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
We should work towards the Education: General perks --

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.

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.

Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.​
 
We can already produce psykers. Going for Beta-level psyker is insane. Those will almost automatically fall to Chaos.

Not this junk again. We are specifically able to fine tune people's power to their level of will power. And then every perk vote somebody yells "but chaos"! The perk itself notes we can find one in a million people with the will to become betas.
 
Inserted tally
Adhoc vote count started by ilbgar123 on Sep 29, 2017 at 5:56 PM, finished with 76 posts and 28 votes.
 
  1. [X] Psyker: Manipulation: 80 Perk. Elemental Control
    Number of voters: 6
    Kadark, Funeral Pyre, dragon, Enthusiast#117, Kaldi97, ZephirTheWind
  2. [X] Psyker: Manipulation: 60 Perk. Elemental Manipulation
    Number of voters: 6
    Kadark, Funeral Pyre, dragon, Enthusiast#117, Kaldi97, ZephirTheWind
  3. [X] Psyker: Manipulation: 40 Perk. Element User
    Number of voters: 6
    Kadark, Funeral Pyre, dragon, Enthusiast#117, Kaldi97, ZephirTheWind
  1. -[X] Psyker: Manipulation: 80 Perk. Elemental Control.
    Number of voters: 3
    souvikkundu, Speed53066, Huntertalon
  2. -[X] Psyker: Manipulation: 60 Perk. Elemental Manipulation.
    Number of voters: 3
    souvikkundu, Speed53066, Huntertalon
  3. -[X] Psyker: Manipulation: 40 Perk. Element User.
    Number of voters: 3
    souvikkundu, Speed53066, Huntertalon
Those options are same, so i think elements won?
 
I understand that, but if you count vote per options then elements won, i clearly voted all 4 element options which are visible but far bellow, adding -[X] forced tally to not count all the elements options together
Check lower. There are [PERK] votes for Warp Messages and Warp Chats. Added up, Elementalism still loses.

Edit: Also two votes for a plan name, which is counted as a single line, but included both Warp Messages and Warp Chats.
 
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Hmm speaking of a warp drive I wonder if it would be possible to make one that doesn't require a navigator due to entering and exiting the warp multiple times. Maybe see if we can use the crystals to stabilize space we leave behind during hose excessive number of warp entrances if that matters.

There is a thing like that in 40k, at least in FFG's Rogue Trader RPG. A Void Abacus - a priceless relic from the Dark Age of Technology. It's a technological substitute to a navigator, although its a subpar one. Given that these devices jeapordized the monopoly of the Navigators in 40k, it was ruled as heresy to possess (for most people).
 
There is a thing like that in 40k, at least in FFG's Rogue Trader RPG. A Void Abacus - a priceless relic from the Dark Age of Technology. It's a technological substitute to a navigator, although its a subpar one. Given that these devices jeapordized the monopoly of the Navigators in 40k, it was ruled as heresy to possess (for most people).
So basically as long as we make it before the navigators get into power/the Emperor dies in all but name we should be good.

Edit: You know I just realized something. The only reason why you need navigators at all is because the warp is endlessly churning and you have to follow the eddies/currents of the warp. So I wonder whether you could get a powerful enough ship to just blast straight through the eddies and currents of the warp to get to places you want to be. It'd probably take an awful amount of energy though and have by clue if it can even be done.
 
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Check lower. There are [PERK] votes for Warp Messages and Warp Chats. Added up, Elementalism still loses.

Edit: Also two votes for a plan name, which is counted as a single line, but included both Warp Messages and Warp Chats.

So Warp Chat and Warp Messages received 9 votes each, and counting them as a single category they received 18 total.

The Elementalism perks also received 9 votes each except for Elementalism 20 which received 12, and counting them as a single category they received 39 total.

That's at least a tie, depending on how you count that.
 
So Warp Chat and Warp Messages received 9 votes each, and counting them as a single category they received 18 total.

The Elementalism perks also received 9 votes each except for Elementalism 20 which received 12, and counting them as a single category they received 39 total.

That's at least a tie, depending on how you count that.
Warp chats and messages received at least 10 voted. Go read the tally. There is no tie.
 
So Warp Chat and Warp Messages received 9 votes each, and counting them as a single category they received 18 total.

The Elementalism perks also received 9 votes each except for Elementalism 20 which received 12, and counting them as a single category they received 39 total.

That's at least a tie, depending on how you count that.
No, that isn't right.

Because if you bothered to check the other 1&2 votes, you'd note that warp chats and messages have at least ten each, winning anyways.

edit: Ninja'd.
 
Turn 10 Options.
Level 30 Perk. Seen It All. *As undead cucumbers assault your compound.* This reminds me of the time... +50 to all Checks. +10 to all rolls.

Invention: Necessity: 120 Perk. Assistant VIs. You have check them over regularly, and you're not going to attempt anything more advanced until you can figure out the scrap-code problem, but you get more time out of the day with them, and you kind of need it. +2 Free Inventing actions.

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.

Psyker: Manipulation: 20 Perk. Elementalist. Controlling the elements can be a potent weapon. Lightning, water, air, earth, fire, ice, light, and darkness all have their uses. +10 to Combat, Tactics, and Medicine Checks.

