Dragon Kings in the 41st Millennia (Exalted/40K Empire)

then swapping the freed up Pterok AP into Buy two get one free for a Generic AP
I was suggesting that the freed-up Pterok AP be used to expedite either the "Buy two get one free" or maybe speed up the "Conversion Fields" research. "Buy two get one free" doesn't benefit from a tripling effect so it can use all the AP it can get, and the "Conversion Fields" research is one(1) AP from having enough to be able to complete in this turn.
 
Last edited:
I was suggesting that the freed-up Pterok AP be used to expedite either the "Buy two get one free" or maybe speed up the "Conversion Fields" research. "Buy two get one free" doesn't benefit from a tripling effect so it can use all the AP it can get, and the "Conversion Fields" research is one(1) AP from having enough to be able to complete in this turn.
Er Void read what StarJaunter put about using the Stable and Thaumaturgy workshop on 6 million again.

I will allow the stable to provide 1 AP rolled no auto, no tripling, I will also the Thaumaturgy workshop to do the same. 1 AP rolled no auto no-tripling. Neither can support the action on their own but they can contribute to the teams success.
 
Now that I think about it how many people on this thread have easy access to information on what those spells do?

And how much is it appropriate for me to post? I mean I suppose I could just post how it might effect mechanics in this game. Most spells are going to be options your casters have, like banishing daemons or creating battlefield effects that favor your side or disadvantage specific foes.

Generally Exalted Sorcery of the Terrestrial level is treated as Artillery/Sniper attacks. IE Area effect attacks like Flight of the Brilliant Raptor which has long range and area effect fire damage so pretty much artillery. Your guys use the internal flame spell to turn a foes marrow into molten iron I believe? So single target but not something normal armor or being strong would help you resist on its own so sniper attacks. Of course there are also a lot of utility spells but mostly on individual or small group scales. Some standouts from your list.

Private Plaza of Downcast Eyes: Lets caster create an area immune to scrying or teleportation effects in order to have private discussions. Area is small but the ward lasts several days and can be renewed by anyone who knows the spell. It also explicitly doesn't explain to the scrying or teleporter, they cannot get to or see the edge of the zone unless they figure it out and target outside the zone. Learning this expect a big shake up from the Cuttlefish monitors wanting to set up scry-proof meeting rooms.

Disguise of the New Face: Allows magical disguise, including hiding your spiritual and essence based traits. Great for infiltration.

Unconquerable Self: Magical Suicide. No torture, no stealing my body mind or soul just boom death. Any possessions of the user nearby also burn. No ghost, and immortal souls like exaltations and Dragon Kings move on to the next life with NO memories of the one that cast this preventing any corruption from passing along. Also great for infiltration and preventing your sorcerers from falling to chaos.

Dragon of Smoke and Flame: Creates a dragon out of smoke that guides the caster to a target. Great to hunt down a specific target for rescue or capture.

Celestial Sorcery is greater in scope and esoteric qualities. Usually acting as a trump card to change the favor of a battle or do really weird stuff.

Summon the Heart of Darkness: Covering a square mile in giant pillar haunting darkness

Crumbling walls: Brings down defenses on a city or hive. Upgrades hooked up to a sorcerous throne might be able to bring a ships shields down.

Ivory Orchid Pavilion: Instant center for diplomatic encounters.

God Forged Champion of war: Basically making a warstrider around yourself out of light.

Outside Worlds Within: Completely customized environments. Combined with Geomancy to make those rooms where you enter an old run down castle and discover a massive tropical Jungle or something that is a total mismatch in environment, good for training troops to a difficult to simulate environment or similar, outside of a manse it is temporary. Part of the process is Completely removing all forms of previous influence on the location before making the new environments so a great spell for cleansing an area of taint.

Raise the Puissant Sanctum: Allows a single sorcerer to raise a Basic Manse in under a day (12 to 18 hours) or a specific if relatively simple manse in two to three weeks. Allowing an invasion to build geomantic infrastructure fast enough that it might matter to a planetary invasion. Consider Temples are definitely simple enough to make in weeks with this and that some divine rituals can effect regions or planets. On the more basic end you can provide your foothold on a planet with a place to power geomantic equipment like medical tools and sensors within a day of landing and turn it into a full on magical fortress within a few weeks.

Shadows of the Ancient Past: Post Cognition. Only visual and generally impossible to get more than 500 years into the past but still. Can answer a lot of mysteries.
 
Plan Growing Concern v0.1
Anklok
-[X] Bribing spirits to do their job. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
-[X] Little Beam Training Arc:
AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away. Training Grounds
-[X] Continual Grace:
AP Needed 4. DC: 30. Success Needed: 4/26. Reward: Population increases by 30 million. +3 Generic AP. +1 Breed AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn. 22 AP + 1 Exotic stockpile

The big ticket item is working to complete Continual Grace this turn, which should grant us an extra 7 dice next turn, which is my excuse for not having any resource exploitation going on this turn. If the Training Arc isn't viable as a training ground action, I'm more than willing to swap it to martial legion training.

