Turn 21
Turn 21
Ankloks: Ahhh, its chewing on my throat. Glorious, this one will be a warrior when he grows up!
Mosok: Hah, this one is stealing extra food, make sure to note him for future training.
Pterok: Ah my eyes, she's pecking at my eyes!
Raptok: <<<stares>>>
263 Dragon Kings have limbs replaced with vegetative grafts. Petitions have been filled out to improve our capacity for artifice so that you can once again make Lizard Tail Regrowth Spheres.
You have 7 + 2 – 4 (Hatching Eggs) = 5 generic AP
1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (3/20 turns until astrology unlocked)
7 x Exotic Stockpiles (Master Grade)
Anklok (3 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.
Mosok (3 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. Basically Slytherin.
Pterok (3 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have for summoning elementals, even without sorcery. Basically Ravenclaws.
Raptok (3 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings.
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
Ankloks: Ahhh, its chewing on my throat. Glorious, this one will be a warrior when he grows up!
Mosok: Hah, this one is stealing extra food, make sure to note him for future training.
Pterok: Ah my eyes, she's pecking at my eyes!
Raptok: <<<stares>>>
263 Dragon Kings have limbs replaced with vegetative grafts. Petitions have been filled out to improve our capacity for artifice so that you can once again make Lizard Tail Regrowth Spheres.
You have 7 + 2 – 4 (Hatching Eggs) = 5 generic AP
1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (3/20 turns until astrology unlocked)
7 x Exotic Stockpiles (Master Grade)
Anklok (3 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.
[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/22. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 30. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Advanced Orichalcum Refinery: By changing our occult mirrors to incorporate yellow paint we believe we can enhance the yield of Orichalcum per gold. With luck we can double our output. AP Needed 3. DC: 40, Success needed 1/6. Reward: Doubles availability of Orichalcum. Hint Orichalcum is a thing you sacrifice when praying to the Sun!
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 30. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Advanced Orichalcum Refinery: By changing our occult mirrors to incorporate yellow paint we believe we can enhance the yield of Orichalcum per gold. With luck we can double our output. AP Needed 3. DC: 40, Success needed 1/6. Reward: Doubles availability of Orichalcum. Hint Orichalcum is a thing you sacrifice when praying to the Sun!
[ ] Draconic Legions: A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. These units will include artillery pieces and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 0/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.
[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.
[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 15. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.
[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may apply.
[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 0/12. Reward: Gain 1 Martial Legion. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.
[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.
[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 15. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.
[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may apply.
[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 0/12. Reward: Gain 1 Martial Legion. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.
Mosok (3 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. Basically Slytherin.
[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.
[ ] Fishin' Fleet: Mosok start out with a fleet of ships going fishing and returning to selling at various crystal cities. No harm in looking around while there, right? Certain cities have competitive advantages, either materials are more easily available or the ones who are best at making it happen to live there. Over time we arrange deals encouraging this and trading the goods to other cities that need it most, and eventually the fishing boats spend very little time fishing, for fish at least. AP needed 1. DC: 30. Success Needed 5/10. Reward: Inter-city trade established. Gain 1 extra generic AP per turn.
[ ] Advanced Shipyard: Build a massive shipyard and docking complex fit for building and services magitech warships fit to do battle with Primordial Sea monsters. These babies will bring you home from the seas of Kimbery herself or your money back! AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shipyard can build magitech ships.
[ ] Logistic Fleet part 4: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, build another 40 vessels. Able to land 4 legions at a time and support 40.
[ ] Advanced Shipyard: Build a massive shipyard and docking complex fit for building and services magitech warships fit to do battle with Primordial Sea monsters. These babies will bring you home from the seas of Kimbery herself or your money back! AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shipyard can build magitech ships.
[ ] Logistic Fleet part 4: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, build another 40 vessels. Able to land 4 legions at a time and support 40.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.
[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.
[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.
[ ] Emerald Roar Style: 3/6 progress
[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.
[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.
