Atraxas OP please nerf... Just kidding, I am loving this, keep doing ALL of this. Though when I saw the tag semi-crack I didn't think it would mean everyone around him would start thinking they might be on Crack.
Seriously, maybe we shouldn't socialize so much, at this rate suspicion is going to sky rocket or people will start thinking Atraxas is a primarch.
you are only merely high astartes not even close to primarch in any sense of the word. It was less the speed and more how he dealt with the cult that got Nalka upset, even moderately trained PDF could have handled this cult, but ripping them apart in this manner not so much.
she knows that he is pure, but is very suspicious of him and is going to be keeping a closer eye on things. In general Atraxas going off to battle in person will now have suspicion as a cost.
Not sure about that. Our custom cybernetics give a base +10 to all stats and a lifespan boost. Then there's whatever bonuses we get for levels of success and that doing it ourselves doesn't annoy the cogboys.
if we can learn how to make more, then it would be a massive boost to our army, but if not, then Commander Erana Harkar would have the most use, with her 19 martial, she is gonna be at 39 martial
Again, this depends on the benefits of our cybernetics and whether or not the effects stack.
Anyways, given the poor mental state of Atraxas, I think we should try to practice our race's religion next turn. Maybe do an Act of Faith as well to cover any suspicion gain?
Anyways, given the poor mental state of Atraxas, I think we should try to practice our race's religion next turn. Maybe do an Act of Faith as well to cover any suspicion gain?
I will say that Atraxas cant really be settled at the moment, due to various factors that revolve around how Scholars are made and what it means for an Exatari to be one. I will state that several actions will have marks that will reveal potential Breakpoints for him to shatter his Scholarship upon. They arent going to be forced to be taken since Atraxas is honestly terrified of Breaking but he sees the value in the extra insurance against Falling to the Rage and also being able to act more freely than would otherwise be allowed.
Not sure about that. Our custom cybernetics give a base +10 to all stats and a lifespan boost. Then there's whatever bonuses we get for levels of success and that doing it ourselves doesn't annoy the cogboys.
Sure our is great, but we are gonna need to spend AP to make more of it, with this we can just give some a boost to there stats, unless the favor we can gain from the Admech we can get for it is worth it
Millennia have passed and heretics have tried to break the Treaty and yet by the grace of the Omnissiah their efforts have failed without exception and we stand ever vigilant against such threats to our alliance. Yet at the same time, we never forget that we are apart from the Imperium, we are not the Imperium for we are an Ally to the Imperium and that is what we shall forever remain."
With my understanding of their religion improved, the other side of the coin was important to explore to ensure I would not produce a near disaster with ignorance of it. "Archmagos Quirana, could you provide an overview of the history of the Adeptus Mechanicus along with your position within the Imperium?"
Floating there in space, time was easily lost as the world rotated under me and the sun began to rise letting my carapace gleam in the unfiltered light. With a sigh I raced towards the palace, noting a communication on a high priority level coming from the palace for me.
I turned towards the wall of the spire, noting it as a non load
"Atraxas, I am going to force you to submit to purity testing and if you happen to pass that a mandatory class on the dangers of the warp in His name." Nalka growled as I exited the room with the new sphere in hand.
Neat.
Anyway, we definitely need to research spiritual technology. I'm thinking combine the Gellar Field with Noosphere manipulation to both shield and order our thoughts. The Curse sounds pretty Khorney (EDIT: unless it either is or is derived from the Flayer virus, in which case… shit), and I'm 90% sure being this close to the Eye is at least partially responsible for our degrading mental stability, so defending our mind further than our natural spiritual weight already does should be at least somewhat helpful. Unfortunately, we can't really engage in the kind of godforging we'd need to do for proper coverage ala the Ynnari or the way Magnus and Sanguinius were able to hold back their children's geneflaws on our own. Maybe the Homeworld could leverage Warp knowledge we send back to develop warding and cleansing rituals like the IoM's Hexagramic stuff, but I wouldn't want to risk it.
Would it be possible to apply our own mechanical style to Noosphere stuff, so as to retain its metaphysical robustness?
Anyway, we definitely need to research spiritual technology. I'm thinking combine the Gellar Field with Noosphere manipulation to both shield and order our thoughts. The Curse sounds pretty Khorney, and I'm 90% sure being this close to the Eye is at least partially responsible for our degrading mental stability, so defending our mind further than our natural spiritual weight already does should be at least somewhat helpful. Unfortunately, we can't really engage in the kind of godforging we'd need to do for proper coverage ala the Ynnari or the way Magnus and Sanguinius were able to hold back their children's geneflaws on our own. Maybe the Homeworld could leverage Warp knowledge we send back to develop warding and cleansing rituals like the IoM's Hexagramic stuff, but I wouldn't want to risk it.
Would it be possible to apply our own mechanical style to Noosphere stuff, so as to retain its metaphysical robustness?
I will state flat out that you are not falling to Khorne, the Exatari are nigh immune to Chaos but C'tan corruption is a major thing. That is actually a hold over from how the Exatari evolved and whatnot. The reason your sanity is degrading is more due to biological reasons than metaphysical ones, namely being so far away from Living Mausoleums and having to deal with complex situations.
I will state flat out that you are not falling to Khorne, the Exatari are nigh immune to Chaos but C'tan corruption is a major thing. That is actually a hold over from how the Exatari evolved and whatnot. The reason your sanity is degrading is more due to biological reasons than metaphysical ones, namely being so far away from Living Mausoleums and having to deal with complex situations.
Hm. So unless we figure out extensive neurological and biological discoveries in the next few turns, or work out some warptech prosthetic for Living Mausoleums, our best bet for retaining sanity are either "stop having to make hard decision"(lol) or "grind 1000 Homeworld favor for a Living Mausoleum". What would getting Scholar of Eternity support cost in terms of Favor? Because they can apparently calm down Scholars of War and we're not that crazy yet. Also, are True Scholars of Ending always Nihilistic or do any embrace Existentialism?
Hm. So unless we figure out extensive neurological and biological discoveries in the next few turns, or work out some warptech prosthetic for Living Mausoleums, our best bet for retaining sanity are either "stop having to make hard decision"(lol) or "grind 1000 Homeworld favor for a Living Mausoleum". What would getting Scholar of Eternity support cost in terms of Favor? Because they can apparently calm down Scholars of War and we're not that crazy yet. Also, are True Scholars of Ending always Nihilistic or do any embrace Existentialism?
You would need over 500 Favor to be able to drag out another Scholar of any type, 750 for Eternity or Ending due to their more active souls. Also yes, Ending and Eternity always suffer those effects, it's a matter of how psyker/blank powers interact with Exatari brains. Honestly your best chance is to go insane, doing that in a controlled manner would result in the best long term outcome.
You would need over 500 Favor to be able to drag out another Scholar of any type, 750 for Eternity or Ending due to their more active souls. Also yes, Ending and Eternity always suffer those effects, it's a matter of how psyker/blank powers interact with Exatari brains. Honestly your best chance is to go insane, doing that in a controlled manner would result in the best long term outcome.
Well at that point we may as well just grind for the Mausoleum.
Still sounds like a job for Noosphere Fuckery then. Set up a supporting structure and fault lines, possibly even deal the final blow ourself so it's more coordinated. Would it be possible to cash in Favor to get Homeworld's help on designing such a process or would they either have no idea how or just go "what the fuck is wrong with you?"
I assume the complete lack of cure for the Curse includes mind wiping the memories of combat?
Still sounds like a job for Noosphere Fuckery then. Set up a supporting structure and fault lines, possibly even deal the final blow ourself so it's more coordinated. Would it be possible to cash in Favor to get Homeworld's help on designing such a process or would they either have no idea how or just go "what the fuck is wrong with you?"
I assume the complete lack of cure for the Curse includes mind wiping the memories of combat?
The Homeworld would tell Atraxas to commit suicide if he asked them for help, since execution is the only approved response to a Scholar breaking in this manner without a Mausoleum nearby to re-Indoctrinate them. The Curse is very much a death sentence in that it has a worse endpoint than Chaos Corruption for normal species. Atraxas did not fall to the Curse and that battle lust he felt is a fraction of a fraction of what a non scholar would have experienced, battle in general is the single most addictive thing an Exatari can experience bar eating Necrodermis.
If an Exatari succumbs to the Curse the only solution is to kill them out of hand before they become an Architect and start waging war eternal upon the galaxy.
The Homeworld would tell Atraxas to commit suicide if he asked them for help, since execution is the only approved response to a Scholar breaking in this manner without a Mausoleum nearby to re-Indoctrinate them.
So basically we've gotta deal with it ourselves, as I don't imagine "You kill yourself, quest over" would be very satisfying. I also don't think Atraxas would be willing to do so given he mentally noted his own Breaking and chose to tell the Homeworld nothing about it. If we Break in a good enough manner though, the results should be overall positive as I understand it.
The Homeworld would tell Atraxas to commit suicide if he asked them for help, since execution is the only approved response to a Scholar breaking in this manner without a Mausoleum nearby to re-Indoctrinate them.
Figures. Well, suicide obviously isn't an option and there's no way we can scrounge up 1000 favor before this comes to a head. I doubt Auramite, Lorelei or whatever that asshole miner guy was wearing can help, and I doubt the Necron can help given their issues with Flayed Ones, even if I was stupid enough to trust her in the first place. We're going to have to study human psychology and Noosphere fuckery in a very short period of time to develop a more stable mind pattern and the supports to ensure it forms. Would completing the Noosphere mission with AdMech favor mean that we also learned enough to make one or just that we bought a functioning sample to ship off?
The Curse is very much a death sentence in that it has a worse endpoint than Chaos Corruption for normal species. Atraxas did not fall to the Curse and that battle lust he felt is a fraction of a fraction of what a non scholar would have experienced, battle in general is the single most addictive thing an Exatari can experience bar eating Necrodermis.
