What should your focus for the rest of the Quest be?


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Scheduled vote count started by HeroCooky on Aug 24, 2024 at 2:32 PM, finished with 18 posts and 8 votes.

  • [X] Plan: Integration and Syncretization
    -[X] [Knight Order] Order of the Obsidian Hammer
    —[X] Primary Colors: Black and Orange
    —[X] Allow them to have a Sphere of Influence, whereby they are allowed to base and recruit from, in the Macabre Sector which shall be expanded Southward to other Sectors when the Glimmerling Federation has liberated such territory to the light of the Star-Child
    -[X][Shamanistic Creed] While the monsters they make are certainly off putting at the least, they still have the Divine Spark of the Star-Child and are only made from the damned who were gone enough already that death would be the only option left to deal with them. While the Star-Child is undoubtedly a good being, they are not always "nice" or "pretty", lest we forget the origins of the Five Vaunted Sphinxes. These abominations, while offensive to our senses, have the support of the Star-Child. Therefore, the practice will be allowed, but only to be done on those too deeply enthralled to the Ruinous Powers to be helped otherwise as a final shot at redemption.
    —[X] As for the rest, explain to the Shamans why we keep Psykers separate from the clergy and have them integrated into the Celestial Choir.
    -[X] [Piscarians] Put emphasis on how the Star-Child is an evolution of the God-Emperor and how they see that purity of the flesh is not an indication of purity of the soul, that any Abhuman or Mutant can be as righteous as the purest human (bring up Bnuy, wife of Teeln and first Master of the Celestial Choir as an example).
    —[X] Rules for Thules
    —-[X] 1. All courtship rituals must include the steps of the Harkness Test, and pass all of them.
 
970.M42 - Rule 6 - Addendum 2.1
[Rules for Thules When On Shoreleave To Fortress]
1. All courtship rituals must include the steps of the Harkness Test and pass all of them.
-Addendum: This means the Piscarian/s in question must state that they are capable of having consensual relationships with you.
-Addendum 2: They must also consent to it. Verbally.
-Addendum 3: If it is forced by any means whatsoever, it is not consent.
-Addendum 4: The next Thule to bring philosophy and the question of free will into this will be put on latrine duty for a year.
-Addendum 5: No. You know the question this is the answer to. If you don't, count your blessings or ask Thule 9179//s-OwO.
2. Use Protection.
-Addendum: Armor is not protection.
-Addendum 2: Armor is protection in firefights, but not for sexual couplings.
-Addendum 3: Armor is protection in firefights and sexual couplings with physically strong enough partners, but not to prevent the spread of diseases.
-Addendum 4: Armor is protection in firefights and sexual couplings with physically strong enough partners, and it can prevent the spread of diseases if hermetically sealed, but not in a sexual context.
-Addendum 5: USE A KARKING CONDOM!
3. All parties must be up on their medical inoculations before any intimate activities.
-Addendum: This means all vaccines the ship medicae deem necessary for shore leave. All of them.
-Addendum 2: You do not need five months of medical history before asking someone on a date.
-Addendum 3: This does not exempt you from checking for STDs.
-Addendum 4: You may not bribe Fortress medicae to download the entire known medical history of all Piscarians to the ship cogitators and declare yourself Rule 3 compliant.
-Addendum 5: You may not claim to be in compliance with Rule 3 by claiming your inoculations "ran out afterward, oopsie!"
4. Proper courtship must be conducted prior to intimate activities to ensure personality compatibility between partners. Calling your partner "Daddy" or any related attempt at seduction thereof is not sufficient or acceptable to be proper courtship.
-Addendum: You can still call them that after a successful courtship.
-Addendum 2: Rule 4 is now situational. When in situations where sexual couplings are sought by all involved, it may be ignored.
-Addendum 3: Addendum 2 is now struck from the record. Any mention of the word "Daddy" will lead to latrine duty for a year.
-Addendum 4: This applies to all known variations in all known and unknown languages capable of being produced by humanity via biological or technological means.
-Addendum 5: Please don't make me ban the word "Mommy," ladies. You are better than that.
-Addendum 6: "Mommy" has been banned in all contexts. Especially if you are addressing the Captain!
5. All Piscarians in areas where Thules are authorized to enter will be issued 1 whistle configured to their mouth structures, and 1 Personal Alarm linked to the local Ogryn Security Station.
-Addendum: Yes, it is strange, but better to have it than not.
-Addendum 2: Piscarians below the age of maturity are now to be accompanied by one adult. Nice try, though. Gave 'em a good laugh, boy.
-Addendum 3: Piscarians below the age of maturity are now to be accompanied by two adults from their family unit. Why. You are visually distinct before coming of age. They know. STOP TRYING!
-Addendum 4: Piscarians below the age of maturity are now banned from areas where Thules are authorized.
-Addendum 5: All Piscarians are now banned from existence.
6. All Piscarians here to engage in sexual couplings with Thules are now required to state such before entering the spaceport and are to be directed toward the local Medicae to be checked before being given a free entry pass for the 'Leashed Scaledom.'
-Addendum: If you see any Yeenis, you went too far.
-Addendum 2: May the Star Child have mercy on you if you decide to enter the 'Paws to the Walls.'
--Addendum 2.1: All Piscarians seeking entry to the 'Paws' deliberately must adhere to the rules above.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (1/2)
-[] Civilian Infrastructure XIII (1/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry X (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring three more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Three colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet) - (Auto-Terraformation - 050.M43)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Three Terraformed and Colonized Planets.)
Currently Terraforming:
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.M42)
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Horums - (Target Biosphere: Craggy Desert and Metal Fields) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Bakonu - (Target Biosphere: Bioluminescent Tundra) - (Maximum Population: 3 Billion) - (Terraformation Time: ~110 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Thule Prime - (Target Biosphere: Archipelago and Oceanic) - (Maximum Population: 7 Billion) - (Terraformation Time: ~140 Years)
Vlllul- (Target Biosphere: Rocky Temperate) - (Maximum Population: 9 Billion) - (Terraformation Time: ~250 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (1/3 to Void Industry)