[ ] Emerald Roar Style: 3/6 progress
Pterok (3 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have for summoning elementals, even without sorcery. Basically Ravenclaws.
[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.
[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.
[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. We can even build lorestones granting the relevant priest expertise in working with any given diety. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.
[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. We can even build lorestones granting the relevant priest expertise in working with any given diety. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.
[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.
[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Dragons in Space!: Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 30. Success Needed 2. Reward: Figure out this space travel thing.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 40. Success Needed 1. Reward: What are stars?
[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC: Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.
[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 30. AP needed 7. Reward: Can build Prototype Warstrider.
[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 1/9. Reward: Step on the Path towards the Loom of Fate
[ ] Advanced Air: We can proceed with studies into how to build airships. Needed to unlock Advanced Skydocks. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards.
[ ] Factory-Cathedral: Knowledge of how to convert a basic manse into a geomantically powered super factory to mass produce simple artifacts and enable production of the highest artifacts. Beware, not only do these ideal workshops consume one of your limited Manses but they also tend to consume a fair amount of resources keeping functional. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to convert a Basic Manse into a Factory-Cathedral.
[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.
[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 40. Success Needed 1. Reward: What are stars?
[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC: Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.
[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 30. AP needed 7. Reward: Can build Prototype Warstrider.
[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 1/9. Reward: Step on the Path towards the Loom of Fate
[ ] Advanced Air: We can proceed with studies into how to build airships. Needed to unlock Advanced Skydocks. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards.
[ ] Factory-Cathedral: Knowledge of how to convert a basic manse into a geomantically powered super factory to mass produce simple artifacts and enable production of the highest artifacts. Beware, not only do these ideal workshops consume one of your limited Manses but they also tend to consume a fair amount of resources keeping functional. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to convert a Basic Manse into a Factory-Cathedral.
[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.
[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain a single free success every turn for Basic Stockpile or similar actions as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found. AP Needed 1. DC 35. Success needed 3. Reward: Thaumaturgical Workshop built.
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 11/30. Reward: Tokat free of Ork Spore.
[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic Stockpile.
[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.
[ ] Grace Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.
[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 11/30. Reward: Tokat free of Ork Spore.
[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic Stockpile.
[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.
[ ] Grace Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.
[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] Logistic Sky Fleet: Build a fleet of 30 or so airships, hot-air dirigibles that use Path Magic and thaumaturgy to make it work. This fleet would be able to replace the naval version and help Pterok's build things up on their mountain city. AP Needed 2. DC 35. AP needed 5. Reward: Sky fleet that can do what the Logistic naval fleet can do in terms of supporting transport to the mainland with a superior bonus to building Tzali.
Raptok (3 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings.
[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.
[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.
[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 2/6 Reward: Results from studying Spess construct.
[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.
[ ] Biothaumaturgical Research: See Research Threadmark for details.
[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Lets get too it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]
[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting out new knowledge may require batter facilities. AP needed 1. DC: 45. Success Needed 1/9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)
[ ] Haze Shields: A martial adaptation of weather control thaumaturgy, haze shields cover and army, fort, small city in a dome or theoretically a bubble around an air ship or floating manse city. This device and fit into a backpack but unfolds into a relatively ungainly device with broadcast antennae. We plan on setting them up on Siege Lizards generally so we can keep moving. And will need powered by a hearthstone or a Third rank elemental. Each should be large enough for a legion, but they can be narrowed down to smaller units if needed.
When active the shield creates an insubstantial barrier that flickers and obscure vision. The shield glows with essence and brilliant opaque white. Anyone depending on essence sight must attack blindly through the shield. The shield has two modes in the lower cost mode the shield can last for up to 30 hours at a time as long as users supply essence or fuel. This mode penalizes incoming fire from outside the field as even those not using essence sight face flickering and obscured visuals but those from inside have no penalties. The second setting drains power ten times faster but doubles the protection, sadly it also impacts the attacks and visual observation of those inside (on the level the first mode causes enemies). Still for our primarily melee warriors it can be useful helping them get into claw range of the enemy if said enemy possesses artillery. This is explicitly stacking with other forms of obscuring such as summoned mists or darkness.