Psyker: Esoteric: 80 Perk. Warp Messages. You can project messages across the Warp if you are willing to risk it, and overhear messages from others. Adds Warp Messages action to Minor Actions options. This allows you to send messages across the galaxy similar to an astropath. (Currently you have no one to direct the message to.) Must have taken WW.

Psyker: Esoteric: 100 Perk. Warp Chats. You can hold conversations with any psyker within a few sectors of you, though the greater the distance, the more likely someone will overhear. Changes Warp Messages action to allow for real-time conversations with nearby (by galactic standards) systems. Must have taken WM.

Tags have been moved to Forging: Weapons and Forging: Armor.

Seeing as you'd be working on infrastructure for a while, you decided to set up some 'assistants' to help you in your work. They weren't people the same way a human was, but they could pass for them in their programmed areas of expertise, as long as they weren't being judged too stringently. Similarly, you were thinking about checking out nearby systems and speaking with them about the incoming Waagh, to avoid the Orks fighting you in your system, and maybe even jump-start your... empire didn't sound right, but you'd work on it. You'd boosted your ability to reach long distances with your powers, both telepathically and, thanks to that boost, via teleportation.

AN: Governance of systems beyond the one you're in will not require additional actions, at least within your own sector.

You have 11 Major Actions available.​

[ ] 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. Currently 1/15 have been used. One will be taken for free due to Mining Ships. Dreadnought construction finishes this Turn. Cruiser and Escort berths currently empty.

[ ] Diplomacy. Just because the Waagh is headed for you doesn't mean it won't make stops along the way, and letting the Orks build up resources by stealing from humans is a no-win situation. Spending some time talking with the other human-held systems in the sector should let you learn about the Orks' movements, and possibly begin building your coalition if you manage to win them over well enough. Combined Score Speech Check. Averages: 50 for information. 500 for defense pact. 1000 for alliance. Reward: Dependent on Check passed. Each use of this action is directed at one system with a significant human presence.

[ ] Trade. As you now possess a much greater ability to find people and places and make contact in the Warp, you've tracked down the Craftworld where the Eldar you met on the Space Hulk returned to. You suspect they possess a great deal of knowledge of psychic arts, and they might be willing to trade for the crystals you can produce. Chance of Success: 75% (Base 10+10 from Experienced+10 from Seen It All+ 20 from Diplomacy+ 25 Goods) Reward: Trade options.

You have 12 Minor Actions available.
AN: You guys have until tomorrow at 3 P. M. to vote, because I'll be working.​
 
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Alright, I propose we take some invention actions based on the stuff last turn to further its development, and make a go at specific anti-Waaagh stuff based on it as well.
 
[X] Plan Diplomacy, Trade and SL
-[X][MAJOR] Trade
-[X][MAJOR] Diplomacy
-[X][MAJOR] Train: Intrigue
-[X][MAJOR] Train: Intrigue 2
-[X][MAJOR] Train Diplomacy
-[X][MAJOR] Train: Power
-[X][MAJOR] Train: Power 2
-[X][MAJOR] Train: Power 3
-[X][MAJOR] Train: Power 4
-[X][MAJOR] Ship Building (Cruisers)
-[X][MAJOR] Ship Building (Escorts)
-[X][SHIP] Ship Building (Dreadnaught)
-[X][MINOR] Train: Perception People
-[X][MINOR] Train: Perception People 2
-[X][MINOR] SL: ??? Cazanus
-[X][MINOR] SL: Meera Yerala
-[X][MINOR] SL: Percy Clements
-[X][MINOR] SL: Isker ???
-[X][MINOR] SL: Captain Matt of the Defenders
-[X][MINOR] SL: Gerald Newton
-[X][MINOR] SL: General Richards
-[X][MINOR] SL: Herman Jerun
-[X][MINOR] Train: Perception People 3
-[X][MINOR] Train: Perception People 4
-[X][CRYSTAL] Power
-[X][INVENTION] Continue the work with developing the burgeoning runic system, aiming for more complex wards and the beginnings of a phonetic alphabet, something which might serve as building blocks for the much more complex future system
-[X][INVENTION] Stable Plasma Weaponry- Orks are known to be tough and some wear armor or ride in machines, having a portable weapon to pierce their hide or armor will help our troops and vehicles.
-[X][INVENTION] Develop gear to help Psykers train and control their powers.
-[X][INVENTION] Works- Improved Arms and Armor, Invention: Necessity (boost PDF)
-[X][INVENTION] Power Armor for Ground Troops
-[X][INVENTION] Works-Production (Increase System Productivity) Invention: Practicality

So Power will be 51 after this turn, need our two free invention actions. Going to take one diplo to see how that works and the trade action. Otherwise training diplomacy once and intrigue twice to close in on the Stat 25, Perception 4 times so we can hit 200 next turn for Perception: People and all the SL except for the psykers and our parents (who we can't do).

I do need inventions, what do people consider most critical?


Edit:
This will hit Forging All-100 and Invention-All 150
Next turn we will get Electronics All-50, Forging-All 150, Invention-All 200 (may need 1 training action each) Tactics All-100, Perception People 200 (may need 1 training action)

Edit 2:
Need one more invention, willing to swap out most inventions if given reason (want to keep the improved armor and armor and the improved production since those boost PDF and system production, they are capped by Invention so 130 right now.

Spreadsheet with expected skill levels after 2 level ups and SL and training is HERE
 
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