Just a note that Mutations are seen as something to be feared. Especially the obvious one. You got away with TDC but just be careful when granting mutations on the wide scale.

40K is not friendly to Mutants.

That's true, but I wouldn't have thought things like Brain Eating, Enlightened Essence, and even Psyker powers were discernible to an observer?

Similarly, is Mega-Intelligence and other mental and social mega-attributes?

See above, mutants are not welcome in most places, we can't really bound on mass mutation to save us

If I'm right, we just don't pick visually obvious mutations.

Making a decent number of our population psykers with the brain eater mutation shouldn't be obvious, and reasonably safe as Lorgar can teach them Mind Shielding - possibly extra safe if Lorgar can inspire True Faith in those with potential for it and we specifically target them for the mutations.
 
That's true, but I wouldn't have thought things like Brain Eating, Enlightened Essence, and even Psyker powers were discernible to an observer?

Similarly, is Mega-Intelligence and other mental and social mega-attributes?
Just a Warning. Because if you use it on enough people, it will be obvious as loose lips sink ships.

I mean, if you have a Genetor, you can bluff that the Genetor helped develop them but even then, stray too far with too many people and you will bring down the hammer.

That said, Mega-Attributes are being treated as Gene-treatments, along with Longevity, provided you get a genetor to bluff how you got it.

The Mutations are not technically magic and a genetor can work with them, so it would even be true from a POV.

So mutations that enhance what is already there will not only be accepted, but sought out if you present it the right way, is not inheritable (Mostly for the Emperor) and can be granted by anyone else (say a genetor).
2 ranks into light sleeper lets fan sleep 2 hours a day without any detriments, think it would give us more AP?
No Sleep does not give you additional AP. Get more followers/Circle members for more AP.
 
So, I'm considering a plan like this:

[] Plan: Spending XP to Make It
- [] Buy mutation Brain Eater

Or

[] Plan: Human Resources
- [] Buy charm Scoured Perfection of Form


Just a Warning. Because if you use it on enough people, it will be obvious as loose lips sink ships.

I mean, if you have a Genetor, you can bluff that the Genetor helped develop them but even then, stray too far with too many people and you will bring down the hammer.

That said, Mega-Attributes are being treated as Gene-treatments, along with Longevity, provided you get a genetor to bluff how you got it.

The Mutations are not technically magic and a genetor can work with them, so it would even be true from a POV.

So mutations that enhance what is already there will not only be accepted, but sought out if you present it the right way, is not inheritable (Mostly for the Emperor) and can be granted by anyone else (say a genetor).

Interesting. Can we disguise quite where a mutations comes from?

For example, if we make people a psyker then give them the brain eating mutation, can we make them think it's an unusual aspect of their gift. Or when making someone a psyker make them think we're awakening a latent gift.

Similarly, can we pretend that we're a Genetor? Or make some of our people into Genetors with VEE and have them work to replicate the more biological mutations we grant to our inner circle?

That would seem to both leverage and launder our ability to grant mutations.

As a side note for the thread in Exalted Enlightened Essence can be gained in more ways that mutations, the mutation just skips the process.
 
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Yzarc what's the ability that correlates with teaching others?

Is it bureaucracy, socialize or sagacity?
sagacity. But just VEE them as anything else will take too much time. Most non-charm based teaching takes a time skip to settle in. That said, Lorgar can teach daman near anything short of Mechanicum specializations.

Thalassa can teach anything Machine related, though higher mysteries do require oaths and joining her branch of the Mechanicum.
Interesting. Can we disguise quite where a mutations comes from?

For example, if we make people a psyker then give them the brain eating mutation, can we make them think it's an unusual aspect of their gift.

Similarly, can we pretend that we're a Genetor? Or make some of our people into Genetors with VEE and have them work to replicate the more biological mutations we grant to our inner circle?

That would seem to both leverage and launder our ability to grant mutations.
Psyker? Sure but that will hit the "Purge them now" button for a lot of people if it gets out.

An easy option for people to increase their Stats is VEE. It is instant and less likely to hurt people in the long run. Because that is what you want right? For people to get experience? VEE gives them 30/20 xp a pop and puts them in your debt. That it is untraceable is yet another bonus.

Once Thalassa's debt is paid, you can offer her another Savant Background for Genetor. Currently, she is the only one who qualifies for the wish. You do not need to spend AP for this and She certainly will not complain. It would also help you with Space Marines in the future to have an Experienced Genetor who is a Circle Member.

That said, the main use of Scoured Perfection of Form for a Genetor is the sheer samples of STABLE mutations it gives them access to and replicate. There are a Number of non-obvious mutations, like Exalted Haling, Longevity, controlled conception, Mega Attributes, that will have many, MANY nobles come after you, offering favors and other advantages to have.
 
Essentially look at mutations like this.

Obvious - Non Human Traits. Obvious - Non Human abilities. : PURGE

Enhanced Human Traits. Enhanced Human abilities: ME WANT

So things like Vampirism, third Arms, Demonic eyes, etc, will be hitting the Purge Button.

But things like Super human strength, intelligence, social skills, healing, longevity, etc will make nobles come out of the Woodworks to get, Especially, if it is from a reputed Professional.
 
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@Yzarc if VEE auto teaches , we only need to build a foundry and have enough materials, as having both of those leads into having a steady supply of goods correct?
 
