An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

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

    Votes: 379 44.5%

  • Total voters
    851
So I would suggest that this turn we SL all three psyker tutors and the witch hunter to combo with an action on setting us up to start turning people into minor and Zeta psykers as the witch hunters would want to supervise and the three psyker trainers would organise, train and select the candidate pool. This is in addition to SL our parents and invention tutor.
 
@ilbgar123 Question!
As Captain Matt is both our Combat and our Perception Tutor, shouldn't we have gotten points to both categories?
Or is it dependent on the SL event and the choices we make?
 
The Diplomacy 40 Perk is far less valuable than the one that offers a bonus triple that of karma.
That perk was written wrong. It has three pre req perks we need to take first.

I would switch paragon out (probably for esoteric 180), but I'm not sure if that would be fair to all the people that voted for me before.

What do people think. Should I leave paragon as is?
 
The Diplomacy 40 Perk is far less valuable than the one that offers a bonus triple that of karma.
We require the preceding perks.
Speech: Diplomacy: 20 Perk. Charismatic. You possess strong charisma, which helps convince others to agree with your demands. +10 to Speech Checks.

Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma.

Speech: Diplomacy: 40 Perk. Renegade. You always get results, even if others hate your methods. Provides a bonus to Speech Checks if you possess Infamy.

Speech: Diplomacy: 60 Perk: White-tongued. You are the positive equivalent of the charismatic leader of a cult. Provides a bonus to Speech Checks equal to Karma. Must have Paragon. Mutually exclusive with Black-tongued.

Speech: Diplomacy: 60 Perk. Black-tongued. There isn't all that much difference between you and that cult leader... Provides a bonus to Speech Checks equal to Infamy. Must have Renegade. Mutually exclusive with White-tongued.

Speech: Diplomacy: 80 Perk. I Still Believe. You know people can change, they just need to try. Provides a bonus to Speech Checks twice that of Karma. Requires White-tongued.

Speech: Diplomacy: 100 Perk. Second Chance. Even the vilest person can become a good person, they just have to want to. Requires I Still Believe. Provides a bonus to Speech Checks thrice that of Karma.

Speech: Diplomacy: 80 Perk. I No Longer Believe. People are inherently selfish, so appeal to that. Provides a bonus to Speech Checks twice that of Infamy. Requires Black-tongued.

Speech: Diplomacy: 100 Perk. Disbelief. If you couldn't trust them the first time, then why should it matter if they want to change? They'll just betray you again. Requires I No Longer Believe. Provides a bonus to Speech Checks thrice that of Infamy.

E: Ninja'd :ninja:
 
That perk was written wrong. It has three pre req perks we need to take first.

I would switch paragon out (probably for esoteric 180), but I'm not sure if that would be fair to all the people that voted for me before.

What do people think. Should I leave paragon as is?

Keep it. We can't get the better Speech perks if we don't get the worse ones, so we have to start somewhere. If we don't pick it now and show everyone all the juicy, giant Speech modifier perks later on, while we have a whole bunch of perk points to spend at the same time, people will get distracted by the other shiny perks, and will not want to waste the single perk point they'll have on something that provides so little immediate benefit. Like they are being right now, with the whole Psyker-creation kit, when the QM has repeatedly given hints that we really, really might want to focus on Invention: Gear for a while, so that we can create high-grade protective talismans for the people close to us(and our coming sibling).
 
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rather only feed it to the custodies and psykers which are soul bounded to the emperor and select people who are shielded/enhanced by serras

also how is the votes looking?
 
Inserted tally
Adhoc vote count started by ilbgar123 on Sep 25, 2017 at 5:09 PM, finished with 132 posts and 27 votes.
 
Looks like Warp Whispers wins as the last perk from some differently formatted votes.
 
