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
*Comes out from lurking in the Deep Warp*

Is the Vote still going on?

To throw my two cents in, i think we should do something about Engines and Sensors too, not only Weapons. What about Interior Designs of Ships? Command Suits etc.? (Or is this too detailed?)

I also think that we should wait with the Combat Perks and see, what the Advanced Perks on that Tree look like. Maybe we can get a Segmentum or Galaxy wide Effect going. :p
 
So... Save.. idk ten actions for those? Five for our wargear at four times the specs, and 5 for the power Armor at double the specs which is free for us... Actually, Remember to double EVERYTHING.

Extravagance: 200. You can improve products with little extra investment with incredible efficiency now. You may double a creation's specs for free, triple them for free, or quadruple them for 7.5 times the cost.

We could even Tripple everything for no extra cost. :D
 
we need someone with a deep power armor lore foundation in their head and a OCD on making realistic stuff with a disturbing ability to make detailed descriptions to design Serras personal power armor in explicit detail from everything from the outermost paint to the suit's innermost ability to hug her measurments for mucho bonus points
 
3 Diplomacy (we did 7 of 10 last turn so lets get to the last 3)
We did 5, not 7.
4+5+3+4+5+1+1=23 double to 46
You have 46 Free Invention Actions available. [1 Action = 1 Major Work or 2 Works / 2 Minor Works.]
...... :wtf: I don't think this is right. Isn't it [1 Action = 1 Major Work. 1 Major Work = 2 Works / 2 Minor Works.]?
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.
 
I am against making Titans, especialy at this time.


We can get the all 50 skills perk this turn with 5 training actions.


Someone mentioned that considering crit chains, not using crystals is preferable. Did you do the math on this?


I disagree with the majority of these.
I suspect that I will have to write up my own inventing plan at this rate.

Wont be around today btw.
Looking at it between the SL and training I have proposed we will get the all-50 for all skills next turn with my proposals, there are 5 skills at 45 after the SL this turn and I have the SL for three of them and training on the other 2, as it is I want to max Perception Environment as it both moves the tag to the other combat and also boosts tactics and combat checks. As for the crit chains, I am not sure if we can stop from using crystals for the 1st 4 control/combat stat training and we do want to get them to 50. Finally on inventions, that is fine, was mainly throwing out ideas, though I do want to concentrate on boosting the capabilities of our ground and naval forces since we are going to be fighting Orks this coming turn.

We did 5, not 7.

...... :wtf: I don't think this is right. Isn't it [1 Action = 1 Major Work. 1 Major Work = 2 Works / 2 Minor Works.]?
Huh, don't know why 7 stuck in my head then, then cut down some of the other actions to free up 2 more for diplomacy. And it should be right considering we had 28 invention actions last turn, Toolbots doubles the number of invention actions along with having major and minor actions count as two actions
 
And it should be right considering we had 28 invention actions last turn, Toolbots doubles the number of invention actions along with having major and minor actions count as two actions
..... o.o???? Oh. Oooooooh! I've completely misunderstood the perk then. I thought it allowed double the progress with Major Works per action and 2 Regular/Minor Works per action! Not a literal doubling of available actions!
..... after checking the Turn 11's results, I am going to head-bang a wall.
Excuse me.
 
..... o.o???? Oh. Oooooooh! I've completely misunderstood the perk then. I thought it allowed double the progress with Major Works per action and 2 Regular/Minor Works per action! Not a literal doubling of available actions!
..... after checking the Turn 11's results, I am going to head-bang a wall.
Excuse me.

Ah, don't beat your self up, we all make mistakes and it's a pretty easy misunderstanding to happen.
 
Reading it, it actually does sound like we have been doing it wrong. It doubles up on Major actions, it doesn't let us just take two different ones.

So all our broad research options have to be a multiple of x2.

We can split minor works (of which we only need one practicality action) or one off inventions, like our mining ship, but otherwise we just make double progress.
 
@ilbgar123 Can you clarify which is correct?
And it should be right considering we had 28 invention actions last turn, Toolbots doubles the number of invention actions along with having major and minor actions count as two actions
..... o.o???? Oh. Oooooooh! I've completely misunderstood the perk then. I thought it allowed double the progress with Major Works per action and 2 Regular/Minor Works per action! Not a literal doubling of available actions!
 
