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.
That's what I was thinking. @ilbgar123, major or minor?
add this to wants for one it's just really useful for whatever we make.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.
trying to find our brothersok 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?
If this was turned into a perk plan I would definitely go after it.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.
Give me a minute and I'll set it up.If this was turned into a perk plan I would definitely go after it.
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?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.
Put them in replaced all but the 6 times with the ones you suggested Note The times 6 is still in the planEducation: 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.
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 usei also really like the Spirit perks, but i think we can get them later ...
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.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.
will do it actually rounds out quite nicely[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.
[ ] 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.
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.
Tried Saying that was told it was not worth itEvery little bit helps when talking to people or getting shit done...
Ya -300 is way to small to be worth grabbing.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?
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.[X] Perk Plan Psychic Goody Two Shoes and Extravagance:
*Snip*
Speech Perks aren't worth it upping our Combat check by almost 60k is.
Yes, but we cant just get everything, and a +10 to a check is just not worth it.Every little bit helps when talking to people or getting shit done...