Research
Biothaumaturgy
Considered Raptok Projects unless otherwise noted.
[ ] Bees of Zarlath: Plum sized bees which glow with golden light and use ephemeral essence wings. They take nectar from roses that bloom in sunlight and oleanders that bloom only in moonlight and work it into a magical honey. From acting as a reagent for forging, a coating for musical instrument and many other uses. AP Needed 2. DC: 35. Success needed 4. Reward: Can produce plantations which output supernatural honey. It presence allows accelerated production of enchanted masterwork equipment within Atelier manses.
[ ] Blood Berries: A treat of the Dragon Kings from either Wood Aspected Demense or deep near the Pole of Wood. These berries grow high up in trees and produce Tart red berries. The oozing crimson juice has curative properties for those suffering blood loss (halving the healing time for wounds derived from blood loss). Blood Berries are one of the few fruits that can be turned into a juice or alcohol that Dragon Kings are willing to consume as such. Let us recreate these plants anew on Ophelis and widen the palates of our people. AP needed: 1. DC: 20. Success Needed: 3. Reward: Recreate the gene-template for Blood Berries from records a the Library. A plantation can be made to grow blood berries, can do double duty with something that has trees like Ebonwood.
[ ] Superlative Fabrics: If we are going to become the center of Human fashions we will need more than just Essence Silk, for one it is a horrible fabric in term of comfort if you can't attune to it. Other more normal silks from silkmoths perhaps, plant based fabrics like Cotton, Ramie and linen would also provide many options. Perhaps an improvement to Coir or Jute might allow the durable materials to be used for clothes instead of merely ropes. All of these plants would be enhanced so the fabrics produced were borderline magical, but only borderline unlike the Essence Silk. AP needed: 1. DC: 20. Success Needed: 2. Reward: Create plants, or insect life that depends on plants that produces a large variety of fabrics. Trade item for any race that cares about such things.
[ ] Skin Like Mountains Oil: We know "A" formula. It required ingredients provided by either Jadeborn or the Solar Exalted forging them from the wyld. Still the substance is quite valuable and we need to develop alternatives, no matter how involved and elaborate, so the precious substance can be manufactured anew. AP Needed 1. DC: 40. Success needed 3. Reward: Can produce Skin like Mountains Oil, one of the key parts of Primordial Stockpiles.
[ ] Stoneform Poison: A consumable or injectable substance which converts the target into a very hard and durable stone, but renders them unable to move for a full day. You can think of just as many uses in which this would be beneficial as a form of stasis drug or last ditch protection from an area attack as to harm enemies by rendering them unable to act (and possible be carried into containment or prison while stuck as a stone. There is also a hope the formula would enable easier development of your Skin Like Mountains oil research. AP Needed 1. DC: 41. Success needed 6. Reward: Learn how to make and use Stoneform Poison.
[ ] Chaomorphic Symbiotes: An independent lifeform but one intended to bond to a host both through essence attunement and through genesis artifice and surgery. A symbiote would provide the capacity to create biological mutations on the fly, composed of a combination of host flesh, symbiote flesh and essence. These mutations would be temporary and on a low end scale would allow someone to test out an augmentation before committing to a procedure. High end models could be assigned to specialists to grant a versatile ability they might otherwise lack. An eye to making them "human" friendly will be kept in mind. AP Needed. DC: 30. Success Needed: 3. Reward: You can produce Chaomorphic Symbiotes.
[ ] Design Biomotonic procedure (Insert requested augment here): A wide variety of changes are possible through mutagenesis, implantation, and other biothaumatuergical procedures. But any given design, especially one meant for mass production should be approached with careful forethought. Review an idea, confirm its possible or why its not and unlock a new project to either implement it or finalize the design as appropriate. AP Needed: 1. DC: 25. Success Needed: 1. Reward: Idea is reviewed and new projects unlocked most likely.
Dino Breeding
Considered Anklok projects unless otherwise noted.
[ ] Forging the Divine Presence of our Sublime Companions: Creating biological warbeasts with the capacity to compete with what we have seen deployed by Hereteks on Forgeworlds and can infer based on the Rh1N0 being an emergency construct made for exploration and resources exploitation and not war will strain the limits of the Genesis arts. So we cannot rely on only the Genesis arts. We will forge gods for each beast that allow those limits to be strained the beast in question to raise beyond all possible prediction. This godforging must be done at the same time as the process of designing the ideal warbeast and the gear intended for them so the God can be forged with an ideal in mind that doesn't exist until the prototype warbeasts exist to fill that role.
-[ ] Pestle-Tail: They have endured minimal use as a warbeast due to being just a bit too small to justify it. However its strong armor and wide relatively flat back makes it attractive to mount a Howdah for weapon and artifact deployment. This is easily correct with Genesis but we will not stop there. The plan involves imbuing the creature with enough white jade to be almost a living statue, which can control its mass to allow relatively high speed movement at need but also incredible stability when holding still. It will drive its tail into the ground as a White Jade Drill and use this to power artifacts on its back, often Recanters or Implosion Bows. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Pestle Tails that supports their ideal disposition.