Turn 11 SLs
[55] Psyker: Willpower: 120 Perk. Solid Soul.
[55] Psyker: Willpower: 140 Perk. Presence.
[55] Psyker: Willpower: 160 Perk. Powerful Presence.
[55] Psyker: Willpower: 180 Perk. Fortifying Presence.
[55] Psyker: Willpower: 200 Perk. Purifying Presence.
[54] Psyker: Manipulation: 120 Perk. Technological Skill.
[54] Psyker: Manipulation: 120 Perk. Elemental Skill.
[54] Psyker: Manipulation: 120 Perk. Flesh Skill.
[54] Psyker: Manipulation: 140 Perk. Technological Dexterity.
[54] Psyker: Manipulation: 140 Perk. Elemental Dexterity.
[54] Psyker: Manipulation: 140 Perk. Flesh Dexterity.
[54] Psyker: Manipulation: 160 Perk. Technological Familiarity.
[54] Psyker: Manipulation: 160 Perk. Elemental Familiarity.
[54] Psyker: Manipulation: 160 Perk. Flesh Familiarity.
[54] Psyker: Manipulation: 180 Perk. Technological Proficiency.
[54] Psyker: Manipulation: 180 Perk. Elemental Proficiency.
[54] Psyker: Manipulation: 180 Perk. Flesh Proficiency.
[54] Psyker: Manipulation: 200 Perk. Technological Comprehension.
[54] Psyker: Manipulation: 200 Perk. Elemental Comprehension.
[54] Psyker: Manipulation: 200 Perk. Flesh Comprehension.
[54] Psyker: Esoteric: 120 Perk. Rift Sealer.
[54] Psyker: Esoteric: 160 Perk. Storm Calmer
[54] Psyker: Esoteric: 180 Perk. Storm Queller.
[54] Psyker: Esoteric: 200 Perk. Storm Ender.
[54] Psyker All 200 Perk. Murphy's Biased Enforcer.
[54] Forging: Gear: 200 Perk. Equipment Genius.
[54] Psyker: Esoteric: 140 Perk. Rift Healer.
[37] Invention: Practical: 120 Perk. Economical.
[37] Invention: Practical: 140 Perk. Mass Production.
[37] Invention: Practical: 160 Perk. Eyeballing.
[37] Invention: Practical: 180 Perk. Rapid Assembly.
[37] Invention: Practical: 200 Perk. Practical Inventing.
[33] Tag Speech Intimidation
[33] Tag Speech Diplomacy
[33] Tag Speech Persuasion
[33] Tag Combat Ranged
[21] Bank 20 perks

This year, you gain a massive amount of experience and skill with your psyker powers, in part due to your new 'friend' who, while somewhat racist, though more out of how she was raised than any malice or personal history, has quite a bit of knowledge of the Warp to draw upon. She seems pleased to have a fast-learner for a pupil, as she cannot demonstrate most of the abilities that require drawing deeply from the Warp, but you do not require that.

You have, by copying the stilling effect caused by the Null Runes, managed to calm the nearby Warp, allowing you to quell Warp storms. Your influence only extends to the edge of the sector, but multiple systems, previously blocked, have been opened. AN: Survey actions gain +20 to discovering something interesting. +10 systems available for survey actions. Nearby polities may gain access to resources they otherwise wouldn't have, or become available for diplomacy/integration.

Additionally, you've put some focus on your ability to improve the efficiency of your industry. The worlds under your control enjoy another boost to their efficiency, especially Thernus itself, though that's more because it's where you spend most of your time than any favoritism, as a few officials on the worlds you have developed a strong hold of suspect.

Albert Salnus SL 6->7.

Your father and yourself are inspecting a factory, which has recently been retooled with your latest round of advances. He's concerned that the frequent changes may be introducing problems, so he's taking a tour of a few factories, and you came along as you were the one who created the innovations that the factory is using, to the point that the various minor alterations total more of an improvement than the nano-assemblers and improved reactors combined.

Intrigue Check: 3 Checks passed. -250 to Check difficulty.

Perception: Objects Check: 65+ 110(Education bonus)+ 185(Education Perks)+ 75(Level Perks)=435. Required: 50. Passed.

