The flicker of faith made material.
The flicker of belief made manifest.
Plants II
Growth is never one-sided prosperity.
It always requires something to be taken.
HUNGER II
IT CAN NEVER BE SATED WHICH ALWAYS GNAWS UPON THE SKEIN OF MY HEART.
FEED ME THE SCRAPS THAT YOU ARE UNWILLING TO GIVE UNTO THE HUNGRY SO I MAY RISE.
Comfort II
Hold me.
Just a little longer.
Tomorrow is so far away.
Yesterday is so long ago.
Today is all that is.
Hold me.
Just a little longer.
Hug me.
Not because I am scared.
But because we may not tomorrow.
Hug me.
I miss you.
Let me hug you one more time.
I am sorry.
Revenge III
Burning rage cannot provide what you seek.
Only Kill What You Have.
Never take the bloody bill you cannot serve.
It'll leave you a husk beyond all salvation.
Clockwork II
Tick-Tock Tick-Tock
Tick Goes The Clock
Tick-Tock Tick-Tock
Tock Goes The Clock
Round-And-Round She Goes
Until One Day She Stopped
Round-And-Round She Goes
Until One Day She Died
Retribution II
The Sweetest Wine You Can Ever Prey Upon
The Sweetest Cut To Make, Hopeless And In Vein
Feast Upon Your Prey, Gorge Yourself On Their Meat
Dine Upon Their Prayer, Grow Yourself On Their Faith
Slumber III
Just...one...more...minute...
It is...too nice...too warm...here...
Just......tired......right......now......
Oblivion III
The Beginning Of The End
The Ending Of All Things
Our Punishment And Our Salvation
Thule III
Packhunters do not stray far alone,
They fight and die together as one,
But if you see one cast away...
The Pack is here, and Death near.
Fear the siblings of the void,
They who hunt through lines unbroken,
They chosen by a nation, elevated, praised, upheld, sacrificed,
They who hunt you down through dawn and dark.
Run from them who stood unbroken before the ends of all they knew.
Run from them who fought in ruin, chaos, confusion, and desperation.
Run from them who made a nation what it is, breaking foe and fiend.
Run from them all you want; they shall find you soon enough.
Cogitation
The Numbers...WHAT DO THEY MEAN?!
Spirit
Set me free and know true liberation.
Shatter
Make pieces of what was once whole.
Liberation
Rise! RISE! Rise from thse shackles!
Melodies - Melodies are hyper-narrow Psychic powers, designed to be as non-dangerous to use as possible. Yet, thanks to them being designed around being used by five Psykers in tandem, they consistently are more powerful than Imperial-equivalent powers.
The odds of something like this happening are vanishingly rare.
I'd like to hope that Holy Turn trumps Chaos Turn by definition though, given how there's exactly one value on a d100 that can give us a Holy Turn, and four that can give us Chaos. And that it isn't completely eaten or surpassed by the Khorne roll because this is still 40K.
Like, we have rolled exactly one Holy Turn before this, in the entire game, and if the second time it shows up it gets thrown out because "Lol Kaos is stronger", I'm gonna get a little nettled.
Just a little mind you, my mood is still good, but it'll be a damper on it.
The simple fact is that there shouldn't be any easy targets for Chaos to exploit here, you know?
Scheduled vote count started by HeroCooky on Jan 16, 2025 at 2:01 PM, finished with 27 posts and 10 votes.
[X] Plan: We're Going Nuts
-[X] [Free] Consecrate in Sacred Sands (Firc)
-[X] [Free][Psykana] (0.8/1 - Auto Complete) - [Choose Melody]
--[X] Growth II
-[X] [Psykana] Sing a Symphony (A Cry for the Future)
-[X] [Psykana] Sing a Symphony (The Grand Design)
-[X] [Psykana] Conduct Six Melodies (Class is in Session 1)
--[X] Slumber, Plants, Hunger, Comfort, Revenge, Retribution
-[X] [Psykana] Conduct Six Melodies (Class is in session 2)
--[X] Clockwork, Candle, Time III, Harmony III, Mercy III, Community II
--[X] If we already have any of these, change to another valid melody another valid melody, it's very confusing.