Haze shields can be upgraded to Storm shields which remove the penalty for shots in the second mode and charges the shields with a diffuse corona of lightning that strikes objects entering the shield from the outside. In the first mode it can vaporize all infantry scale physical projectiles, arrows and shuriken and Ork Dakka weaponry, that are not made of magical materials and damages anyone entering. In the second mode artillery scale projectiles are vaporized and the intruders suffer twice as much damage.
One issue with this shield will be adapting it to void use as it was based on weather manipulation principles, the assistance of air and lightning elementals should make it possible though.
AP needed 3. DC: 35. Success Needed 6. Reward: Haze shields unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops. (And storm shields would be beyond them)
[ ] Essence Battlements: Similar to a haze shield but far heftier and not requiring delicate weather manipulating coils. A user must commit 7 motes while socketing a hearthstone or equivalent. Doing so causes an impenetrable barrier to spring up as either dome, or a wall. The dome provides actual protection of whats beneath, however if impacted with a heavy enough blow the shield will come down and it takes [two combat rounds] to bring back up even if someone is ready instantly. Users can provide openings for our people to attack through, these are considered to provide heavy cover AND a lower power essence screen provides at least some protect to the user. The primary limit is that it cannot move while activated and as mentioned takes [2 combat rounds to re-establish if you bring it down to move your forces. Still as long as moving isn't important its generally superior to a haze shield.
Developing versions that work on void ships may be possible since they will be spherical and not slide a solid barrier along ground, but it will be extra work and more research. AP needed 3. DC: 35. Success Needed 6. Reward: Essence Battlements unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops.
[ ] Rolling Earth Rampart: A bit less sophisticated magitech and more channeling the Path of Enlightened Earth. Our people are relatively comfortable underground in tunnels (at least compared to humans) and we can fight there. A RER produces a radius effect around a legion that constantly churns the earth, actively hindering enemies and providing cover to our forces. In addition to churning the surface the whole area under the surface is riddled with tunnels that our forces can causally retreat to from the surface and jump out from to surprise enemies.
While there may be tunnel using enemies that can fight us in the tunnels, such would almost certainly be trying to tunnel up and surprise us if they could. Better to fight them where they have a slight advantage than let them surprise us. Because of our capacity to retreat into hardened defensive tunnels almost instantly we are fairly able to avoid bombardment, it would take weapons able to crater the whole region we are occupying with our rampart to defeat its protection. We can advance purely underground but this is considered hindering terrain for ourselves and NOT subtle.
Just to be clear fighting with this lets our troops advanced under the cover of hardened stones protecting our people as they move. Even in melee stones and minor quakes interrupt enemies and rocky spikes will punch up to provide cover to our Legionaire if some ranged enemy tries to line up a shot.
The issue is they provide minimal protection to a city and there seems no possibility of them protecting a void vessel. AP needed 3. DC: 35. Success Needed 6. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it.
[ ] Elemental Cores: This method of powering a device stores elemental essence in a small crystal or gem somewhat like a lightning box. They are made to store up elementally aligned geomantic power for a whole season, after that they must be returned to an elementally appropriate manse or a major city (which can make elemental adjustments). However, this only takes a few hours, five at most, before its ready to go again for another season. This research project will work out the design details as well as the plans for logistics of having spares and shipping depleted ones back to be charged up. AP needed 2. DC: 35. Success Needed 4. Reward: Elemental Cores available.
[ ] Essence Capacitors: A wire cage encompasses and inch wide crystal constructed of orichalcum and infused with the densest essence we can manage. A user must harmonize with it by committing one mote. They can only function one day before the shutdown depleted, although releasing the committed mote can shut them down early. Unlike an elemental core though their more sensitive design can pull energy from the environment, taking two days charging to provide one day of function. Tri-socket adapters can be built allowing three capacitors to provide uninterrupted power. Certain realms may cause a dead zone where they cannot respire. In theory they can be calibrated to charge in environments like the Wyld or the world body of a Primordial but we fear lingering contamination. Capacitors require annual service and cleaning from competent technicians to remove impurities that collect around the conductive filaments.