@Yzarc if VEE auto teaches , we only need to build a foundry and have enough materials, as having both of those leads into having a steady supply of goods correct?
You still need to go meet them, gather them, convince them to make the wish. Admittedly, with max loyalty, this has been streamlined from "convince people" "too many volunteers" but here you are convinceing them to be craftsmen and not warriors. Desert tribal structures means that warriors are very respected, craftsmen not so much due to being nomadic and not having a stable foundry to make stuff.
 
I think what we've just been told makes Scoured Perfection of Form very interesting both for uplift purposes and also for diplomatic purposes.

We've chosen to try for a diplomatic victory in the selected plan; and I think Scoured Perfection of Form may be the best way to leverage that. Not only is it something concrete to offer but it also strongly encourages people to come to meet us where they'd be exposed to Lorgar's Mythos boosted evangelism, which is much more efficient than us travelling around to see them.

Even before we make Thalassa a Genetor she may be willing to pretend to be one to give cover for our mutations.

The ability to make a trusted core of elites into brain eating enlightened psykers is a bonus on top of that, which we'd need to keep secret.
 
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Even before we make Thalassa a Genetor she may be willing to pretend to be one to give cover for our mutations.
Sure, but her debt is going to be paid off this turn, what with you assigning her to make weapons for the tribe. So it really does not matter as she will go for it this turn.

You no longer need to spend AP to VEE Circle members if they have paid off their debt. That said, since it has been a year, Lorgar's debt is also being paid off this turn.
 
. Desert tribal structures means that warriors are very respected, craftsmen not so much due to being nomadic and not having a stable foundry to make stuff.
can't the older people or elders who say back home be blessed? while the hunters and warriors that go around with there own blessings?

Or giving warriors the skill to craft their own weapons and armor?
 
[X]Plan Transhuman Diplomatic Victory
- [X] Scoured Perfection of Form
- [X] Analytical Modelling Intuition

Then next turn we can buy Analytical Modelling Intuition again to be able to perfectly reverse engineer how a Genetor can non-magically apply the mutations we prototype with Scoured Perfection of Form. Thalassa can then apply those blueprints.

This should allow us to radically upgrade our tribe's capabilities and give us a very potent diplomatic carrot. We can also go about building a more discreet core of trustworth elites who we can massively augment with invisible mutations that won't leak where they came from.

Analytical Modelling Intuition is also amazingly useful in diplomatic settings, allowing us to reveal people's true motivations, capabilities and plans.

I think this plan does most to advance both our immediate aims and long term plan to unite the world.
 
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[X] Plan Heir of the Creators
-[X] PRINCIPLE-INVOKING ONSLAUGHT 8 XP
-[X] CONSTRUCTIVE CONVERGENCE OF PRINCIPLES 8 XP
 
can't the older people or elders who say back home be blessed? while the hunters and warriors that go around with there own blessings?

Or giving warriors the skill to craft their own weapons and armor?
You want old people to do labour intensive jobs?

Keep in mind you are looking for dedicated craftsmen for steady supply of goods. Modern ones. Automation will save you but lorgar is.....touchy on Servators and you do not have mindless vat born.
 
You want old people to do labour intensive jobs?

Keep in mind you are looking for dedicated craftsmen for steady supply of goods. Modern ones. Automation will save you but lorgar is.....touchy on Servators and you do not have mindless vat born.
I see so it's just all the available population that can craft/learn to craft don't want to
 
[X]Plan Transhuman Diplomatic Victory

In the end, I feel it is too early to try to seriously contest the warp-rift and whoever decides to ride out when we try to close the damn thing. Meaning, further charms that enable diplomatic approach required to bulk up and empower our tribe.
 
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[X] Plan Heir of the Creators
[X]Plan Transhuman Diplomatic Victory
so um both plans have 7 free exp and one of the requirements for uplift is convincing our nomadic tribe the values of learning how to craft

some of the tribesmen are already crafters but its implied we need to convince more people other hand our current craftsmen to bestow the skills via VEE so can we either spend 6 Exp to get 2 points of ability aptitude to get -4 to difficulty checks in socialize to help convince them?

or spend 6 exp to get socialize to rank 4?
 
You can only buy it once per ability. So -2. That said, unless you roll really badly, you can make the roll by virtue of being an Exalted with social as a secondary focus and having maxed loyalty.
 
You can only buy it once per ability. So -2. That said, unless you roll really badly, you can make the roll by virtue of being an Exalted with social as a secondary focus and having maxed loyalty.
question on abilities, each rank is an extra dice or something?
how do rolls/difficulty checks work?


Ability - current rating *2xp
0*2=0 so like can we get ranged combat 1 for free?
 
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Is it possible to include navigator mutation among whole population?
.....yes but why? That is the equivalent of making the entire planets psykers. You can do it but ask if you should.

Just give people the Lidless Demon Eye mutation.
question on abilities, each rank is an extra dice or something?
how do rolls/difficulty checks work?
Difficulty of an Action
Uncontested: Base difficulty for an uncontested Action is determined by (10 - Ability rating).

Contested: Base difficulty for an contested Action is determined by (5 + Opponent's Ability rating).

As such the base maximum difficulty is 10 and base minimum difficulty is 5.

Difficulty above Maximum 10, below Minimum 5
You'll need to add extra successes when a modifier pushes the difficulty above Maximum. Each +2 modifier adds another success that you need to roll before you succeed.

If, for instance, a PC attempts to do something with a +4 penalty to that difficulty 10, in game terms, that would demand a minimum of two extra successes at difficulty 10, over and above the other successes necessary to accomplish that feat.

The opposite is also true. If the Difficulty is lower than 5 say by -4, then you do get additional 2 successes after rolling.

That said?

You are Exalted so your range is 9 max and 3 minimum.
 
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