-[ ] Siege Lizard: Used as a mount for a long time as a living wall with a strong hide and bone plating on the back which acts as arrow slits protecting warriors on its back. Its purpose in combat is to act as a moving bunker to resist swarming and horde based enemies. Those same plates do get in the way of placing large structures on the back. We envision completely reworking their backs creating a hollow space which will be embedded with vegetative grafts that symbiotically bonds with the Siege Lizard, and reworking their necks and giving them tusks so they can act as if they had a Thagomizer on both ends. The beasts muscles will be sorcerously strengthened so enchanted stone armor of incredible strength but also weight may be used even without attunement. Their essence must be awakened though so they can bond with leg grafts to increase their speed and use evocations related to the symbiotic plants tied to them, projectile poisonous thorns, whipping razor vines, pollen clouds, toxic mists. With training and the help of experienced riders they might even produce a potent solar energy beam to sweep through a horde of enemies, although this is too slow firing and energy intensive to be a primary tactic. Variants would strip out the vegetative qualities and associated training to mount Devotional Cannons, Heavy Implosion Bows, Essence Battlements and similar heavy equipment with the Siege lizard acting as moving platforms for them like the Pestle Tail does for lighter equipment. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Siege Lizards which supports their ideal Disposition.
-[ ] Ox Dragon: Mighty on the Charge is the Ox-Dragon. We fully intend on the Ox-Dragon being our equivalent of the human tanks. Genesis Sorceries and Technologies will be implied in bulk to increase the sheer mass of the Ox-Dragon without slowing it one bit. Scales grow with bits of red jade in occult patterns that evoke Color Thaumaturgy to increase their speed despite the magnitude increase in mass. Sorcerous hides provided protection and the howdah mounted on its back was expanded with the increased strength of the Ox Dragon to carry two recanters and a new larger more powerful occult engine. A bit more of the god forging goes into enabling the engine than the beast, which works because the engine is designed to shoot construct Ox-Dragons as both long range attacks and as a form of temporary construct power armor around the real Ox-Dragon at the moment of the charge. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Ox-Dragons which supports their ideal disposition.
-[ ] Claw Strider: Speed is the name of the game. Leg grafts and windslave implants are used to let the clawstrider to hit 160 kilometers per hour and their nervous system is enhanced to give them the reflexes and agility to fully utilize this speed in combat and positioning, not merely straight line sprints. With so much blue jade on the Clawstrider an Evocation will be developed which lets the Clawstrider breath lightning on demand. Riders in addition to using Prayer piece weapons also have saddle bags filled with Garda Eggs, Flame casters, Radiant Nets, and other Stockpile supplies weapons to be deployed during skirmishes. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Claw Striders which supports their ideal disposition.
-[ ] Horned Hungers: The aggressive spirit of the Horned Hungers is what we will channel here. Fully awakening the beasts and training them in a crude Path of Enlightenment to channel their aggression in battle, fast, resilient, and above all ferocious they can blow through barriers and esoteric dangers that would make lesser beasts balk. Riders only contribute in the vague sense of barely controlling the Horned Hungers and pointing them in the right direction but they still can act as a kind of Heavy Calvary, especially effective at running down broken units in the process of routing as they have a speed the Tyrant Lizard lacks and the size to hit hard targets the Claw Strider cannot. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Horned Hungers which supports their ideal disposition.
-[ ] Razorbeak: Already pushed nearly to the limits of Genesis arts we now must push forward with divinity and sorcerous techniques to make progress. Its soul is empowered with between divine blessings and thaumaturgy and directed towards creating essence barriers which act to both protect it as well as manifolding the Razorbeaks wings, improving speed and agility. Sorcerous improvements to the respiratory system derived from Cetaceans allow a Razorbeak to hold its breath long enough to dock at a space ship or descend from one, using its essence barriers to protect itself from thermal and pressure issues and its essence manifolds to maneuver in vacuum. Making sure the Razorbeak can carry a recanter and not buckle under vibration and recoil is harder but we think we can mange. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Razorbeaks which supports their ideal disposition.
-[ ] Tyrant Lizard: Their bodies are mighty, we can only hope to improve them by fanning the flames of their souls. Strengthening their souls enough to match their bodies all but makes them Demigods and we shall lavish them attention with shrine chambers and attendants, and when prayed they might deign to war for us garbed in the ceremonial armor that both tempers their might to our vague direction but also channels it to loose upon the battlefield. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Tyrant Lizards which supports their ideal disposition.
Considered Raptok projects unless otherwise noted.
[ ] Forging the Genesis of our Sublime Companions: Creating biological warbeasts with the capacity to compete with what we have seen deployed by Hereteks on Forgeworlds and can infer based on the Rh1N0 being an emergency construct made for exploration and resources exploitation and not war will strain the limits of the Genesis arts. So we cannot rely on only the Genesis arts. We will forge gods for each beast that allow those limits to be strained the beast in question to raise beyond all possible prediction. This Genesis plan and equipment design must be done at the same time as the process of forging the god, both so we don't exceed the limits of the gods capacity to twist the Law of the World, but also to insure the prototype is complete at the same time the god is forged.