435. Required: 75. Passed.

435. Required: 100. Passed.

435. Required: 125. Passed.

3490/6100 to Level 52. Currently possess 20 Perk points.

You do find a few minor flaws, though they seem to be in the implementation of your designs rather than a problem with the designs themselves. You were careful to keep them from interfering with each other, and since you have yet to forget anything since your awakening in that pod (which you should probably examine at some point), you knew exactly what specs your original designs had, and how to fit your new ones in.

"Very nice. You do us all proud." Your father says, looking over a report comparing productivity before and after the changes were made. "Although, I have to ask, do you think you're moving too fast? You aren't even an adult yet, and you've basically taken over the sub-sector." he asked.

Karma Check: 780. Required: 300. Passed. +60 Karma.

You're about to wave him off, as between your teleportation and ability to contact psykers so close as the rest of the sub-sector through the Warp, you aren't having trouble managing things, when it occurs to you that he might be referring to how you're managing everything yourself. While that's working fine for now, you doubt you could manage more than a sub-sector's worth of territory before it started to seriously cut into your time. Not to mention it indicates a lack of faith in regular humans if you micro-manage your empire personally.

"I might be overdoing it with the personal visits. Did you have something in mind?" you ask. He hands over a file. A list of candidates for various positions and a framework for an organization to handle the oversight you'd been giving the worlds under your control. The Planetary Oversight Commission wouldn't have a whole lot of power to directly cause change, mainly to prevent abuse of power, but they'd report to yourself and your father, who do. While you will need to set up organizations to handle things like the fleet of your combined forces, the ground-side armies, their logistics, the psykers who are discovered on allied worlds, standardized law enforcement, a diplomatic corps to handle new entries and prevent friction among existing members, a watchdog organization to keep an eye out for Chaos corruption among the general populace, a watchdog organization for the government officials specifically since they had more individual ability to cause problems, and a watchdog organization for the watchdog organizations since infiltrating them is what you'd do, this is a good a start.

"Thank you father. I keep forgetting to rely on other people since I'm so used to being able to do everything myself." You admit. You're simply not used to not having the ability to take care of everything yourself in day-to-day life. Between your powers and your general competency, you can do a better job than almost anyone else at anything outside their specialty, and even then, usually that too. Seeing someone do a job you could do better frustrates you to no end, but you have to accept that you simply can't be everywhere at once. Well, based on the shattered fragments of one of the Eldar gods, you could, it would just leave you all but impotent, assuming you survived, which would bring it's own set of problems.

"We all need to be reminded of that every once in a while. I myself have overworked myself into exhaustion more than a few times over the years." Your father admits.

"Do you have any ideas for the other organizations we'll need?" you ask.

"You'll need to be more specific, but I think so." He nodded with a smile.

"I think this list should be good enough that we can plug any gaps that pop up." You hand him a notepad you'd been keeping in your pocket.

"I see you've been giving this some thought." He noted dryly at your list, which barely fit on the piece of paper.

"Actually I used my powers to write it in the 15 or so seconds between your question and my answer." You admit.

"Well, I think we should finish up here before continuing this conversation." He puts the notepad in one of his pockets and moves off. You nod your agreement, and follow him, examining the factory for any more flaws, though you're pretty sure you caught them all.

Reward: SL has advanced from 6->7. Basic framework for organizations. Actions to set them up available next Turn Options post. Karma now 840. +20 to Speech categories. AN: POC is basically the same as the Sector Governor, but with more direct influence over the worlds under their 'domain' in terms of making sure they follow edicts, except they're currently designed to run on the sub-sector level.

Speech: Persuasion: 115. You can convince even the most fanatical of people of your viewpoint with great ease. Even the greatest fanatics can be persuaded of your views being correct pretty easily.

Speech: Persuasion: 120. You can convince even the most fanatical of people of your viewpoint with impressive ease. Even the greatest fanatics can be persuaded of your views being correct very easily.

Speech: Persuasion: 135. You can convince even the most fanatical of people of your viewpoint with amazing ease. Even the greatest fanatics can be persuaded of your views being correct really easily.

Speech: Diplomacy: 115. Compromising between two groups of howling fanatics is pretty easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order.

