Strange Aeons: A 40k Xeno Governor Quest

Voting is open
So wait for the Eldar to finish summoning Ynnead turn 100 (possibly earlier if any of our actions speed up their progress somehow and preferably without the 13th Black Crusade going to shit and stopping it halfway through) and then get Homeworld on the horn to send someone to Big Bobby G's "is daddy a god" debate club.
That would probably be the best method. But I will note that without the galactic crisis of the Great Rift, Roboute is going to be far less tolerant of xenos and general tomfoolery.
 
That would probably be the best method. But I will note that without the galactic crisis of the Great Rift, Roboute is going to be far less tolerant of xenos and general tomfoolery.
Eh, he was already disillusioned with the IoM's dogma before he went in the bacta tank and he's willing to acknowledge help rendered, as proven by being willing to interact cordially with a race that had actively fucked with him after they healed him. The good will provided by stopping the Great Rift from forming (which at least some people will know about given that the Astronomicon was warning people about it in fifth dimensional Morse code millennia ago) plus any other strides we make in fighting chaos (much less if we actually develop our medical and anti-Chaos tech to the point of being able to neutralize Anathame poison) will probably be enough for semi-reasonable first contact, at least when combined with the fact that we didn't try to murder/exploit any of his brothers like the Eldar did.
 
Eh, he was already disillusioned with the IoM's dogma before he went in the bacta tank and he's willing to acknowledge help rendered, as proven by being willing to interact cordially with a race that had actively fucked with him after they healed him. The good will provided by stopping the Great Rift from forming (which at least some people will know about given that the Astronomicon was warning people about it in fifth dimensional Morse code millennia ago) plus any other strides we make in fighting chaos (much less if we actually develop our medical and anti-Chaos tech to the point of being able to neutralize Anathame poison) will probably be enough for semi-reasonable first contact, at least when combined with the fact that we didn't try to murder/exploit any of his brothers like the Eldar did.
That is a fair assessment.
 
1) if you kill Chaos, nothing changes. If you kill Emps in the right way humans can create gods, if you dont then the mantle of Emperor just falls to the best candidate that would probably be Lion or Roboute and they would inherit the largest if not the full power of the Emperor. The Tyrant would also arise from killing Emps in a wrong way.

Thats an interesting one

Guilliman ascension would be a interesting path all things considered
 
Eh, he was already disillusioned with the IoM's dogma before he went in the bacta tank and he's willing to acknowledge help rendered, as proven by being willing to interact cordially with a race that had actively fucked with him after they healed him. The good will provided by stopping the Great Rift from forming (which at least some people will know about given that the Astronomicon was warning people about it in fifth dimensional Morse code millennia ago) plus any other strides we make in fighting chaos (much less if we actually develop our medical and anti-Chaos tech to the point of being able to neutralize Anathame poison) will probably be enough for semi-reasonable first contact, at least when combined with the fact that we didn't try to murder/exploit any of his brothers like the Eldar did.
We'd also have credit for "We built up a system to rival Sol, and a lot of Humans are living and living well there, and it's helping a lot of other Humans, and we keep ganking Chaos every chance we get." Oh, and "We've done so well that Emps himself is willing to (barely) tolerate us."
 
If we get noclith pylons, would a fully-built Shogi be able to kill or significantly weaken a chaos god?
No. Chaos Gods are what I have classed as Primeval Gods in this quest. In short, the pylons are little more than toys to them. If the Chaos Gods wanted to they could quite literally just reach out of the eye and crush Cadia to dust. The only thing stopping them is the narrative laws of their existence.
 
We'd also have credit for "We built up a system to rival Sol, and a lot of Humans are living and living well there, and it's helping a lot of other Humans, and we keep ganking Chaos every chance we get." Oh, and "We've done so well that Emps himself is willing to (barely) tolerate us."

Rival nothing, Sol may be shiny, but it's as much or more of a shit show under all the gold leaf as the rest of the imperium.
 
Sol may be shiny, but it's as much or more of a shit show under all the gold leaf as the rest of the imperium.
No, not even close. Mars on its own out produces entire segmentums, it pumps out tens of battleships per decade, hundreds of smaller classes at the same time. It can pump out titan legions in the same timeframe, it is the beating heart of nearly all astartes chapters in the galaxy. In short without Mars, the Imperium would die outside of the rare few sectors and local regions with second order forge worlds like Ryza.

If Terra was to fall, the Imperium would cease to exist. Terra produces by percentage the vast vast majority of human elites in the galaxy. Nearly more than half the humans of the galaxy that are Tier 3 or higher in skill come from Terra alone. In short Terra and Mars are both absolutely critical to the Imperium in more ways than just religious significance.