If an Exatari succumbs to the Curse the only solution is to kill them out of hand before they become an Architect and start waging war eternal upon the galaxy.
Well yes, my question was if it was possible to be addicted to something you can't remember. To which the answer appears to be "yes".
Anywho, we must approach this problem through the Trinity. The vector of the issue is the Body, the field in which we are unfortunately the least equipped to innovate, having only one subject and our civ having known about our physical forms for a long time. The Noosphere is a spiritual realm of information, interfacing with both the mind and soul. Contingency option is to begin carving fault lines into our psyche so that when we break, we do so in a way that renders us more flexible without overly compromising our core values. Proactive options start with attempting to use the Noosphere to buffer between our core decision making process and our biological instincts, with the added benefit of potentially helping with our various addictions. Best case scenario (IC anyway) is we figure out how to leverage Noosphere tech and probably warp fuckery from the Sphere into a broadband connection to Homeworld and get that sweet delicious reeducation long distance. We should definitely do part 1 at minimum and we should probably pursue the buffer even post break because murder/interesting metamaterials is a hell of a drug, and we'll be less able to brute force willpower through it without our conditioning.
We're going to have to study human psychology and Noosphere fuckery in a very short period of time to develop a more stable mind pattern and the supports to ensure it forms.
The former doesn't really help because... we're not human. We don't think like one and most of their problems are inconceivable to us at face value. The latter I'm not sure will help because the Noosphere is something we just encountered in the past decade or two and purely as a method of information sharing rather than something to help with psychological stability. My recommendation? Spend time with Nameria, Nalka, and Harkar. Even if they can't be told about our alien status having people you're close to will probably help with our mental health.
Anywho, we must approach this problem through the Trinity. The vector of the issue is the Body, the field in which we are unfortunately the least equipped to innovate, having only one subject and our civ having known about our physical forms for a long time. The Noosphere is a spiritual realm of information, interfacing with both the mind and soul. Contingency option is to begin carving fault lines into our psyche so that when we break, we do so in a way that renders us more flexible without overly compromising our core values. Proactive options start with attempting to use the Noosphere to buffer between our core decision making process and our biological instincts, with the added benefit of potentially helping with our various addictions. Best case scenario (IC anyway) is we figure out how to leverage Noosphere tech and probably warp fuckery from the Sphere into a broadband connection to Homeworld and get that sweet delicious reeducation long distance. We should definitely do part 1 at minimum and we should probably pursue the buffer even post break because murder/interesting metamaterials is a hell of a drug, and we'll be less able to brute force willpower through it without our conditioning.
Erm... I don't think Breaking is exclusively done via combat addiction. In fact I don't think the two really have anything to do with one another besides "If you kill shit constantly you'll probably fall to the Curse, which technically counts as Breaking."
The former doesn't really help because... we're not human. We don't think like one and most of their problems are inconceivable to us at face value. The latter I'm not sure will help because the Noosphere is something we just encountered in the past decade or two and purely as a method of information sharing rather than something to help with psychological stability. My recommendation? Spend time with Nameria, Nalka, and Harkar. Even if they can't be told about our alien status having people you're close to will probably help with our mental health.
I know we're not human, but we need to design a mentality that can function with difficult situations and lack of Mausoleums, and we can likely draw inspiration from humans. Considering the other option is figuring it out from scratch. And I have significantly more faith in a spiritual realm of information with established mind altering capacity being helpful than spending time with someone also deeply unstable, a xenophobic religious fanatic and an unknown and just hoping for the best. It might be helpful for recovering from the Break but I see no way it would help us control or guide it.
Erm... I don't think Breaking is exclusively done via combat addiction. In fact I don't think the two really have anything to do with one another besides "If you kill shit constantly you'll probably fall to the Curse, which technically counts as Breaking."
I know. But we've been relying on our indoctrination to help power through combat and exposure to substances like Necrodermis and Auramite through sheer willpower. We'll need new coping methods after we Break since we won't be able to do that anymore.
With the underpalace secured I could turn my attention to a matter of importance but of less immediate danger to myself. Of course, this would also be far more dangerous in the case of an error on my part, but so far it had been remarkably easy to keep the attention of the Imperium to a manageable level. Over the years I have heard many stories of humans that went by the title of Astartes and they occupied a strange position within the Imperium.
As such, it would be prudent for me to look into the matter and ensure that I was aware of the various groups of these Astartes within the sector before anything occurred. It was to my benefit that it was easy enough to have Stiriam gather the data for me, although I could tell she hated, but mostly feared me, she followed my orders even without enforcement.
From her data only two Chapters called Erimyst their home, while another ten traveling Chapters drifted around the local five sectors dealing with problems as they came. I could understand the principles of the force allocation at play, since it would be wise to have a centralized hub from which all of these Astartes Chapters would cycle in and out of in various fleets, with firm base points to reinforce and gather troops from.
Although I somehow doubted that it would be so clean, for nothing in the Imperium has been clean, and it has been getting on my nerves. Are humans mentally incapable of understanding the principles of efficiency on a macro scale? Are they so psychologically unsound as to require someone to force them to realize such self evident facts of the universe? Or are they just stupid and weak biologicals that need to be replaced by metal to be capable of any activity that justifies their own existence?
The moment the last through crossed my mind, I stuttered for a moment. Realigning my mental focus, I checked over what I had just internally expressed and grimaced, for those thoughts, barring the last, were ones that I had before. How could I have not by this point? I simply did my best to ignore them and accept humans as they were.
Yet, even I had to admit that humans were by nature flighty beings, prone to foolishness and short term actions that would cause great harm in the long term. That could very well explain why these Astartes were held in such high esteem, for they were like me in that they were immune to the ravages of time. Perhaps they would show a level of sensibility that I had since come to find surprising when it arrives rather than accept as the normal state of things.
Regardless of such matters, I had the list of the Chapters and their general profiles. I am not sure how or why, but one computer on Shogi during the years of my rollout and forced upgrade had a treasure trove of information on the Chapters of Erimyst and the ones that interacted with the sector and its neighbors. Every file was capstoned with some strange skull icon, which was just very typical of the Imperium.
Whatever the reason, the files had filled in gaps that the others had with what was redacted and provided far more information than I had expected on the subject as a result.
The twelve Chapters are the Pathfinders, Manticore Knights, Crow Guard, Storm Scythes, Thunder Walkers, Dread Hammers, Heralds of Conquest, Silent Spears, Azure Guardians, Sons of Aspiration and Iron Watchers. They were broken down by what the files I had listed as Primarchial Bloodlines, of Lion El'Jonson, Jaghatai Khan, Corvus Corax, Sanguinius, Ferrus Manus, Roboute Guilliman, and an unknown bloodline for the Knights. I am unsure of the importance of these Bloodlines, but from the amount of events wherein Chapters have butchered worlds for insulting these individuals I have to assume that it is akin to a Living Mausoleum of the Chapter and their allies.
It is times like these that I wish that the Imperium would actually explain what the hell some of their terms mean.
Whatever the truth, the files would reveal enough to work with for now and I could always ask the Astartes themselves in time for further clarification. At least this was a fairly simple use of my time with no major hindrance to simply reading through the data.
I started with the two primary Chapters of the sector. The Pathfinders are marked as being founded in the 21st Founding with a subnote of it being apparently cursed, an odd description to apply to a force that appears to be overly perfect. Everything in the files on this Chapter shows them to be noble guardians of the imperium, with side notes calling them "proper sons of Guilliman". Although they do have have notes indicating a high level of spiritual activity and a strange ability to use technology in impossible ways. The final thing is that they hate a race by the name of the Eldar, which is a strange name to my auditory sensors, and I was proven correct as someone had written "Aeldari" below it in small font, seemingly the more proper term.
They will be easy enough to open lines of dialog with, and they would already be open to meeting me due to having designs towards higher sector influence. According to these files they are working towards making Erimyst the 80 Worlds which is a reference to something I am unaware of. Regardless, it is clear that they are a political force in the sector as much as a military one and it would make sense to ensure that I am on good terms with them.
They also have taken custody of a near-dead Chapter by the name of Broken Angels, only to throw them to the Manticore Knights for retraining. The details of the report are fairly unclear but it seems the Angels fought against some traitor forces and got butchered with only forty of their number surviving long enough for the Pathfinders to rescue. The Angels have also made the very stupid decision of declaring the Pathfinders "Amicus Nihilus", and swearing to never fight at their side nor accept aid from them.
The other major Chapter in the sector is known as the Manticore Knights, also from the 21st Founding and peers of the Pathfinders, though they differ in several factors. First, the records do not show their heritage in any sense of the word with it instead being redacted and classified beyond even this level of authorization. Second, the Knights rule a world known as Taraka that technically does not exist on the sector's listing.
I am unsure of the reasoning behind this removal of their world from the listing of 80 worlds of the sector, but regardless of the reason behind this it has occurred. Their world is an industrial world according to these files where the Knights rule with an even if overly pragmatic hand in my view, as they also conduct ruthless eugenic programs on the world's biosphere and the human populace. These programs have been occurring since the time of them being given the world they now rule, well over three thousand years ago.
The files also state that the first Chapter Master of the Knights banished an honored daemon prince of Slaanesh in single combat and for that victory was awarded the planet the Chapter now calls home. The world is a deathworld that has examples of both ancient "Aeldari" or "Eldar" engineering and human activity from before recorded history, at least the recorded history I could access at this time.
The eugenics programs of the Knights has increased the relative lethality of the world's biosphere by at least a solid order of magnitude since receiving custodianship of Taraka. However, that is not their main focus, instead being related to ensuring that the humans of their world have preferred genetic markers and phenotypes over the normal variance. They prioritize a strange body shape and psyker genes for their population over all other aspects unlike what the Pathfinders do with their population, instead seeking to maximise strength and mental acuity via non direct means.