Speech: Diplomacy: 120. Compromising between two groups of howling fanatics is very easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order, followed by an unpopular edict.

Speech: Diplomacy: 135. Compromising between two groups of howling fanatics is really easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order, followed by multiple unpopular edicts.

Speech: Intimidation: 115. You are an unholy terror when you want to be, despite seeming like a peaceful giant under most circumstances.. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will probably break immediately upon losing their champion.

Speech: Intimidation: 120. You are an unholy terror when you want to be, despite seeming like a peaceful giant under most circumstances.. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will break immediately upon losing their champion.

Speech: Intimidation: 135. You are an unholy terror when you want to be, despite seeming like a peaceful giant under most circumstances.. Only die-hard fanatics, rallying around some kind of champion, will avoid an absolutely horrendous morale debuff when fighting you and will break immediately upon losing their champion.

General Richards SL 6->7.

"Okay, today we're going to do something a little different. Rather than having you rewrite the book on tactics, again, we'll be playing handicap chess." General Richards proclaims.

"I don't know what that is, but it sounds aggravating." You admit.

"Yes. It's like regular chess, but you have some kind of handicap, whether that be a lack of access to some of your pieces, having multiple 'keystone' pieces that will cost you the game if you lose them besides your King, or something as horrible as your opponent moving twice for each time you do. It's meant to simulate opponents that hold major advantages, such as more advanced technology, which is usually our purview since Orks tend to be fairly limited, and most xenos races are either the Eldar, or have only gained space travel fairly recently. Other than that, it's more or less regular chess. So, which handicap do you want to try out first?" he asks.

"What about you?"

He raises an eyebrow. "I think we both know you're a better tactician than me. However, fighting an opponent who outperforms you in other ways is something you don't have a lot of experience with." He argues. It's true. The Orks certainly don't have technological superiority, and Warp Horrors, or Daemons as the Eldar call them, are individually powerful, but have the slight disadvantage of requiring active sustainment to remain in the material plane for any length of time, which means they tend to have one or a few major points of failure before they'll start to weaken and fade away. The shadows were a one-time thing (you think) and they were mindless as far as you could tell, so you really don't have a lot of experience fighting opponents who outmatch you in a way besides being able to throw sheer numbers at you, or who lack an easily-exploited weakness.

Karma Check: 840. Required: 300. +60 Karma.

You pick not having Pawns first.

Martial Check: 2 Checks passed. -200 to Check difficulty total.

Tactics Combined Check: 330 +110(Education bonus)+ 210(Education Perks) +2480(Psyker Perks)+ 75(Level Perks)+ 75(Tactics Perks)=3280 Required: 700. Passed.

3280 Required: 725. Passed.

3280 Required: 750. Passed.

3280 Required: 775. Passed.

3550/6100 to Level 52.

While it's certainly not as easy as regular chess would have been, your increase in skill has completely outstripped the increase in difficulty. At this point, you'd have to be facing an opponent against whom winning would be physically impossible, like trying to take a planet with a single grunt soldier.

"I think I'm going to need to up the ante if I want to make you any better." The general admits as you destroy him again. Even with a major disadvantage for your side, the gap is insurmountable. "Say, do you suppose you could take a look at the combat simulators in your latest round of inventions that any one of which would earn you a place in the history books, but you toss out like candy? I'm going to need something a little more complex and perhaps with less fixed rules if I want to make a scenario you can't beat me at easily, without going straight for an unwinnable one." He asks.

"Not to mention, there's a limit to how much training the soldiers can do without risking deaths, which limits the number of scenarios they can prepare for." You concur. "I'll look into it. How about all of my non-Pawn pieces are keystones next round?" you ask, knocking over his King.

"Maybe if I move twice for each time you do, have to keep it challenging after all." He joked.

Reward: SL has advanced to 7. Karma has increased to 900. +20 to all Tactics categories.

Tactics: Preparation: 110. You've exceeded the pinnacle of preparation for most humans, having plans in place for even extremely unlikely scenarios. Huge chance of traps being successful. Even extremely competent commanders will fall for them.

Tactics: Preparation: 120. You've exceeded the pinnacle of preparation for most humans, having plans in place for even the most improbable scenarios. Immense chance of traps being successful. Even prodigy commanders will fall for them.

