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
Char stats; will update/revise soon


AN: I'm going to reveal the Stat rolls here. Keep in mind 20 is generally the peak for an unmodified human. 25 and up is a Hero Unit, giving Perks. 50 and up gives a more advanced form of the 25 Perk, signifying the Hero becoming a Paragon.
Martial: 23
Combat: 18.
Administration: 28.
Intrigue: 15.
Diplomacy: 18
Power: 32
Control: 24.
Learning: 30.

Perk Gained: Favored By the Warp. +10 to Random Event Rolls and similarly luck-based rolls. +20 to rolls against Warp-based entities. You were 'born' lucky. Things would go your way when logic dictated they really shouldn't.

Administration 25 Perk: Organized. You always have parchment with you, for taking notes. One failed project, barring a critical failure, may be rerolled per turn. Critical failures don't reduce success chances for reattempts.
Power 25 Perk: Brute Force Backing Finesse. Finesse has it's place, but sometimes forcing your way through with sheer power is the best strategy. Apply Power bonus during Psyker rolls regardless of whether it would normally be applied.
Learning 25 Perk: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.

Gained Mentors for each Stat, adding 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50.
Relations with Samantha raised from Warily Neutral to Cautiously Optimistic.

Combat:
Melee: 0.
Ranged: 0.
Stealth: 0.

Tactics:
Preparation: 0.
Cleverness: 0.
Trickery: 0.

Evasion:
Lying: 0.
Dodging: 0.
Trickery: 0.

Speech:
Persuasion: 10
Diplomacy: 10
Intimidation: 10

Perception:
Objects: 0.
People: 0.
Environment: 0.

Medicine:
Surgery: 0.
Narcotics: 0.
First-Aid: 0.

Forging:
Weapons: 0.
Armor: 0.
Gear: 0.

Electronics:
Security: 0.
Wiring: 0.
Programming: 0.

Explosives:
General: 0.
Extravagant: 0.
Preparation: 0.

Education:
General: 40
Culture: 10
Esoteric: 10

Psyker:
Manipulation: 20
Willpower: 15
Esoteric: 15

Invention:
Necessity: 0.
Practicality: 0.
Extravagance: 0.
[/QUOTE]

Actually, every Skill that's not a 20, is a fifteen, I just didn't think the extra five necessitated a separate description by itself. The high roll from Mentors got you plus 15's for every Skill category that isn't already at 50 or more. Tagged Skills get 20, due to their baseline being raised, so the Tagged bonus adds on to it.
 
[X] Further Tutoring
[X] Genetic Testing.
[X] Drills.
[X] Train Control
[X] Train Diplomacy
[X] Train Perception: Environment
[X] Train Perception: People
Seems to work.
 
Actually, every Skill that's not a 20, is a fifteen, I just didn't think the extra five necessitated a separate description by itself. The high roll from Mentors got you plus 15's for every Skill category that isn't already at 50 or more. Tagged Skills get 20, due to their baseline being raised, so the Tagged bonus adds on to it.
When you mean "every Skill" do you mean every skill that we trained?
Or literally every skill?
 
Literally every Skill. Until a Skill hits 50, it gets +15 per training action, 20 if it's tagged.
If it's per training action that means that we have, still, all 0's for all combat skills and all 15's for speech skills.
If it's "Literally every Skill" then we have 15 for all speech skills & all combat skills.

Which of these is correct? I'm assuming the former.
 
And the bandwagon is chugging along... wasting major act on Diplo... Again...o_O
Seriously people we are on a cusp of trait for martial, and you wast time on our second worst skill...
I am truly speechless... It's not even worth trying to cast a vote for sanity anymore...:eyebrow:
 
And the bandwagon is chugging along... wasting major act on Diplo... Again...o_O
Seriously people we are on a cusp of trait for martial, and you wast time on our second worst skill...
I am truly speechless... It's not even worth trying to cast a vote for sanity anymore...:eyebrow:
Some people dgaf about fighting and value the ability to, say, be a human being that can make friends. Shockinnggg.

Thx & sorry. Adjustments have been made.
 
