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
I know, I just want to know if it would be possible, especially since if we could detect them we could detect other kinds of similar meddling
I think detecting brood telepathy with our (already present) psyker detection methods would be more practical in finding genestealers.
 
SL Information
Now that your parents have finished educating you, you have the option to use Minor Action slots for SL actions. SLs give Skill or training bonuses depending on their 'rank' though only from 2 and up. Additionally, they determine how loyal someone is to you. SLs of 4 and higher can reasonably be expected to choose you over their organization. SLs of 7+ will follow you into certain death. AN: SL of 10 would gladly sacrifice themselves to buy you an extra moment of life against a foe none of you had any hope of beating (Think Ollanius' sacrifice, but entirely because they cared about you personally).

SLs will gain a rank if you take the action, and you'll gain points in the relevant Skill categories, but exactly how much you get out of the SL action depends on your choices and passing Skill Checks. SL of 1 lengthens the Mentors bonus to 50, SL of 2 lengthens it to 100, and so on. Your parents determine the boost Mentors gives to Stats, which is their average SL, times 5.

Current SLs available:

Albert Salnus: 10 of 10. (Speech/Stat tutor)
Celestine Salnus: 10 of 10. (Education/ Stat tutor)
Roger Cazanus: 10 of 10. (Evasion tutor)
Samantha ???: 5 of 10. (Psyker: Willpower tutor)
George Yorev (Psyker: Manipualtion tutor): 5 of 10.
Emily Watts (Psyker: Esoteric tutor): 4 of 10.
General Richards: 10 of 10. (Tactics tutor)
Captain Matt of the Defenders (Combat/Perception tutor): 10 of 10.
Isker Vagahen (Explosives tutor): 10 of 10.
Meera Yerala (Medicine tutor): 10 of 10.
Herman Jerun (Forging tutor): 6 of 10.
Percy Clements (Electronics tutor): 7 of 10.
Gerald Newton (Invention tutor): 6 of 10.
Mehtrya: Eldar Advisor (Education/Psyker tutor): 7/10. +4000 to Invention+Psyker combined Checks.
Magnus the Red: (Education/Psyker tutor) 4/10.
Jack the Grey: (Evasion/Perception tutor) 1/10.
Emperor of Man: ???: (Education/Psyker tutor) 1 of 10.
Rogal Dorn: (Combat/Tactics tutor) 2/10. Access to Rogal Dorn. The Primarchs are all excellent at most fields, but Rogal Dorn is a tactician of the defensive mindset. Gain +200000 to Tactics Checks during Events and +200 to rolls during Main Turns. Double when considering fortifications. May be lost if Rogal is carrying out a task significantly distant to you or otherwise indisposed.
Leman Russ: (Combat/Tactics tutor) 1/10.
Horus Lupercal: (Combat/Speech tutor) 1/10.
Crystal Deity Hydaelyn: (Evasion/Psyker tutor) SL 5/10. A Crystal Deity who was born of the collected psychic energies devoted to the concepts embodied by the lesser Crystals which fall under her purview. After determining the lack of religious inclinations in her, the Emperor allowed for her existence.

25/25 Crystals to awaken Hydaelyn.

Additional Crystals enhance all existing Crystals at certain thresholds.

Hydaelyn gains a Trait from having 5 Crystals past the threshold for consciousness. Slight bonus to all of her Checks and rolls.

Hydaelyn gains another Trait from having 10 Crystals past the threshold for consciousness. Small bonus to all of her Checks and rolls.

Hydaelyn gains yet another Trait from having 25 Crystals past the threshold for consciousness. Minor bonus to all of her Checks and rolls.

44/50 to next Trait.
 
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Inserted tally
Adhoc vote count started by ilbgar123 on Sep 20, 2017 at 12:04 PM, finished with 155 posts and 20 votes.
 