Tactics: Preparation: 130. You've exceeded the pinnacle of preparation for most humans, having plans in place for even effectively impossible scenarios. Immense chance of traps being successful. Even prodigy commanders will fall for them.

Tactics: Cleverness: 110. You've surpassed the peak of 'winging it' among most humans. Difficulty of Tactics Checks reduced hugely from being able to plan on the fly.

Tactics: Cleverness: 120. You've far surpassed the peak of 'winging it' among most humans. Difficulty of Tactics Checks reduced immensely from being able to plan on the fly.

Tactics: Cleverness: 130. You've very much surpassed the peak of 'winging it' among most humans. Difficulty of Tactics Checks reduced immensely from being able to plan on the fly.

Tactics: Trickery: 110. You can outsmart 95% of the population with ease. Difficulty of Tactics Checks hugely reduced.

Tactics: Trickery: 120. You can trick people by tricking them into thinking they've been tricked but figured the trick to the trick out when they actually haven't. Difficulty of Tactics Checks immensely reduced.

Tactics: Trickery: 130. You can even do it without giving yourself a headache now. Difficulty of Tactics Checks immensely reduced.

Roger Cazanus SL 5->6.

Intrigue Check: 3 Checks passed. -200 to Check difficulty.

Evasion: Trickery: 45+ 110(Education bonus)+ 185(Education Perks)+ 75(Level Perks)+ 50(SL Perks)=465. Required: 50. Passed.

465. Required: 75. Passed.

465. Required: 100. Passed.

465. Required: 125. Passed.

3620/6100 to Level 52.

This time, you aid in every major investigation simultaneously. While the cult cells have been operating on the assumption you'll come charging in (metaphorically in most cases) and grab a few of them at a time while the rest dig in, you instead have a hand everywhere, but not too much influence in any one spot or investigation. A few of the harder targets receive your direct intervention, but that's less intrigue than it is chewing through Warp Horrors like a buzz-saw through wood.

This is what Cazanus usually does, and he wanted you to handle things here, while he got the internal surveillance organizations in better shape across your fledgling empire. It also served as a test for your skills, but he was confident you'd pass, and you did.

Reward: SL has advanced to 6. Preliminary work done to secure worlds brought into the fold from Chaos cultists, will continue automatically. Karma is now 950. +15 to Evasion categories.

Evasion: Lying: 45. You can tell lies with the ability to make anyone who isn't a master themselves fall for it. Similarly, you are better at discerning the lies of others, as you know what to look for. Small bonus to Intrigue actions.

Evasion: Lying: 50. You are a conventional master of lying and discerning lies. Minor bonus to Intrigue actions.

Evasion: Lying: 60. You can tell lies better than most who have been trained for it. Similarly, you are excellent at discerning the lies of others, as you know what to look for. Medium bonus to Intrigue actions.

Evasion: Dodging: 45. You can dodge projectiles and/or strikes, and it's more planned than instinctive. You're even starting to combine your conscious actions and reflexes into a seamless whole. Small bonus to Combat Checks.

Evasion: Dodging: 50. You have achieved conventional mastery of evading strikes, rather than tricking the enemy into missing or other means of avoiding harm. Minor bonus to Combat Checks.

Evasion: Dodging: 60. You can dodge projectiles and/or strikes, and it's more planned than instinctive. You're even making progress in combining your conscious actions and reflexes into a seamless whole. Medium bonus to Combat Checks.

Evasion: Trickery: 45. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are somewhat inferior compared to the experts in the Witch Hunters. Small bonus to attempts to hide small objects and disguising your intentions.

Evasion: Trickery: 50. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are somewhat inferior compared to the experts in the Witch Hunters. Minor bonus to attempts to hide small objects and disguising your intentions.

Evasion: Trickery: 60. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are somewhat inferior compared to the experts in the Witch Hunters. Medium bonus to attempts to hide small objects and disguising your intentions. Slight bonus to attempts to hide medium-sized objects.

Evasion All 50 Perk. Informant. While no spymaster, you are part of the network. +50 to Evasion Checks.

3670/6100 to Level 52.

Isker ??? SL 3->5.