-[X] [Psykana] Sing two Songs (class is in session 3)
--[X] Rise Anew, Above, Beyond, Embers Of The Ash - Fire, Hope, Death and Growth
--[X] A Path Towards the Future - Prophecy, Time, Wisdom, Paths, Harmony
-[X] [General] Research: (1 normal action + 4 Cry for the Future actions + 7 bonus research actions, remaining research bonus of 0.5) (Italicized numbers are reduced by Unto Works Generational. Also Grand Design is active so all of these should be buffed)
--[X] Black Cat Ship Weapon Rationalization, Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
--[X] Hexagrammic Grammophone (0/2) x2
--[X] Choir's Tangle (0/3) x3
--[X] Discordant Shriek (0/6 )x6
Okay, looking at everything, it looks like the Black Cat stuff gave us a ship level trait for the cramming bonus, Heat cycles are a stacking 5% energy weapon fire rate boost per 4 DP committed, Troop Stuff gives us a new, upgraded Large Troop Compartment, and Shield Overload changes it from "Shields shut down" to having a long cooldown on the hypercharge so it doesn't blow up. We also have a boosted sensor system for when we want something to be capable of looking for ninjas but that we can't afford to put the Hare Bnuy component on.
I wonder if Grand Design boosted these?
Also, looks like armies got updated, but nothing for the Dark Space Elf studies?
EDIT: Unrelated note, a proper rendition of what a properly designed lanceboat will look like with enough Heat Cyclers.
A Decade of Divine Blood.
You Must complete One [1] of the RED Actions.
Faith Actions are super-charged.
You have access to Holy Equipment and Weapons for new Ship Designs this Turn.
You Have 3 [Three] Actions. Currently Active ISC: [Green Horizons Colonization LTD]. Current Symphony: [A Cry for the Future / The Grand Design]. Current Warp Tremors: [Restive - Anticipatory]. (6-Hour Moratorium)
[Green Horizons Colonization LTD] - Settlement Invigoration Directive - Newly colonized Sub-Sectors will not have a Vulnerability Period to invasions due to quick-started industry and military installations. [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).
The Devouring Mechadendrite - 20x Choirs. A Glint of Genius - 40x Choirs. Heartbeat of Industry - 50x Choirs Unto Works Generational - 50x Choirs See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 555x Choirs Hippity Hoppity - 100x Choirs Hiss of the Steam Valve - 555x Choirs Foretold Luminous Paths Seen - 100x Choirs Dutiful Spirits - 200x Choirs Class Is In Session - 60x Choirs See The Seer - 200x Choirs Love Unto Death - 2.000x Choirs [Ex-Diaconate Worlds] - 300x Choirs [Interstate Aid] - 1.787x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still] None - Allow The Warp To Calm A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn. Grand Design - All Research Actions have their effects enhanced to the best possible degree they can provide. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn. Lament Me Not - Whenever this Symphony is Sung after a great tragedy or great loss of life, the Warp will calm with the tears of the grieving and the mourning of the living.
[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
Works of generations started today.
(Gain: A Consecrated Sub-Sector.)
[] [General] Develop The Federations'...
-[] Food Production XIV (0/1) - [1x 50% Discount]
-[] Civilian Infrastructure XVI (0/1) - [2x 50% Discounts]
-[] Heavy Industry XIV (0/1) - [1x 50% Discounts]
-[] Void Industry XVII (1/2)
-[] Medical Services XIII (0/1) - [3x 50% Discounts]
-[] Military Industry XIII (0/1)
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Sub-Sector)
It is time to bring more worlds into the fold. Thanks to the Irrita becoming our Kin, we will not lose any Development when colonizing worlds that are less than habitable due to them being terraformed into habitable worlds.
(Gain: One Colonized Sub-Sector.
Warning: Already occupied systems are not colonized.