Oh geeze. What even won? Lets see...
Top six Majors:
[ ] Major: Eureka! No, wait a minute
[ ] Major: Combat Classes
[ ] Major: General Richards
[ ] Major: Forgemaster... Technically-
[ ] Major: Power Training
[ ] Major: Diplomacy Training
Top six minors:
[ ] Minor: Social Link: Albert Salnus
[ ] Minor: Social Link: Celestine Salnus
[ ] Minor: Control Training
[ ] Minor: Forging: Gear
[ ] Minor: Forging: Weapons
[ ] Minor: Forging: Armor

Edit: This change to by-item tallys is giving me a headache.
 
Education first, that will get us more actions.
All Stats to 25 second, that will grant us more tagged skills.
Psyker third, it is the foundation of our personal power.


Point being, we'll make more progress if we pursue these one after another, sequentially.
 
I'm hoping we can pursue them asap. I get wanting to round out our skills, but we are losing tons of actions and potential by our diffuse training.

Projects/SL/last Power point should be it for non Education over the next few turns. At least till 150, but the goal is 200.

The good thing about that plan is that education benefits all of our skills, so we are still getting tons of bonuses to Forging/Invention/everything else.
 
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So keep sling our parents since one boosts education and both boost our stat rolls. For skill training I would wait until we get the boosted education training through 150 which will hopefully be in the results this year.
 
The thing is, the way the system works we should pretty much never split our focus. We should only ever be training more than one skill if the first is going to hit a major milestone that turn, and the same with attributes. This means we should always be doubling or tripling, or even quadrupling up training actions.

Diluting focus within turns massively reduces Serras' power in the long run.
 
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Turn 7 Results
[X] Combat Classes: For the Stealth Challenged. Seeing as your CQC has completely overwhelmed... literally everyone's ability to fight you directly, but you can't sneak up on someone in the middle of a firefight or shoot them back without missing 1 time in 10 (Great by most people's standards, terrible considering your physiology.) you think you should work on that. Luckily your aptitude for CQC should help somewhat. You've already honed your combat reflexes, you just need to apply it to fighting people without getting within 3 meters of them, or tipping off the opposing force that you killed their friends. Though on that last one, you blame the noise the guns make every time. Chance of Success: 100%. +30 to Combat: Ranged, and Combat: Stealth.

Roll: 18+ 10(Experienced)+ 20(Combat)= 48. Success.

You make a fair amount of progress on using ranged weapons, hitting people around corners, ricocheting off of surfaces you knew would make the projectiles of lasers bounce off at the angles you'd shot at. You also progress on stealth kills, though the Defenders grumble good-naturedly that someone your size shouldn't be able to move this quietly.

Reward: +30 to Combat: Ranged and Combat: Stealth.

Combat: Ranged: 20. You have achieved basic competency in using fire-arms, which also helps with your hand-eye co-ordination and aim in general. Malus to ranged combat from lack of understanding of fire-arms removed.

Combat: Ranged: 30. You have exceeded the level of the average member of the PDF in terms of using fire-arms, shooting successfully from odd angles. Having a mind that can process the various minor shifts in the environment that can affect it's trajectory helps immensely. Combat Checks slightly reduced in difficulty thanks to greater understanding of use of fire-arms. Opens sniping options.

Combat: Ranged: 40. You are nearing conventional mastery of fire-arms, shooting from extremely unlikely angles and deflecting bullets off of improbable objects. Combat Checks reduced somewhat in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.

Combat: Stealth: 20. You are now a competent stealth-killer. You can sneak up on the unwary, bored, or drowsy with ease, though anyone more alert is problematic. Malus to assassinations and stealth kills removed.

Combat: Stealth: 30. You can sneak around easily enough, but dedicated anti-stealth measures can still get you to reveal yourself. Slight decrease to difficulty of Evasion and Combat Checks from sneaking experience.

Combat: Stealth: 40. You are roughly at the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced somewhat.

[X] After declaring your ambitions to General Richards, he has agreed to teach you all he can. He believes in you, and you don't want to disappoint him. If you wish to unite humanity under one banner, commanding armies is one of many skills you must learn. Let's get started. Chance of Success: 100%. +15 to Tactics categories.

