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
Yes. That would be nice.
Alright can do.

Hey guys you have to remember as well that the Innovation: Practical 100 perk will stack with the Extravagance perk to further improve our wargear and workshop as well.

Also I am deeply ashamed in all of you...How could none of you notice the Primarch alcohol research! It is obviously the most critical piece of research on the list but none of you are advocating for it why I should have you all executed for heresy!
 
Alright can do.

Hey guys you have to remember as well that the Innovation: Practical 100 perk will stack with the Extravagance perk to further improve our wargear and workshop as well.

Also I am deeply ashamed in all of you...How could none of you notice the Primarch alcohol research! It is obviously the most critical piece of research on the list but none of you are advocating for it why I should have you all executed for heresy!
when the time comes for the minor actions well start it
 
Alright can do.

Hey guys you have to remember as well that the Innovation: Practical 100 perk will stack with the Extravagance perk to further improve our wargear and workshop as well.

Also I am deeply ashamed in all of you...How could none of you notice the Primarch alcohol research! It is obviously the most critical piece of research on the list but none of you are advocating for it why I should have you all executed for heresy!
You mean for religion?
 
let's convert dead orks to alcohol, they are a fungus and fungus can be made into beer, let the space wolves wage a eternal crusade for more booze ingredients, chasing down ork waagghhs. :V

BOOZE FOR THE BOOZE GOD! EMPTY KEGS FOR THE KEGS THRONE!
 
@King Arthur, if it's not too much to ask, with these new actions what new crystals would you consider adding to your plan?

Sure, why not

Now have no idea if this is something anyone else wants so I'm just going to leave my original plan quoted in this post unchaged and just post potential additions to the plan at the bottom of this post that the plan makers can just plug in if they decide they want more Crystals in the plan.

I'm just going to make a preliminary 20 Crystals plan, just to see what we are working with and so we can start refining it. I thought I'd run out of things I were certain of quickly, but honestly, writing it all down 20 is almost not enough. I just barely fit in the stuff I thought was particularly urgent, I didn't even get a chance to hit the element which sucks cause I kind of wanted to.

Providing a quick legend here, Crystals with this mark at the end

(N)

Are in my opinion necessary.

(L)

An L means that I like it but I'm open to negotiation, though some, like Time, I like more then others and a

(U)

A U means that I'm uncertain if this is even a Crystal we can make

Cause, uh, lot to be concerned about there. Personality defining is huge, and the GM said there's a chance of multiple Chaos Gods, with Tzeentch being one of them, jumping it at once, so it really needs to be able to defend itself.



This is what we already have. Hopefully Navigation will mean that when it's surrounded by enemies it can more easily navigate the best path out.





Again, just gonna reiterate here, it's entirely possible that all 4 Chaos Gods are going to jump our Chaos Deity in the Dark and try to eat it. So, uh, yeah, this is super important. Concealment, Speed, Mobility, Defense, Durability, and Healing are recommendations by the GM, so probably pretty good.



I'll keep some of this in mind, though honestly stuff purely for us that are unlikely to help with personality or defense are on the cutting board. Upon completing the list I only managed to fit in Time. Of those three I'm most interested in Wisdom as that would help personality and it might help survival cause wisdom is good for making smart choices as opposed to just being smart. It's high on my replacement list, but if we do grab it we'd have to give up Power which is pretty darn good, and without Power Energy isn't half as useful. Survival might not even be a thing we can create though, so if the GM decries it that's an open spot. Gravity is also high on my replacement list, I feel like combined with TIme and Space could do some pwoerful stuff.

Also, side note, the GM said that we think it's likely that the second set will impact personality to a similar degree as the first but we are uncertain, so I'm pushing all personality Crystals to the front of the list just to be sure we get maximum effect out of them. Willpower is new to this list, I added it in because I'm hoping it will give a bonus to surviving super dangerous situation, like being jumped by the Chaos 4 in a dark alley and having to escape with your knees broken. Cause that's a disturbingly likely scenario. Plus, decent personality trait.