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A Clean Tally;

Vote Tally : An Extra Primarch | Page 120 | Sufficient Velocity [Posts: 2999-3106]
##### NetTally 1.9.9

Task: Tag

[26][Tag] Psyker - Esoteric
[26][Tag] Perception - People
[25][Tag] Invention - Practicality
[19][Tag] Invention - Necessity
[19][Tag] Invention - Extravagance

[7][Tag] Perception - Environment
[6][Tag] Speech - Persuasion
[1][Tag] Perception - Objects
[1][Tag] Speech - Diplomacy


——————————————————————————————————————————————
Task: Perk

[27][Perk] Level 20 Perk. Sleep Is No Longer Required. You've noticed that you seem to need less sleep as you age. Based on your analysis of your DNA, you suspect your body is adjusting to the all-nighters you pull with some regularity, as your growth has not slowed. +2 Major Actions.
[27][Perk] Level 25 Perk. Difficult... But I've Done It Before. You've accomplished things most would write-off as impossible. All Checks have their difficulty reduced by 50.
[22][Perk] Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma.
[19][Perk] Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.
[19][Perk] Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.
[19][Perk] Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.
[18][Perk] Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.
[16][Perk] Psyker: Esoteric: 60 Perk. Warp Whispers. You can hear whispers of things to come, or things long past. Gain Galactic Rumor Mill. Add visions of the distant past and future to RER table.

[10][Perk] Education: Esoteric: 180 Perk. Jump the Gap. Even Delta-level psykers are possible for you to create or destroy at this point. +250 to Psyker Checks. +200 to allied Psyker Checks. 6 of preceding Perks must be taken.
[9][Perk] Speech: Diplomacy: 100 Perk. Second Chance. Even the vilest person can become a good person, they just have to want to. Provides a bonus to Speech Checks thrice that of Karma.
[7][Perk] Psyker: Esoteric: 20 Perk. Diviner
[6][Perk] Speech: Diplomacy: 60 Perk: White-tongued
[6][Perk] Speech: Diplomacy: 80 Perk. I Still Believe
[2][Perk] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
[2][Perk] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.
[2][Perk] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.
[2][Perk] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.
[1][Perk] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.
[1][Perk] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.

Total No. of Voters: 27
 
Turn 9 Options.
Perks Selected:

[X] Level 25 Perk. Difficult... But I've Done It Before. You've accomplished things most would write-off as impossible. All Checks have their difficulty reduced by 50.

[X] Level 20 Perk. Sleep Is No Longer Required. You've noticed that you seem to need less sleep as you age. Based on your analysis of your DNA, you suspect your body is adjusting to the all-nighters you pull with some regularity, as your growth has not slowed. +2 Major Actions.

[X] Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.

[X] Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.

[X] Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.

[X] Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.

[X] Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma. Current bonus: 125.

[X] Psyker: Esoteric: 60 Perk. Warp Whispers. You can hear whispers of things to come, or things long past. Gain Galactic Rumor Mill. Add visions of the distant past and future to RER table.

Tagged Skills:

[X] Psyker - Esoteric

[X] Perception - People

[X] Invention - Practicality

[X] Invention - Extravagance

[X] Invention - Necessity

Psyker: Esoteric: 115. You have continued creating your book of ways to disrupt rituals, and can casually close huge rifts to force Warp Horrors out of those they possess, and all but the strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 2 minutes into the future, and get the occasional flash of events up to 2 days hence. +55 to combat checks. Can disrupt even immense-scale rituals alone with some difficulty.

Psyker: Esoteric: 125. You have finished the first draft of your book of ways to disrupt rituals, and can casually close huge rifts to force Warp Horrors out of those they possess, and all but the strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 3 minutes into the future, and get the occasional flash of events up to 3 days hence. +60 to combat checks. Can disrupt even immense-scale rituals alone without trouble.

Perception: People: 15. Ah, you can recognize a person reliably, being able to tell the difference between them and all but the most lifelike of simulacrums. Malus to detection rolls reduced. Malus to diplomacy from accidental ignorance of diplomats reduced.


Perception: People: 25. You have finally learned to tell the difference between people and fakes with the competency of an adult. Malus to detection rolls removed. Malus to diplomacy from accidental ignorance of diplomats removed.

Invention: Necessity: 75. You can create top-of the line gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Slight reduction in difficulty of Invention Checks.

Invention: Necessity: 85. You can create cutting-edge gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Small reduction in difficulty of Invention Checks.

Invention: Practicality: 75. When faced with a project you lack the materials, you can redraw the blueprints to create something better with other materials. Slight reduction in difficulty of Invention Checks.

Invention: Practicality: 85. When faced with a project you lack the materials, you can redraw the blueprints to create something better with poorer materials. Small reduction in difficulty of Invention Checks.