It is known that the Knights are a Chapter with some truly strange cosmetic and physical divergences from the norm of Astartes. Their hair is uniformly platinum blonde, almost metallic even according to these files, while their skin is ash grey, and finally their eyes are a strange purple color. Beyond their coloration, their height is an average of ten feet compared to the normal eight of an Astartes, and their bodies are closer in proportion to unaltered humans than normal Astartes are even with their increased muscle mass and height.
Possibly as a result of their physical divergences, it is known that their Chapter has a slower recruitment rate and uses what the files list as unorthodox methods to ensure full strength, even if I am currently unaware of what these methods are. I have my doubts that they are anything overly suspicious, but I have learned that humans have radically different views on the matter to me.
In recent times they have taken the custodianship of the Broken Angels Chapter and have begun to retrain them from their near-extinct present state. However, it seems to be a slow process as the survivors in question have fallen into a depression of sorts. Regardless, it is known that the Knights are a potent force in the sector due to their tactics of stealth and careful planning along with their psykers being able to bind the souls of their fallen brethren to special totems to retain their legacies, including the first Chapter Master even.
I have to commend them for discovering a way to create a pseudo Living Mausoleum, and it would possibly be within my abilities to provide for them a way to embody the souls in a more active form in time. However, it is still very impressive to achieve even this much in so short a time.
Outside of the primary two Chapters, there are another ten that are notable for interacting with the sector. None of these Chapters barring the Broken Angels and the Crow Guard are all that impressive according to the files the others are entirely standard Astartes chapters with a near total lack of anything to make them stand out from the others of their bloodlines.
The Broken Angels are only notable for their sheer lack of skill and the fact that they were almost wiped out by a minor threat in the grand scheme of things. Other than that there is little to note about them according to the records I found. The Crow Guard on the other hand is notable solely for the powers they have invented revolving around shadows and lightning, being able to send energy through shadows and making solid constructs out of them is impressive and useful no matter how one considers it. Although, they have a strange hatred of Divination of all forms and always do something different from what is divined for them to do. According to the records there is one event where they were predicted to join a Crusade, and they left the entire Segementum during the Crusade's duration to avoid it.
And with that, the matter of the Astartes Chapters is brought to a close.
In order to maximize the amount of information that I would learn and gather this decade, I had ordered Nameria to provide an overview of the Sororitas orders of the sector and in general. The general overview was simple indeed, with only several classifications of types I can see being notable, first and foremost are the ones that engage in battle, which are the most common, then orders that teach and heal, and the last that protect relics of so-called saints.
Of course the humans have hundreds if not thousands of names, titles and other words for these groups, but at the core that is the bedrock of the orders. Along with this, I have learned that every order is descended from six religiously significant individuals of the Imperial Creed from which the six main orders were formed and from which thousands of minor orders have splintered off from.
Generally, it seems that the orders take the worst aspects of the Imperium to an insane degree. They remind me heavily of the Scholars of Creation in their single-minded approach to all actions they undertake. Within Erimyst, only one such order exists, which I am cautiously positive on since it seems the general order would need to be Broken to sensibility and having only one such order will make that easier.
Of course, it seems that the local order is divergent from the norm in that I have since learned of their extremely close bonds with the Manticore Knights and the fact that they train psykers for some classified purpose. To compound upon this it seems that the local order has a figure that they treat as a saint in all aspects even though she has yet to be declared as such by the Imperial church.
I could wish to have learned more on the matter, but it is more than enough for my purposes to work with from this starting point.
AN: Fairly short piece since there wasn't much I could squeeze out of these actions but needed to write something for them
They will be easy enough to open lines of dialog with, and they would already be open to meeting me due to having designs towards higher sector influence. According to these files they are working towards making Erimyst the 80 Worlds which is a reference to something I am unaware of. Regardless, it is clear that they are a political force in the sector as much as a military one and it would make sense to ensure that I am on good terms with them.
It is known that the Knights are a Chapter with some truly strange cosmetic and physical divergences from the norm of Astartes. Their hair is uniformly platinum blonde, almost metallic even according to these files, while their skin is ash grey, and finally their eyes are a strange purple color. Beyond their coloration, their height is an average of ten feet compared to the normal eight of an Astartes, and their bodies are closer in proportion to unaltered humans than normal Astartes are even with their increased muscle mass and height.
For Turn 4:
The Debt Cap is currently 4x your native income: 280 in other words (reevaluating interest/debt system, until I figure it out 4x income is all you can over spend)
Atraxas Actions: 1 per category, 3 Personal Actions (personal actions can be transferred at a 1:1 ratio to any other department)
Advisor Actions: 1 in their category
Nameria Actions: can undertake actions in Faith and Martial by dividing her highest bonus evenly, can not take more actions that would put her bonus below 1, rounds down
Private Army: Can undertake Martial Actions when on world with a bonus of 0
Urma: can work on any category, has 2 actions.
Wealth Breakdown
Economic Activity: 0.01%
Economic Policy: Artisanal
Resource/Wealth Conversion: 1:100
Current Resource Feed: 1
Current Planetary Wealth: 867
Medical Status
Birth Rate: Below Replacement (2)
Projected Max Births per family: Max of 4 births (Bare replacement) by Turn 6
Current Impact: Turn 5 DCs going to increase by 5 to 20 and production cap will reduce by 25 to 50, Turn 6 increase effects, Turn 7 stabilize, Turn 8 return to Turn 5 status and hold
Current Medical Infrastructure: Horribly Insufficient
Current Planetary View: THE EMPEROR HAS CURSED US
Security: Unknown in totality
Status of the Army: With Norastye for turn 4 (can not be used or improved)
Adeptus Mechanicus Anger: 0/100 +5 per turn, grows by 5 every 2 turns not managed (Managing effect lasts 6 turns) NULLED for the next 4 turns and set to 0 due to DAoT cache
Homeworld Mission: 3 missions. Mission 1: Send to the Homeworld a working Noosphere within 4 turns. Mission 2: Send to the Homeworld data on Imperial Computers within 1 turns. Mission 3: Send to the Homeworld data on Imperial Voidships within 2 turns
Learn about Imperial view on Chaos (Intrigue) - It has been confusing for your people and yourself to understand what the Imperium referred to with Chaos. They spoke of impossible foes that sought to destroy all of existence, but you had long since defeated their fumbling attempts to invade. Their rifts were easily sealed and their forces evicted from the Homeworld for eons at this point and they have never returned. But, perhaps the Imperium knows more than you regarding such forces.
(Auto passes, dice determine how much Atraxas understands of the information, Nameria can be brought into this action. Uses either Atraxas' Intrigue action or a Personal action, Nameria would spend her Faith action on this if brought in)
Begin extraplanetary resource exploitation (2) - Shogi is not the only planet within its system, and where matter condenses you will be sure to find something of some value. Place a bounty for survey data on the planets and moons of the system's other bodies and provide financial incentives to set up extraction infrastructure and colonies upon those which hold worthwhile materials for the Imperium
(Upkeep (Life Support): 10) (DC: 55)
(Result: Gives +25 to system extraction, can be taken a maximum of 33 times, can be improved with future actions) (Urma is locked to this)
Dig into Imperial history - the Imperium has existed in more or less the same state for ten thousand years, but the history is riddled with empty times and even centuries where nothing seems to have been recorded. This is an insult beyond compare for the measure of history is core to a race's existence. Scour the archives, dig up the old tombs, fund the impossible expeditions recover the records and piece together the history.
(DC: 50)
(Result: learn about the Imperium's history and peel back the layers of obfuscation, to get to the truth as much as possible.) (Balkavus locked to this action)
Contact the Interplanetary Guilds - If the planetary guilds manage the resources of the world then these grey markets control the flow of resources within the subsector. Thankfully, as a Fortress world Shogi has a high level of priority, but perhaps a personal touch could help repair some of the damage that had occurred prior to your installment.
(DC: 60)
(Results: Ensure that the interplanetary guilds do not blacklist or otherwise negatively impact Shogi, more actions will become available) (Atraxas is Locked to this action)
AdMech Mission: Ensure secrecy (Stewardship) - The local Adeptus Mechanicus have plans for this world that they would rather not be openly revealed. As it was them that elevated you to your current status rather than attempt to turn you into scrap, you are expected to help keep their work a secret. Call it a favor for a favor.
(Suspicion: 0) (Resource Cost: 0) (DC: 20)
(Result: Ad Mech anger is managed, Cost will increase every time this action is taken. As anger rises new actions will become available in other categories)
Homeworld Mission: Data retrieval (Computers) (Learning) - You have been given the assignment of providing your people with information on the computer systems of the Imperium after discovering the versatility of software over hardware and alerting the Homeworld to such discoveries. If you are able to send genuine samples of the technology back in addition to that, then your priority rating for covert assistance will be raised.
(Suspicion: 5/20) (Resource Cost: 5/40) (DC: 20/80)
(Result: if bonus achieved gain 4 Exatari Favor)
Homeworld Mission: Data retrieval (Voidships) (Learning) - You have been given the assignment of providing your people with information on the methods of void travel and protection that the Imperium uses in its ships. Due to the size and costs inherent to spaceships in the Imperium, there is currently no expectation for a physical sample to be provided, but if one can be it would be a great boon for the Homeworld.
(Suspicion: 5/100) (Resource Cost: 0/200) (DC: 20/200)
(Result: If bonus achieved gain 20 Exatari Favor)
Homeworld Mission: Data retrieval (Noosphere) (Learning) - With the discovery of the Noosphere and the meta particle library of Information, the Homeworld has failed to discover the new Library and as such has requested a physical and working Noosphere anchor to be provided within half a century as the humans judge time.