Mosok
[X] Soulsteel Deal: Send Mosok to engage to trade in the Underworld and set up a route the results in a small but at least a somewhat steady supply of black Soulsteel becoming available to our Artificers. This would result in roughly the level of Moonsilver we have now in soulsteel. AP Needed: 2. DC: 40. Success Needed: 4. Reward: Minimal supply of soulsteel available to Dragon King Artificers. 2 AP + Ghostwalkers
[X] Repair: Nobz Gob: The Brute Ramship you captured and decided to keep has been badly mauled in combat. We should probably provide the resources and aide to repair it and get it back into action. AP Needed 1. DC 15. AP needed 4. Reward: Brute ramship fully repaired. 2 AP + Metalforgers
[X] Encourage Martial Arts: Mosok work with the cult of Eve to spread knowledge of and encourage individuals to learn martial arts. AP needed 3. DC: 30. Success Needed 6/12. Reward: 1 in 5 Dragon Kings knows a martial charm instead of 1 in ten. 2 AP + dojo

This should wrap up the 'Encourage Martial Arts' action unless we roll pretty poorly. Repairs to Nobz Gob doesn't strictly benefit from having the Metalforgers tasked to it, but I like the narrative it generates. The Soulsteel deal is something I've been sitting on semi-patiently and figure with the Ghostwalkers now's a good time to add to it.

Pterok
[X] Astrological Question "What celebrants are favorably omened for their participation in the rituals at Ondar Shambal?"
[X] Skyreme Crews
: It may be a bit risky but with Relza's guidance we can choose to pull one or more Skyremes out of service and drill them to improve the quality of their crews responses. Obviously a ship under this drilling is assumed to be unavailable if a crisis arises and will underperform if forced to go to battle anyway. AP Needed: 2. DC: 40. Success Needed: 4. Reward: One Skyreme gains elite status and may add +2 to all sail rolls. May be taken more than once a turn as long as you have Skyremes available. Dice may also come From Pterok Breed AP. 6 AP + Skyreme
[X] Logistics Stockpile
: Torpedoes, fuel, food, spare parts galore. Vehicles like Warstriders and Void Vessels consumes mountains of minor parts and gizmos and for them to be utilized to their utmost they need to be supplied with the appropriate logistical support. Astrological readings and genius level bureaucratic oversite ensures that what is needed is always what is available as long as the effort is put in to create the items in the first place. AP Needed 1 or Atelier. DC 20. AP needed 10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them. Atelier + Thaumaturgy

I am expecting 'one completion and one partial' for the logistics action, not +30 stockpiles. Just to clarify. I want to get our entire fleet up to Elite status, but one ship at a time. I suspect that if we keep at it we'll do a lot better by the time the next invasion hits.

Raptok
-[X] Call Ulthwe (Generic exposure): AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive. Slicktongue AP
-[X] Tougher Clawstriders:
AP Needed 1. DC: 35. Success needed 5. Reward: Claw Striders equips and their riders can carry heavier armor with no penalties. Stable auto-success
-[X] Brass Legion: Clockwork soldiers that fight for the holders of their command codes. They will not depend on essence from Attunement or elementals, simply activated and allowed to perform maintenance during the time a normal soldier would be sleeping or eating. Our clockwork soldiers would be ideal to equip with our new faux yellow jade artifacts and Prayer weaponry. AP needed 2. DC: 30. AP Needed 10. Reward: 10 Brass Legions of Clockwork Soldiers equipped with some form of Artifact armor and Prayer caster derived weaponry. Stats are same as Staran knights but you can have more total and they are equipped with ranged Artifact weaponry and have more independence and skill in warfare. Flawless Workshop and Automatorium success may apply. Workshop + Automatorium
-[X] Advanced Nursery Complexes
: We have identified the ideal mundane conditions to induce hatching of our eggs, however one of those conditions is 5 hours of exposure to sunlight a day. A very tricky one to combine with the need to keep the eggs secure in the first place. We need to design and build special nursery with controllable roofs. We also need to build them in areas optimal for environmental purposes and equip them with enough magical and technological aides for the movement and protection of eggs. And of course they need to be forts since they will often need to be away from cities to achieve the needed environments. We also will not risk everything on these and will only allow about half our eggs into these relatively exposed nurseries. AP Needed: 3. DC: 25. Success Needed: 9. Reward: Incubation Fortresses spread across Tokati territory housing eggs in ideal conditions. Costs 1 AP upkeep. Adds .19 percent to population growth per year. Or 0.95% added to per turn growth. 9 AP

No real opinions on the clawstrider upgrade. Actually I'd like to get the integrated flyer support for the legions, but there's not the spare dice for that right now, so upgrading the clawstriders makes sense. The ANC is unlikely to complete this turn, but it makes narrative sense that they'd be really invested in alongside the push to complete the Continual Grace project, and if it only gets, say, half done we're still in business for next turn. I don't have other projects for the Automatorium or Workshop (though I intend to upgrade the latter within the next two or three turns as part of my efforts to get both Warbird fleet production up and Standardization DC down).
 
[X] Plan: Factory Initiative

I have access to every written Exalted source book. We have many strong spells to choose to research, even if our starting set is eclectic. I feel like the Dragon of Smoke and Flame could be a good lead in or aid to Way Navigation too.
 
@StarJaunter can the training grounds and Metalforgers be used the way Slamu is using them?

EDIT: now that I think about it can Ghostwalkers be used on Continual Grace?
 
Last edited:
can the training grounds and Metalforgers be used the way Slamu is using them?

The metalforgers yes good innovation there. Training ground I will accept but am less happy about, will not allow this method two turns in a row.

now that I think about it can Ghostwalkers be used on Continual Grace?
no, but slicktongues can be used on the soulsteel deal and other trade dealings due to their merchant and bureaucracy skills, however its not diplomacy so they cannot act as a free ap to support the project but can add on to an already fully valid supported project if you don't want to use them for pure diplomacy.
 
Back
Top