(Gain: +1 Void Industry every three Actions, enough living space for ~20 Billion people per Action.)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Duchy Engine Mysteries
(Gain: +1 Base Gravity Acceleration for all Ship Designs utilizing the engine patterns of the Duchy likely gleaned from the Black-Green ships the Spirit of Discovery keeps finding.)
-[] Micro-Warp Jumps And Phalanx Doctrine
(Gain: Micro-Warp Jump Engine Equipment. Does Not need banks of Psykers to be plugged into them. Sadly also weaker for it. Also Unravel the mysteries behind this bizarre shield alignement.)
-[] Interlinked Cogitation Sharing and Strike Craft Structural Studies
(Develop the means to allow multiple brains to communicate instinctually on a rudimentary surface level, and improved survivability of all Strike Craft.)
-[] Noosphere Harmonized Interface
(Develop cheaper Noosphere-Access Augmetics.)
-[] Enhanced Factory Servitors
(Gain: Tiny increase in mostly automated industries.)
-[] Directed Anti-Gravity Military Utilization
(Gain: Grav-Chute Infantry)
-[] Irritan Contagion Bombs
(Gain: Ortillery Variant.)
-[] Variable Macro-Cannon Shell Experiments and Lance Scattershot Module
(Gain: Macro-Cannon and Lance 3 DP Equipment)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems and Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 DP).)
-[] Novel Infantry-Grade Weapons and Armor Development II
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/3)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (3/8)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.30 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in its resources, the Ministry of SIIC can now focus on multiple things at a time.
[] [AUTOMATIC] System Subversion
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: ~20 Years
Modifiers: N/A
[] [AUTOMATIC] Improve Relations
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, Ashan Families, Shipwright's Grove, Black Ash Clan, Black Cat Company.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Paranoid Hate
Trend: Glacial Upwards Movement
Modifiers: N/A

