A Heretek on the Quest for Knowledge [40k] [Complete]

[X] Plan: Get it over with

I woud like 47DH-12 more, there will be Tech because Mechanicus and no Rivals, but I can live with the Hive.
 
I woud like 47DH-12 more, there will be Tech because Mechanicus and no Rivals, but I can live with the Hive.
I can swap if people think its worth it.

I simply avoided it because from the description it would be a dice roll to see if there was anything at all there as opposed to the Hive which is going to have specific tech.
 
I think you should swap it. Hive is obviously the most dangerous part and our combat is good, but not that great. Also, I bet there were fellow hereteks at this outpost.
 
and our combat is good, but not that great.
Said skill is 30 of 50 and the plan involves bringing heavily armed combat servitors along. The quest for knowledge can be dangerous at times and simply choosing the 'safe' path doesn't tend to gain you much in the Grim Darkness of the forty first millennium.
 
Said skill is 30 of 50 and the plan involves bringing heavily armed combat servitors along. The quest for knowledge can be dangerous at times and simply choosing the 'safe' path doesn't tend to gain you much in the Grim Darkness of the forty first millennium.
Correction: Your skill is 30, with a softcap of 50. That's different from the possible maximum. You're not defenseless, but your also far, far from the biggest fish in the pond. That said, you don't expect to find anything you can't handle. The planet has already been cleansed after all.
 
involves bringing heavily armed combat servitors along
We probably need them for the Mechanicus Outpost to, with how they needed more Material than normal. They coud have Omnisias knows what there from a Petproject of some Magos, that killed them all, to some 32k Ruins that were buried under the Hive, and contained something that killed them all.
It's a Warhammer 40k Quest.:V

Anyway its a Mechanicus Outpost and we are lacking in even Basic Mechanicus Equiqment, thats what the Upgrade to our Stuff is. So we probably coud loot some Lab Equiqment there or at least some Weapons.
Beside what ever they made out of the extra Material.

Talking about that,
@BurnNote What did they do in that Outpost? Or what was the Magos ruling there good at?
 
We probably need them for the Mechanicus Outpost to, with how they needed more Material than normal. They coud have Omnisias knows what there from a Petproject of some Magos, that killed them all, to some 32k Ruins that were buried under the Hive, and contained something that killed them all.
It's a Warhammer 40k Quest.:V

Anyway its a Mechanicus Outpost and we are lacking in even Basic Mechanicus Equiqment, thats what the Upgrade to our Stuff is. So we probably coud loot some Lab Equiqment there or at least some Weapons.
Beside what ever they made out of the extra Material.

Talking about that,
@BurnNote What did they do in that Outpost? Or what was the Magos ruling there good at?
Why, that would be a spoiler! I can tell you one thing: There are definitely 32k ruins all over the place. Every single place you could go is a 32k ruin.
 
Heck with it, swapping to the outpost. Hopefully at the very least we'll be able to loot some half-decent tools and equipment from it.
 
As I said, I reworked the Skill system. It's now in ranks, and should help clear up how much effect a skill has on a roll. Here's a rough conversion table:
Original rank 1-5 5-14 15-50 51-200
new rank (tech) initiate techpriest magos archmagos
new rank (other) novice beginner adept master
XP to finish: 50 150 500 2000
Bonus to rolls (unmodified) 5 10 20 50
It's rough, because in the old system it was easier to gain ranks in something like repair than in something like archeotech. Caps are still a thing, they now affect xp for a skill. The Roll Bonus is unmodified, so it'd be for something like using combat to kill people. For a tangential use, like making a better gun or communication through battle (in true shonen fashion), you'd only get part of the bonus (half or quarter, depending on how tangential.)

I'm not quite happy with this yet. At higher ranks it doesn't differentiate enough between people with different amounts. Still considering how to fix that. Maybe unlocking perks at xp milepoints? I'm open to suggestions.