(Suspicion: 20) (Resource Cost: 100 or 50 Mechanicus Favor) (DC: 500/0)
(Note: Can only be done by Atraxas if not using Favor)
(Result: New mission received on Turn 4, if bonus achieved gain 25 Exatari Favor)
Super Heavy Tanks (Resources: 50. Upkeep: 25 Military Services. DC: 25)
Heavy Tanks (Resources: 25. Upkeep: 15 Military Services. DC: 25)
Light Tanks (Resources: 10. Upkeep: 5 Military Services. DC: 25)
Armored Vehicles (Resources: 10. Upkeep: 10 Military Services. DC: 25)
Light Vehicles (Resources: 5. Upkeep: 5 Military Services. DC: 25)
Vehicles (Resources: 5. Upkeep: 1 Military Services. DC: 25)
Super Heavy Power Armor (Resources: 500. Upkeep: 250 Military Services. DC: 250)
Powered Armor (Resources: 250. Upkeep: 150 Military Services. DC: 200)
Heavy Armor (Resources: 100. Upkeep: 50 Military Services. DC: 50)
Light Armor (Resources: 25. Upkeep: 10 Military Services. DC: 25)
Knights (Resources: 5k. Upkeep: 1k Military Services. DC: 1000)
Titans (Resources: 50k. Upkeep: 25k Military Services. DC: 2500)
Aerospace Fighters (Resources: 50. Upkeep: 25 Military Services. DC: 25)
Spacecraft (Resources: 75. Upkeep: 50 Military Services. DC: 200)
Spaceships (Resources: 1000. Upkeep: 200 Military Services. DC: 300)
Orbital Insertion Pods (Resources: 10. Upkeep: 50 Military Services. DC: 25)
Bolters (Resources: 25. Upkeep: 25 Military Services. DC: 25)
Plasma (Resources: 10. Upkeep: 10 Military Services. DC: 25)
Grav (Resources: 30. Upkeep: 10 Military Services. DC: 25)
Rad (Resources: 50. Upkeep: 25/50 Military Services/Life Support. DC: 100)
Melta (Resources: 100. Upkeep: 30 Military Services. DC: 25)
Power (Resources: 150. Upkeep: 25 Military Services. DC: 25)
Force (Resources: 200. Upkeep: 50 Military Services. DC: 25)
Assault - with your private army it is possible to assault various foes outside of simply providing forces to the Imperium, as such it would be possible to gather valuable data on how imperial technology fares in warfare in controlled situations and also to potentially discover valuable items in the assaulted factions.
(Suspicion: 0) (Resource Cost: Variable) (DC: Determined via combat rolls)
(Result: Your private army will assault a chosen target in the sector. This action does not require an advisor or Atraxas and can be done by the private army)
Improve the PDF - The PDF of any fortress world is impressive by the standards of the Imperium, but it can always be improved. Increasing the training regimens, upgrading their weapons and vehicles allowed, improving interdepartmental relations. All can be smoothed over and result in a better defense for the world.
(Suspicion: 0) (Resource Cost: 100) (Upkeep (Military Services): 25) (DC: 500)
(Result: The PDF upgraded to low Solar Auxillia level in equipment. More actions unlocked)
Improve the SDF (Minor) - The planetary fleet is in a sad situation, gutted through several decades of lack of maintenance and being sold off to fund more critical planetary situations, now only a shadow remains. But that shadow could be improved with relative ease for little cost.
(Suspicion: 0) (Resource Cost: 250) (Upkeep (Military Services): 25) (DC: 200)
(Result: The fleet improved to Low Imperial Quality from Pitiful Imperial Quality)
Improve the SDF (Major) - There is a saying among the competent command staff of the Imperial armed forces: "Amateurs talk tactics, professionals talk logistics." Anyone who spares more than a second to think about warfare will realize quickly that it is the void of space that allows for the flow of logistics across the Imperium of Man, and as such control over it and by extension control over the orbitals is key to emerging victorious against all manner of threats. Currently a small sized fleet is garrisoned in your system and a moderate patrol fleet monitors the rest of the region. It would be possible to renovate the planetary fleet to be worth the title of Fleet in the greater Imperial Navy.
(Suspicion: 0) (Resource Cost: 2000) (Upkeep (Military Services): 200) (DC: 1000)
(Result: The fleet improved to Average Fortress World, more actions unlocked. Will not include battleships)
Improve planetside fortresses - Imperial architecture is a wonder to behold. Sturdy, massive, and well-suited to its terrain. However, you have your own extensive knowledge of defensive siegeworks to fall back on, and there are still a few schemas from your people that would be of use for this world.
(Suspicion: 0) (Resource Cost: 50) (Upkeep (Infrastructure): 50) (DC: 200)
(Result: Military citadels improved, resistant to heavy orbital bombardment, gives bonuses to nearby military forces. Future actions unlocked)
Improve system defenses - A fortress world by definition boasts massive defenses in its orbit and immediate zone of control in a system, but it does not necessarily have defenses that can cover a system. That flaw must be rectified as soon as possible, to ensure a proper defensive fallback for any forces caught by their foes.
(Suspicion: 0) (Resource Cost: 250) (Upkeep (Infrastructure): 50) (DC: 500)
(Result: basic lines of defense platforms scattered throughout system, more options unlocked for further improvements.)
Improve planetary orbital defenses - Ahh, how you miss the molten metal surface of your homeworld. It was slightly dismaying all those millennia ago when your people discovered the comparative... vulnerability of other planets to impacts from space. Still, there are many ways to solve this problem, and one of them is orbital defense systems, to strike down any voidborne enemies before they can begin bombardment. What is already in place is within acceptable parameters, but one can never be too careful when considering the survival of one's own world.
(Suspicion: 0) (Resource Cost: 100) (Upkeep (Infrastructure): 50) (DC: 150)
(Result: Improved orbital stations and satellites, more actions unlocked)
Fortify cities - perhaps the cities can not be fortified to the degree you would prefer, for the Humans desire to see the natural light of the star above. A strange desire that your people never developed due to your evolution within the dark heart of your world, but bunkers dug deep into the planet could be done and the humans would accept that.
(Suspicion: 0) (Resource Cost: 50) (Upkeep (Infrastructure): 20) (DC: 20)
(Result: Majority of population protected from light orbital bombardment, increased storage capacity by 1000, more options unlocked)
Bury Military Complexes - Humans might be content with leaving things to chance, with critical infrastructure above the surface or near the surface as things stand. However, the Exatari are not so content to let their defenses stand low. The greatest defense the Homeworld possess is that of the hundreds of kilometers of molten metal that covers the surface. Bury all that is critical under the ground at great depths and the world will live even through the worst of sieges.
(Suspicion: 0) (Resource Cost: 50) (Upkeep (Military Services): 20) (DC: 500)
(Result: Military critical infrastructure highly resistant to non Exterminatus orbital bombardment. Military forces can move between regions protected from orbital bombardment, increased storage capacity by 200. Second phase unlocked)
Improve Relations with Rogue Traders - In this region of space there are almost certainly a handful of rogue traders that would be amiable to opening lines of communications with Shogi for more permanent employment and contracts.
(Suspicion: 15) (Resource Cost: 10) (DC: 50)
(Result: gain contacts among the Rogue Traders and can offer missions for them to complete for various resource bounties)
Contact House Norastye - With connections to the House secured it is possible to reach out to write new contracts and update previous standing ones with new information
(Suspicion: 5) (Resource Cost: 5) (DC:10)
(Result: Opens a sub vote for new Norastye contracts for them to undertake)
Contact the Planetary Guilds - It was in a way relaxing to learn that other races had the same divisions of labor among their worlds as occurred upon the Homeworld. People aligned to their interests and mastered their jobs, perhaps not to the level you would find acceptable back home, but here it is passable.
(Suspicion: 5) (Resource Cost: 5) (DC: 20)
(Result: Ensure that native production is at maximum, No need to do this action again until at least 1/4 of production is used or Economic Activity reaches 25%)
Improve Relations with Agri-Worlds - As a Fortress World, Shogi is designed to stand up to years of grueling siege and confound any invasion from the enemies of man before they can reach other parts of the God-Emperor's dominion. However, all things run out eventually, including food, and Shogi despite its large stocks of emergency rations is by no means self-sufficient. With such a clear vulnerability, ensuring a smooth connection with the planet's suppliers of sustenance seems to be worth the effort
(Suspicion: 0) (Resource Cost: 0) (DC: 30)
(Results: Open lines of communication with nearby Agri Worlds)
Improve Relations with Forge Worlds - It was by the will of the Cult Mechanicus that you became Planetary Governor in the first place, and it is by the might of this cult's vast industrial base that the armies of the Imperium remain in fighting shape. For both personal and administrative reasons, it would be wise to befriend them
(Suspicion: 5) (Resource Cost: 10) (DC: 5)
(Results: Open lines of communication with nearby Forge Worlds, enables Adeptus Missions to reduce their anger)
Open Trade Talks with Mining Worlds - Even with emissaries of the worlds having met, it is always prudent to refactor trade deals when the time comes and to ensure that the trade never falters once more. Call upon the worlds to meet once more and to reset the contracts between them and Shogi.
(Suspicion: 0) (Resource Cost: 5) (DC: 25)
(Results: Open trade talks with Mining Worlds once more)
Improve Relations with Moriya - the seat of power of the Golden Spirit and a powerful world in the culture of the Sector, it would serve me well to have connections to it in time to come.
(Suspicion: -10) (Resource Cost: 5) (DC: 10)
(Results: Open lines of communication with the Golden Spirit)
Improve Relations with Fortress Worlds - Fortress worlds are inherently solitary and yet linked, a strange mixture in your mind. If they are to serve as a mighty bulwark they should be closer together, but the Imperium spreads them far apart leaving gaps for one determined enough to exploit. It would be prudent to close those gaps as soon as possible, before a foe exploits them.
(Suspicion: 0) (Resource Cost: 50) (DC: 50)
(Results: Open lines of communication with nearby Fortress Worlds, and to maintain the trade lanes)
Contact Cadia directly - Cadia is renowned across the Imperium as the source of the best trained troops, you are unsure of that as of now, but its prestige is without doubt and unquestioned. Reaching out a hand towards Cadia would be the first step towards getting trainers and other valuable support from the bastion.
