An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
Stuff like Drill, or the Genetic Analysis stuff.

Yes, though since I should have been more clear on it, I'll let you guys bank two rerolls for Stat training actions. The Turn options should be up by 2ish, by the way. Also, I noticed I hadn't put up the Combat Skill descriptions last turn, I've fixed it.
 
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Turn 3
Your education, in both mundane matters and utilizing your powers, is progressing well, and you've learned the basics of combat from the Defenders over the last year. You've also begun donating samples of your blood and tissue to the scientists working to analyze it, and even helping with it. Though, your lack of knowledge of Medicine is hindering you there.

An interesting fellow has been asking around for you. Apparently he likes some of the papers you've published, though he thinks your thinking is a little uncreative and would like to help with that, though your parents did a background check before telling you. Similarly, General Richards would be willing to tutor you in Tactics, to complement your newfound knowledge of fighting on the small-scale.

You have 4 Major Actions, with 1 Locked.
Genetics Testing has 4 years remaining.

[ ] Further Training. The Witch Hunters are willing to training you further, though you will be near conventional mastery at that point. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation. 20% chance of raising Control by 1 point from increased skill.

[ ] Be Creative. A researcher has been impressed by the few papers you've published from your studies of the sciences, though he finds your lack of creativity a shame. He'd like to help with that, and after your parents did a background check, they agreed it might be a good idea. Chance of Success: 100%. Reward: +15 to all Invention categories.

[ ] Tactically Sound. General Richards took note of your efforts to improve on the basics of small-scale combat, and is willing tutor you in larger-scale fighting to help round you out. Chance of Success: 100%. Reward: +15 to all Tactics categories. 20% chance of raising Martial by 1 from greater understanding of tactics.

[ ] Medic... You lack knowledge of Medicine, and would like to remedy this after having it practically thrown in your face as doctors debated on how to safely implant the cloned glands grown from tissue you donated. Chance of Success: 100%. Reward: +15 to all categories of Medicine. 20% chance of increasing Combat by 1 from greater understanding of the limits of the body and how to take advantage of them.
You have 2 Minor Actions, with 2 Locked.
AN: I'll give you guys until 6 again, sorry it took longer than usual.​
 
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[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...

Obviously we should do all the projects.

[X] Train Martial
[X] Train Perception: Objects

Hey @ilbgar123, will the Education, Psyker, and Diplomacy skills get trained again from working with our parents and the Witch Hunters?
 
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[x] Be Creative.
[x] Tactically Sound.
[x] Medic...

not sure what too do with the minor ones
to be clear not really sure how this system works

edit; got it explained a bit still i`ll leave it as is
 
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[X] Be Creative. A researcher has been impressed by the few papers you've published from your studies of the sciences, though he finds your lack of creativity a shame. He'd like to help with that, and after your parents did a background check, they agreed it might be a good idea. Chance of Success: 100%. Reward: +15 to all Invention categories.

[X] Tactically Sound. General Richards took note of your efforts to improve on the basics of small-scale combat, and is willing tutor you in larger-scale fighting to help round you out. Chance of Success: 100%. Reward: +15 to all Tactics categories. 20% chance of raising Martial by 1 from greater understanding of tactics.

[X] Medic... You lack knowledge of Medicine, and would like to remedy this after having it practically thrown in your face as doctors debated on how to safely implant the cloned glands grown from tissue you donated. Chance of Success: 100%. Reward: +15 to all categories of Medicine. 20% chance of increasing Combat by 1 from greater understanding of the limits of the body and how to take advantage of them.

Obviously we should do all the projects.

[X] Train Martial
[X] Train Combat: Melee
[X] Train Diplomacy

And work on getting Martial to 25 for the perk, keep increasing Combat: Melee since it's tagged, and possibly do Diplomacy as well.

Hey @ilbgar123, will the Education, Psyker, and Diplomacy skills get trained again from working with our parents and the Witch Hunters?

Yes, accidentally forgot to include the Witch Hunters project, you might want to change your vote. Before anyone complains, this was the plan before I decided to bank to re-rolls for Stat training.

[x] Be Creative.
[x] Tactically Sound.
[x] Medic...

not sure what too do with the minor ones
to be clear not really sure how this system works

For minor Actions, you can pick a Stat training action, or a Skill to train.
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric

Try to push our Martial up to the Perk level, get our last Perception up to normal human being levels, and then push up Esoteric further because it's going to be very important for our build.
 
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[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
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[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Martial
[X] Train Perception: Objects
[X] Train Education: Esoteric

Try to push our Martial up to the Perk level, get our last Perception up to normal human being levels, and then push up Esoteric further because it's going to be very important for our build.
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Martial
[X] Train Perception: Objects
[X] Train Education: Esoteric
You're using one too many Minor Actions
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Martial
[X] Train Education: Esoteric
 
Fixed!

Removed the Martial Training because I'd rather get our Objects Perception up to par along with better Esoteric Education first.
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Martial
[X] Train Education: Esoteric
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Martial
[X] Train Education: Esoteric
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
[X] Further Training. The Witch Hunters are willing to training you further, though you will be near conventional mastery at that point. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation. 20% chance of raising Control by 1 point from increased skill.

[X] Be Creative. A researcher has been impressed by the few papers you've published from your studies of the sciences, though he finds your lack of creativity a shame. He'd like to help with that, and after your parents did a background check, they agreed it might be a good idea. Chance of Success: 100%. Reward: +15 to all Invention categories.

[X] Tactically Sound. General Richards took note of your efforts to improve on the basics of small-scale combat, and is willing tutor you in larger-scale fighting to help round you out. Chance of Success: 100%. Reward: +15 to all Tactics categories. 20% chance of raising Martial by 1 from greater understanding of tactics.

[X] Medic... You lack knowledge of Medicine, and would like to remedy this after having it practically thrown in your face as doctors debated on how to safely implant the cloned glands grown from tissue you donated. Chance of Success: 100%. Reward: +15 to all categories of Medicine. 20% chance of increasing Combat by 1 from greater understanding of the limits of the body and how to take advantage of them.

Obviously we should do all the projects.

[X] Train Martial
[X] Train Perception: Objects
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
[X][Major] Further Training.
Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation. 20% chance of raising Control by 1 point from increased skill.
[X][Major] Be Creative.
Chance of Success: 100%. Reward: +15 to all Invention categories.
[X][Major] Tactically Sound.
Chance of Success: 100%. Reward: +15 to all Tactics categories. 20% chance of raising Martial by 1 from greater understanding of tactics.
[X][Major] Medic...
Chance of Success: 100%. Reward: +15 to all Medicine categories. 20% chance of increasing Combat by 1 from greater understanding of the limits of the body and how to take advantage of them.

[X][Minor] Train Combat
[X][Minor] Train Intrigue
 
[X][Major] Further Training.
Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation. 20% chance of raising Control by 1 point from increased skill.
[X][Major] Be Creative.
Chance of Success: 100%. Reward: +15 to all Invention categories.
[X][Major] Tactically Sound.
Chance of Success: 100%. Reward: +15 to all Tactics categories. 20% chance of raising Martial by 1 from greater understanding of tactics.
[X][Major] Medic...
Chance of Success: 100%. Reward: +15 to all Medicine categories. 20% chance of increasing Combat by 1 from greater understanding of the limits of the body and how to take advantage of them.

[X][Minor] Train Combat
[X][Minor] Train Control
 
[X] Further Training.
[X] Be Creative.
[X] Tactically Sound.
[X] Medic...
[X] Train Perception: Objects
[X] Train Education: Esoteric
 
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