EDIT: I'm going to update the character sheet and rules section, and then get started on the next update.
 
As I said, I reworked the Skill system. It's now in ranks, and should help clear up how much effect a skill has on a roll. Here's a rough conversion table:
Original rank 1-5 5-14 15-50 51-200
new rank (tech) initiate techpriest magos archmagos
new rank (other) novice beginner adept master
XP to finish: 50 150 500 2000
Bonus to rolls (unmodified) 5 10 20 50
It's rough, because in the old system it was easier to gain ranks in something like repair than in something like archeotech. Caps are still a thing, they now affect xp for a skill. The Roll Bonus is unmodified, so it'd be for something like using combat to kill people. For a tangential use, like making a better gun or communication through battle (in true shonen fashion), you'd only get part of the bonus (half or quarter, depending on how tangential.)

I'm not quite happy with this yet. At higher ranks it doesn't differentiate enough between people with different amounts. Still considering how to fix that. Maybe unlocking perks at xp milepoints? I'm open to suggestions.

EDIT: I'm going to update the character sheet and rules section, and then get started on the next update.
What was wrong with the old system? Simply having a 1-200+ skill system with titles such as "magos rank" or "archmagos rank" to give context seems both extremely clear and sufficiently different for different parts of the highest tiers.
 
I don't think you need a complex and balanced system for one character. Use whatever's easier and more agile. Personally I'd use only traits like "Master Craftsman: +20 to make things", "Xenotech Dabbler: allows Xenothech quest options beyond research" etc that are given or earned on case by case basis.
 
What was wrong with the old system? Simply having a 1-200+ skill system with titles such as "magos rank" or "archmagos rank" to give context seems both extremely clear and sufficiently different for different parts of the highest tiers.
Because I didn't know how to consistently translate a number into actual ingame effect. And because I wasn't sure how to handle progression consistently. The old system just wasn't working all that well for me.
I don't think you need a complex and balanced system for one character. Use whatever's easier and more agile. Personally I'd use only traits like "Master Craftsman: +20 to make things", "Xenotech Dabbler: allows Xenothech quest options beyond research" etc that are given or earned on case by case basis.
Ehh. It is kind of important, since skill progression is a the core goal of the quest. So it can't be too simplistic. The earlier system was too opaque, I feel. It needs to be balanced internally, otherwise some skills would become pointless.

Also, tally:
Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 6 | Sufficient Velocity
##### NetTally 1.7.5

[X] Plan: Get it over with
-[X]Prepare a expedition: If you want to get down to Mithra, you'll have to start preparing now, otherwise you won't have the time. The fleet is on a strict timetable. (able to go to Mithra)
-[X]Make lascannons: You'll be able to make more than enough before you arrive at Mithra. But they might ask for them earlier. (finish order with 5 lascannons left over)
-[X]make neat stuff for the expedition. Not as neat as yours, but lack of ammo kills just as surely as a lack of gun. (gain large amount of basic supplies)
-[X]You have a couple of servitors. They could be combat servitors instead. Make the change. (+3 combat servitors)
-[X]47DH-12: A small Mechanicus outpost. The only reason you consider this one is the strange requisition reports from before the fighting. The used more material than such an outpost normally would. It might be nothing, or it might be interesting. You don't expect more than a few auto-turrets and servitors, as far as dangers go.
No. of Votes: 4
Plan: ◈Get it over with