Essence Capacitors are more fragile than hearthstone and we could potentially design them to fail in massive geomantic explosions. Very expensive bombs. With some effort we could maybe design capacitors intended for this use that are cheaper to deploy. AP needed 2. DC: 40. Success Needed 5. Reward: Essence Capacitors are available, unlock Motonic Warhead research.
[ ] Geomantic Relays: A basic manse can be modified to shift its geomantic power to a Nexus, granting the nexus greater power. We already know how to build one, this research allows us to maximize the amount of relayed geomantic power we can pull from a given manse and how to build a Geomantic nexus without a manse of its own. We could potentially build ships as these Demense less Manses, 'fueled' through geomantic relays from Manses safe and sound in our territory while a ship goes off. If the ship is lost this way we do not lose Hearthstones and can rebuild the Geomantic nexus by realigning the relays even if our ship were captured. Such a ship would have to be fairly sizable, at least 100 meters long at a minimum and would probably require several relays to power itself. AP needed 3. DC: 45. Success Needed 6. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse.
[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.
[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 2/6 Reward: Results from studying Spess construct.
[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.
[ ] Biothaumaturgical Research: See Research Threadmark for details.
[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Lets get too it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]
[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting out new knowledge may require batter facilities. AP needed 1. DC: 45. Success Needed 1/9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)
[ ] Haze Shields: A martial adaptation of weather control thaumaturgy, haze shields cover and army, fort, small city in a dome or theoretically a bubble around an air ship or floating manse city. This device and fit into a backpack but unfolds into a relatively ungainly device with broadcast antennae. We plan on setting them up on Siege Lizards generally so we can keep moving. And will need powered by a hearthstone or a Third rank elemental. Each should be large enough for a legion, but they can be narrowed down to smaller units if needed.
When active the shield creates an insubstantial barrier that flickers and obscure vision. The shield glows with essence and brilliant opaque white. Anyone depending on essence sight must attack blindly through the shield. The shield has two modes in the lower cost mode the shield can last for up to 30 hours at a time as long as users supply essence or fuel. This mode penalizes incoming fire from outside the field as even those not using essence sight face flickering and obscured visuals but those from inside have no penalties. The second setting drains power ten times faster but doubles the protection, sadly it also impacts the attacks and visual observation of those inside (on the level the first mode causes enemies). Still for our primarily melee warriors it can be useful helping them get into claw range of the enemy if said enemy possesses artillery. This is explicitly stacking with other forms of obscuring such as summoned mists or darkness.
Haze shields can be upgraded to Storm shields which remove the penalty for shots in the second mode and charges the shields with a diffuse corona of lightning that strikes objects entering the shield from the outside. In the first mode it can vaporize all infantry scale physical projectiles, arrows and shuriken and Ork Dakka weaponry, that are not made of magical materials and damages anyone entering. In the second mode artillery scale projectiles are vaporized and the intruders suffer twice as much damage.
One issue with this shield will be adapting it to void use as it was based on weather manipulation principles, the assistance of air and lightning elementals should make it possible though.
AP needed 3. DC: 35. Success Needed 6. Reward: Haze shields unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops. (And storm shields would be beyond them)
[ ] Essence Battlements: Similar to a haze shield but far heftier and not requiring delicate weather manipulating coils. A user must commit 7 motes while socketing a hearthstone or equivalent. Doing so causes an impenetrable barrier to spring up as either dome, or a wall. The dome provides actual protection of whats beneath, however if impacted with a heavy enough blow the shield will come down and it takes [two combat rounds] to bring back up even if someone is ready instantly. Users can provide openings for our people to attack through, these are considered to provide heavy cover AND a lower power essence screen provides at least some protect to the user. The primary limit is that it cannot move while activated and as mentioned takes [2 combat rounds to re-establish if you bring it down to move your forces. Still as long as moving isn't important its generally superior to a haze shield.