Emotion, Memory, and Heart all have an (L) on them because I don't like how much space they take up and I'm uncertain how much they'll do to help with personality and Self Defense. I know Heart is supposed to be very useful, I'm just uncertain if it's three spaces of usefulness when spaces are so packed. Then again, I'm not even sure what I'd do with three more space, so eh.

[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Create] [Advance] Temperance (N)
- [ ] [Create] [Advance] Morality (N)
- [ ] [Create] [Advance] Justice (N)
- [ ] [Create] [Advance] Compassion (N)
- [ ] [Create] [Advance] Integrity (N)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Advance] Willpower (L)
- [ ] [Create] [Advance] Emotion (L)
- [ ] [Create] [Advance] Memory (L)
- [ ] [Create] [Advance] Heart (L)
- [ ] [Advance] Concealment (N)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Advance] Speed (N)
- [ ] [Create] [Advance] Mobility (N)
- [ ] [Advance] Defense (N)
- [ ] [Advance] Durability (N)
- [ ] [Create] [Advance] Healing (N)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Advance] Detection (N)
- [ ] [Create] [Advance] Survival (L)
- [ ] [Advance] Time (L)
- [ ] [Advance] Space (L)
- [ ] [Create] [Advance] Structural Integrity (L)


@ilbgar123 What do you think of my list? Any good? Any suggestions? Out of curiosity, does create/maxing out all of these Crystals unlock any new Crystals for us?

The first three questions apply to everyone, obviously, I'm just particularly interested in the GM opinion if he feels like providing it for obvious reasons.

Edit: I'm adding a cutting room floor list down here. Crystals that I want really want but we just don't have room for in the current list. So far we have Gravity, Wisdom, Power, and Energy. Also Light, and potentially another Stealth Crystal.

New Crystal at the top of the cutting room floor list, Stealth. If a slot opens up somehow then Stealth is the one that is taking it's place.

Second Edit: I noticed I had 4 actions to each set. I'm pretty sure we only need 3, so I edited the plan to reflect that.

Just reposting my legend really quick.

Providing a quick legend here, Crystals with this mark, (N), are in my opinion necessary. An (L) means that I like it but I'm open to negotiation, though some, like Time, I like more then others and a (U) means that I'm uncertain if this is even a Crystal we can make. The legend applies differently to the extra sets, I'd rather have the (L) marked ones in the first 20 then any of the (N)'s in the extra sets,if I didn't I'd just replace them already.The only reason some of these are acquiring an N is because they're only in plans with extra sets, and therefore more Crystals hit the (N) requirements because we don't have to be as stingy with them.

[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Create [Advance] Stealth (N)
- [ ] [Advance] Energy (N)
- [ ] [Create] [Advance] Motion (N)
- [ ] [Create] [Advance] Power (L)
- [ ] [Create] [Advance] Mind (L)

Quick side note, if integrating this set into already existing 20 set plan I would put Mind directly after Heart and then just push everything else down a rank, just in the off chacne that a Mind Crystal might effect it's personality positiviely.

[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Create [Advance] Crystal (L)
- [ ] [Advance] Light (N)
- [ ] [Advance] Luck (N)
- [ ] [Create] [Advance] Learning (L)
- [ ] [Advance] Metal (L)

[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Create [Advance] Soul (L)
- [ ] [Create] [Advance] Wisdom (U)
- [ ] [Create] [Advance] Life (L)
- [ ] [Create] [Advance] Creation (L)
- [ ] [Create] [Advance] Machine (L)

Each set is more important then the last as far as the extra set's go. So if you want 25 Crystals grab the first, 30 grab the first two, so on and so forth.

Now, quick explanation. First set is obvious, Energy is required for Motion and Power, Stealth and Motion both directly increase odds of survival. Power allows for Dyankineses basically, allowing you to control all energy, and I'm really hoping that psyker energy coutns so if Tzeentch tries to Warp Blast the deity our Crystal Deity can just throw it back. Mind is, well, figuring intelligence helps with survival you know.