jwolfe_beta
karmaoa
Skjadir
tri2

[X] Plan Play it Safe-ish
-[X] Stall: There's a few things you can do to delay things. Demand that they come here and get them. Assign each of your techpriest production orders for single lascannons, and insist on working through them one by one. Store them under lock-down (Genetors are always a good excuse for that). You can stall at least until you arrive. They won't like it, but who cares? (gain time for order)
-[X]Prepare a expedition: If you want to get down to Mithra, you'll have to start preparing now, otherwise you won't have the time. The fleet is on a strict timetable. (able to go to Mithra)
-[X]You have Gene. He actually knows a little about what he's doing now. He should be able finish without you double-checking his work. If he doesn't do anything else (takes two slots, finishes order. Gene won't come along)
-[X]47DH-12: A small Mechanicus outpost. The only reason you consider this one is the strange requisition reports from before the fighting. The used more material than such an outpost normally would. It might be nothing, or it might be interesting. You don't expect more than a few auto-turrets and servitors, as far as dangers go.
No. of Votes: 4
Plan: ◈Play it Safe-ish

butchock
hcvquizibo
vsh
Walkin' Man

[X]Prepare a expedition: If you want to get down to Mithra, you'll have to start preparing now, otherwise you won't have the time. The fleet is on a strict timetable. (able to go to Mithra)
[X]Extra preparations: You can gather some supplies, browbeat a few naval armsmen, maybe make a little something. Get yourself a little edge.(more supplies, more soldiers, crafting roll)
[X]You have Gene. He actually knows a little about what he's doing now. He should be able finish without you double-checking his work. If he doesn't do anything else (takes two slots, finishes order. Gene won't come along)
[X]47DH-12: A small Mechanicus outpost. The only reason you consider this one is the strange requisition reports from before the fighting. The used more material than such an outpost normally would. It might be nothing, or it might be interesting. You don't expect more than a few auto-turrets and servitors, as far as dangers go.
No. of Votes: 1
veekie

Total No. of Voters: 9

Somebody wants to play tie-breaker?
 
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Ehh. It is kind of important, since skill progression is a the core goal of the quest. So it can't be too simplistic. The earlier system was too opaque, I feel. It needs to be balanced internally, otherwise some skills would become pointless.
It would work pretty good for a few months at least, and by then you'll get much better idea of how do you want to do things.
 
Update 5: The Sweet Joy of Exploratoring
Update 5: The Sweet Joy of Exploratoring

[X] Plan: Get it over with
-[X]Prepare a expedition: If you want to get down to Mithra, you'll have to start preparing now, otherwise you won't have the time. The fleet is on a strict timetable. (able to go to Mithra)
-[X]Make lascannons: You'll be able to make more than enough before you arrive at Mithra. But they might ask for them earlier. (finish order with 5 lascannons left over, roll 60+ to finish in time )
-[X]make neat stuff for the expedition. Not as neat as yours, but lack of ammo kills just as surely as a lack of gun. (gain large amount of basic supplies)
-[X]You have a couple of servitors. They could be combat servitors instead. Make the change. (+3 combat servitors)
-[X]47DH-12: A small Mechanicus outpost. The only reason you consider this one is the strange requisition reports from before the fighting. The used more material than such an outpost normally would. It might be nothing, or it might be interesting. You don't expect more than a few auto-turrets and servitors, as far as dangers go.


The days before arrival in orbit are hectic. Establishing a claim needs to happen as soon as possible, even if you don't expect a rush for a small outpost that's probably been looted thrice over. Then you have to convince as many of the Skitarii as you can that discovering new holy artifacts is the act most pleasing to the Omnissiah. As if there was any point to staying on the ship to guard it. Anything that could pose a threat to the Explorator Fleet would eat a frigate alive, Skitarii or not. You offload the mundane supplies on the ships quartermaster. He's technically not in your chain of command, but you both know that's political fiction.

The less mundane supplies are handled by grabbing a couple of techpriests and telling them to get their shit together. After a few rounds of questioning their devotion to the Omnissiah, they manage it to your satisfaction. But holy shit, does this ship have a ton of lexmechanics. That goes a long way to explain why they can't get shit done, seems like half of them are talky, walky cogitators. In the end you do manage to find two dudes that fail at something else.
(gain supplies, 5 squads of Skitarii, 3 Techpriests (1 Enginseer, 1 Electo-Priest, 1 Lexmechanic))

Between getting things organized, you also make lascannons. It is of course a holy service and a deeply spiritual meditation. You meditate on how to avoid having your time wasted again. Sadly, you've not yet reached an answer. You hope that's not a sign form the Omnissiah that you have to meditate more.