[] [Military] Create A [Blazing Sun - 14x War-Packs] or 18x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Piscarian/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Piscarians are adept at wielding heavy equipment for long periods of time, but struggle in high-temperature environs. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] Sector Battle Group Construction And Repair
-[] Nomadic Fleet [Automatic] (0.4/0.6)
-[] Hydralisk (0/1)
-[] Necrolisk (0/1)
-[] Gryphon (0/1)
-[] Gorgon (0/1)
-[] Wyvern (0/1)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, and 4 Destroyers/Corvettes. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, and 14 Frigates. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG/Nomadic Fleet.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Temple Ship (25 DP)] - [16 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 41x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Secundus Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] Task Fleet Alpha
(38x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 21x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 3x Loyalty's Bloom-Class Scout Destroyer, 5x Risen Dirge-Class Boarding Ship (0/2 Companies), 4x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 5x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 5x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: 50% Three+ Systems, 30% Eight+ Systems, 15% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Three Melodies (Choose three below.) (0.4/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 35
Uncovered: Technology II, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation II, Machinery II, Logic II, Progress II, Protection II, Justice II, Wisdom II, The Sun III, The Home II, Death II, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Irrita: Growth, Plants, Harmony, and Hunger.
Gain: Three Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun II, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, Death I, Justice I, Wisdom I, Innovation I, and Machinery I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Psykana] Psytech Creations
-[] The Psycademia 'Wings of our Crucible' (0/3 (9))
A significant investment of Choirs, experience, dedication, materials, and esoteric thinking shall be the foundation of the Psycademia 'Wings of our Crucible' founded within Quintura Diablo on Diablo Major to unravel and disseminate the mysteries and blessings of technology married to Psychic might.
(Gain: Psytech is moved into Research and benefits from its Traits.)
-[] The Shatterprow (1/2)
The counter-part to the Starlance, the Shatterprow does not attempt to project its psychic might ahead of itself but instead focuses on enhancing and hardening the prow of the ship it is attached to, increasing a fearsome ramming attack even further without the need to fire continuously.
(Gain: 5 DP Weapon: Shatterprow. Requires a Choir to operate.)
-[] The Starlance (1/2)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.
(Gain: 7 DP Weapon: Starlance. Requires a Choir to operate.)
-[] Mundane Psyker Staffs
The ability to create psychic focii, no matter how primitive compared to what we have recovered from the handfull of Psyker Lords and their Acolytes on Voxx Primus we have slain, has already proven invaluable. Chanting the Melody of The Sun had, before the focii, required a full-body replacement and decades long therapy for the Choir channeling it if done without massive preparations and rituals. Now such a thing will merely require replacements for limbs turned into coal and some years healing from third-degree burns alongside reconstructive surgery.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Primitive Psychic Hoods
Thanks to the work done in figuring out how to develop and create psychically-active materials and how they could be shaped into force weapons and focii, another avenue of research has opened up; psychically atuning and shaping cloth and metals to weave together into one whole so that it may protect the wearer when they channel the powers of the Warp.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

[] [Faith] The Penitentia Rite
Implicitly allowed by a Conclave of the Droman Creed, it is time for the priests and Hymnals of the Federation to learn about and put into practice the safe creation of Penitentias, those whose soul and body have been entirely given to the judgment of the Star Child for crimes unforgivable by mortals, yet judgeable by their willingness to repent and be potentially erased by the disgust of the Unborn Divine.
(Gain: Penitentia Rite.)

[] [Knightly Orders] Deal With The Paperwork (0/2)
"AAAAAAAAAAAAA-"
-Order Master Kara Salafus upon being informed about the reorganization of the Knight Orders.
(Gain: Dealt with the paperwork.)

[] [Chapter] Recuperate For The Rift Liberation (0/1)
We swore and oath to protect humanity, all humanity. We shall not be found wanting in the face of the horrors of the galaxy.
(Gain: The Lamenters will be able to clear Sub-Sector Claiden's Rift or die trying.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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There still is a sector mostly owned by orcs on our border and the cease fire will not last forever:

[] Plan In times of peace prepare for war
-[] [General] Research
--[] Duchy Engine Mysteries
--[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
--[] Interlinked Cogitation Sharing and Strike Craft Structural Studies(Banked research)
-[] [General] Develop The Federations'...
--[] Void Industry X (0/1)

Building a fleet with improved ships takes at least 3 turns, one for the research one for the design and one to build more then the prototype so we should not wait till the next war to begin.
 
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Bound To The Stars - Song, Humanity, Protection, The Sun, The Home, Fire
A Web Of Song - Protection, Song, Unity, Fire, The Sun, The Home

Interesting opportunity here.

If we research Humanity, Protection, The Home, Fire, Unity
We can get, for 5 upgrades melodies, 2 upgraded song.

And not just any songs, the core songs that tie our entire civilization together?

(I had really hoped it was 4 melodies, because then we could do that, and complete a melody set. But alas, no).

This melody might also be important TBH.

It's a saintly one, and "resurrect the dead" is always neat.
 
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Damn what is wrong with the Thules? Like are they designed to be horny for every new race/sub race etc that joins the federation? Or are they just genetically programmed to be down bad?
 
Damn what is wrong with the Thules? Like are they designed to be horny for every new race/sub race etc that joins the federation? Or are they just genetically programmed to be down bad?
Our advanced strikecraft training courses were supposed to be based on ancestral STC knowledge, such as recorded in the great annals of the ancient, like Top Gun.

Unfortunately, that work is lost to us, so they reconstructed it based on the derivative work "Bottom Gun". It's adults only, restricted access, so you know they kept only the important stuff.

(More seriously, there might be a mite bit of flanderization going on).
 
I don't think that the Psytech advancement is really standing in contradiction of preparing against the Duchy and Orks. Psykana is... like it's valuable you know? It helped us win the battle. Better Psytech would aid that.
 