-[ ] Pestle-Tail: They have endured minimal use as a warbeast due to being just a bit too small to justify it. However its strong armor and wide relatively flat back makes it attractive to mount a Howdah for weapon and artifact deployment. This is easily correct with Genesis but we will not stop there. The plan involves imbuing the creature with enough white jade to be almost a living statue, which can control its mass to allow relatively high speed movement at need but also incredible stability when holding still. It will drive its tail into the ground as a White Jade Drill and use this to power artifacts on its back, often Recanters or Implosion Bows. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Pestle Tails that supports their ideal disposition. Stable may apply
-[ ] Siege Lizard: Used as a mount for a long time as a living wall with a strong hide and bone plating on the back which acts as arrow slits protecting warriors on its back. Its purpose in combat is to act as a moving bunker to resist swarming and horde based enemies. Those same plates do get in the way of placing large structures on the back. We envision completely reworking their backs creating a hollow space which will be embedded with vegetative grafts that symbiotically bonds with the Siege Lizard, and reworking their necks and giving them tusks so they can act as if they had a Thagomizer on both ends. The beasts muscles will be sorcerously strengthened so enchanted stone armor of incredible strength but also weight may be used even without attunement. Their essence must be awakened though so they can bond with leg grafts to increase their speed and use evocations related to the symbiotic plants tied to them, projectile poisonous thorns, whipping razor vines, pollen clouds, toxic mists. With training and the help of experienced riders they might even produce a potent solar energy beam to sweep through a horde of enemies, although this is too slow firing and energy intensive to be a primary tactic. Variants would strip out the vegetative qualities and associated training to mount Devotional Cannons, Heavy Implosion Bows, Essence Battlements and similar heavy equipment with the Siege lizard acting as moving platforms for them like the Pestle Tail does for lighter equipment. AP Needed: 1. DC: 20. Success Needed: 24. Reward: Gain a Prototype of Siege Lizards which supports their ideal Disposition. Stable may apply.
-[ ] Ox Dragon: Mighty on the Charge is the Ox-Dragon. We fully intend on the Ox-Dragon being our equivalent of the human tanks. Genesis Sorceries and Technologies will be implied in bulk to increase the sheer mass of the Ox-Dragon without slowing it one bit. Scales grow with bits of red jade in occult patterns that evoke Color Thaumaturgy to increase their speed despite the magnitude increase in mass. Sorcerous hides provided protection and the howdah mounted on its back was expanded with the increased strength of the Ox Dragon to carry two recanters and a new larger more powerful occult engine. A bit more of the god forging goes into enabling the engine than the beast, which works because the engine is designed to shoot construct Ox-Dragons as both long range attacks and as a form of temporary construct power armor around the real Ox-Dragon at the moment of the charge. AP Needed: 1. DC: 20. Success Needed: 24. Reward: Gain a Prototype of Ox-Dragons which supports their ideal disposition. May use stables.
-[ ] Claw Strider: Speed is the name of the game. Leg grafts and windslave implants are used to let the clawstrider to hit 160 kilometers per hour and their nervous system is enhanced to give them the reflexes and agility to fully utilize this speed in combat and positioning, not merely straight line sprints. With so much blue jade on the Clawstrider an Evocation will be developed which lets the Clawstrider breath lightning on demand. Riders in addition to using Prayer piece weapons also have saddle bags filled with Garda Eggs, Flame casters, Radiant Nets, and other Stockpile supplies weapons to be deployed during skirmishes. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Claw Striders which supports their ideal disposition. May use stables.
-[ ] Horned Hungers: The aggressive spirit of the Horned Hungers is what we will channel here. Fully awakening the beasts and training them in a crude Path of Enlightenment to channel their aggression in battle, fast, resilient, and above all ferocious they can blow through barriers and esoteric dangers that would make lesser beasts balk. Riders only contribute in the vague sense of barely controlling the Horned Hungers and pointing them in the right direction but they still can act as a kind of Heavy Calvary, especially effective at running down broken units in the process of routing as they have a speed the Tyrant Lizard lacks and the size to hit hard targets the Claw Strider cannot. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Horned Hungers which supports their ideal disposition. May use stables.
-[ ] Razorbeak: Already pushed nearly to the limits of Genesis arts we now must push forward with divinity and sorcerous techniques to make progress. Its soul is empowered with between divine blessings and thaumaturgy and directed towards creating essence barriers which act to both protect it as well as manifolding the Razorbeaks wings, improving speed and agility. Sorcerous improvements to the respiratory system derived from Cetaceans allow a Razorbeak to hold its breath long enough to dock at a space ship or descend from one, using its essence barriers to protect itself from thermal and pressure issues and its essence manifolds to maneuver in vacuum. Making sure the Razorbeak can carry a recanter and not buckle under vibration and recoil is harder but we think we can mange. AP Needed: 1. DC: 25. Success Needed: 24. Reward: Gain a Prototype of Razorbeaks which supports their ideal disposition. May use stables.
-[ ] Tyrant Lizard: Their bodies are mighty, we can only hope to improve them by fanning the flames of their souls. Strengthening their souls enough to match their bodies all but makes them Demigods and we shall lavish them attention with shrine chambers and attendants, and when prayed they might deign to war for us garbed in the ceremonial armor that both tempers their might to our vague direction but also channels it to loose upon the battlefield. AP Needed: 2. DC: 30. Success Needed: 30. Reward: Gain a Prototype of Tyrant Lizards which supports their ideal disposition. May use stables.