Roll 1d100=90>60, good success

At least you manage with plenty of time. Enough time to make a few extra. You give one to Gene, but he makes it a point to replace it with one of his own in the shipment. He even waits until you can see him do it. You tell him off for willingly using inferior work, but don't actually order him to drop the freaky thing.

You get a message that something has delayed the collector. By the time he arrives, you'll already be gone. He can waste someone else's time. You use yours far more productively by installing three of your spare lascannons on the combat servitors.
(order complete, Lychinus, Gene and servitors have lascannons,+10 Craft XP)

Speaking of, you let Gene handle the servitor conversion. You told him not to do any freaky Genetor shit. He apparently translated this to mean 'pump them full of combat drugs'. Maybe that compensates for the shoddy conversion job. Experience tells you no.
(3 combat servitors, 2 Lascannon+Heavy Bolter, 1 Lascannon + Chainsword)

The rest of your people make things. Enough Bolter Shells and other ammunition to fight a small war, and enough wargear that your Skitarii actually have better equipment than the average Guardsman. Seems you got the dregs in that regard too.
(even more supplies, Skitarii and Tech-Priests get better equipment)

-*-*-*-

And then you are off, just one of the thousands of locust swarming the planet to devour anything of use and leave nothing but rubble behind. Except more holy.

The good news is that nobody shoots at you on your approach. The bad news: It's because Chaos was here and stole everything not nailed down and set the rest on fire. Worse news is that afterwards the Orks came and stole the nails and ashes.

That leaves you standing in a burned out and desecrated husk. You can hardly even tell what it was supposed to do once upon a time. It's possible that there really was nothing to find here, that the material really went somewhere else. You don't think so though. The Mechanicus gets very aggressive if some outsider steals from it. It might be just and proper redistribution, ie an insider. That still means something fishy. You've also noticed that there is no way this place has enough port-space to deal with the amount it allegedly received.

Now you just have to decide what to do.
[]Write in
(you do have a 'lucky' roll to find something. Probably don't want to rely on that though)
 
I love the mc for some reason.
Also pretty sure that what we seek is an underground bunker or something like it. Not sure how we can search for it.
 
[X] All scanners on and sweep every inch of the place. Starting from important areas and possible secret areas to least important
 
[x] Plan Blast It Up
This was supposed to be an easy run and now what? You actually have to work. Fortunately that work is something of a challenge, so that's good. Obviously if there is anything, it's underground and also hidden. You have a number of ideas and a back-up plan. Back-up plan is "make enough holes with lascannons to find out if there was something of value before you blew it up".

For now, you start with a short motivational 'RUN THE BIOSCANNER. WHY ISN'T IT RUNNING ALREADY?' to Gene. Actually it may have been running already, you didn't check. Then you order an Electro-priest to find either the remnants of power cables or signs of a power plant. Either will lead you to something. Then you send Enginseer and Lexmechanic to do something pointless, like cross-checking the documentation and looking if you got the place right (of course you did!), and start working yourself.

You will have to improvise. They shouldn't see that. So, you remove a gyrostabilizer out of servoskull, plug it into the autoscribe. You have a crude seismograph. Then you place small portions of explosives all over the place and blow it one by one. You don't warn anybody, their faces are priceless. If there is something of an empty space below, you'll be able to tell. Or not. If not, Lexmechanic can run the analysis, you'll just have to disguise the graphs as something less heretical, like a product of traditional Vesuvius-pattern seismograph that wasn't properly venerated for centuries.
 
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Don't you need to put the X in front of the plan if the GM wants to use vote tally software? I know all the ones I've seen are pretty picky about that.
 
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