An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

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

    Votes: 378 44.5%

  • Total voters
    850
ok besides using talking to emps, what do we want to use our major actions on?
10 to webway

12 major actions free to use on what?
 
[X] Speak With Father. Your efforts to expand the power and variety of Crystals has resulted in a nascent Warp entity. Seeing as it's mostly your doing that it exists at all, you ought to speak with him on the matter. (Essentially a special SL action. You're going to want to take this before developing the Crystal deity any further). Speech Checks. May gain additional bonuses.

[X] Diplomacy. While you've added a large number of new systems to The Bastion, there are still a number of polities in the sectors surrounding Thernus' that you can reach out to. While you have less information about them than those within your sector, you were going to have to take that plunge some time. 100 systems available for diplomacy. Reward: Depends on Checks passed.

This seems like a good idea

[X] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 100 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.

This as well.

[X] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system. Time: 1 Year. AN: Will count against your Ship-Building total unless building Small Shipyard for Escorts. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.

We are going to need these soon because the bellows comes online next turn.

[X] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses). Reward: Contact with fellow Primarchs. Note, can only be taken once, as only Horus is currently in range and not in contact already.

[X] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. On the other hand, removing them from the field would nullify the chances of Orkish WAAGHs getting their hands on the derelicts instead. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[X] Webway Patrol. While elite soldier are being sent in to help the Eldar, contingents of regular soldiers should both help them get real experience, and help clear the Webway. Accelerates timeline for gaining further access to Webway. May be taken up to 10 times per Turn.

All three of these are semi-important as well.

[X] Perk Plan prep for daddy daughter time (and extras)
 
Wants:

Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.

So what do you guys think? We'd only need to spend 9 perk points to get them all or 10 if you grabbed the want as well.
add this to wants for one it's just really useful for whatever we make.

Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.

and this for combat would be great giving us even more bonuses, so i'd say add this to needs:

Forging: Gear: 180 Perk. Garbage to Platinum. You can create amazing gadgets from even absolutely terrible materials in moments. Adds Invention: Necessity to Combat Checks.

and these are interesting as well for our wargear:

Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.

Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.

Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.

the 160-200 ones are alright, but might be a waste in perk points.


and then finally still perks that are worth a lot and we currently have a glut in points, any combination of these:

Psyker: Spirit: 20 Perk. Anti-Daemon Presence. Weaker Daemons weaken in your presence. +1000 to rolls/Checks against Daemons and the corrupted. Requires Purifying Presence.

Psyker: Spirit: 40 Perk. Anti-Daemon Presence II. Weaker Daemons weaken greatly in your presence. +1200 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence.

Psyker: Spirit: 60 Perk. Anti-Daemon Presence III. Weaker Daemons fade in your presence. +1400 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence II.

Psyker: Spirit: 80 Perk. Anti-Daemon Presence IV. Daemons weaken in your presence. +1600 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence III.

Psyker: Spirit: 100 Perk. Anti-Daemon Presence V. Daemons weaken in your presence. +1800 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence IV.

Psyker: Spirit: 120 Perk. Anti-Daemon Presence VI. Daemons weaken in your presence. +2000 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence V.

Psyker: Navigator: 20 Perk. Fleet Navigator. You can navigate for entire fleets, though large ones may cause strain. +10 to fleet travel rolls. Requires Storm Ender.

Psyker: Navigator: 40 Perk. Fleet Navigator II. You can navigate for entire fleets, though very large ones may cause strain. +20 to fleet travel rolls. Requires Fleet Navigator I.

Psyker: Navigator: 60 Perk. Fleet Navigator III. You can navigate for entire fleets, though extremely large ones may cause strain. +30 to fleet travel rolls. Requires Fleet Navigator II.

Psyker: Navigator: 80 Perk. Fleet Navigator IV. You can navigate for entire fleets, though incredibly large ones may cause strain. +40 to fleet travel rolls. Requires Fleet Navigator III.

Psyker: Navigator: 100 Perk. Fleet Navigator V. You can navigate for entire fleets, though ridiculously large ones may cause strain. +50 to fleet travel rolls. Requires Fleet Navigator IV.

Psyker: Navigator: 120 Perk. Fleet Navigator VI. You can navigate for entire fleets, though ludicrously large ones may cause strain. +60 to fleet travel rolls. Requires Fleet Navigator V.

in total, adding the needs and your first want that would be 27 perk points.
 
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ok besides using talking to emps, what do we want to use our major actions on?
10 to webway

12 major actions free to use on what?
trying to find our brothers
is also pretty much locked at least for me for maybe 2-3 actions

the rest :
building ships, diplomancy and converting them to minor action ... ?
 
Needs:

Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.

Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.

Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.

Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!

Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.

Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.

Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.

Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.

Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.

Wants:

Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.

So what do you guys think? We'd only need to spend 9 perk points to get them all or 10 if you grabbed the want as well.
If this was turned into a perk plan I would definitely go after it.
 
We still need to reach out to Horus. We should also improve the psyker choir so that we can reach out to more of our brothers.