(Suspicion: -15) (Resource Cost: 150) (DC: 50)
(Result: Can start gaining Cadian Favor by completing Missions for them, this favor can be used to buy support from Cadia.)
Improve Public Perception - the perception of humans is a fickle thing to say the least, you have been considered a monster, a friend and even a prospective lover all by the same human within a singular month long period. Managing such fickle opinions is difficult, but necessary if one would desire to live when one is a xeno in the midsts of their natural foe.
(Suspicion: -5) (Resource Cost: 20) (DC: 50)
(Result: Gain a measure of the culture of Shogi, unlocks more actions related to propaganda and culture shaping. This action can only be used once per century (10 turns))
Improve Relations with Agri-Worlds - As a Fortress World, Shogi is designed to stand up to years of grueling siege and confound any invasion from the enemies of man before they can reach other parts of the God-Emperor's dominion. However, all things run out eventually, including food, and Shogi despite its large stocks of emergency rations is by no means self-sufficient. With such a clear vulnerability, ensuring a smooth connection with the planet's suppliers of sustenance seems to be worth the effort
(Suspicion: 0) (Resource Cost: 0) (DC: 30)
(Results: Open lines of communication with nearby Agri Worlds)
Improve Relations with Forge Worlds - It was by the will of the Cult Mechanicus that you became Planetary Governor in the first place, and it is by the might of this cult's vast industrial base that the armies of the Imperium remain in fighting shape. For both personal and administrative reasons, it would be wise to befriend them
(Suspicion: 10) (Resource Cost: 50) (DC: 150)
(Results: Open lines of communication with nearby Forge Worlds, enables Adeptus Missions to reduce their anger)
Improve Relations with Mining Worlds - Shogi has the mineral wealth to be fully self sufficient in production in time, but at the same time there is currently no need to exploit its reserves when the Imperium has countless worlds that are settled solely for the purpose of such exploitation and harvesting of their bounty. An inelegant manner to be sure, but the best that you can currently manage and even more critical now that revelations of the truth of the matter have occurred.
(Suspicion: 0) (Resource Cost: 50 per Mining World) (DC: 30 rolled individually for each world)
(Results: Appease Mining Worlds)
Improve Relations with Hive Worlds - monumental worlds to the Imperium's manifold failures as a government, yet impressive for their resilience in the face of such troubles. Their population soars into the high billions, nearing the trillions on some of their number, even a mere fraction would fill all the homes of Shogi many times over. With careful parleying and entreaties, it might be possible to bring valuable skills and even mutations over.
(Suspicion: 10) (Resource Cost: 200) (DC: 50)
(Results: Open lines of communication with nearby Hive Worlds)
Improve Relations with Shrine Worlds - worlds dedicated entirely to the worship of the nebulous God-Emperor, a strange practice and one that perhaps makes sense only to the minds of humans. The worlds lack conventional forces of note, but seem to have a high likelihood of possessing orders of the strange all female warriors you had heard of in passing and Kara once was.
(Suspicion: -10) (Resource Cost: 5) (DC: 30)
(Results: Open lines of communication with nearby Shrine Worlds)
Improve Relations with Fortress Worlds - Fortress worlds are inherently solitary and yet linked, a strange mixture in your mind. If they are to serve as a mighty bulwark they should be closer together, but the Imperium spreads them far apart leaving gaps for one determined enough to exploit. It would be prudent to close those gaps as soon as possible, before a foe exploits them.
(Suspicion: 0) (Resource Cost: 50) (DC: 50)
(Results: Open lines of communication with nearby Fortress Worlds, and to maintain the trade lanes)
Improve planetside spies - You may be officially in charge of an entire planet that possesses some of the best military forces in the Sector, but what is official and what is true are not necessarily the same. Surely someone will want you deposed or will be investigating your past, and you want to know who is doing what and where. Thankfully, there is already an intelligence service available to you, and it would be easy to justify your requests given how abrupt your rise into political office was.
(Suspicion: 10) (Resource Cost: 20) (Upkeep (Counter Intelligence): 50) (DC: 150)
(Result: Spynet upgraded and improved, more actions unlocked)
Establish subsector spies - You cannot solely depend upon the rumor mill and public statements to understand what is going on. Knowing is half the battle after all, and you intend to know everything you need to long before there is a battle. Blackmail, corruption, secret wars, and more go on all the time, after all, and it would frankly be stranger if you didn't try to have your ear to the ground for this sort of thing
(Suspicion: 20) (Resource Cost: 100) (Upkeep (Counter Intelligence): 100) (DC: 250)
(Result: gain direct access to the subsector plans, and the sector capital's plans. Have access to all the diplomatically important events)
Improve counterintelligence - People are surely already trying to spy on you. A complete newcomer becoming Planetary Governor? With such a bizarre turn of events there's bound to be people with both noble and less-than-noble intentions looking into everything you want to do and possibly trying to sabotage it, and you won't stand for it. Luckily, you already have ideas in mind for how to deal with this problem
(Suspicion: 5) (Resource Cost: 25) (Upkeep (Counter Intelligence): 50) (DC: 200)
(Result: gain an awareness of the spy rings on the world from other worlds, until they adapt their systems. Unlocks more actions)
Acquire blackmail on someone - Leverage is required to get what you want at this time, and you have ways of getting it. Pick an individual that is proving troublesome and try to either find or forge evidence of their terrible wrongdoing
(Suspicion: Depends on Target) (Resource Cost: Depends on Target) (DC: Depends on Target)
(Result: gain a stack of Blackmail on the chosen target, unlocks blackmail specific actions where you can spend blackmail to force the target to act.
Search and destroy: heretical activity - Cults that have been corrupted by the laws of the warp, by the mind-bending powers of foul machinery, or by other means that sicken you to consider, can always be found somewhere among a large enough human population. You will seek them out and crush them beneath your legs.
(Suspicion: -5) (Resource Cost: 25) (DC: Unknown)
(Result: Unlocks martial actions to handle cultists, unlocks Intrigue actions to capture cultists.)
Search and destroy: conventional corruption - You may be a spy for a race that standard Imperial teachings would say requires extermination, but you are also, albeit accidentally, in charge of a human planet, and you want your decrees to actually go through. Bureaucrats that delay important policy by weeks and months through either incompetence, malice, or self-interest will not last long in this administration if you have anything to say about it.
(Suspicion: 10) (Resource Cost: 25) (DC: 50)
(Result: reduces likelihood of random events from mundane corruption)
Economic Stimulus - With a surplus of resources, it is possible to begin increasing the output of the economic engine of the world, by increasing the amount of resources to be used. Of course it is noted that the more resources supplied the lower the quality will become as more people work and reduce the value of any given item.
(Suspicion: 0), (Resource Cost: write in), (DC: 0)
(Result: will increase economic activity, reducing ratio of resources to wealth but producing more wealth in total, result varies but can never go below 0.01%)
Improve the Arbites - Due to Shogi's strategic importance, it receives a far larger allotment of the Adeptus Arbites to enforce the Lex Imperialis than on most worlds, to the point that a typical security service would be redundant. As such, the Adeptus Arbites of Shogi include local law into their work and have the strength to keep up with the demands of their station. That doesn't mean that they wouldn't benefit from better investigative equipment and better designed facilities though.
(Suspicion: 0) (Resource Cost: 10) (Upkeep (Social Services): 25) (DC: 50)
(Result: Upgrades the Arbites to Imperial Guard levels, more actions unlocked)
Renovate infrastructure - Shogi's transportation systems are above the average for Imperial worlds, as they must be in order to facilitate an effective defense against invaders to the planet. However, there is always room for improvement. Better roads, updated rail systems, and a streamlined shipping network would all contribute towards a far more reactive planetary military and economy.
(Suspicion (Ongoing): 30) (Resource Cost: 1000/2000/3000/4000/5000) (DC: 200/400/600/800/1000)
(Result: Universal improvement to the world status, more actions unlocked after the final stage, can be done in stages as shown above)
Improve city planning - While military installations received some of the best designs and materials available, those ordinary people that live in civilian housing and produce goods meant for common use do not have the same luxury. Sewage systems intersect in bizarre ways, many foundations are not sufficient to hold the weight of human constructs that stand atop them, and travel from place to place is inefficient. It will not be cheap, but you could certainly make changes to these centers of commerce and industry for the better.
(Suspicion: 10) (Resource Cost: 20) (Upkeep Cost (Infrastructure): 50) (DC: 500)
(Result: Improved city defenses, improved stability of world, improved siege readiness. Gives army conditional bonuses to mobility within cities. More actions unlocked)
Improve legal procedure - The Imperial legal system is a labyrinthine conglomerate that even scholars dedicated to the field often cannot fully navigate. Months, years, and even decades can pass from the time an offense is supposedly committed to the time that a conclusion is reached, assuming of course that all parties involved remain alive and do not withdraw their cases in that time. It would be for the best if you did what you could to make this monstrosity somewhat more manageable, if for no other reason than it ties up fewer resources than the status quo
(Suspicion: 75) (Resource Cost: 100) (DC: 1000)
(Result: all extraction sources provide 10% more income, all upkeep is reduced by 5%, trade deals are easier)
Streamline the code of law - The number of laws currently in place is literally uncountable, for the Imperium's highest lawmaking authorities seem to have an aversion to stopping and as such the the moment you recite the number it has already become out of date. Admittedly, most of them do not affect daily operations for the vast majority of the populace, but by sheer volume some inevitably make an impact and are often indecipherable even if one has access to them. For the sake of making it possible to not violate the law, you will be attempting to reduce the number of contradicting and redundant laws as well as providing restatements that can actually be understood
(Suspicion: 150) (Resource Cost: 150) (DC: 2000)
(Result: All actions are cheaper and max suspicion is increased by 50, gain an extra action to all departments)
Reform the tax code - At this point, more money is spent on those who collect and tally up the money than is reasonable, and then you have to deal with untold exemptions, penalties, and the following legal battles and bribery bidding wars. For the sake of putting these taxes to actual use, attempt the monumental feat of making the tax code discernible, reasonable, and effective.