Developing versions that work on void ships may be possible since they will be spherical and not slide a solid barrier along ground, but it will be extra work and more research. AP needed 3. DC: 35. Success Needed 6. Reward: Essence Battlements unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops.
[ ] Rolling Earth Rampart: A bit less sophisticated magitech and more channeling the Path of Enlightened Earth. Our people are relatively comfortable underground in tunnels (at least compared to humans) and we can fight there. A RER produces a radius effect around a legion that constantly churns the earth, actively hindering enemies and providing cover to our forces. In addition to churning the surface the whole area under the surface is riddled with tunnels that our forces can causally retreat to from the surface and jump out from to surprise enemies.
While there may be tunnel using enemies that can fight us in the tunnels, such would almost certainly be trying to tunnel up and surprise us if they could. Better to fight them where they have a slight advantage than let them surprise us. Because of our capacity to retreat into hardened defensive tunnels almost instantly we are fairly able to avoid bombardment, it would take weapons able to crater the whole region we are occupying with our rampart to defeat its protection. We can advance purely underground but this is considered hindering terrain for ourselves and NOT subtle.
Just to be clear fighting with this lets our troops advanced under the cover of hardened stones protecting our people as they move. Even in melee stones and minor quakes interrupt enemies and rocky spikes will punch up to provide cover to our Legionaire if some ranged enemy tries to line up a shot.
The issue is they provide minimal protection to a city and there seems no possibility of them protecting a void vessel. AP needed 3. DC: 35. Success Needed 6. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it.
[ ] Elemental Cores: This method of powering a device stores elemental essence in a small crystal or gem somewhat like a lightning box. They are made to store up elementally aligned geomantic power for a whole season, after that they must be returned to an elementally appropriate manse or a major city (which can make elemental adjustments). However, this only takes a few hours, five at most, before its ready to go again for another season. This research project will work out the design details as well as the plans for logistics of having spares and shipping depleted ones back to be charged up. AP needed 2. DC: 35. Success Needed 4. Reward: Elemental Cores available.
[ ] Essence Capacitors: A wire cage encompasses and inch wide crystal constructed of orichalcum and infused with the densest essence we can manage. A user must harmonize with it by committing one mote. They can only function one day before the shutdown depleted, although releasing the committed mote can shut them down early. Unlike an elemental core though their more sensitive design can pull energy from the environment, taking two days charging to provide one day of function. Tri-socket adapters can be built allowing three capacitors to provide uninterrupted power. Certain realms may cause a dead zone where they cannot respire. In theory they can be calibrated to charge in environments like the Wyld or the world body of a Primordial but we fear lingering contamination. Capacitors require annual service and cleaning from competent technicians to remove impurities that collect around the conductive filaments.
Essence Capacitors are more fragile than hearthstone and we could potentially design them to fail in massive geomantic explosions. Very expensive bombs. With some effort we could maybe design capacitors intended for this use that are cheaper to deploy. AP needed 2. DC: 40. Success Needed 5. Reward: Essence Capacitors are available, unlock Motonic Warhead research.
[ ] Geomantic Relays: A basic manse can be modified to shift its geomantic power to a Nexus, granting the nexus greater power. We already know how to build one, this research allows us to maximize the amount of relayed geomantic power we can pull from a given manse and how to build a Geomantic nexus without a manse of its own. We could potentially build ships as these Demense less Manses, 'fueled' through geomantic relays from Manses safe and sound in our territory while a ship goes off. If the ship is lost this way we do not lose Hearthstones and can rebuild the Geomantic nexus by realigning the relays even if our ship were captured. Such a ship would have to be fairly sizable, at least 100 meters long at a minimum and would probably require several relays to power itself. AP needed 3. DC: 45. Success Needed 6. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them cap the worlds 100 hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear.
[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.