Maybe go looking for space hulks too
 
Guys I'd hate to be the one to point this out but taking perks in categories other then Psyker or Education for there check bonuses at this point is so inefficient that with the use of one perk point into the Psyker category the new perk would have it's check bonus out classed by potentially thousands of time although the exception to this is Karma perks as they're just broken. So the only reason we'd take any perks besides Psyker, Education or Karma based ones would be if they provided special bonuses like the Invention Necessity 100 perk which lets us carry extra items.
If this was turned into a perk plan I would definitely go after it.
Give me a minute and I'll set it up.
 
A Major Action is 2 AP. A minor is 1. So if you get a Bellows up and running and have crystals Crystals maxed, you can make 4 per Major.
Say. Are you ever gonna do somthing about the dead trees? The ones where later perks make earlier one utterly pointless and the investment cripples the ability to get interest in the advanced level?
 
Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.

Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.

Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!

Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.

Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.

Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.

Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.

Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.
Put them in replaced all but the 6 times with the ones you suggested Note The times 6 is still in the plan

i also really like the Spirit perks, but i think we can get them later ...
By blackboxing these we will once more be kicking Chaos in the collective balls you think theyre not going to try and swamp us Plus this will help when they inevitably try a Davanite Gambit(Injuring with a Chaos/demon weapon to try and either kill us or fuck with our heads) Or the inevitable Greater demons that will be coming when we dont yet need it and have such a large amount of perk points to use
 
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A Major Action is 2 AP. A minor is 1. So if you get a Bellows up and running and have crystals Crystals maxed, you can make 4 per Major.
Still 250 Majors to complete a single bellow. Hopefully that'll go down once we link up with our more specialized brothers and it's unlikely we'll need more than one or two per sector unless we want something crazy like a battle moon or a dyson swarm.
 
[X] Perk Plan Psychic Goody Two Shoes:

- [X] Speech: Diplomacy: 180 Perk.

- [X] Education: Advanced: 100 Perk

- [X] Education: Advanced: 120 Perk.

- [X] Education: Cultural Analysis: 100 Perk.

- [X] Education: Cultural Analysis: 120 Perk.

- [X] Education: Seer: 100 Perk.

- [X] Education: Seer: 120 Perk.

- [X] Psyker: Sorcery: 100 Perk.

- [X] Psyker: Sorcery: 120 Perk.

- [X] Invention: Necessity: 100 Perk.

- [X] Invention: Practical: 100 Perk.

Feel free to use this in your plans.
 
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[X] Perk Plan Psychic Goody Two Shoes:

- [X] Speech: Diplomacy: 180 Perk.

- [X] Education: Advanced: 100 Perk

- [X] Education: Advanced: 120 Perk.

- [X] Education: Cultural Analysis: 100 Perk.

- [X] Education: Cultural Analysis: 120 Perk.

- [X] Education: Seer: 100 Perk.

- [X] Education: Seer: 120 Perk.

- [X] Psyker: Sorcery: 100 Perk.

- [X] Psyker: Sorcery: 120 Perk.

- [X] Invention: Necessity: 100 Perk.

- [X] Invention: Practical: 100 Perk.

Feel free to use this in your plans.
will do it actually rounds out quite nicely
edit checked and aside from invention perks i already put them in
 
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[ ] Speak With Father. Your efforts to expand the power and variety of Crystals has resulted in a nascent Warp entity. Seeing as it's mostly your doing that it exists at all, you ought to speak with him on the matter. (Essentially a special SL action. You're going to want to take this before developing the Crystal deity any further). Speech Checks. May gain additional bonuses.

Can we take this more than once to improve it's chances of success? To represent us spending more time trying to convince him maybe?

[X] Perk Plan Psychic Goody Two Shoes:

Out of curiosity, why not grab Over the Hump? -300 is too small?

Level 55 Perk. Over The Hump. Your experiences have gotten you past one of the walls many people never break through. -300 to Check difficulty.
 
[X] Perk Plan Psychic Goody Two Shoes and Extravagance:
- [X] Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.
- [X] Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.
- [X] Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.
- [X] Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!
- [X] Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.
- [X] Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.
- [X] Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.
- [X] Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.
- [X] Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.
- [X] Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.
- [X] Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.

- [X] Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.
- [X] Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.
- [X] Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.
- [X] Invention: Extravagance: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.
- [X] Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.
- [X] Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.
- [X] Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.

they are worth it i think overall bonus from Extravagance should be around 170 % which i think is worth the perk points ...
 
[X] Perk Plan Psychic Goody Two Shoes and Extravagance:

Both personal workshop and our armor are effected by extravagance (I think) so the boosts are worth it.
 
Can we take this more than once to improve it's chances of success? To represent us spending more time trying to convince him maybe?



Out of curiosity, why not grab Over the Hump? -300 is too small?
Ya -300 is way to small to be worth grabbing.
[X] Perk Plan Psychic Goody Two Shoes and Extravagance:
*Snip*
Go with this guys plan if you think we can spare the extra perk point as it would apply to our Wargear and Workshop giving us a massive bonus to our Combat check and research rate.

EDIT: Ninjaed by ExNihilo
 
[X] Perk Plan Psychic Goody Two Shoes And Extravagance
I'm not good at making plans, but it seems clear that talking to Dad is necessary. Ten actions towards clearing out the webway is also a good idea since it can help us detect and destroy the incoming WAAAGH's early.

Shipyard construction now so we can build more ships later and take advantage of the bellows also seems like a good idea.

Can we choose our invention actions after talking to Dad? If not, then we need to pick what we want to invent this turn.
 
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