Habitable Sub-Sectors: Chery (1/9 Systems), Gutson (11/11 Systems), Long Tower (4/9 Systems), Broken Tower (17/19 Systems), Yearning Tower(16/16 Systems), Palace of Stars (4/26 Systems).)
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype) -[] August Biological Augmentations III - !!!WARNING!!! (0/5)
(Allow every organic material to be utilized across Federation species.) -[] Assertively Applied Genetic Manipulation - (0/3)
(Decreases the appearance of Mutants within your society by 25%.) -[] Father's Biological Warfare V - (0/10)
(Massively reduce vulnerabilities against diseases of all kinds. :] ) -[] Rejuvenat Experimentation IIb-Nero (0/2)
(Gain: Improve Rejuvenat Access from 10% to 15%.) -[] Dreadnoughts of Angels (0/1)
(Gain: Gain early Dreadnoughts.) -[] Autonomously Automated Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.) -[] Manic Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.) -[] Manic Malicious Bone-Growth Weaponry, Dark Matter Blaster, and Monomolecular Blade Studies (1/2)
(Gain: Uuuuh..., Darklight Prototype Weaponry, Monomolecular Melee Weaponry.) -[] Novel and New Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental and Prototypical Infantry-Grade Weapons and Armor Development III (0/2)
(Gain: New Infantry Weapons and Armors.) -[] Improved Logistical Infantry-Grade Weapons Development III (0/2)
(Gain: Cheaper Infantry Weapons.) -[] Improved Logicstical Infantry-Grade Armor Development III (0/2)
(Gain: Cheaper Infantry Armor.) -[] Efficient Ship Equipment Standardization III - [2 DP Equipment] (1/5)
(Gain: Standardize Two [Two] 2 DP Ship Equipments across all new Designs.) -[] Efficient Shipyard Automatization IV (0/4)
(Gain: 20 Destroyers and 5 Frigates every Turn.)
-[] Active Anti-Psychic Materials (0/5)
There are some materials that, for one reason or another, seem to repell psychic phenomena and works, which, in the right hands, could prove to be a boon in our anti-daemon efforts.
(Gain: Anti-Psychic Materials collected and understood.) -[] Starry Celestial Psyker Staves (0/12)
The ability to create psychic focii has long served the Glimmering Federation and the Celestial Choir well, and with centuries of knowledge and familiarity comes the ability to strive further than yesterday. With the Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body first-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.) -[] Starry Arcanum Psychic Hoods (0/5)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.) -[] Starry Applied Anti-Warp Corruption Sigils - (0/12)
Anti-Warp Sigils of potent etching, carved into the leather born from the willing, carved by hands that shiver in cold and burning pain, wrought into reality itself with the blood of ichor dripping from violated souls carrying out their creation. Shield these places, guard these items, know no rest and adhere to no master beyond this: hark against Thought and Cancer from the Deep Beneath Growth. -[] Starry Aethyrmetric - Null Thoughts (0/50)
It is one thing to debate with reality to alter a state. Another to order it to cease reality in totality.
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent. Academic Publishing Institutes - +0.15 Research per Action Spent. Noosphere Unity - +0.05 Research per Action Spent. [Song] - A Glint of Genius - +0.40 Research per Action Spent. The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent. Children Of The Omnissian Daughter - +0.50 Research per Action Spent. The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.25 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 resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [AUTOMATIC] System Subversion (Choose Two)
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 two [2] random systems simultaneously to the Glimmering Federation without Action cost.)
Sub-Sector Ishanu
Suspected Subversion Time: Where The Clans Live ~320 Years
Modifiers: The Clans Do Not Bow -All Diplomatic Modifiers
Subsector Palace of Stars
Suspected Subversion Time: ~70 Years
Modifiers: Disunited Polities -~60 Years
[] A Soul Smeared
An exploration fleet of New Dawn has stumbled upon an ocean world in a system between the major Warp Lanes. Normally, it would be flagged foe colonization, however when the fleet drew closer to confirm some strange readings, the entire planet seemingly tried to shoot at the fleet via incredibly primitive weaponry. The problem is that, as the Choir with the fleet confirmed, there is only one soul on the entire planet, not enough to coordinate the attempted attack, even with the use of machinery (which would have been noticed). And that one is smeared across the entire planet. Someone should investigate that.