This time, he's having you build a number of different bombs in quick succession, to make sure you don't make mistakes when rushed between different models. Obviously, there isn't actually any explosive material in these bombs, as that would be courting disaster. You could contain the explosion, and you aren't exactly fragile to begin with, but you doubt Isker would be unharmed. Still, some of these are complicated bombs when not on a time limit, so it's more of a challenge than usual.

Learning Check: 3 Checks passed. -225 total.

Explosives: Preparation: 30+ 110(Education bonus)+ 185(Education Perks)+ 2480(Psyker Perks)+ 75(Level Perks)=2880. Required: -75. Passed.

2880. Required: -50. Passed.

2880. Required: -25. Passed.

2880. Required: 0. Passed.

3740/6100 to Level 52.

You pass with flying colors regardless. With how strong your powers are, you could literally assemble an army's worth of grenades with your eyes closed. They'd function perfectly and everything. Your main bottleneck is a lack of experience at this point, as well as all the little tricks of the trade that aren't talked about when the chemistry books tell you what not to mix if you don't want to explode. Of course, Isker Vagahen officially trusts you enough to teach them to you now, so the point is rather moot.

Reward: SL has advanced to 5. Karma is now 980. +15 to Explosives.

Isker Vagahen SL 5. Bomb Maker. You know a great deal about the making of bombs. +25 to Explosives, Tactics, Medicine Checks.

Explosives: General: 30. You know more about using explosives than most career soldiers. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Slight bonus to use of explosives and prevention of their going off when you don't want them to.

Explosives: General: 45. You know more about using explosives than anyone who hasn't made a career out of their production and use. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Small bonus to use of explosives and prevention of their going off when you don't want them to.

Explosives: Extravagant: 30. You know more than the average person about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Slight bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

Explosives: Extravagant: 45. You know much more than the average person about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Small bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

Explosives: Preparation: 30. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Small bonus to creation of small explosives. Slight bonus to creation of large or complicated explosives. Makeshift small explosives won't explode as you make them.

Explosives: Preparation: 45. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make somewhat larger explosives even without all the proper materials, though not necessarily with utter certainty of their safety. Small bonus to creation of small explosives. Slight bonus to creation of large or complicated explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives probably won't go off at an inopportune moment.

Meera Yerala SL 3->5.

While one would expect Meera's work to either become unnecessary or be delayed by the necessity of incorporating the improvements made by dozens of generations of farmers, there was a very simple reason few changes needed to be made. Ored didn't have very pronounced seasons. 'Winter' is only about 10 degrees colder than 'summer' on that planet. This meant that they hadn't made any of the improvements that Meera was after, as they had little in the way of context for the conditions of winter. There wasn't really an ice cap at either pole, though there were exceptions on the coldest years on record.

She did have a few delays because the number of 'hardy' crops was expanded because the farmers considered growing in terrible soil an upside. The apple, potato and onion no longer had an effective monopoly on being really hard to kill without actively destroying them. She wasn't going to touch Corvinian-plant DNA after the first few mishaps with Seeker plants (Think Venus Flytrap, only it spits acid when you trigger a 'sensor' then swallows you while you're writhing in agony and/or reduce to goo.) so there weren't any other problems.

Learning Check: 3 Checks passed. -225 total.

Medicine: Narcotics: 30+ 110(Education bonus)+ 210(Education Perks)+ 1240(Psyker Perks)+ 75(Level Perks)+ 25(SL Perk)= 1690. Required: -75. Passed.

1690. Required: -50. Passed.

1690. Required: -25. Passed.

1690. Required: 0. Passed.

3810/6100 to Level 52.

Meera is overjoyed when a set of plants survive three weeks in -40 degree conditions, growing almost as if it were the optimal temperature. You enjoy making people happy, though you suppose helping them accomplish their dreams has it's own allure. Not to mention, this should make colonizing icy worlds a lot easier, and increase the sustainable population of worlds with actual winters.

Reward: SL has advanced to 5. Karma is now 1010. +15 to Medicine skills. Gained Cold-Resistant Crops. Meera Yerala has (with some help from you) developed crops that will grow in incredibly low temperatures compared to their relatives. +25% to sustainable population of worlds with pronounced seasons. +100% to sustainable population of ice-worlds.

