We need to defend the Oasis as well though.

My full post about deals is here.

Not really IMO, not in the long run, we are trying to take the planet so the Oasis will in the long run be the Lorgar Heritage Theme park, there is nothing here inherently valuable to a planet scale civilization and beyond, we can build our magic monastery anywhere and building it on top of the Scar means we can also use it to safeguard all that tech and the man of stone.

Tuning up his navigators for a favor on the other hand... that might be worth dropping the sorcery training. What do you guys think, do we want to be greedy on the long term favors? Moderate amounts of greed have worked so far for us.
 
Not really IMO, not in the long run, we are trying to take the planet so the Oasis will in the long run be the Lorgar Heritage Theme park, there is nothing here inherently valuable to a planet scale civilization and beyond, we can build our magic monastery anywhere and building it on top of the Scar means we can also use it to safeguard all that tech and the man of stone.

Tuning up his navigators for a favor on the other hand... that might be worth dropping the sorcery training. What do you guys think, do we want to be greedy on the long term favors? Moderate amounts of greed have worked so far for us.

The thing is, we have to survive to get to the long run, and making our current home a nearly impregnable fortress helps a lot with that. We cannot currently settle the Scar and move the tribe to live there. We can make their current home a resource rich paradise on top of a sheer sided plateau. This is a perfect enemy of the good situation I think. Have the tribe having vastly more resources right now is also helpful.

On the Navigators, I want to tune up 'his' Navigator so that that their House is then incredibly keen to make deals with us, and uses their very likely influence over Milhand's space fleet to ensure that they come and help us and transport any other people who want to come and help here. It's part of the wider concept of offering upgrades to institutions the Archmagos knows on Milland with him being the broker and getting political benefits n the process himself,

It's not th e Navigators alone, they're part of a broader deal.
 
The thing is, we have to survive to get to the long run, and making our current home a nearly impregnable fortress helps a lot with that. We cannot currently settle the Scar and move the tribe to live there. We can make their current home a resource rich paradise on top of a sheer sided plateau. This is a perfect enemy of the good situation I think. Have the tribe having vastly more resources right now is also helpful.

On the Navigators, I want to tune up 'his' Navigator so that that their House is then incredibly keen to make deals with us, and uses their very likely influence over Milhand's space fleet to ensure that they come and help us and transport any other people who want to come and help here. It's part of the wider concept of offering upgrades to institutions the Archmagos knows on Milland with him being the broker and getting political benefits n the process himself,

It's not th e Navigators alone, they're part of a broader deal.

There are about 100 of us total, we are entirely capable of all moving over
 
[X] Plan Setting the Stage with Half a Robot
-[X] Speak with the Archmagos (1/1)
--[X] Reverse Engineering as confirmed to work here for air support against the Chaos Army
-[X] Supplies and equipment (4/4) Lorgar
-[X] Delaying Action (4/4)
-[X] Learn a new Sorcery. (1/1)
-[X] I AM ROBOT (1/2)
-[X] Figure out how to make Space Marines (4/4) Archmagos Thalassa
 
-[] Figure out how to make SPace Marines (0/4)
I feel like this is sort of a dead-end action as I am pretty sure we don't have the labs and faculties to cultivate geneseed organs nor carry out the implantation surgeries nor the secondary materials needed for their development (space marine aspirants need a tailored mineral rich diet to allow for their ceramic bone coating for example) nor the population to supply potential aspirants as our single desert tribe can't take the population loss of all the young boys becoming sterile post human super soldiers
 
I feel like this is sort of a dead-end action as I am pretty sure we don't have the labs and faculties to cultivate geneseed organs nor carry out the implantation surgeries nor the secondary materials needed for their development (space marine aspirants need a tailored mineral rich diet to allow for their ceramic bone coating for example) nor the population to supply potential aspirants as our single desert tribe can't take the population loss of all the young boys becoming sterile post human super soldiers

The thing about space marines is that they are designed to be mass produced, you can make them on a feudal world with a box of rocks and pickle jars to hold the organs. We definitely do not have the resources to mass produce, but we have at least one candidate literal magic to back it up and a genius biologus to figure out what caliber of pickle jar is necessary.
 
The thing about space marines is that they are designed to be mass produced, you can make them on a feudal world with a box of rocks and pickle jars to hold the organs. We definitely do not have the resources to mass produce, but we have at least one candidate literal magic to back it up and a genius biologus to figure out what caliber of pickle jar is necessary.
I am pretty sure it's not that easy otherwise the freaking Tau would have made space marines by now
 
I'm pretty sure they Tau could do it if they wanted to and had the geneseed (Marines tend o get very stroppy when you steal their special primarch juice).
to Tau have gotten access to space marine bodies before though, even once managed to capture a Raven Guard sergeant (their experience with trying to figure out if a space marine can be converted to 'greater good' was so harrowing and disturbing the Tau completely wrote off trying convert space marines afterwards)
 
Votes as they stand.