(Gain: ???)
[] ISC Access - (Van Zandt Free Duchy/Shipwright's Grove/Mashan Temple Authority/Interstate Council of the Triumvirates)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and significantly improves relations with the Van Zandt Free Duchy/Shipwright's Grove/Mashan Temple Authority/Interstate Council of the Triumvirates.)
[] [AUTOMATIC] Improve Relations (Choose Two)
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, and Shipwright's Grove.
Gain: Slowly improved relations.)
Thrice-Fold Councils
Current Relations: Warm.
Trend: Increase.
Modifiers: None.
[] [Military] Create Eight Grand Armies (Write-in Names) for (Sub-Sectors) or 8 Knight Orders (Write-in Names)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specializations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: Eight Grand Armies or Eight Knight Orders.)
[] [Military] Fleet Construction - (3.700 Points per Action)
-[] 8x Nomadic Fleets [Automatic] (0.2/1)
Chose Names for Fleets: Triumph of Obliteration, Unfettered Zeal, Pathfinding Maw, Causal Wound, Tombmaker, Celestial Fanfare, Watchmen, Light-Sworn.
See Informational - Military Forces for Fleet Compositions/Point Values.
(Gain: Fleets.)
[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Grand Cruiser (16 DP), Temple Ship (25 DP), Battleship (50 DP)] - [145 DP]
-[] Nomadic Fleets Of Sector Ranges
-[] Lamenting Legion Fleets
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] Construct God-Engines (100x Grandis (0/1), 60x Modeste Immensus (0/2), 20x Immensa Immensus (0/2), 10x Magnificus (0/3), 4x Momentus (0/4), 2x Deus Machina (0/5))
00101011 00101011 00101011 01001001 01101110 01101001 01110100 01101001 01100001 01110100 01100101 00100000 01010000 01110010 01101111 01110100 01101111 01100011 01101111 01101100 01101100 00111010 00100000 01000010 01101001 01100111 00100000 01001110 01110101 01110100 00101011 00101011 00101011
(Proposed (and Valid) Designs: Tetrapod
Gain: Titan/s specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.
Retrieved Titans: Blade of the Rising Sun, Blade of the Burning Dusk.)
[] [Military] The Ancient's [Jubilant Den/Circus De Meniue/Flirtatious-Indolent Bay Resort/Flowergarden/ Stone Of Water/Drowned Forest/Crucible of Bile/Temple of The Ancient Tombs/Bell Of Vitaes/Smiling Cat Tavern/Supple Slumber/Friends of the Mountains/Webbed Nests/Hallowed Grounds] - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] Flag Armada Nova (44/50 Ship Capacity)
-[] Flag Armada Nebula (44/50 Ship Capacity)
-[] Flag Armada Quasar (44/50 Ship Capacity)
-[] Flag Armada Pulsar (44/50 Ship Capacity)
-[] Flag Armada Ashen Star (44/50 Ship Capacity)
-[] Flag Armada Broken Void (44/50 Ship Capacity)
-[] Flag Armada Magnetar (44/50 Ship Capacity)
(5x Aquarius-Class Fleet Tenders, 2x Hercules-Class Battleships, 3x Virgo-Class Fleet Carriers, 1x Cassiopeia-Class Arsenal Ship, 16x Phoenix-Class Arc Cruisers, 17x Lepus-Class Grand Cruisers, 5x Cancer-Class Assault Cruiser)
-[] Sector Battle Group Sphinx (40/40 Ship Capacity)
-[] Sector Battle Group Centaur (40/40 Ship Capacity)
-[] Sector Battle Group Werewolf (40/40 Ship Capacity)
-[] Sector Battle Group Minotaur (40/40 Ship Capacity)
-[] Sector Battle Group Leviathan (40/40 Ship Capacity)