Medicine: Surgery: 45. You can now perform most surgeries (removing medium-sized organs such as the kidney, implanting replacement organs) on your fellow man. Slight bonus to extrication and/or implantation of pre-existing organs removed. Unlikely to cause damage in the process.

Medicine: Surgery: 50. You have an official surgeon's license. Small bonus to extrication and/or implantation of pre-existing organs removed. Very unlikely to cause damage in the process.

Medicine: Surgery: 60. You can now perform almost all surgeries (removing almost any organ save the brain, implanting replacement organs, c-sections, etc.) on your fellow man. Minor bonus to extrication and/or implantation of pre-existing organs removed. Unlikely to cause damage in the process.

Medicine: Narcotics: 30. You know most of the uncommon poisons on the planet, and the best ways to deal with them. Chance of misdiagnosing an obscure poison or drug reduced. Greatly increased effectiveness of attempts to cure common poisons.

Medicine: Narcotics: 45. You know most of the uncommon poisons in the sub-sector, and the best ways to deal with them. Chance of misdiagnosing an obscure poison or drug much reduced. Largely increased effectiveness of attempts to cure common poisons.

Medicine: First-Aid: 30. You know the official medical practices for those with injuries, both external and internal. Can stabilize those with injuries both internal and external, barring extreme maiming, such as loss of entire limbs or total failure of organs.

Medicine: First-Aid: 45. You know the official medical practices for those with injuries, both external and internal, almost as well as a trained doctor. Can usually stabilize those with injuries both internal and external, barring extreme maiming, such as loss of entire limbs or total failure of organs.

Percy Clements SL 6->7.

Diplomacy: 2 Checks passed. -175 to Check difficulty.

Speech: Persuasion: 130+ 110(Education bonus)+ 210(Education Perks)+ 75(Level Perks)+ 6565(Speech Perks)= 7090. Required: 125. Passed.

7090. Required: 150. Passed.

7090. Required: 175. Passed.

7090. Required: 200. Passed.

3870/6100 to Level 52.

Karma Check: 1010. Required: 300. Passed. +60 Karma.

While Percy would like to get his new personal computer up to snuff, you convince him to wait until you get the transistors up to snuff. You're certain you can do better, and it would be best to get them out of the way so he doesn't have to deal with the latest generation becoming obsolete every year or so.

Learning Check: 3 Checks passed. -200 to Check difficulty.

Electronics: Wiring Check: 60+ 3795(Bonuses)= 3855. Required: 500. Passed. Required: 1000. Passed. Required: 2500. Passed.

3930/6100 to Level 52.

Sure enough, you once again make a huge leap in computing technology, though any further improvements are likely to require a major investment of time and energy. Another octupling of overall efficiency compared to your previous model is more than enough to cause another major boom to computing technology. Hackers abruptly find computers to have security too strong for their old programs to work, though that's not likely to last long. As you've officially pushed computers 30 years ahead of their projected advancement, you suspect a number of projects are going to see major advances, with personal computers making old supercomputers look downright slow and clunky.

Percy appreciates the focus you're putting on his field of expertise, though he's starting to think maybe you should let things settle a bit between massive leaps forward, otherwise people are going to start expecting you to solve all their problems for them, which is never a healthy mindset to have. Put like that, you can agree.

Reward: SL has advanced to 7. Karma is now 1070. Improved Transistors has improved to Hugely Improved Transistors. With the advent of immensely improved transistors, computers are incredibly more efficient, both in space and power, allowing for much more advanced designs. +50% to efficiency of industry. +25 to rolls for point defenses and missile launches due to improved targeting. +10 to hacking rolls, both resisting and attempting, due to immense processing power.

Electronics: Security: 45. You have learned how to defend against hacking attempts by any besides masters, and can even attempt it yourself, though only a somewhat below-average defender will fall to you. Slight reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 50. You have achieved conventional mastery of hacking, both offensively and defensively. Minor reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 60. You have learned how to defend against hacking attempts by any besides true masters, and can even attempt it yourself, though only the average defender will fall to you. Medium reduction of difficulty of hacking, both offensively and defensively.

Electronics: Wiring: 60. You can identify almost any problem, aren't stumped if fixing the primary, secondary, and tertiary problems doesn't work, and you know their weak points inside and out. Medium decrease in difficulty of Electronics Checks.