Invention: Extravagance: 75. You can actually improve products with extra investment with great efficiency now. You may double a creation's specs for 1.5 times the cost, triple them for 5 times the cost, or quadruple them for 16 times the cost.


Invention: Extravagance: 85. You can actually improve products with relatively little extra investment with great efficiency now. You may double a creation's specs for 1.25 times the cost, triple them for 4.5 times the cost, or quadruple them for 15 times the cost.


You have recently made great strides in the more esoteric fields of psychic power. There's the project you've been working on for a while, changing normal humans into psykers, and back again if they prove to have too poor control and/or lack the willpower to handle the power you give them. You can currently change anyone you wish into an Epsilon-level psyker or lower, or restrict them to a lower level of power if they are Epsilon-level or lower.

The Witch Hunters have already benefited immensely from this, with dozens of minor psykers being boosted to Zeta-level, and a smaller number being boosted to Epsilon-level. The Witch Sniffers should see a large increase in efficiency, as they can scan a much larger area on average now. Similarly, the platoons of regular army members seconded to them in every city are scoured for those with the potential for psykery, with a number that can handle minor psyker powers safely being identified and seconded to the Witch Hunters for training. Any more than the 100 currently in training would stretch them beyond their limits in terms of teaching and training, at least for now.

More important, in the short-term at least, is your newly improved ability to discern long-term threats from the Warp's currents. It seems the Ork Waagh has heard about the kind of fight you can put up and decided they'd like a piece of you. Luckily, the Dreadnought will be more than finished by the time they should be here.

Orks will arrive at end of Turn 15.

You have 11 Major Actions​

[ ] Crystal Research. While you have crystals that can reliably be made by psykers and then used in the construction of talismans, you only have anti-corruption talismans. Not ones that defend against the Warp Horrors themselves. Of course, that requires researching them in detail, as to discover something's opposite, you need to know it intimately, which carries a certain amount of risk. Still, you are confident that you can resist any corruption that may attempt to ooze in. Chance of Success: 97% (50+27 from Control+20 from Willpower). Reward: Anti-Daemon talismans. May disrupt rituals from nothing more than their presence.

[ ] Crystal Weapon Research. While you can make talismans that defend against the mundane world, you are sure you could also boost the effectiveness of mundane weapons. While you couldn't give them to just anyone, the new Champion units and similarly skilled individuals could certainly make use of them, as could you. Chance of Success: 99% (60+27 from Control+12 from Psyker: Esoteric). Reward: +25 to Champion, Hero, and Paragon unit combat rolls, including yourself.

[ ] Runic Research? The crystallized concepts have given you an idea. If Warp energy can be crystallized and made to react the same way every time, perhaps you could create patterns and/or rituals that could be used in a similar manner, such as to ward areas against rogue psykers and Warp Horrors. Of course, you don't know much about such an undertaking, and you can only use the crystals as so much of a basis before you might as well just keep using them. Chance of Success: 79% (40+27 from Control+12 from Psyker: Esoteric). Reward: Basic Runes. First steps taken towards Wards.

[ ] Ship Building. After your feat of all but building the Dreadnought and Cruisers yourself, and with the knowledge that the Orkish Waagh is coming straight for you, you think it best to fill out the ranks of the fleet a bit. Of course, you have to use the asteroid belt that makes up the ring around the system's sole gas giant, and there's a limit to how much material is there, but there's enough for a fairly large fleet. Chance of Success: 100%. This action may be taken up to 15 times. Will build one Battleship, 5 Cruisers, or 10 Escorts almost fully. The former takes 2 years to complete after the action is taken. The latter require only a single year. Current builds must be completed before these ships can be worked on. This means that if the action is taken for Cruisers this turn, the ships will not be completed until the end of next Turn, while Escorts will be completed at the end of this Turn.. Another Battleship, on the other hand, will require until Turn 11 to begin construction again, and finish on Turn 15.
You have 12 Minor Actions.​
 
C'mon Ilbgar, write some more scenes! Show us how badass Serras is, instead of showing us how better she is than everybody else numerically~

With all this training and research she's doing, at some point she'll get bored and want to actually use her skills, won't she?
 
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