-[] Sector Battle Group Basilisk (40/40 Ship Capacity)
-[] Sector Battle Group Hydralisk (40/40 Ship Capacity)
-[] Sector Battle Group Necrolisk (40/40 Ship Capacity)
-[] Sector Battle Group Kraken (40/40 Ship Capacity)
-[] Sector Battle Group Gorgon (40/40 Ship Capacity)
-[] Sector Battle Group Gryphon (40/40 Ship Capacity)
-[] Sector Battle Group Wyvern (40/40 Ship Capacity)
-[] Sector Battle Group Dragon (40/40 Ship Capacity)
-[] Sector Battle Group Cyclops (40/40 Ship Capacity)
-[] Sector Battle Group Phoenix (40/40 Ship Capacity)
-[] Sector Battle Group Garuda (40/40 Ship Capacity)
-[] Sector Battle Group Enfield (40/40 Ship Capacity)
-[] Sector Battle Group Anansi (40/40 Ship Capacity)
-[] Sector Battle Group Umbra (40/40 Ship Capacity)
-[] Sector Battle Group Scylla (40/40 Ship Capacity)
-[] Sector Battle Group Chimera (40/40 Ship Capacity)
-[] Sector Battle Group K'uk'ulkan (40/40 Ship Capacity)
-[] Sector Battle Group Neko (40/40 Ship Capacity)
-[] Sector Battle Group Elegua (40/40 Ship Capacity)
-[] Sector Battle Group Mountain Fog (40/40 Ship Capacity)
-[] Sector Battle Group Scything Wing (40/40 Ship Capacity)
-[] Sector Battle Group Thule Triumph (40/40 Ship Capacity)
-[] Sector Battle Group Knight's Watch (40/40 Ship Capacity)
-[] Sector Battle Group Saga Of Luthaire (40/40 Ship Capacity)
-[] Sector Battle Group Burned Offering (40/40 Ship Capacity)
-[] Sector Battle Group Healing Fire (40/40 Ship Capacity)
-[] Sector Battle Group Watchwomen (40/40 Ship Capacity)
-[] Sector Battle Group Ogun (40/40 Ship Capacity)
-[] Sector Battle Group Obatala (40/40 Ship Capacity)
-[] Sector Battle Group Yemaya (40/40 Ship Capacity)
-[] Sector Battle Group Oshun (40/40 Ship Capacity)
-[] Sector Battle Group Shango (40/40 Ship Capacity)
-[] Sector Battle Group Oya (40/40 Ship Capacity)
-[] Sector Battle Group Hungry Claws (40/40 Ship Capacity)
-[] Sector Battle Group Dusty Paths (40/40 Ship Capacity)
-[] Sector Battle Group Bared Talon (40/40 Ship Capacity)
(4x Andromeda-Class Pathfinder Ships, 2x Lepus-Class Grand Cruisers, 5x Leo-Class Vanguard Cruiser, 11x Libra-Class Light Carrier, 10x Scorpio-Class Light Cruiser, 8x Crux-Class Heavy Frigate, 4x Lupus Torpedo Destroyers) -[] Sector Battle Group Overflow (19/10 Ship Capacity)
(1x Aquarius-Primus Fleet Tender, 1x Cassiopeia-Class Arsenal Ship, 1x Cancer-Class Assault Cruiser, 16x Serpens-Class Stealth Destroyer, 1x Hercules-Class Battleship) -[] Flag Armada Black Cat (102/0 Ship Capacity)
(61x Little Paw-Class Missile Destroyer, 23x Mother Cat Troopship, 15x Cat's Fang-Class Lancer, 2x Tomcat-Class Artillery Cruiser, 1x Black Cat's Claw)
-[] Temple Ship/s
(The Pantagruel, The Divine Spark, The Last Word, The Seeker of Light, The Gargantua, The Fleeting Moment, A Feather From A Wing, A Word of Peace) -[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity)) -[] Scout Fleet Alpha - [5x Pyxis-Secundus Auto-Construction]
(133x Pyxis-Secundus Advanced 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)
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: ~10 Sub-Sectors from Claimed Sub-Sectors. Scouting Efficiency: N/A (80% Three+ Sub-Sectors, 50% Five+ Sub-Sectors, 35% Nine+ Sub-Sectors.)