(Suspicion: 50) (Resource Cost: 50) (DC: 250)
(Result: trade deals biased in your favor, economic events biased towards neutral. more actions)
Begin extraplanetary resource exploitation (6) - Shogi is not the only planet within its system, and where matter condenses you will be sure to find something of some value. Place a bounty for survey data on the planets and moons of the system's other bodies and provide financial incentives to set up extraction infrastructure and colonies upon those which hold worthwhile materials for the Imperium
(Suspicion: 5) (Resource Cost: 25) (Upkeep (Life Support): 10) (DC: 100)
(Result: Gives +25 to system extraction, can be taken a maximum of 33 times, can be improved with future actions)
Increase native extraction (3rd) - The Imperium ever hungers for more. More bodies, more food, more construction, and especially more weapons. Where you can, have more manufactorums built so as to make the planet more self-reliant and less in danger of catastrophe if access to the wider network of trade and logistics were restricted
(Suspicion: 0) (Resource Cost: 10) (DC: 50)
(Result: Increase Shogi native extraction by 10, this action can be taken a maximum of 15 times, will unlock more actions to improve extraction rates)
Set up a personal weapon fund - Ah the Lasgun. Practically the defining icon of the Astra Militarum and one of the finest examples of Imperial technology you've yet seen. Reliable to an extreme, versatile, light, easy to learn, easy to manufacture, and possessing nigh-infinite ammunition on the strategic level. Why so many seem to not appreciate its worth, you will never know, but what you do know is that it's an excellent investment to make. This, along with other staple Imperial light arms will be made available for all the planet's residents as soon as you are able to make the purchase.
(Suspicion: 50) (Resource Cost: 25) (Upkeep (Social Services): 20) (DC: 100)
(Result: All individuals on Shogi will be armed with Imperial Guard quality las weapons. More actions unlocked)
Shipyard Expansion - The yards above Shogi are more than sufficient to build even the battleships of the Imperium, even multiple at once, but for all their grandeur, it is no secret that even greater ships fly the Imperium's flag across the galaxy. Each of them is a monument to the power of their owner and the wealth of their construction, but beyond such meaningless trifle is the power that such a vessel can command. Each worth a fleet in their own right, without question and it would be possible if expensive to expand the yards to allow for such a vessel to be built under the banner of Shogi.
(Suspicion: 20) (Resource Cost: 2000) (Upkeep (Infrastructure): 200) (DC: 2000)
(Result: Allows production of ships greater in size to the Battleships of the Imperium, allows for better ship building as a whole and more actions, increases system production by 500.)
Maternal Care - The sudden reduction in fertility and increase in birthing difficulties is often beyond the means of common Imperial citizens to handle, for they generally lack the experience with anything of the sort. Desperate times call for desperate measures, and in this case, that means creating services specially made to assist in these situations.
(Suspicion: 0) (Resource Cost: 25) (Upkeep: 5 Social Services) (DC: 100)
(Result: Slight bump to children born, higher in conjunction with other medical actions, prevents worsening of current situation)
Medical Infrastructure - Shogi is certainly better than the average world with regards to health and treatment services, but recent events have shown that more can be necessary, especially for novel situations like this. There would be additional benefits beyond just the aid provided to those struggling with fertility these past years.
(Suspicion: 0) (Resource Cost: 200) (Upkeep: 25 Social Services) (DC: 200)
(Result: notable increase to the number of doctors and hospitals across the world, phase 1 of a more extensive program, foundational. Will increase expected maximal birth by 1)
Iron Womb - The primary issue currently is that the birth rate of humans is far too low to be sustainable. The means with which to raise them once they are brought to life are ample, it is only the early stages of the process that are proving difficult. With artificial birthing devices, you can bypass this entirely, though the Imperium is likely wary of such tools
(Suspicion: 20) (Resource Cost: 50) (Upkeep: 50 Social Services) (DC: 100)
(Result: life quality will drop due to this, but will increase expected maximal children by 2, stacks with other methods, mutation chance is higher than normal.)
Genetic Clinics - Your discovery of the new Abhuman race designated "Homo Sapiens Cognatius" and recent acquisition of data on the Manticore Knights' eugenics program have shown that there is clearly room for humans to be improved at the biological level rather than from cybernetics. Surely you can produce facilities that will allow you to enhance the genetic makeup of your populace
(Suspicion: 10) (Resource Cost: 25) (Upkeep: 25 Social Services) (DC: 100)
(Result: more detailed long term predictions, more precise genetic manipulation for Shogi population, does not directly impact the current birth situation.)
Sangia Mutations - One peculiar Archmagos Biologis has shown an interest in changing the human form to gain various benefits. With her assistance you may be able to apply targeted mutations to Shogi's female population to increase their fertility and ease of pregnancy, though her work is considered concerning by some
(Suspicion: 30) (Resource Cost: varies) (Upkeep: varies Social Services) (DC: N/A)
(Result: start talks with Archmagos Sangia regarding the desired future of the people, this will lock the conversation towards the birth/reproduction of the people of Shogi.)
Sister Hospitaller Order - The Adepta Sororitas is not solely a military organization, and the most well-known division outside of their fighting forces is their medical group. You could request their presence to the planet and have them perform services to aid in making the birth rate sustainable again in a more hands-off way than most other available options.
(Suspicion: -20) (Resource Cost: 300) (Upkeep: 0) (DC: 150)
(Result: install an order of Hospitallers on the world, will increase medical care level significantly and also lower the fear of the world in general. Will be expected to see an increase of a birth per every 2 turns until reaching 8 births in total.)
Tarakan Doctors - Despite not being visible on any sector map, Taraka, homeworld of the Manticore Knights, is known for having a superb corps of physicians. You could potentially pay for them to travel to Shogi for both direct practice and to train local medical staff
(Suspicion: -5) (Resource Cost: 10) (Upkeep: 20 Social Services) (DC: 100)
(Result: Will have a notable impact to the medical skill of Shogi, will see at least one birth per turn until 8, will prioritize the mission over quality of life, brutally honest doctors.)
Steelgrass Refinery - The peculiar Death World plant you recovered from a previous Planetary Governor's hidden cache is capable of a great deal. Seeds have already been provided to the Magos Biologis and the Administratum for testing and future implantation, but there's nothing to stop you from growing some of them on Shogi yourself and discovering different uses for the herb. It would likely be far faster that way,
(Suspicion: 5) (Resource Cost: 5) (Upkeep: 5 Infrastructure) (DC: 50)
(Result: add Steelgrass into the diet of the world, will increase expected maximal births per family by 1 within 3 turns, all people of Shogi will be healthier than normal, the stuff tastes horrendous)
Logistic Optimization - it might be a while before proper standardization can be brought to Shogi, but it is more than possible to expedite the arrival of materials and workers throughout the world. Carefully adjusting various systems that interplay upon each other will ensure that everyone reaches their destination on time and with the minimum of wasted effort. It might be difficult, for a human, but for one of the Exatari it should be more than doable.
(Suspicion: 10) (Resource Cost: 25) (Upkeep (Infrastructure): 10) (DC: 200)
(Effect: all building/production related actions roll a free 1d5 for DC progress when being undertaken, this rolls per turn and is affected by double down effect, unlocks more actions)
Factory Investigation - The manufactorums that dot the surface of Shogi are monuments of inscrutable technology, that few understand these days. In order to properly improve the productivity of the world it is only sensible to first understand these factories, of course the tech priests that watch over them could pose a challenge to the investigation.
(Suspicion: 20) (Adeptus Mechanicus Anger: 10) (Resource Cost: 50) (DC: 250)
(Effect: gain a good understanding of Shogi production facilities and unlock actions to improve them directly.)
Construct Testing Facility - There are many aspects of mass production that we the Exatari do not truly understand nor grasp easily. Our minds do not work in the same ways as those of humanity and as such we need more than basic information to fill in those blanks. To pursue that understanding, which requires working with the Adeptus Mechancius it would be aided by the construction of a facility in which one could test the variables at play within mass production.
(Suspicion: 30) (Adeptus Mechanicus Anger: 5) (Resource Cost: 100) (Upkeep (Infrastructure): 25) (DC: 100)
(Effect: builds a testing facility to test ideas for future usage, enhances all logistical/renovation actions post completion, more actions unlocked.)
Pacify Machines - Machine Spirits are unknown beings that live inside and between the lines of code, with primitive emotions and senses of self. But, that brings to light the fact that they are prone to mistakes and other issues that need not exist. They appear to have a positive view of me and as such it might be possible to work towards pacifying them as a whole.
(Suspicion: 50) (Adeptus Mechanicus Anger: 50 will bypass the NULLED state) (Resource Cost: 25) (DC: 1000)
(Effect: all extraction will be increased by a base of 5 and production cap will be increased by a base of 100, Machine Spirits will cease to be aware/active.)
Unify Machines - Machine Spirits are interesting beings living between the lines of code, but they present a layer of inefficiency that is unacceptable. However, it is known that there are methods of controlling them, and as such it should be possible to eradicate the vast majority of such spirits from Shogi if one built a central core for all systems.
(Suspicion: 50) (Adeptus Mechanicus Anger: 50 will bypass the NULLED state) (Resource Cost: 1000) (Upkeep (Infrastructure): 100) (DC: 500)
(Effect: Creates a singular Machine Spirit that controls all machinery on Shogi, secondary effects are too unknown to be expected)
Stabilize Machines - Machine Spirits present an intriguing area of study, but they more of an annoyance to deal with than to tolerate. Their senses of self plague the machines they inhabit giving rise to tendencies that reduce the efficiency of the machine in question. However, it is known that when the spirits are pleased the machines work at an impossible level as such it stands to reason that if all machines were stabilized there would be a great boon of efficiency to Shogi.