Second set, well, Crystal is important for the Bellows thing and light get's us Holy Magic which I have great feeling about. Luck is luck, pretty great, Learning might help it survive plus it helps us, and Metal, I'm hoping, might help increase it's survivability, but also is required for something in the next set.

Soul is about equal with Heart so I figured why not have both, and I don't know if Wisdom is a thing but it sounds great. Creation Motion and Life can create Sapient, ensouled beings, and Metal from the last list is required for Machinery. This last set makes our new Deity truly have an actual claim to the God title in that it can now create Crystal Angels to counter and fight off Daemons, plus Machinery which I'm sure it can do something with. It transforms it from a random superpowerful warp being to an actual faction in the Warp. If Wisdom is a thing we can do and we actually do all these sets I'd say put it right before Mind and then push everything down.

If I did another set after this I'd throw in Aim and Accuracy for our ships, maybe some mind stuff, and get to work finishing off grabbing the Star Crystal. None of this is really necessary for self defense or personality, so doesn't really have much of a place here.

Of course, this is only for this turn, I partially decided all this stuff, even the self defense options, around it's personality as this turn will be crucial in developing it's personality. It's all increased survival, stealth, and running away for a reason, I don't want offense and fighting to be it's first instinct because for a long time it's going to be too weak to fight and win, but, next turn, after it's personality is settled, I might find it prudent to throw in an Offense and Fight Crystal for instance, so these extra sets are only so useful as far the next turn goes.

Side note, I didn't actually check the list of Crystals we already developed when making these extra set's, so I was very much guessing on which Crystals would have the Create tag and which wouldn't.

One last final note, I've done the Math already and I'm pretty ure that if we do my original 20 Crystal plan then by the next turn the cost of Crystals will decrease from three to two, so from an action economy stance I don't actually think it makes sense to do more then 20 this turn. Might be better to save the extra set's for the turn after. Though I really do like that fifth set, Stealth and Motion are some top tier Crystals in my opinion and I'd love to have them.

P.S. Seriously, if anyone has any personality Crystals nows the time to recommend it, it's most effective the turn the Deity is formed. I was thinking about Courage but I decided against it as I don't want it brave enough to think that picking a fight with Chaos is a good idea just yet.
 
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to every perk plan owner.
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.
remember all those perks that add bonuses to all checks, that means we get double that bonus for combat checks.
Why would we want to add Invention: Necessity to our combat checks that's only a bonus of like 220?
Why? It's so tiny.
 
Inserted tally
Adhoc vote count started by Ave Anathema on Mar 15, 2018 at 6:36 PM, finished with 101 posts and 11 votes.

  • [X] Perk Plan Psychic Goody Two Shoes:
    [X] Perk Plan prep for daddy daughter time (and extras)
    [X] Perk Plan Psychic Goody Two Shoes and Extravagance:
    [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] Education: Advanced: 120 Perk.
    [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.
    [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] 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.
    - [X] Speech: Diplomacy: 180 Perk.
    - [X] Education: Advanced: 100 Perk
    - [X] Education: Cultural Analysis: 120 Perk.
    - [X] Education: Cultural Analysis: 100 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.
    [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.
    [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] 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.
    - [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: 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: 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: 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: 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: 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: 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.
    - [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] 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: 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] 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] 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] 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] 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: 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]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]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]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] 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]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] 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.
 
Right, @ilbgar123 , gonna ask this again.

Can we take Speak With Father multiple times this turn to increase it's chance of success? As justified by us spending more time trying to convince him/talking to him about it possibly?

[ ] 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.
 
Uh guys these two plans are the same word for word:
[] Perk Plan Psychic Goody Two Shoes and Extravagance
[] Perk Plan prep for daddy daughter time (and extras)

So you should all just merge your votes because we have a 3 way tie right now between my plan and your guys.

Also tri2 dude where's my sweet, sweet perfectly crafted major actions plan?
 
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[] Speak With Father.
[] Looking For Your Brothers.
[] Webway Patrol. X10
[] Convert 11 Major Actions ---> 22 Minor Actions.

How does this look for a beta major actions plan? Also what skills should we tag guys?
 
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