[ ] City Builder: We don't really need the space yet but we will need them eventually. Beside the cities we will eventually. AP needed 3. DC: 25. Success Needed 8/14. Reward: Build 120 cities around the planet, all of which will be further away from orks than New Rathess and Hlass are. Note this will NOT raise AP right now, cities will be sparsely populated until you start hatching the eggs waiting in stasis. (Combined with existing space, this would grant 173 million in comfortable population.)
[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.
[ ] Imidazole Plantation: You can modify the Staran plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 10. Success Needed 3. Reward: Every success committed to Spore suppression is double up to ten in one turn.
[ ] Anagathic Plantation: The more sophisticated ones are out of your reach (see Beasts of Resplendent Liquid) but you can use alchemical shrubbery to produce vast quantities of our lesser anagathic solutions, enough to supply our population if we wanted to. Not sure why we would though. AP Needed 1. DC 20. Success Needed 3. Reward: Normal lifespan of Dragon King who takes it there whole life is about 50 years longer.
[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.
[ ] City Builder: We don't really need the space yet but we will need them eventually. Beside the cities we will eventually. AP needed 3. DC: 25. Success Needed 8/14. Reward: Build 120 cities around the planet, all of which will be further away from orks than New Rathess and Hlass are. Note this will NOT raise AP right now, cities will be sparsely populated until you start hatching the eggs waiting in stasis. (Combined with existing space, this would grant 173 million in comfortable population.)
[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.
[ ] Imidazole Plantation: You can modify the Staran plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 10. Success Needed 3. Reward: Every success committed to Spore suppression is double up to ten in one turn.
[ ] Anagathic Plantation: The more sophisticated ones are out of your reach (see Beasts of Resplendent Liquid) but you can use alchemical shrubbery to produce vast quantities of our lesser anagathic solutions, enough to supply our population if we wanted to. Not sure why we would though. AP Needed 1. DC 20. Success Needed 3. Reward: Normal lifespan of Dragon King who takes it there whole life is about 50 years longer.
[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 25. Success Needed 13. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.
[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 6. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 6. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] Guns on the City walls: The central manses of our cities provide a handful of extremely powerful essence cannons, however with White Jade Essence Drills we discovered we can power artillery without a manse. Our smaller cities lack this protection and our bigger cities could use more. AP needed 3. DC: 35. Success Needed 1/22. Reward: Every city gains 12 Light Implosion Bows, every capital gains 48 Light Implosion Bows. That is 624 Light Implosion Bows. Armory success may apply
[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 9. Reward: Advanced Magitech Workshop built. May build four dot magitech, five dots after completing 'Great Maker's Insight' and the other limits of five dot artifacts.
[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamant Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is built.
[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials but is possible. This facility provides a three free successes every turn and triples naturally earned successes in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can mass produce second rate gear. With Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 3/6. Reward: Advanced Armory Workshop built. Armory success and naturally rolled successes for an armory project produce triple effect, projects like 'Primordial Standard' cost less successes. Able to mass produce level three artifacts (level four crystal and vegetative) and produce level 4 to a limited extant.
[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 40. AP needed 6. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.
[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Clinics provided. Get Two re-rolls a turn.
[ ] Automatorium: Automata and constructed consciousness isn't our expertise. Plants don't tend to need brains after-all. But we have seen a few clockwork mechanisms in our time. Perhaps we can emulate them. Or at least fake it with more sophisticated use of vegetative and crystal technologies. AP Needed 3. DC 50. AP needed 9. Reward: Automata Workshop built. May build golems and automata of the three dot artifact level, four dots after completing 'Great Makers Insight' Making anything clockwork also depends on that project.
[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables Built
[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamant Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is built.
[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials but is possible. This facility provides a three free successes every turn and triples naturally earned successes in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can mass produce second rate gear. With Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 3/6. Reward: Advanced Armory Workshop built. Armory success and naturally rolled successes for an armory project produce triple effect, projects like 'Primordial Standard' cost less successes. Able to mass produce level three artifacts (level four crystal and vegetative) and produce level 4 to a limited extant.