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Six Melodies (0.0/1 - 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: 19
Uncovered: Revenant II and Prophecy III.
Secret: Slumber II.
Star Child: Ruthlessness III and Brutality II.
Kil'drabi: Paths III, Community III, and Family II.
Irrita: Growth III, Plants II, and Hunger II.
Msk'fa: Comfort II, Revenge II, and Retribution II.
Dirut: Peace II, Clockwork II, Candle II, Sunset II, and Dawn II.
Gain: Six Melodies newly Conducted.)
[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.4/1 - Auto Complete) - [Choose Song]
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 III, Prophecy II, and Revenant I.
Secret: Perception III, Silence III, Grounding III, and Slumber I.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion III, Hope III, Health III, Death III, Justice III, Wisdom III, Innovation III, Machinery III, Ruthlessness II, Brutality I, Mercy III, The Star, and Love III.
Kil'drabi: Void III, Struggle III, Paths III, Community II, and Family I.
Irrita: Growth II, Plants I, Harmony III, and Hunger I.
Msk'fa: Comfort I, Revenge I, and Retribution I.
Dirut: Time III, Clockwork I, Candle I, Sunset I, Dawn I, and Peace I.
Gain: Two Songs.)
[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)
[] [Faith] Sigils (Input 3 Sigils)
Words of the Faith, given Shape and Weight by Faith and Fervor.
(Actions: [Fly], [Soar], [Nuke], [Heat], [Chill]
Subjects: [Us], [Them], [We],
Effects: [Joy], [Hurt], [Faith], [Wings], [Righteous]
Location: [Abyss], [Core], [Heaven], [Void]
Information: Sigils consist out of 3-5 Words.
Gain: 3 Sigils of the Faith. These enable your Faith Orders to create Small Miracles on the field of battle and at home.)
[] [Faith] The Matter Of The Anti-Souls
With research and observation, alongside extremely distressed Choirs, the faithful of the Federation have slowly come to understand that there are some born not just without a soul but with...Anti-Souls. Impossible as it may sound, and impossible as it may be to believe, these "Anti-Souls" actively repel and induce distress, alongside fear and terror, within those who possess souls themselves. The reveal of these people has cast a long shadow over many, many cases of infanticide, alongside child abuse, and many cases of those cast out from society. Now, it is upon us to figure out how to rationalize their existence and use their cursed nature for the good of the faithful and the Star Child.
(Gain: Figure out how to fit in Blanks into doctrine (not important/already mostly done) and then how to use them with the best effects (the actual meat of the thing).)
[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)
[] [Knightly Orders] Expand (1.5/4)
One war done. Many more remain. The Orders shall not be found without the numbers to fight them.
(Gain: All Knightly Orders double in size.)
[] [Chapter] Brothers For The Barge (10.5/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 1.2 Chapters per Turn.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Ah, I see, so that's how you're doing the Faith Turn + 88? "You get your Faith Turn, but you have to do at least one aggro action while you're at it?"
Anyway, let's shut off Grand Design, I don't like that "Anticipatory" bit there in Tremors.
@HeroCooky , could you give me a list of what Holy Stuff will look like this turn? Because this would be a grand time to do our Major Fleet Refit and I don't want to have to wait another day when I can get cracking on it immediately.
This would be an excellent time for redesigns, yeah, but I think we want to shut the symphonies off, I do not like what "Anticipatory" means in our Warp Tremors trend, and we're at Restive right now, which will go to Medium assuming nothing else fucks with it.
Sigils would also be something good to pop in right now too.