(Suspicion: 50) (Adeptus Mechanicus Anger: 50 will bypass the NULLED state) (Resource Cost: 250) (Upkeep (Infrastructure): 50) (DC: 200)
(Effect: Extraction sources increased by a base of 2, and production increases by a base of 25. Machine spirits biased towards the positive end of events on Shogi, but retain tempers.)
Study Voidspace technology - if there is one area in which the Imperium is the better than the Exatari overall in technology it is within the domain of space travel. The greatest defense of the Homeworld has hampered the progress of space oriented fields for countless millennia and that time lag shows dearly now. Exatari ships are sluggish and fragile compared to even the cheapest of the Imperium's, however you are certain that you could do more than they think possible with their own technology
(Suspicion: 20) (Resource Cost: 25) (DC: 150)
(Result: Gain a measure of understanding of Imperial void space technology. New actions unlocked)
Study weapons technology (Can specify a given type) - the Imperium boasts many kinds of weapons, a large number of which have never been invented upon the Homeworld. The gravity weapons for one were theorized long ago, but never saw military usage, and the same applies to many other fields in the Imperial arsenal. If the worst comes to pass and the Imperium finds the Homeworld, they need to be prepared to combat the unknown.
(Suspicion: Variable) (Resource Cost: Variable) (DC: Variable)
(Result: Gain a measure of skill with the weapon type)
Study the Particle Lance - The Adeptus Mechanicus discovered a particle lance under where I had lived for several centuries prior to becoming the ruler of Shogi. They claim it comes from the age of humanity's ascendancy, as such it would be interesting to see what the anceint humans would have done with particle technology for if there is anything that we can claim mastery in it is particle physics.
(Suspicion: 0) (Resource Cost: 5) (DC: give them 5k years) (Atraxas DC: 2500)
(Result: Enable production of a DAoT Particle Lance that can be scaled up from tank to starship scale without issue at base level.)
Study the Alloys - There was a cache of alloys recovered with the other items by the Mechanicus and they are clearly superior to what the Imperium uses and yet it is unknown by what means they are improved. There are several theories that I have heard on the topic, but together they are unlikely in my opinion but I have the chance to work with the archmagi on the samples and I could possibly discover something new.
(Suspicion: 0) (Resource Cost: 5) (DC: give them 5k years) (Atraxas DC: 1000)
(Result: Enable production of Very Low Grade DAoT alloys in amounts useful on planetary scale. +1 VLG DAoT Alloys per turn)
Study the Theorems - The Adeptus Mechanicus discovered a set of theorems on the principles of spacetime in the cache that contained the particle lance. We might not be the masters of space and time as we are of particles, but we are still knowledgeable regarding the principles at hand.
(Suspicion: 0) (Resource Cost: 5) (DC: Impossible not impossible just give them 5k years) (Atraxas DC: 5000)
(Result: Vastly improve all gravity technology in the Imperium and for the Exatari, allow mass production of gravity technology in both species once more)
Repair the Neural Trainer - The Adeptus Mechanicus discovered a device that would greatly increase the intellect of a sapient being that it was used upon, however it is sadly broken but they believe it can be repaired. I am unsure of what help I can provide for I am not well versed in the anatomy of human minds.
(Suspicion: 0) (Resource Cost: 5) (DC: give them 5k years) (Atraxas DC: ???)
(Result: Repair the Neural Trainer, allows for a one time +10 Learning to anyone that uses it. At first can only be used by Humans)
Grav Sphere - A strange device that is clearly intended to serve as the gravitational source of a custom starship, it would serve well but it is currently poorly programed and needs to be adjusted such that it can no longer seek to harm people. Along with that, the technology is intriguing with regards to what it can manage.
(Suspicion: 0) (Resource Cost: 10) (DC: 1000)
(Result: notable improvement to Atraxas understanding of gravity and how to manipulate it, notable improvement to all Exatari grav technologies, can unlock the Gravity Meta Library eventually)
Warp Sphere - A masterpiece of technology by any standard and I barely understand it, if there is one field in which the Imperium stands far above the Exatari it is in the field of the warp and this is the distillation of that mastery. Teleportation, Gellar Fields and more included in this single device even systems beyond warp systems for a space craft.
(Suspicion: 0) (Resource Cost: 10) (DC: 1000)
(Result: notable improvement option for all warp systems for ships built post completion, will increase costs but have bonuses for extra costs, Atraxas will learn the basics of warp science and how warp systems work, this system is able to produce Invoked Laws for Atraxas)
Grav Lance - a weapon using gravity shear as its means of damage. An intriguing method for a gravity weapon, but one that has been tested and found to be insufficient against heavy armor without fracture points. However, it is possible that this weapon presents a design that could correct those flaws.
(Suspicion: 0) (Resource Cost: 10) (DC: 100)
(Result: Slight improvement to gravity weapons across the board, notable improvement to Exatari grav shear designs and grav lift designs)
Nanoplague - Nanotechnology was supposed to be impossible without technology that would only be achieved after a billion years of work, yet it is clear that it is something currently possible provided a few minor hurdles are managed. Multi function computers have proven to be the secret that was missing, but now with an example below it is possible to do tests otherwise impossible.
(Suspicion: 0) (Resource Cost: 10) (DC: 1000)
(Result: Unlocks Nanotechnology as a field for the Exatari to pursue in general, gives Atraxas a foundational understanding of the field, enables the Production of Nanoswarms that can undertake stewardship actions at a cheaper rate when assigned under an Advisor.) (Atraxas will Lock this action on turn 8 regardless of anything else unless he is in a Crisis event at the time)
Multi Energy Lance - a strange weapon that is clearly more of a research project than a working war item, regardless it presents an intriguing opportunity to learn more of how energy interachanges between various forms and gives rise to curious questions about how the creator managed to design such a device.
(Suspicion: 0) (Resource Cost: 10) (DC: 250)
(Result: (Enables Atraxas to build Energy Matrixes that can translate energy between various forms with little loss, will improve most energetic weapons by a minor amount, can be produced for elite troops and scaled up for astartes with relative ease, very expensive weapons)
Strange Schematics - These schematics detail a device akin to a Meta Shield but of a different focus, I believe that they are of a fully mechanical Gellar Field from the distant past, but regardless investigating them would be a great boon for me and the homeworld.
(Suspicion: 0) (Resource Cost: 10) (DC: 1000)
(Result: Improves Meta Shields, improves Exatari sensors, enables production of DAoT Gellar Fields, which are super stable but cripple ship speed)
Invent new-... Combine existing technologies (specify intended creation): Invention is difficult at the best of times, but under the scrutiny of the Adeptus Mechanicus it is never harder, but that will not prevent the act of creation from being preformed.
(Suspicion: Variable) (Resource Cost: Variable) (DC: Variable)
(Result: Variable)
Invent Custom Defense Lasers for Shogi - the atmospheric composition of the world wreaks havoc upon imperial laser systems and the Adeptus Mechanicus has so far failed to find a solution for the challenge. You can do better, this is no where near as difficult of a challenge as the grand laser arrays on the Homeworld that can burn through the molten oceans to strike at spacefaring ships if needed. A strange atmosphere will pose no challenge for the ingenuity of the Exatari
(Suspicion: 10) (Resource Cost: 10) (DC: 100)
(Result: Creates Defensive Lasers with lower attenuation across the board, and higher immunity to beam dispersion from all sources. Unlocks future actions.)
Dig into planetary education system - education is important and the Exatari know that more than most, your studying lasts for centuries and only then does one get the honor of being considered an expert. To consider all angles of a question, to think on the fly and to synthesize the information into usable forms, all is needed. It is an open question on the measure of the Imperial education upon Shogi and so it must be examined.
(Suspicion: 20) (Resource Cost: 25) (DC: 150)
(Result: Learn what if anything is broken in the eduction sector and how to correct it, unlocks actions to correct/improve the education system on Shogi)
Donate to the local Church - donations to the church could be seen as trying to bribe the church for leniency for crimes committed or being plotted, but at the same time to the common folk it would be an effective manipulation to show your piety to their God Emperor.
(Suspicion: -10) (Resource Cost: 25) (DC: 20)
(Result: the appreciation of the Church.)
Donate to the Orphanages - If donating to the Church would be suspicious, then the orphanages would be extremely so, it is a sad fact that most humans see the funding of the service as a sign of buying political favor or virtue signaling on a grand scale. But, the hatchlings need support and you can provide it.
(Suspicion: -20) (Resource Cost: 50) (DC: 50)
(Result: reduce the suspicion reduction by 10 per time this action has been taken within 3 turns, unlocks more options related to orphanages)
Perform an act of Faith - Faith is a very strange consideration for the Exatari, what does it mean to have faith in something. Your people never knew the fear of death for the slumber held it at bay barring the unlucky few that died in battle beyond the ability to be merged to a Living Mausoleum in time. But it can not be that difficult to preform a rite for the God Emperor to prove your faith.
(Suspicion: Variable) (Resource Cost: Variable) (DC: Variable)
(Result: Variable)
Learn about alien religions - Among the stars there are many races, most of whom appear to have religions of one form or another. Perhaps it would be worth it to dig into the lore of the lore of other empires past and present to learn of how they view the world. Of course such will be extremely dangerous considering the hatred the Imperium holds for all that are xeno.
(Suspicion: 50) (Resource Cost: 50) (DC: 100)
(Result: Learn about the Aeldari Religion and the Necron religions as far as the Imperium knows, unlocks new actions)
Practice your race's religion - It is strange to consider, but your people do not have many rituals that other races would consider religious in nature. It is not correct to say that you are a species of beings unaware of that which lies beyond your reach, you stand side by side with them in the Living Mausoleums and the Witness has gently guided your people for as long as records exist. But the fact remains that your worship are expressions of Creation in its purest of forms, perhaps then a ritual would be to create something without a plan or goal, just let the whim of fate take hold for a time.