Roll: 72+ 10(Experienced)+ 25= 107. Critical Success.
Critical Success Roll: 77+ 10(Experienced)+ 7(Overflow)=94. Success.

You begin to learn everything General Richards knows, which is quite a lot. He has decades of experience fighting off Orks groundside, and a significant amount of spacebound combat. The main difference between planetside combat and void combat is the sheer distance involved. Ships will start firing before they can even see each other, and the larger ones can't bombard the planet for risk of cracking the planet open and turning it into a volcanic hell if you had any plans on using the planet for anything except maybe mining or testing terraforming techniques out. Of course, sometimes you might not have any choice, like if Warp Horrors had taken over the planet, as happened in the neighboring system of Cermilo 5 years before you'd arrived.

Reward: +30 to Tactics categories.

Tactics: Preparation: 40. You have been making contingencies for most situations, including orbital bombardment. Very complex traps may now be set, though only the somewhat incompetent commanders would fall into them. Malus to dealing with competent commanders removed.

Tactics: Preparation: 50. You have achieved conventional mastery of preparing for various circumstances. Extremely complex traps may now be set, and even competent commanders might fall into them.

Tactics: Preparation: 60. You have exceeded conventional mastery of preparation, having plans in place for even very unlikely scenarios. Greater chance of traps being successful. Even competent commanders will fall for them with some regularity.

Tactics: Cleverness: 40. You've learned how to come up with good plans with absolutely no preparation. Malus to changing plans mid-battle removed.

Tactics: Cleverness: 50. You've achieved conventional mastery of making plans without any prep-time. Difficulty of Tactics Checks slightly reduced from being able to plan on the fly.

Tactics: Cleverness: 60. You've learned to come up with great plans with no preparation. Difficulty of Tactics Checks somewhat reduced from being able to plan on the fly.

Tactics: Trickery: 40. You've learned how to manipulate the somewhat simple-minded or moderately driven people, including in battle, such as enemy commanders. Malus to manipulation attempts removed.

Tactics: Trickery: 50. You've achieved conventional mastery of manipulating your opponent in battle. Slight decrease in difficulty of Tactics Checks from greater understanding of enemy psychology.

Tactics: Trickery: 60. You've exceeded conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks somewhat reduced.

Tactics All 50 Perk. Tactician. You have learned the most commonly used strategies, as well as who usually uses them, and how best to counter them. +25 to Tactics Checks. Malus of 25 to Tactics Checks for enemies.

Gained 50 Exp! 180/200.

[X] Forgemaster... Technically. Now that Master Herman has calmed down a bit, you were hoping to get more lessons from him. He's not over his wife's death, but he can do other things than focus on it, his work, or teaching. Hopefully you can help clear the air a bit now that there isn't a pressing project that makes it feel like you're just trying to fix a broken tool. Chance of Success: 100%. +15 to Forging categories.

Roll: 9+ 10(Experienced)+ 30(Learning)=49.

This year went better than last year, at least. Master Herman is still upset, and you don't think he'll ever stop being upset, but he can focus on other things. You're getting close to what he learned from his master before he died though, so the fact that he's willing to share this with someone is probably a good sign, provided he's not just trying to pass on all the knowledge he can before killing himself or something equally screwed up. You don't think that's what he's doing, but it can be so hard to tell what people are thinking without reading their minds, which you don't do to people you actually care about without their permission.

Reward: +15 to Forging categories.

Forging: Weapons: 40. You know how to make almost all weapons that you wouldn't need a truck to haul around, though some of the most complex ones are beyond you. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Armor: 40. You can craft almost any piece of armor, though they don't tend to get much larger than your current size without losing some of their quality, or much more complex than the body armor used by the Defenders. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Gear: 40. You can now craft very complex pieces of equipment not intended for direct combat, and they don't look bad. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.

[X] Eureka! No, Wait A Minute. Newton wants to tutor you some more, and since you plan to be as much an inventor and a researcher as a military commander, you agree. You hope that soon you'll be able to make a major contribution to society as a whole through means other than sharing your genes and letting people pick them apart to make improvements to the regular humans. Chance of Success: 100%. +15 to all Invention categories.