No trap options. The Space Marine vote is more a mini event then anything. I would list the steps, of which there are four but that changes depending on vote and rolls.

As for Workshops, three purchases of TTC gives you the ability to build SMs anywhere and a Primarch is an unlimited source of Gene-seed.

Thalassa is 5 dots in Genetor and you have thd literal perfect canidate in your Nephew.

You will not me mass producing them anytime soon but definitely will get a few in time without any of the Logistics set up.

This is especially if you select EAM.
 
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to Tau have gotten access to space marine bodies before though, even once managed to capture a Raven Guard sergeant (their experience with trying to figure out if a space marine can be converted to 'greater good' was so harrowing and disturbing the Tau completely wrote off trying convert space marines afterwards)

There's a difference between trying to beak Imperial indoctrination, something that is rather hard at the best of times when you are one of the 'foul xenos' and just making marines from scratch. The latter needs a geneticist skilled with humans and maybe a wizard as back up as well as... more than a single instance of Geneseed. That Raven guard probably only had one shot in him. We have a primarch and we have the geneticist.
 
Three new points added to the List (TM)
  1. Threatened to kill the Dark Gods... warp Xenos, I mean Warp Xenos of course, in the process of reading the mind of one of their servants
  2. Gained the insight for how to make space marines from 'An alternative timeline future version of Corvus Corax' usurping something which er... was probably Kairos Fateweaver
  3. Made Space marines with... perfect Essence tools. Adam you would not happen to know how someone could live inside her own name? Just something they mentioned.
 
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Votes closed.
Adhoc vote count started by Yzarc on May 31, 2024 at 11:22 AM, finished with 74 posts and 10 votes.

  • [X] Plan Setting the Stage with Half a Robot
    -[X] Speak with the Archmagos (1/1)
    --[X] Reverse Engineering as confirmed to work here for air support against the Chaos Army
    -[X] Supplies and equipment (4/4) Lorgar
    -[X] Delaying Action (4/4)
    -[X] Learn a new Sorcery. (1/1)
    -[X] I AM ROBOT (1/2)
    -[X] Figure out how to make Space Marines (4/4) Archmagos Thalassa
    [X] Plan Setting the Stage with Several (Combat) Robots
    -[X] Speak with the Archmagos (2/2) [Use CCC and Willpower to make the rolls]
    --[X] Reverse Engineering as confirmed to work here for air support against the Chaos Army
    --[X] Grant Merits and Resources to the Archmagos' servants in exchange for the use of Skitarii later when we fight the Covenant
    -[X] Supplies and equipment (4/4) Lorgar
    -[X] Delaying Action (4/4)
    -[X] Learn a new Sorcery. (1/1)
    -[X] Figure out how to make Space Marines (4/4) Archmagos Thalassa
 
Turn 4: End
Colchis - 831.M30

The wind whipped through the arid landscape, carrying whispers of ancient secrets and promises long forgotten. The sun hung low in the sky, casting elongated shadows across the encampment. Tents flapped in the breeze, their weathered fabrics telling tales of countless journeys and battles. In the heart of this encampment, you sat with your nephew, Dharok, the air between you heavy with unspoken words and shared history.

Dharok's face was a mask of stoic resolve, but his eyes betrayed a flicker of the boy you once knew. He had changed since you last saw him, hardened by the trials of his journey and the weight of his choices. You knew that beneath the surface, the story of his transformation awaited, a tale that would unravel the mystery of the Covenant's sudden interest in your tribe.

"Dharok," you began, your voice gentle but firm, "what happened? How did it come to this?"

He took a deep breath, his gaze distant as he began to recount his story. "It started with the visions. The Covenant leadership began receiving them, all pointing towards Lorgar. They saw him as a beacon, a sign of something greater. They believed that finding him and by extension, you and the tribe would fulfill some grand prophecy."

"For me," Dharok continued, "it was during my own vision quest that things changed. I was seeking answers, a path forward. That's when I met the daemon."

Your heart clenched at the mention of the daemon. The Warp was a perilous realm, and its denizens were treacherous. "What did it offer you?"

"Power," Dharok said simply, his voice tinged with a mix of regret and defiance. "I was shown visions of what I could become, the strength I could wield. I chose power. With that power, I forced the local tribes to bend the knee, consolidating control under the Covenant's banner."

You could see the burden of that choice weighing heavily on him. "And the Covenant's army?"

"The truth," Dharok admitted, "is that only a small part of the Covenant has gathered here. The majority of the army remains behind, tasked with keeping the slaves in check and preventing rebellion. The leadership couldn't afford to bring everyone, not with the risk of uprisings."

This revelation struck you. The Covenant's might was not as overwhelming as it appeared. There was an opportunity here, a chance to turn the tide. But more pressing was the need to understand Dharok's motives and his alignment.

"Why did you come after us?" you asked, your eyes searching his.

Dharok's gaze met yours, filled with a mixture of determination and something more vulnerable. "At first, it was duty. The visions demanded it. But as I got closer, I remembered the tribe, remembered you. I thought... perhaps there was a way to bridge the gap between the Covenant and our people."