Spells
Unless otherwise noted these projects should be considered Pterok Breed Projects.
[ ] Pray for a Miracle!: Relza, goddess of artificial flight can teach the sorcerous spell, "Conjuring the Azure Chariot" which is pretty close to being a summonable Globe of Transport. With her aide it's a lot easier to learn the spell. AP Needed: 1. DC: 30. Success Needed: 3. Reward: Sorcerers can learn Conjuring the Azure Chariot. May be treated as Pterok OR Anklok project.
[ ] Death of Obsidian Butterflies: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Death of Obsidian Butterflies
[ ] Disguise of the New Face: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Disguise of the New Face. May be treated as Pterok or Mosok.
[ ] Dragon of Smoke and Flame: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Dragon of Smoke and Flame.
[ ] Flight of the Brilliant Raptor: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Flight of the Brilliant Raptor.
[ ] Flying Guillotine: AP Needed: 1. DC: 40. Success Needed: 3. Reward: Sorcerers can learn Flying Guillotine.
[ ] Incantation of Spiritual Discretion: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Sorcerers can learn Incantation of Spiritual Discretion
[ ] Paralyzing Contradiction: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Paralyzing Contradiction.
[ ] Sorcerous Sealing: Using the inspiration of the Crystal seal, try to develop a spell that can be cast by our sorcerers with a similar ability, if not better. AP Needed 1. DC: 30. Success needed 3. Reward: Gain Private Plaza of Downcast Eyes for reduced cost and effort.
[ ] Spy who walks in Darkness: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Spy who walks in Darkness.
[ ] Summoning of the Harvest: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Summoning the Harvest.
[ ] Unconquerable Self: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Sorcerers can learn Unconquerable Self.
[ ] Swear yourself to Darkness!: The might of a celestial sorcerer is terrifying indeed and the Dark Goddess Abraxus lends itself to the darkest and most forbidding of secrets. Learn to "Summon the Heart of Darkness" a pillar of supernatural darkness one mile wide and at least ten miles tall that not only is completely supernaturally dark but even if you can pierce it or don't use eyes is still eerie enough to cause panic and terror in those effected. Be careful, neither the caster nor their allies is immune. AP Needed: 2 DC: 60. Success Needed: 8. Reward: Celestial Sorcerers may learn "Summon the Heart of Darkness"
[ ] Pray for a Miracle! Part TWO: Relza, goddess of artificial flight can teach the sorcerous spell, "Swift Spirit of Winged Transportation" which basically turns any large vehicle or small building into an impromptu skyship. With her aide it's a lot easier to learn the spell. AP Needed: 2. DC: 40. Success Needed: 5. Reward: Celestial Sorcerers can learn "Swift Spirit of Winged Transportation" May be treated as Pterok OR Anklok Project.
[ ] Crumbling Walls: AP Needed: 2 DC: 55. Success Needed: 9. Reward: Celestial Sorcerers may learn "Crumbling Walls" May be treated as Anklok or Pterok
[ ] Ivory Orchid Pavilion: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Ivory Orchid Pavilion"
[ ] God Forged Champion of War: AP Needed: 2 DC: 65. Success Needed: 10. Reward: Celestial Sorcerers may learn "God Forged Champion of War" May be treated as Anklok or Pterok.
[ ] Outside Worlds Within: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Outside Worlds Within"
[ ] Raise the Puissant Sanctum: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Raise the Puissant Sanctum" May be treated as Pterok, Raptok, or Anklok.
[ ] Sapphire Banishment: AP Needed: 2 DC: 55. Success Needed: 7. Reward: Celestial Sorcerers may learn "Sapphire Circle Banishment"
[ ] Shadows of the Ancient Past: AP Needed: 2 DC: 60. Success Needed: 8. Reward: Celestial Sorcerers may learn "Shadows of the Ancient Past"
[ ] IM Choral Weave: The Choral weave is an artifact sorcerous circle intended to allow multiple sorcerers to work together when casting Infallible Messenger to make the summoned cherub fast enough to travel interstellar distances. The target can be anyone that could normally be targeted by Infallible Messenger, but the message itself takes weeks or months to reach its destination and the further away it is the more fragmented the message can be. Still gives us a way to send messages to someone who lacks one of our Ansible Mirrors. AP Needed: 2. DC: 55. Success Needed: 8. Reward: Choral Weaves allow sorcerers to act as Astropaths would in terms of sending messages, although they can send to any "receiver" as long as whoever gets it knows not to panic when a freaky cherub shows up.
Continuing Research
Unless Otherwise noted these projects should be considered Pterok Breed projects.
[ ] Surety Drive II: With a larger hull volume comes a larger drive section. These larger drive sections are a given but the extra space gives us more room for price saving optimizations. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer class or larger may reduce cost by 6 AP
[ ] Robust Drive II: With a larger Hull volume comes a larger drive section. These larger drive sections are a given but the extra space gives us more room for maintenance considerations. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer class or larger may reduce logistics cost by 2.
[ ] Ramship Drive II: Allowing the critical bursts of acceleration that makes a Ramship drive possible in larger ships will take more research but can be done. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer, Templeship, and Dromon classes may mount Ramship Drives.