Roll: 91+ 10(Experienced)+ 30(Learning)= 131. Critical Success.
Critical Success Roll: 12+ 10(Experienced)+ 31(Overflow)= 53. Success.

Reward: +30 to all Invention categories.

Invention: Necessity: 40. You can create complex tools from random junk lying around a home. Complex traps may be constructed. Surprise Malus slightly inverted.

Invention: Necessity: 50. You have achieved 'mastery' of creating tools from random junk, though there's always room for improvement. Very complex traps may be constructed. Surprise Malus somewhat inverted.

Invention: Necessity: 60. You can create very complex tools from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Surprise Malus inverted.

Invention: Practicality: 40. You can substitute materials you lack with other materials when building something. Malus to building without proper materials slightly inverted.

Invention: Practicality: 50. You have achieved 'mastery' of substituting materials for other materials. Malus to building without proper materials somewhat inverted.

Invention: Practicality: 60. When faced with a project you lack the materials, you can redraw the blueprints to create something similar or better with other materials. Malus to building without proper materials inverted.

Invention: Extravagance: 40. You understand that using more resources can be beneficial, and do so very efficiently. You may double a creation's specs for 2.25 times the cost, triple them for 6.5 times the cost, or quadruple them for 19 times the cost.


Invention: Extravagance: 50. You have achieved 'mastery' of improving projects and products with ludicrous over-investment, though you can always improve. You may double a creation's specs for 2 times the cost, triple them for 6 times the cost, or quadruple them for 18 times the cost.

Invention: Extravagance: 60. You can actually improve products with extra investment with something like efficiency now. You may double a creation's specs for 1.75 times the cost, triple them for 5.5 times the cost, or quadruple them for 17 times the cost.

Invention All 50 Perk. Innovative. You can see solutions to most problems with the sort of ease associated with savants. +50 to Invention Checks.

Gained 50 Exp! Reached Level 11. Gained a Perk point. 30/210 Exp to Level 12.

Diplomacy Roll: 61+10(Experienced)+15(Mentors)-18(Diplomacy)=68. Success. Diplomacy gains one point. Now 19.
Power Roll: 98+10(Experienced)+15(Mentors)-39(Power)=74. Success. Power gains one point.
Power automatically gains one point. Now 41.
Control Roll: 49+10(Experienced)+15(Mentors)-26(Control)=48. Failed.

You work to further improve you mastery of Forging techniques after the brunt of your training with Master Herman is over, which pushes you over the threshold of conventional mastery.

Forging: Weapons: 50. You have achieved conventional mastery of smithing weaponry. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Weapons: 60. You know how to make all weapons that you wouldn't need a truck to haul around, and some you would. Large decrease in difficulty of related Invention, Explosives, Electronics Checks.

Forging: Armor: 50. You have achieved conventional mastery of forging armor. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Armor: 60. You can craft almost any piece of armor, though they don't tend to get much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by the Defenders. Large decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Gear: 50. You have achieved conventional mastery of creating tools, jewelry, etc. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forigng: Gear: 60. You can now craft very complex pieces of equipment not intended for direct combat, and they don't look bad. Large decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging All 50 Perk. Journeyman Smith. You are no master, but you're certainly no apprentice either. +50 to Forging Checks.

Gained 50 Exp! 80/210 to Level 12.

RER: 84+10(FBTW)+10(Experienced)=104. Critical Success.
RE Critical Success Roll: 13+10(FBTW)+10(Experienced)=33. Meh Result.

It appears a Space Hulk has appeared on the edge of the system. Space Hulks are masses of broken ships and space debris that have been stuck together, only rarely on purpose. They often hide Orks, militant xenos, or Warp Horrors, depending on the exact circumstances of the Space Hulk's origin. Of course, they could also possess amazing treasures, and the debris could be useful in building a larger class of ship to serve as the fleet's flagship, vastly accelerating the timetable of a major construction project thanks to the bevy of processed minerals.