His words were earnest, and you could see the conflict within him. "Dharok, choosing power through a daemon is a dangerous path. I cannot tell you not to do so without being called a hypocrite, but their "gifts" come with a price, always. Did you considered what that might cost you?"

He looked away, the weight of your question settling over him. "I know, Uncle. I've felt the pull, the darkness. But I've also seen the strength it brings. I thought... I thought I could control it."

"Control is an illusion with the Warp," you said gently. "But there is always a choice, even now."

Dharok nodded slowly, as if absorbing your words. "I want to believe that. But the Covenant won't stop. They see Lorgar as their key, and they will come for him, for all of us."

You reached out, placing a hand on his shoulder. "Then we must be ready. We will find a way to protect our people, and perhaps even show the Covenant a different path."

For a moment, the silence between you spoke volumes. The bond of family, strained by time and choices, still held. Dharok's journey was far from over, and so was yours. Together, you would face the challenges ahead, seeking a future where power and destiny could be wielded with wisdom and compassion.

As the sun dipped below the horizon, casting the world in twilight, you felt a renewed sense of purpose. The path was fraught with peril, but with Dharok by your side and Lorgar's potential yet to be fully realized, there was hope. And sometimes, hope was all you needed to light the way through the darkness.

CONCLUSION OF TURN 4
  • Socially sparred with Daemon Lorgar - 3xp
  • Made Daemon Lorgar rage quit - 1xp
  • Gained information about the possible future - 1xp
  • Lorgar Rejected the "Prophet" aspect - 1xp
  • Inspired hope in Corax - 1xp
  • Got Corax to trust and have faith in younger Lorgar - 1xp
  • Lorgar faced his shortcomings and gained insight - 3xp
  • Pulled forbidden information from Lorgar - 1xp
Total: 12xp

Costs: Applies to you and Circle Members

New Ability/Background - 3xp per Dot
Attribute - current rating *4xp
Ability - current rating *2xp
Caste or Favored Charm Charm - 8xp
Other Charm Charm rating - 10xp
Merit - 3xp per dot
Mutation - 3xp per dot
Psyker Powers (Lorgar) - current rating *2xp
Lorgar Mythos powers - 10xp per power

Charm list
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

CECELYNE CHARM CHARM CONCEPT: PLACE OF DESOLATION Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes. A good rule...

Mutation List
darkforcesmush.fandom.com

Fomori Generation

Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...

Merit List
Any Wod Merit - Subject to ST Approval
denvermage.fandom.com

Merits and Flaws

(1 point) [Mage: Revised - Mental Merit] For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can...

LORGAR:
Gains 1/2 of Fan's total Xp, Rounded up.
TurnXP
139
222
330
412

So counting past xp, he gets 52xp
Mythos Powers:
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

LORGAR'S MYTHOS POWERS THALASSA'S MYTHOS POWERS

This may seem low but keep in mind that he benifits from VEE so he gets like 20xp a turn outside of this.
 
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Only 12 XP for Fan Morgal this turn. It will have to count, then. There is only enough for one Charm.

Purchasing Tool-Transcending Constructs twice more would be very desirable, considering the level of workshop that would be provided. It would be even more so once the crafting leads to unlocking and purchasing Experimental Acceleration Mastery.

Essence-Dissecting Stare would also be highly advantageous. Factual Determination Analysis would be beneficial.

Pattern-Reassertion Touch and Wholeness Rightly Assumed still await.

Then, there are the Charms of the, ugh, Ebon Dragon. They are too useful to ignore, unfortunately.

Alas, only one Charm can be purchased this time. For the purpose of aiding in the upcoming battle with the Chaos horde, which Charm shall it be?
 
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Loom Snarling Deception would be very good for messing with the Chaos Army, we can kill and impersonate some of their leaders. Does not matter of they personally hug demons on the regular, we have shaping defenses so we can give Chaos a taste of something they rarely have to deal with, infiltration.
 
I am genuinely not worried about the chaos army, unless they have something like a greater demon they can't do shit to logar and fan, the tribe is in slight danger but we could basically doomstack with the dread ambulls and just kill everything in their camp.
 
Just remembered something, we kind of need PATTERN-REASSERTION TOUCH for making deals with the Ad Mech so our charm is more of less spoken for. The more interesting thing is what do we get for Lorgar.
 
As unclean as it feels to touch anything related to the Ebon Dragon, Loom-Snarling Deception would be perfect for this situation.

However, yes, it would seem that Pattern-Reassertion Touch is already a locked choice. It is a prerequisite for the sake of securing deals with the Mechanicum.

As for Lorgar, with 52 XP, he can purchase 5 Mythos powers. Which shall they be?

Regarding the matter of bringing Lorgar to full 5-dot mastery of all his Psyker powers, it would be 14XP each. There are 7 powers that need to be mastered, so it would require 98 XP in total. 5 wishes would be required to do so.
 
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