[ ] Pagoda Drive II: Insight into cruiser scale power networks gained from the Chaos cruiser provides insight needed to make progress towards larger and larger power networks. AP Needed: 1. DC: 40. Success Needed: 3/12. Reward: Pagoda Drive II allows Pagoda drives installed in Wayfayer and temple ships to reduce Power requirement by 2. Counts as a Raptok project.
[ ] Theion Drive II: Theion drives can already be installed in every ship class possible, allowing any ship so installed to become so obvious that sensor readings cannot pick out any details. A Mark II drive installed on a ship will allow it to hide the presence of a Mark 1 or 2 drive installed on a smaller ship nearby, effectively allowing a ship to hide its escorts from long range detection. Once in combat range the smaller ship will be distinguishable of course. At mark III a ship can hide a smaller ship that completely lacks a Theion drive or an equal sized ship that also has a mark III drive. Mark IV drives installed on the largest ship may allow up to five ships with Theion drives of any mark to hide as a single "Fleet" Mark V increases that to 10 ships and some of those ships need not have Theion drives. AP Needed: 2. DC: 50. Success Needed 12. Reward: Theion drive ships can hide smaller Theion drive ships in their shadows. Unlock Mark III research
[ ] Umbral Drive II: Umbral drives phase part of the ship's presence into what we call a Dematerialized state while also making extensive attempts to control emissions. Thus ships lacking sophisticated Sensor systems cannot even detect them outside of combat and even very advanced systems (or those that can explicitly detect dematerialized beings and objects) may have to roll to notice an Umbral Clad ship. However the phasing systems are quite limited, only handling ships up to Pennant class, further research is needed to allow larger ships to mount the Umbral Drive. Mark II Umbral drives can be installed in Templeships. Mark III can be installed in Conquest Platforms, Mark IV can be installed on Directional Titans and Mark V can be installed in Ark Draconis. Side grades unlocked at Mark IV may allow the drive to hide from Scrying, temporal and precognitive effects by rendering the vehicle Out Of Fate when the drive is fully engaged. Upgrades for beyond Mark V would start over and allow ships to greater bonuses chosen as a direction when development reaches that point. AP Needed: 2. DC: 55. Success Needed 12. Reward: Ships of Wayfarer, Templeship, and Dromon classes may mount Umbral Drives.
[ ] [name] Drive: Many possibilities exist with modulation of an Essence drives motonic flows or larger scale design changes. AP Needed: 1. DC: 40. Success Needed 6. Reward: Unlock an additional drive type from the list displayed on the Essence Drive Mini turn
Reverse Engineering Projects
Because reverse engineering is done through the Abraxan Temples, they can be done with Anklok and Pterok Breed Dice unless otherwise noted (which is usually replacing Pterok with Raptok or Mosok).
Light Shield: Wristband that emits a field around the wearer for five minutes, as long as there is light in the area it provides an increase in protection.
[ ] Holy Light: Light obviously has connections to the Unconquered Sun. The Light Shield we received has no holy iconography of any kind and has apparently received no blessings to render its effects holy. We should correct this failing. AP Needed: 1. DC: 35. Success Needed: 2. Reward: Light Shields and Iron Halos can be made Holy, ie Rosarius.
[ ] Conversion Fields: Alternatively the principles could be reverse, converting the energies of an attack into harmless light. This would be slightly weaker but would operate in dark environs. AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce "normal" conversion fields, such as Iron Halos and Rosarius.
Secret Pocket: Cloak with concealed pocked that connects to an extradimensional space of one cubic meter, when closed by user none can detect the pocket, nor does the cloak show any changes
[ ] Bag of Holding: While pocket dimensions and banishing objects to elsewhere are known, both as techniques and technologies, this pocket combines them so efficiently and smoothly that it is definitely an impressive work: AP Needed: 2. DC: 40. Success Needed: 5. Reward: Can produce 1 square meter pocket dimensions.
[ ] Shimmering Water Enhancement Suit: The way of Shimmering Water is the way of riddles and hallucination. Its teachings reveal the power of assumptions and perspective. By opening himself to the lessons of belief and denial, the Dragon King learns to forge a new reality of misdirected perceptions. This array takes the form of a suit the Mosok wears which is plugged into vehicle and allows the first step of the Shimmering Water path to be used on the whole vehicle, making it easy to ignore said vehicle. AP Needed: 3. DC: 45. Success Needed: 3/9. Reward: Able to make equipment that can enhance the "Easily Overlooked Presence Method" ability that all Mosok use so it can be used on vehicles the Mosok is within. Unlocks a ship scale uprade research.
Spatial Warp: a small metal ring, when applied to another device such as a ranged weapon it increases range to 1 mile if it was shorter using temporary warping of space.
[ ] Steam Alloy: An odd metal we have taken to calling Steamsteel composes the Warp ring. This metal massively improves the efficiency and stability of spatial distortions. We are not sure what we might do with this alloy but knowledge of its metallurgy would be required to produce the Spatial Warp rings. AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce Steamsteel.
[ ] Spatial Manifolding (minor): The Warp ring produces an incredibly efficient effect by uses a permanent distortion in space we are calling a spatial manifold. When combined with the steam-steel and the intention to use an effect it flickers a distortion into effect bring distant targets as much as one mile closer. AP Needed: 3. DC: 50. Success Needed: 5. Reward: Minor Spatial Manifolding. Unlocks Moderate Spatial Manifolding.