(Suspicion: 5) (Resource Cost: Variable) (DC: Variable)
(Result: Who knows)
Train an Attribute (Martial, Diplomacy, Intrigue, ect) - While you are certainly no slouch in any field relevant to governorship, you could certainly still improve your skills in all of them. From your military cunning to your religious scholarship, you will dedicate time towards a given area and raise your abilities in it even higher.
(Suspicion: 0) (Resource Cost: 50 per Tier) (DC: 100 per Tier+Attribute)
(Result: increase the chosen attribute by 1)
Build a private residence (stewardship) - While certainly luxurious, the previous Planetary Governor's home is not what one would call... suitable for you. The doorways in particular proved to be a most obstructive feature. Nonetheless, you do have some ideas in mind for a home for yourself, and unlike everything else on this planet, you will be able to actually know every nook and cranny of the place. After all, you'll be the one designing it.
(Suspicion: 10) (Resource Cost: 25) (Upkeep (Infrastructure): 5) (DC: 20)
(Result: Have a private residence buried under kilometers of the crust and have plenty of room to expand. Unlocks expansion actions and reduces suspicion for personal and Learning actions that can be hidden.)
Interact with Advisor (list which one) (Diplomacy) - No man is an island entire of itself. While you are not a man, you do understand the meaning of the parable: humans are social creatures. As such it would behoove you to spend time with the people you will likely depend upon most for your tenure as Planetary Governor, at least if you don't intend to replace them. The question is, who will you get to know?
(Suspicion: 5) (Resource Cost: 10) (DC: 40)
(Result: learn more about the chosen Advisor and their personality. This will reveal traits and other stats)
Meet the Titan Legion (Diplomacy, conditional trigger)- The Legio Orus is one of the most ancient known to the Imperium. Founded back the God-Emperor of Mankind had still walked the galaxy, they are known to be some of the most stubborn and proud engines that the Adeptus Mechanicus has provided. Their lead engine, an Imperator-Class Titan known as Unyielding Oracle, in fact fought alongside the Emperor during the Great Crusade, in the founding years of the Imperium of Man. The knowledge held within their venerable chassis is beyond priceless, and anything you can learn about them in particular will surely be treasured information back home. But first, you should try to make a good impression on these massive war machines.
(Suspicion: 0) (Resource Cost: 50) (DC: 40/80/120)
(Result: meet the Titan legion and its princepts, opening official lines of communication with the Legion. On second level success gain data on the Legion, on third level speak with the Machine Spirit of the Unyielding Oracle.)
Look for trustworthy assistants (Intrigue) - Surely there must be someone on this planet that you can depend upon to be your agent and ally. If you are lucky, you might even stumble upon a rare human that would keep the secret of your inhuman status. Of course, you will not be so gullible as to kidnap a random urchin and reveal your most critical secret. If worse comes to worst, of course, you will still have someone who is unshakably loyal to their human Planetary Governor, and that has value in and of itself
(Suspicion: 5) (Resource Cost: 20) (Upkeep (Support): 5) (DC: 40)
(Result: Gain an extra action in one category (this action can be repeated for each), this action is done with no bonus, but does not incur suspicion)
Create trustworthy assistants (Learning) - Why should you try to find a human to aid you when you could simply make one from scratch? The technology to do so is forbidden by Imperial law as you understand it, but if kept secret, you would not have to fear betrayal and exposure by them.
(Suspicion: 15) (Resource Cost: 40) (DC: 60)
(Result: Gain an extra action in each category barring Personal, these actions are done with 1/5 of your Learning and increase suspicion on actions by 10)
Have a personal vessel created (Learning) - You struggle to travel in Imperial voidships. All but the largest of their doors will not permit your egress and ingress, which makes for quite a few difficulties. On top of that, they do not contain any facilities with which to create the compounds necessary for your continued sustenance. If you intend to make voyages across the stars, you will need to have one such ship built to your exact specifications. It need not be large of course, but you will require some... exotic parts.
(Suspicion: 25) (Resource Cost: 25) (Upkeep Cost (Military Service): 10) (DC: every 10 (a GC era ship would be around 120))
(Result: Have a customized ship constructed for personal usage. Narrative diplomacy bonus for other worlds when used. Unlocks further upgrades)
Hybridization Project (Learning) - Humans are so... fascinating. Their spiritual composition is both bendable and firm at once, and their biology can be shifted to a remarkable degree. This... gives you an idea. You will attempt to create a fusion between Exatari and humanity, using the Imperial "Vitae-Womb" technology as a means of achieving this. If you succeed, you will not only have dependable friends with whom you can be completely open, you may also have created a whole new field of study. Perhaps... this may even allow you to join with the Witness should you return home alive.
(Suspicion: 50) (Resource Cost: 50) (DC: 500)
(Result: gain a mastery of imperial vitae womb technology and human genetics, unlocks second phase of the project)
Create emergency evacuation measures (Intrigue) - Should your alien status be revealed, you obviously would not be able to remain where you are anymore. Just in case, you should have every conceivable method of escape prepared, both to leave the immediate area and to make your way off the planet and out of the system
(Suspicion: 40) (Resource Cost: 50) (DC: 50)
(Result: have secret tunnels to escape to prepared locations in case of a catastrophic Break)
Forge a more robust recorded history (Intrigue) - The last thing you want is for all your efforts to come to an end because something erroneous is discovered in your paperwork. As far as anyone must be capable of uncovering, you are a human being with a known and verified background and thus undeserving of greater scrutiny. All you need to do is create a bit of a better paper trail now.
(Suspicion: 20) (Resource Cost: 50) (DC: 100)
(Result: Increased difficulty of Investigations regarding background to cause a Break in your disguise)
Design something (Learning) - You wish to put your brain and to work on something interesting. What exactly it is however will have to be decided once you get to your laboratory
(Suspicion: 0) (Resource Cost: variable) (DC: variable)
(Result: gain an action to build the item or building in the respective category.)
Build an Awakening Core (Learning) - Among those of us that leave the Homeworld, we are told in no uncertain terms to do nothing that would bring the eyes of the Imperium down upon us. However, within this situation bizarre as it is, opens doors that had remained sealed in the recent past. Back on the Homeworld, it would be possible to achieve this project with but a few orders, but the Imperium lacks the alloys that are needed and so substitutions will be need which unfortunately will vastly increase the cost.
(Suspicion: 50) (Resource Cost: 1000 or 10 Exatari Alloys) (DC: 100 or 0 if using Exatari Alloys)
(Result: Gain an Awakening Core, unlocks phase two: Build an Awakening Chamber. The Core can be used to produce small amounts of resources per turn if connected to a potent soul, resource production scales with soul intensity)
Design augments of Advisors (Learning) - You find that one of your aides would be of greater use to you if they were given the right... touch-ups. Your talents with cybernetics would be easily a match for the Cult Mechanicus' finest Tech Priests after all, and they would likely appreciate the boost in their... well, everything.
(Suspicion: 0) (Resource Cost: 20-100) (DC: 20-80)
(Result: Advisor gains personal trait: Exatari Cybernetics: Increases lifespan by 200 years, increases bonus by 10, high results can have secondary bonuses)
Hide resources (Intrigue) - In a worst case scenario, you may need access to a variety of things. Funds, pieces of technology, even the food which is so disappointingly rare in the wider galaxy. Better to have it and not need it than to need it and not have it after all. (Suspicion: 25 if fails, 5 if passes) (Resource Cost: Write In Amount) (DC per 10 resources: 10) (Result: Hidden Wealth economic status is added to economic system, Hidden Wealth reduces Overall Income by 1/10th per turn. Actions that are funded by Hidden Wealth do not incur suspicion. Maximum storage of Hidden Wealth is 50 at start, more actions will be available)
Contact the Homeworld (Flat dice) - With favor acquired it would be possible to have the Homeworld construct me items and to have the Norastye bring them to me. It would be expensive, but a possible means of acquiring various items that will be difficult to produce natively for a time.
(Suspicion: 0) (Resource Cost: 10) (DC: 5)
(Result: Open up trade for Exatari Favor)
Study the Invoked Law (Learning) - Invoked Laws serve as the base of all high end alloys and this one although potent is unknown, it would be prudent to research it before using it for anything even something normally innocuous.
(Suspicion: 0) (Resource Cost: 10) (DC: 100)
(Result: Learn what the Unknown Invoked Law is)
Find Advisor (Diplomacy) - For one reason or another, a department of the world currently lacks a director. However, it has come to my attention that the relative value of humans is extremely low compared to my current advisors and what is expected among the Exatari. Disappointment will have to be tolerated.
(Suspicion: 0) (Resources: 0-300) (DC: 0/100/200/300/400)
(Result: Gain an advisor for a given field with their primary bonus being in the following Tier 0/1/2/3/4. Resources provide a bonus of +1 per resource to the roll)
Diplomacy Advisor Option (Archmagos Quirana Ranton) - As a Favor to me in light of the discoveries of the past and the work I provided for her in recent years with the Rogue Trader, Quirana is willing to take on the duties of the diplomat of Shogi. However, this would cause her to no longer offer training for others or myself in general.
(Suspicion: 5), (Resources: 0), (DC: N/A)
(Result: Gain Quirana as the diplomatic advisor, lose her for any form of training, a slight reshuffle of DCs and costs will occur in Diplomacy)
Homeworld Mission: Data retrieval (Learning) - With the discovery of the Noosphere and the meta particle library of Information, the Homeworld has failed to discover the new Library and as such has requested a physical and working Noosphere anchor to be provided within half a century as the humans judge time.
(Suspicion: 20) (Resource Cost: 100 or 50 Mechanicus Favor) (DC: 500/0)
(Note: Can only be done by Atraxas if not using Favor)
(Result: New mission received on Turn 4, if bonus achieved gain 2 Exatari Favor)
If we spend AdMech Favor on it, does that consist of learning how to make one from them or just asking for a sample while we'll still be ignorant? Also, I notice Computer Favor was cut in half and Noosphere dropped by over an order of magnitude. Is that intentional, and if so, is it a balance change or a consequence of time passing?