useless. First step would be some better basic things for your Skitarii. Probably. You never really bothered to get into that whole branch, and why start now? It's not like Gene has anything to do.
Gene looks into better Augments for Skitarii. Cost: 2AP
[]Talking-machine for the talking machine: Talking to Rasputin gives you a major headache. Maybe Arial can come up with something to make it a little easier on you? Preferably not a creepy tentacle thing, but you won't hold on hope there.
Gene makes a thing to talk to Rasputin CR 80 Biologis Cost: 2AP
-[]Use X extra AP for X*5 bonus to roll
[]Sanctity of the mind: Arial has requested time for an extensive system check to ensure no malicious infohazards have taken root. While he's at it, he's going to check over the Navigatrix and the astropaths. The fact that none of them died is really more worrying than if one or two of them melted.
Gene makes sure there's no corruption in his or the psyker's minds. Cost: 2AP
[]Crafting: Arial can also make stuff. Not as well as you, but that goes without saying. He should put his talents to use.
Gene makes stuff. Cost: 1AP
-[]He should make [write-in]
Cerritos Actions(4 AP):
[X]Passive-Aggressive bullshit: He's just a bit sore about his new position as your underling. He expresses this through being as useless as he can be. It a true tragedy that you still get more out of him than most of your techpriests, despite being a decapitated head.
Cerritos wastes time. Locked unless actions to motivate him are taken. Cost:2 AP
[]Reorganizing: You put as much of his stockpile on your ship as reasonably possible, and then you put in a bit more, because you are not bound by the reason of lesser minds. However, that has left things disorganized. And you just know half of it will mysteriously explode if you organize it yourself.
Cerritos starts reorganizing his hoard so that it can be useful. Cost: 2AP, locked for 2 turns
[]Efficient storage I: His hoard currently takes up all of your former free space. Mostly because he really has a lot of stuff. Party because loading it up was a rush job, with the resulting inefficiencies. With some work, he should be able to free up some space.
Get 1 slot of free space. Cost: 2AP
[]Safety: Since it's the old fucker, much of his junk his either trapped, volatile, or in danger of going berserk. Bad enough on a planet. In the hold of a ship? There aren't enough swear words in binary to describe it.
Less danger of unwanted explosions, implosions or Servitors on a rampage. Cost: 2AP
[]Purity: You had another bad warp jump. And no horrible daemons jumped out of somebodies skull to eat you. That means some other awful thing happened. Maybe a daemon is hiding in one of the scrap piles, slowly corrupting it into a walking tech-abomination? Better check.
CR 65, Cerritos makes sure his precious is safe from corruption. Cost: 2AP
Crew actions (3):
[]Support: They can make themselves useful, just a little.
Gain +5 to action. Cost: 1AP
[]Training: It's an ongoing fight, and not one they'll win anytime soon. Which just means they should get to it.
+11 to quality of Techpriests per AP.
[]Craft:They can make things. Simple things. That can still be useful
They make stuff. Cost: 1AP
-[write-in what to craft]
Assets:
-smallish (0/100), below average (--/100) facilities
-smallish (0/100), sub-par (63/100) team of Techpriests
-below average (0/200), sub-par (50/100) force of Skitarii
-small (0/100), sub-par (--/200) vehicle pool
-average sized (-/1500), below average(-/750) voidcraft wing
Special Assets:
-small Genetor lab
-large cloning bays
-high-quality Cogitator Banks
-1 Onager Dunecrawler
-a shouty machine spirit
0 slots of free space available
resource storage is full
a small fortune in thrones
a hold full of nobles
a huge pile of unsorted scrap of unknown value
AN: Suprise! You get the update a day early, because I won't have opportunity to do it tomorrow.
EDIT: I knew I forgot something. Ahem
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