Electronics: Wiring: 75. You can identify almost any problem, aren't stumped if fixing the primary, secondary, and tertiary problems in different orders doesn't work, and you know their weak points inside and out. Moderate decrease in difficulty of Electronics Checks.

Electronics: Programming: 45. You are approaching the level of the average degree holder, but you are certainly not at your teacher's level. Small reduction in difficulty of building or destroying digital infrastructure.


Electronics: Programming: 50. You are at the level of the average degree holder, but you are certainly not at your teacher's level. Minor reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 60. You are beyond the level of the average degree holder, but you are certainly not at your teacher's level. Medium reduction in difficulty of building or destroying digital infrastructure.

Electronics All 50. Computer Repairwoman. You know everything you need to to fix most computers that haven't been turned to slag, though you aren't capable of apparent miracles or ridiculous feats like turning a tin can and a paper clip into a computer. +50 to Electronics Checks.

3980/6100 to Level 52.

RER: 77+ 10(FBTW)+ 20(Level Perks)=107. Critical Success!

Critical RER: 51+ 10(FBTW)+ 20(Level Perks)+ 7(Overflow)=88. Good crit result.

Shortly after your return from negotiations with the Eldar, a rogue planet appeared on the edge of the system. While the world was dead, as one might expect of a world that spent millennia at minimum traversing the emptiness of interstellar space, preliminary surveys indicated it was mineral rich, and currently lacking in Orks or other problematic features. It was also completely incapable of supporting life without a long-term dedicated terraforming project, so there really wasn't any reason to preserve it. You could rip out hunks of material for ship hulls more or less as you pleased, as the world was geologically dead as well. It's core had long since solidified, so there was little chance of causing the planet to split apart, and it was currently too far out for it to pose a major threat even if it did.

Gained Mineral-Rich Dead World. +100 Shipbuilding actions available for next 20 years.

AN: Sorry this took so long. I'll see about having Turn 12 Options out by noon.
 
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Gained Mineral-Rich Dead World. +100 Shipbuilding actions available for next 20 years.

So, should we try to use them all up?

Like, we don't have to start right now. And maybe when we've consolidated the alliance the other planets can work on making ships too.
 
So karma increased by 290, which means +145 to combat and +1740 to speech. I will update the check sheet after work but yeah we got some nice pickups here and got a lot of people to SL 5.

So SL our dad and the general since we have those tagged. SL explosives to bring it up to over 50, train narcotics and first aid once each to bring medicine over 50 and that will get all our skills over 50, plus 6 to perception environment so we can finish it and move that tag to combat stealth in time for fighting the orks.

Edit-

Skill Training
Skill Check Bonuses
Past Inventions
 
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@ilbgar123 "Well, based on the shattered fragments of one of the Eldar gods, you could, it would just leave you all but impotent, assuming you survived, which would bring it's own set of problems."

Does That mean she witnessed or contacted Shards of Khaine?

also, that planet does it got any STC? maybe we first need to loot then pillage it?
 
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@ilbgar123 "Well, based on the shattered fragments of one of the Eldar gods, you could, it would just leave you all but impotent, assuming you survived, which would bring it's own set of problems."

Does That mean she witnessed or contacted Shards of Khaine?

also, that planet does it got any STC? maybe we first need to loot then pillage it?

Yep. They don't know how to do Avatars of Khaine, but talking to him works just fine.

The planet's a ball of dead rock. It's like if Mercury was Earth's size.
 
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Rather then use the planet for ships, we should use it to create a improved version of out Order Beacons. More like Lighthouses that we can set up in systems to calm the Warp and protect them from Chaos while also helping guide our ships.
 
I'm surprised we haven't actually looked into our own origins, I think we might want to investigate our space pod next turn, we might be able to find out that we came from Krypton Terra and are born from the warp.
 
wow the planet is convineant ,strip mining on planetary scale incoming. Maybe build a really really pimp personal flagship now . Basicly to be a replacement for a gloriana and even if we are scheaduled to pick up a lost legion we can hav the gloriana resources be reassigned for example? Cause im pretty sure glorianas were built to spec more or less when a primarch is found.

also maybe lets make a civilian yard in the near future since it seems to be a weakness of sorts. Altough probably after we done our yard upgrade action first tough?
 
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