Hoop Staff: Long wooden staff with a 15 cm bronze hoop attach to the end. Images flicker to life in the hoop warning of danger… sometimes.
- Insight into how precognition is used natively in this Realm allows us to progress astrologically. Add one year to Astrological progress bar.
[ ] Irokane: The bronze like alloy the hoop is made of, which we are calling Irokane, is actually quite impressive in nature. This project would allow us to reverse engineer the material's alchemical and metallurgic principles. Irokane is NOT a magical material and does not benefit from Attunement inherently, but it has the same resilience as a magical material and is easier to produce than those are: AP Needed: 2. DC: 35. Success Needed: 4. Reward: Able to produce Irokane, in Exalted terms a "First Age alloy"
[ ] Teleport Seal Adaptation: As crystal technology we have high confidence in understanding this, especially as Crystal Path users are already known to have wyld suppressing effects. A crystal shard that when shattered prevents all scrying teleportation, wyld dimensional crossing, and phasing within a radius of two kilometers of the spot it was shattered for a full day. AP Needed 1. DC: 28. Success needed 3. Reward: Adapt Teleport Sealing Crystals to your technology. Crystal path may explore this technology on their own if you want.
[ ] Prescient Mark Adaptation: A simple sigil which when placed on the forehead glows brightly, almost like a castemark. For about three hours the user can see a few second into the future and gains a massive improvement in their ability to react at high speed. This project is to figure out how to adapt them to Dragon King technology and natures and how to create them with our materials. AP Needed 5. DC: 54. Success needed 9. Reward: Learn how to create and apply the Prescient Mark, which effectively grants a Caste Mark and Anima Ability to whoever you apply it to.
[ ] Reverse Engineering (Matter Converter): A complex and energy consuming device that can convert material inside a roughly 2 cubic meter volume into another material. You cannot make mundane materials into magical materials but you CAN make magical materials into OTHER magical materials. Figure out how to make it. AP Needed 3. DC: 39. Success needed 5. Reward: Can create Matter Converters exactly as purchased.
[-] Adapt the Matter Converter (prerequisite Reverse Engineering): Adapt the Matter Converter to run on Geomantic power supplies and essence attunement. AP Needed 2. DC: 28. Success needed 3. Reward: May use the Matter Converter with Dragon King Technology.
[-] Proliferation of the Matter Converter (Prerequisite: Adapt the Matter Converter): Build the Matter converters in large amounts and distribute them across the Realm. AP Needed 2. DC: 20. Success needed 16. Reward: Gain a 20% increase in Resource AP as you can more precisely adapt available resources to needed resources. Can handle up to +10 additional AP before capping out. Consumes 1 basic Manse of geomantic potential per expected AP provided. A single Factory Cathedral can supply 9 successes to this project. Most of the rest of the work is logistics and training and supply chain modifications.
[-] High Energy Matter Converter (Prerequisite: Adapt the Matter Converter): You have to supply more power to convert Magical Materials and it produces more wear and tear on them to do it, so we need to set something special. AP Needed 3. DC: 48. Success needed 9. Reward: Gain the ability to shift up to 5 magical material units to another type of magical material around per turn for the cost of 1 AP. Consumes 5 Basic Manses ongoing.
[ ] Exoeidetic Lorestones: Rather than even try to reverse engineer this technology you will use the research to expand the capabilities of current devices. Lorestones currently act as both a perfect tool for doing something (which may be a perfectly mental task that normally cannot benefit from tools) and grants a specialty in the specific task of using the tool. Allowing ignorant to passably manage a task and the skilled to push the barriers of the possible. Through incorporation of skill recording devices to create chips which are than used in the creation of Lorestones we can create Lorestones that allow the user to act with the skill of the one recorded even if they were otherwise ignorant. AP Needed 1. DC: 32. Success needed 3. Reward: Enhancement to Lorestones making them more useful to unskilled Dragon Kings.
[ ] Memory Engram Engraving Sutra: Using Dream recorders to create training sessions so others can learn in their sleep and than teaching them in their sleep produces great results at a speed higher than completely normal training. But it still takes time and effort. Through studying the engrammatic system we can learn to create an Artifact Sutra that would effectively force complete mastery of a skill onto the one who grasps it, making the learning effect instantaneous. We are pretty sure a given individual can only grasp one Memory Engram Engraving Sutra at a time unless they take the effort to truly mastery the lessons imparted. AP Needed 2. DC: 36. Success needed 4. Reward: You can create Sutras which impart skill mastery through an instant training effect which causes experience point debt. Normally someone cannot receive new training which generates experience point debt until they have paid off the debt, for the Sutras it will switch the skills trained and modify the debt in accordance if you use a new Sutra before paying off the debt. While there may be narrative implication the primary usage would be to adapt troops to fight unfamiliar enemies without a penalty as long as any Dragon Kings had previously fought them before.