[ ] Join Expedition. With your combat skills having seen major improvement since you fought your way through an Ork-infested city, you could probably convince your parents to let you join the expedition to survey the 5 km cubed hulk. Of course, this carries risks, and even you wouldn't survive in the vacuum of space for prolonged periods of time. Rewards: Event. Boost to Loot rolls, help deal with any nasties onboard and thus make it easier to clear out.

[ ] Don't Join. Alternatively, you could simply let your parents send the fleet without you. While it wouldn't let you personally oversee the effort, you wouldn't be at risk from the passengers or any remaining defenses. Reward: No risk. Proceed to end of 'Event' without bonuses to Loot rolls. Nasties may wipe out investigators, leading to hulk being bombarded, destroying any prizes inside.

AN: You guys have until 4 to vote on this, I'll be writing it after the SLs for Albert and Celestine are done. That initial crit made it so there's neat stuff on there.
 
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Education:
General [T]: 110. You have eclipsed all experts in their own fields, and all but the most genius of researchers won't know nearly as much as you do. Immensely Large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Culture: 100. You have a knowledge of xenos culture comprehensive enough to discern everything about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with removed.
Esoteric [T]: 105. You have a comprehensive understanding of the Warp, or as it was once called, the Realm of Souls. Enormously Large bonus to Psyker Skill Checks.
For the 150:
General requires a minimum of 3 Actions bar Level Ups. (+15)
Culture requires a minimum of 5 Actions. (+10)
Esoteric requires a minimum of 3 Actions bar Level ups. (+15)
Speech:
Persuasion: 70. You can convince even the most fanatical of people of your viewpoint with some reliability. Even the greatest fanatics can be persuaded of your views being correct fairly easily considering their mindset.
Diplomacy: 70. Compromising between two groups of howling fanatics is more than just possible for you. Compromises you broker will stick even if the governing body is entirely replaced, unless via mass executions carried out at your order.
Intimidation: 70. You are absolutely terrifying 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 massive morale debuff when fighting you and will probably break immediately upon losing their champion.
For the 100:
All require a minimum of 3 Actions each.
Psyker:
Manipulation [T]: 125. You are able to fine-tune your body and those around you to a degree that makes what is normally considered mastery seem simple and sloppy. +60 modifier to yourself in combat, and +30 to allies within 300 meters.
Willpower [T]: 105. You have begun setting vicious traps within your mind to make it easier to fend off large numbers of weaker Warp Horrors, while personally dealing with any stronger ones, and can root around in the minds of non-psykers as you please, though Beta-levels will notice the intrusion. Immense bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul effectively impossible to take by force, and may very well get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul very difficult to take by force.
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.
For the 150:
Manipulation requires a minimum of 2 Actions bar Level Ups. (+15)
Willpower requires a minimum of 5 Actions. (+10)
Esoteric requires a minimum of 3 Actions bar Level Ups. (+15)
 
For the 150:
General requires a minimum of 3 Actions bar Level Ups. (+15)
Culture requires a minimum of 5 Actions. (+10)
Esoteric requires a minimum of 3 Actions bar Level ups. (+15)

For the 100:
All require a minimum of 3 Actions each.

For the 150:
Manipulation requires a minimum of 2 Actions bar Level Ups. (+15)
Willpower requires a minimum of 5 Actions. (+10)
Esoteric requires a minimum of 3 Actions bar Level Ups. (+15)

Actually, your mother's SL is at 3, and will shortly be at 4, which extends the Mentors bonus for Education. Same with your father, but for Speech.

So that's 2 for General, 4 for Culture, 3 for Esoteric.

For Speech, it's 2 each.
 
[X] Join Expedition. With your combat skills having seen major improvement since you fought your way through an Ork-infested city, you could probably convince your parents to let you join the expedition to survey the 5 km cubed hulk. Of course, this carries risks, and even you wouldn't survive in the vacuum of space for prolonged periods of time. Rewards: Event. Boost to Loot rolls, help deal with any nasties onboard and thus make it easier to clear out.
 
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