[X] Further Tutoring
[X] Genetic Testing.
[X] Drills.
[X] Train Control
[X] Train Diplomacy
[X] Train Perception: Environment
[X] Train Perception: People
 
I didn't see anything in its description about it taking more than one Major Action.
When you said "I'm voting for both" I'd thought you meant Martial&Diplo, not Drills&Diplo.
The post I was responding to was about Martial (which is separate from Combat here but is typically blended in other votes, thus "fighting"). I'm voting for Diplo, Control, Drills.
 
When you said "I'm voting for both" I'd thought you meant Martial&Diplo, not Drills&Diplo.
The post I was responding to was about Martial (which is separate from Combat here but is typically blended in other votes, thus "fighting"). I'm voting for Diplo, Control, Drills.
Oh gotcha. Yea, I meant to say Drills and Diplomacy.
 
with the current lvl of Diplo, we are human like in that aspect. Not top of the line, no, but decent enough.
And sorry for thinking that maximizing our, yannow, actual strengths is a valid path for development.
 
[X][Major] Further Tutoring. Saman- The Witch Hunters are willing to tutor you in using your powers further. They would prefer to get you up to conventional mastery (all: 50) before you did too much independent study. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation.

[X][Major] Genetic Testing. Due to the analysis they were able to carry out with limited samples, and some advice from the Witch Hunters, who have gotten a feel for your power, the geneticists of Thernus are much more confident in their chances of success if you provide them with tissue samples. Chance of Success: 65%. Reward: Minor genetic enhancements for all citizens of your polity willing to use them.

[X][Major] Drills. Apparently, your physiology allows you to go through extreme physical activity without leading to crippling muscle degeneration despite your age, according to the doctors' analysis anyway. This would allow you to go through some basic training, giving you an edge if assaulted by hostile wildlife, Orks, or paranoid citizens. Chance of Success: 100%. 10% chance of gaining a point of Control from improved mental discipline. Reward: +20 to Combat: Melee. +15 to Combat: Ranged, and Combat: Stealth.
[X][Major] Train Martial
[X][Major] Train Diplomacy
[X][Minor] Train Perception - People
[X][Minor] Train Control
 
with the current lvl of Diplo, we are human like in that aspect. Not top of the line, no, but decent enough.
And sorry for thinking that maximizing our, yannow, actual strengths is a valid path for development.
That's what everyone's doing: continuing to improve our skill with our psyker abilities, and increasing our combat skills.

Voting to increase Diplomacy over Martial is a valid path for development too.
 
[X] Further Tutoring
[X] Genetic Testing.
[X] Drills.
[X] Train Control
[X] Train Diplomacy
[X] Train Perception: Environment
[X] Train Perception: People
 
Did some poking around for possible images. I'm not really holding out for anything amazing yet in this game (Because it's still fairly young, but it's not driven me away yet like some have), but it's already a bit more promising than some Primarch Quests are.

Not going to lie, finding images of tall girls is hard, especially given how our basic Combat skill is relatively poor (The only thing that makes Serras relevant at all is her Primarch stat), but here's one that I think might work a bit, if you're not going to recoil aggressively away from the animeish designs.

I figure that the low Intrigue/Combat/Diplomacy rolls equates to us getting a relatively shy and scrawny looking giant. That she gets so attached to people who she likes is just kind of normal in light of that.

 
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[X] Drills. Apparently, your physiology allows you to go through extreme physical activity without leading to crippling muscle degeneration despite your age, according to the doctors' analysis anyway. This would allow you to go through some basic training, giving you an edge if assaulted by hostile wildlife, Orks, or paranoid citizens. Chance of Success: 100%. 10% chance of gaining a point of Control from improved mental discipline. Reward: +20 to Combat: Melee. +15 to Combat: Ranged, and Combat: Stealth.

[X] Further Tutoring. Saman- The Witch Hunters are willing to tutor you in using your powers further. They would prefer to get you up to conventional mastery (all: 50) before you did too much independent study. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation.

[X] Train Control
[X] Train Diplomacy
 
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