The helm and mask combo bears an obviously alien make of a white metal similar to White Jade, however it is not intended for Dragon Kings, Human, or any other known race. It grants a decent bonus to mental and social characteristics and your willpower score. Using sorcery while wearing the mask counts as having always spent one willpower already for any given spell and it stores 20 sorcerous motes which can be recharged by working to enforce Law and Order in society for a time.
[ ] Reverse Engineer (Tsyji Helm): We have 1000s of celestial sorcerors who could benefit from a sorcery enhancing artifact, plenty of whom can except working to enforce Law and Order in society even if that is fixed. AP Needed 3. DC: 45. Success needed 5. Reward: You can create Tsyji Helms or comparable artifacts for your Sorcerers.
[-] Tsyji Society (Requires Tsyji Helm production): Develop a special society of Sorcerers who constantly work to support the Law and Order of Society to ensure they get maximum usage of their artifacts as well as the hopefully beneficial effects of improved Law and Order. AP Needed 2. DC: 35. Success needed 6. Reward: Tsyji society created although still small with only a few hundred sorcerers.
[ ] Divine Aegis Helm: While not against the enforcement of Law and Order, Dragon Kings would rather just serve the gods directly instead of some conceptual standard. Tinker with the Helm's formation until you can create variant that embody service to either our gods in general or one in particular. AP Needed 3. DC: 48. Success needed 9. Reward: You can create more variations of the helm that will make them more likely to be used by Dragon King Sorcerers.
[ ] Master of War Array: A modification through augmentations that fuses Starmetal and Orichalcum circuitry with nerves to create a capacity to both handle multiple enhanced skills AND to allow someone below Essence 6 to handle Rank 6 skills recorded from Elders. Difficult to create and straining to use, developing this system would be a step towards creating an elite force, not an overall improvement to the troops. AP Needed 4. DC: 43. Success needed 9. Reward: Develop the Master of War Array augmentation for enhancement of elite troops.
[ ] Sorcerous Thrones: Geomantically enhanced Thrones assist Sorcerers in gathering the reality bending energies needed to unleash spells. Some mention that we could build a Sorceryship like our current concept designs for Temple ships that would allow a Sorcerer to unleash spells upon enemy ships even as the ship continues to fight normally as well. With further research Spellstriders may be possible. AP Needed: 2. DC: 50. Success Needed: 5. Reward: Can build Sorcerous Thrones in either Manses or larger vessels dedicated to the purpose.
[ ] Teleportation: Due to a Corpse-Eater eating a Ork Mekboy specializing in Telly-portas you can attempt to crack Teleportation as a conceptual technology. This provides nothing other than unlocking other projects, like Rings of Vanishing Escape, Teleport capable Vehicles and Warstriders, and Teleportarium components for Vessels. Pterok Breed dice replaced with Mosok. AP Needed 3. DC: 50. Success Needed: 14. Reward: Understanding of Teleportation technology, can attempt to create various devices in future projects.
[ ] Wyldcannon: We can try to explore what we have learned from the Wraithcannon and develop our own version, likely depending on hearthstone mounts and attunement to make the per shot essence cost bearable. AP Needed: 1. DC: 25. Success Needed: 5. Reward: Can make a more potent anti-armor heavy infantry weapon. Might unlock heavier versions. Can be researched with any breed dice due to various special effects going on.
[ ] Improved Wyld Portals: We can use the insight of this weapon to make progress on improving our Questing drives systems, specifically the Wyld portal part of them. This will not make FTL faster but can improve the tolerance for entering the Wyld close to gravity anchors or other warp shielding effects, allows bonuses to accurate Wyld exits and other improvements to Wyld portal technology. AP Needed: 2. DC: 35. Success Needed: 7. Reward: You are better at making Wyld portal generating Chancel systems. Pterok or Anklok AP.
[ ] Wraithbone: Its seems to be the highest level of Psychoplastic the Eldar can create and works as their Magical material of choice but what is it? AP Needed: 3. DC: 65. Success Needed 9. Reward: What is Wraithbone from the Dragon King perspective.
[ ] Wraiths?: What do Eldar use to fire these weapons, not only are the power requirements onerous but what we know says they have more reasons to be wary of accidentally entering the wyld than most beings. So it seems improbable that they would ever use such a weapon. AP Needed: 3. DC: 75. Success Needed: 5. Reward: Are wraiths a thing? How do Eldar use Wraithcannons?
[ ] Holy Radiance: It might be expensive on our orichalcum supply but setting up at least some emitters to emit holy light instead of normal light would allow their attacks to be more demanding upon Creatures of Darkness. Seems worth doing. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Critical emitters will do aggravated damage to Creatures of Darkness. May be researched by Anklok or Pterok.
[ ] Magnetic Senses: Fighting the Perfected Warriors enhanced with Dysprosium implants we discovered they had magnetic powers and it has caused a line of thought. Some natural creatures have crude ability to detect magnetic fields and many semi machine autochthonic creatures can do even better. Let us study these fields and adapt to these senses so any enhanced soldiery or sensor equipment we design can detect Magnetic fields with greater facility. AP needed: 1. DC: 35. Successes Needed: 3. Reward: Any unit with better than normal senses adds magnetic senses.
[ ] Human design methodology for Crafted Consciousness, aka Understanding Machine Spirits: Through study of the venerable spirit of the Rhino we have gained some insight into Human made crafted Consciousness. AP needed: 1. DC: 40. Success Needed: 3/9. Reward: You gain an understanding of Dark Age of Technology VI, counts as Anklok , Pterok, or Raptok breed projects.