[] The Secrets of Going Fast And Praising the Star Child
-[] Duchy Engine Mysteries
-[] Mundane Psyker Staffs
-[] [Psykana] Conduct Three Melodies (Choose three below.) (0.4/1 - Auto Complete) - Ruthlessness, Brutality, Mercy


This finally researches the engines, it gets better Psykana in general, and with Ruthlessness and Brutality, each of the Star Child Melodies would be at at least 1!
 
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I don't think that the Psytech advancement is really standing in contradiction of preparing against the Duchy and Orks. Psykana is... like it's valuable you know? It helped us win the battle. Better Psytech would aid that.

There's 3 critical paths I can see.

Path 1 :
Research => Ships
Just the bare minimum 3 actions to get accel; new weaponry, and thule upgrades, then make ships to use them. Takes 3 turns, or so.
Fastest, gets us ships with lances and better speed. An excellent way to win the last war.

Path 2.
Psytech => research => ships
Enough Psytech to fold it in with research, then new weaponry, then making the ships to use them. 4 turns, maybe 5 if we want some fancier psy stuff.
Slower, gets us better ships, and better ground forces

Path 3
Melodies => Psytech => research => ships
Grab low lying melodies to upgrade our research song, maybe sing another one for psy reseacrh, then do the above. 6-7 turns, depending on how long we'll take.

I fear we'll need to chose.

Because I didn't take some other paths into account either. For example; I ignored the path were we rush void Int to get battlecruisers.

This finally researches the engines, it gets better Psykana in general, and with Ruthlessness and Brutality, each of the Star Child Melodies would be at at least 1!

You forgot the third melody?
 
There's 3 critical paths I can see.

Path 1 :
Research => Ships
Just the bare minimum 3 actions to get accel; new weaponry, and thule upgrades, then make ships to use them. Takes 3 turns, or so.
Fastest, gets us ships with lances and better speed. An excellent way to win the last war.

Path 2.
Psytech => research => ships
Enough Psytech to fold it in with research, then new weaponry, then making the ships to use them. 4 turns, maybe 5 if we want some fancier psy stuff.
Slower, gets us better ships, and better ground forces

Path 3
Melodies => Psytech => research => ships
Grab low lying melodies to upgrade our research song, maybe sing another one for psy reseacrh, then do the above. 6-7 turns, depending on how long we'll take.

I fear we'll need to chose.

Because I didn't take some other paths into account either. For example; I ignored the path were we rush void Int to get battlecruisers.



You forgot the third melody?

Oh, forgot we have three. But yeah, we've had it hinted that getting to I in all the Star Child melodies might be a good thing. I think we should pursue it.
 
-Addendum 2: Piscarians below the age of maturity are now to be accompanied by one adult. Nice try, though. Gave 'em a good laugh, boy.
-Addendum 3: Piscarians below the age of maturity are now to be accompanied by two adults from their family unit. Why. You are visually distinct before coming of age. They know. STOP TRYING!
-Addendum 4: Piscarians below the age of maturity are now banned from areas where Thules are authorized.
….

….

…Do I really wanna know what happened here?
-[] [Psykana] Conduct Three Melodies (Choose three below.) (0.4/1 - Auto Complete) - Ruthlessness, Brutality
Remember, we can conduct Three Melodies now so add in Mercy since that's also one we're missing.

Damn what is wrong with the Thules? Like are they designed to be horny for every new race/sub race etc that joins the federation? Or are they just genetically programmed to be down bad?
It probably is a genetic thing going on with them. Maybe it's a thing where their libido is tied to their piloting skill?
 
[] The Secrets of Going Fast And Praising the Star Child
-[] Duchy Engine Mysteries
-[] Mundane Psyker Staffs
-[] [Psykana] Conduct Three Melodies (Choose three below.) (0.4/1 - Auto Complete) - Ruthlessness, Brutality, Mercy


This finally researches the engines, it gets better Psykana in general, and with Ruthlessness and Brutality, each of the Star Child Melodies would be at at least 1!
Would you be up for locking in doing another psykana next turn to finally get "Paths"? (Not mechanically, just a promise from one voter to another)

Research => Ships
Just the bare minimum 3 actions to get accel; new weaponry, and thule upgrades, then make ships to use them. Takes 3 turns, or so.
Fastest, gets us ships with lances and better speed. An excellent way to win the last war.
if we are talking ship stuff, we ought to get the Phalanx doctrine.
Against enemies who don't have a shield insta-kill (like the rad-lances we got from that webway incursion) it would be great.
More survivability for all. (Need to wear down the whole formation before you can take out individual ships)
For the little fast ships we can link their shields to our big ones, so we can have destroyers shielded like they are heavy cruisers that use their small size and high speed to get up close and personal to drop a metric fuckton of rockets into the enemy (or ram and board, or whatever)
 
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