[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 40. AP needed 6. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.
[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Clinics provided. Get Two re-rolls a turn.
[ ] Automatorium: Automata and constructed consciousness isn't our expertise. Plants don't tend to need brains after-all. But we have seen a few clockwork mechanisms in our time. Perhaps we can emulate them. Or at least fake it with more sophisticated use of vegetative and crystal technologies. AP Needed 3. DC 50. AP needed 9. Reward: Automata Workshop built. May build golems and automata of the three dot artifact level, four dots after completing 'Great Makers Insight' Making anything clockwork also depends on that project.
[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables Built
[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 0/15. Reward: Second Staran Defender Army. Plantation success may apply.
[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 4/10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.
[ ] Tyrant Lizards: We have controlled our beats with collars of clockwork diligence which suppresses the animals free will and forces them to obey orders from the attuned owner of the collar and ignore pain and fear. All other such are made of white jade for its simple plentifulness. Only the Tyrant Lizard do we feel compelled to provide an Orichalcum collar. This boosts its already might strength and intimidating appearance to something glorious. An armored harness is provides the rider who is equipped with our heaviest artifact armors to insure they are not the weak link, a fortified saddle, usually providing at least light cover on top of being far out of reach of melee weapons atop the Tyrant Lizard.
Still, Tyrant Lizards are fearsome beasts, and we keep our control as light as possible. In addition to the effects of the collar the beast's teeth and claws are treated to enable them to inflict damage and resist corruption as if they were magical material weaponry. Lorestones that can be activated by the rider are surgically inserted inside the Tyrant's chakra points. These grant the mount incredible insight into its savage techniques pushing them beyond what it could naturally manage.
[Tyrant Lizard is normal beyond being ridden and somewhat controlled by a heavily armored Raptok, All damage is +1, intimidation and feats of strength rolls are +3, combat movement, hiding and tracking rolls are +2, can attack dematerialized beings with teeth and claws and any target subject to an effect that might damage or corrupt what hits the target treats the Tyrant Lizards teeth and claws as Orichalcum. AP needed 3. DC: 35. Success Needed 6. Reward: Ten Draconic Legions each gain four Tyrant Lizards. Stable Success may apply.
[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 1. DC: 25. Success Needed 2. Reward: Gain 2nd group of riders. Stable Success may apply.
[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 4/10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.
[ ] Tyrant Lizards: We have controlled our beats with collars of clockwork diligence which suppresses the animals free will and forces them to obey orders from the attuned owner of the collar and ignore pain and fear. All other such are made of white jade for its simple plentifulness. Only the Tyrant Lizard do we feel compelled to provide an Orichalcum collar. This boosts its already might strength and intimidating appearance to something glorious. An armored harness is provides the rider who is equipped with our heaviest artifact armors to insure they are not the weak link, a fortified saddle, usually providing at least light cover on top of being far out of reach of melee weapons atop the Tyrant Lizard.
Still, Tyrant Lizards are fearsome beasts, and we keep our control as light as possible. In addition to the effects of the collar the beast's teeth and claws are treated to enable them to inflict damage and resist corruption as if they were magical material weaponry. Lorestones that can be activated by the rider are surgically inserted inside the Tyrant's chakra points. These grant the mount incredible insight into its savage techniques pushing them beyond what it could naturally manage.
[Tyrant Lizard is normal beyond being ridden and somewhat controlled by a heavily armored Raptok, All damage is +1, intimidation and feats of strength rolls are +3, combat movement, hiding and tracking rolls are +2, can attack dematerialized beings with teeth and claws and any target subject to an effect that might damage or corrupt what hits the target treats the Tyrant Lizards teeth and claws as Orichalcum. AP needed 3. DC: 35. Success Needed 6. Reward: Ten Draconic Legions each gain four Tyrant Lizards. Stable Success may apply.
[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 1. DC: 25. Success Needed 2. Reward: Gain 2nd group of riders. Stable Success may apply.
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.