[ ] Sublime Vehicles: You can create god versions of the Windslave Barrow, Warglobe, Verdant Skiff, War Stalker, and Trilithion. Like the Dinosaur mount section they need the god that allows bending the rules created in step with the prototype that anchors the gods existence. Costs are comparable.
[Windslave Barrows are your version of a Basilisk War Droid, to extra to exist without a god's backing]
Electronic Warfare? Er Digital Spirit Combat Interactions?
[ ] Median Icon Progress: Makes further improvements to our data spirits and our PC warfare options. Information Icons or Bits, can be used to lock down and retrieve information from a network, although a network connection may result in the Icon needing to be recovered from elsewhere in the network (ie another physical location in the base or vessel) to recover the intelligence. Structural Geomids and Icons are large Geomids that act as bastions and blueprints both, protecting a system and encourage it to repair to original standards (or avoid mutations and corruption) that serve a crafted consciousness and its network like minor spirits serving a god. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Improved PC warfare, both attack and defense. Counts as Pterok or Raptok project.
[ ] Geomid Repelling Diagram (Requires Median Icon Progress): You develop techniques and enhancements to summoned Icons allow them to set up ephemeral wards of data around Data spirits or the much simpler essence lacking analogous existences. Programs and Executables can be isolated, keeping them from triggering but also potentially protecting them from malicious Geomids. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can prevent programs from executing or protect said programs (up to and including Crafted Consciousness) from succumbing to viruses, scrapecode, or more blatant spiritual attacks. [IE Pterok "hackers" can spend Essence to "hold back" something digitally] Counts as Pterok or Raptok project.
[ ] Blessed Icon Arrangement (Requires Median Icon Progress): You can develop techniques to allow your Data spirits to bless the executables and hardware they find themselves in if the opportunity presents itself. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can bless the programs, Crafted Consciousness, or hardware they find themselves in, augmenting the performance of allies (or allowing Pterok elementalists to boost a Brass Legion in house or Advisor class Automata). [IE pterok "hackers" can spend Essence to "boost" something digitally. Counts as Pterok or Raptok project.
[ ] Geomid Adaptation: By summoning a Geomid from the "physical" substance of a specific enemies network (such as a cogitator for humans) the resulting Geomid will be much better adapted to assaulting or infiltrating those systems. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Improved PC warfare by allowing adaptive programs to be used. Counts as Pterok or Mosok project.
[ ] Advanced Icon Progress (Required Median Icon Progress): Further improvements to our Geomids make them more sophisticated and adaptable. This mostly makes attack geomids more dangerous granting them the ability to multiply through a network allowing them to overwhelm smaller system faster or actually threatening larger systems that would normally be well beyond the point a Geomid could actually threaten. Defenses against such among structural geomids are also developed. Also the ability to apply geomids to machines that are not normally sophisticated enough to care about such attacks like basic power armor or lasguns. This usually will not shut down such simple machines, just make them less able and more prone to issues. AP Needed: 3. DC: 35. Success Needed: 7. Reward: Advanced PC warfare allows attacks to much larger or smaller 'networks' than a single geomid can normally target. Counts as Pterok or Raptok project.
[ ] Geomid Generator (Requires Advanced Icon Progress and Geomid Adaptation): By melding machinery with spirit for successive "generations" we can evolve a greater spirit that is well adapted to a specific species machinery. Than we can take this Greater Geomid and mind it to a piece of enemy equipment and a source of geomatic power to generate an area of effect that subjects all targets in its range. How great a range depends on how much is invested in A) evolving the spirit (ie acquiring more examples of enemy tech) B) how great a piece of machinery it will be bonded to, (ie a hive or battlebarge is better than a lasgun) C) And how much power it is granted, (ie a Major Manse with a useful aspect like Air is better than a basic tap or core). Acquiring sufficient technology may require either salvaging after battles or infiltration work. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Can make your own Scrapcode Generator. Counts as Pterok or Raptok project.
An encounter with the Hrud on Lockheart's Star Galleon leads to interest in understanding their... effect on the environment
[ ] Rudimentary Exploration of Hrud Entropic Effects: Hrud bodies appear to produce an entropic effect, aging their surroundings and environment beyond the norm. This is synergistic and the more Hrud there are the worse the effect is. We can study what we learned but this is only the most basic of studies. AP Needed: 1. DC: 40. Success Needed: 5. Reward: Rudimentary Understanding of Hrud Entropic Effects. Unlocks further entropic research.
[ ] Hrud Fusils: You captured a few of these weapons from the cleansing. These foul weapons channel energies directly from the Wyld, unleashing a horrid balefire upon the weapons targets. The Rogue Trader tells us its notorious for passing through shielding. You can determine it is because the weapon does not immolate a target through directed energy. When activated it triggers a Shaping effect which attempts to shape the trait "immolated" onto the target. Dangerous indeed. Perhaps we should study it... carefully. AP Needed 3. DC 50. Success Needed: 9. Reward: Inspired Invention gained through study, could be a version of the weapon, could be a defense, could be a new way to burn toast.