Yes, both worlds are nightmares to live on, but that does not change the fact that they are still incomparable to the nightmare outside of them. Mars is not overly worse to live on than any other Forge World and yet it produces a notable fraction of the entire Imperium's material goods, same for Terra itself. It is no worse than many Hive Worlds, and yet it is incomparable to such worlds in how much relatively better it is.
 
No. Chaos Gods are what I have classed as Primeval Gods in this quest. In short, the pylons are little more than toys to them. If the Chaos Gods wanted to they could quite literally just reach out of the eye and crush Cadia to dust. The only thing stopping them is the narrative laws of their existence.
So godkilling in this universe is a matter of narrative manipulation and sociological combat, rather than biggatons and antimagic. At least for the big bois. Are you familiar with the theory of how Ynnead ties into Slaanesh's birth and type advantage against Eldar?
 
So godkilling in this universe is a matter of narrative manipulation and sociological combat, rather than biggatons and antimagic. At least for the big bois. Are you familiar with the theory of how Ynnead ties into Slaanesh's birth and type advantage against Eldar?
Yes and I have accounted for that. The Aeldari Pantheon is shattered, Isha and Cegorach are both the only remaining members, but have lost a great majority of their power and no longer can get more power. Until Slaanesh is kicked away by another Aeldari God/Goddess at least. Ynnead will reignite the Aeldari Pantheon so to speak if she is truly born, allowing Isha to just kick Nurgle away as she makes her escape, while super powering Cegorach at the same time and reenabling the Eldar to give power to their gods beyond Slaanesh. The majority of the old gods are lost forever, but it is possible for a new Aeldari Pantheon to arise.

As for godkilling, there are different levels of Gods in this quest. The weakest possible true god is an Honored Daemon of a Chaos God, or something equal to that level. The highest level daemons of individual Chaos Gods the Exalted, are the second rank of Gods. These guys universally have Immunity Traits that require either very very rare situations or immunity bypass traits, then you have the Minor Gods where the guys like Drach and Be'lakor exist, the next level up is Vashtorr.

The Big Four Chaos gods and Emps both exist on a level several tiers above that point. They are Primeval Gods, which basically means that they control or have dominion over everything even remotely connected to their core domains.
 
Yes, both worlds are nightmares to live on, but that does not change the fact that they are still incomparable to the nightmare outside of them. Mars is not overly worse to live on than any other Forge World and yet it produces a notable fraction of the entire Imperium's material goods, same for Terra itself. It is no worse than many Hive Worlds, and yet it is incomparable to such worlds in how much relatively better it is.

Given what Boy of the Vox had to put up with before he got fetched by that Fabstodes that implies we have a full fledged under empire to deal with.
 
Yes and I have accounted for that. The Aeldari Pantheon is shattered, Isha and Cegorach are both the only remaining members, but have lost a great majority of their power and no longer can get more power. Until Slaanesh is kicked away by another Aeldari God/Goddess at least. Ynnead will reignite the Aeldari Pantheon so to speak if she is truly born, allowing Isha to just kick Nurgle away as she makes her escape, while super powering Cegorach at the same time and reenabling the Eldar to give power to their gods beyond Slaanesh. The majority of the old gods are lost forever, but it is possible for a new Aeldari Pantheon to arise.
To confirm we're on the same page I'm gonna put the theory I referenced in the spoiler below:
So, many millennia ago, Ynnead started gestating through a similar process to Sotek in WHF. ie, one or several prophets had visions of her and began working to bring about the omens of her birth. Thus began the proselytization about a purplish god of Aeldari death and afterlife that assimilated their souls in a state of supreme sensation. Then Chaos started playing with the post-Edict decadence to corrupt those omens and bring about Slaanesh instead. This means that, until Ynnead actually fulfills the prophesy, Slaanesh is the closest fit for the narrative role of "Eldar death god/afterlife" that they had carved into their mythological tapestry.
Is this the same theory you are referring to?
As for godkilling, there are different levels of Gods in this quest. The weakest possible true god is an Honored Daemon of a Chaos God, or something equal to that level. The highest level daemons of individual Chaos Gods the Exalted, are the second rank of Gods. These guys universally have Immunity Traits that require either very very rare situations or immunity bypass traits, then you have the Minor Gods where the guys like Drach and Be'lakor exist, the next level up is Vashtorr.

The Big Four Chaos gods and Emps both exist on a level several tiers above that point. They are Primeval Gods, which basically means that they control or have dominion over everything even remotely connected to their core domains.
So are Primeval Gods just fully unkillable or do they just require even more complex and difficult threading the needle past their immunity traits?
If we get noclith pylons, would a fully-built Shogi be able to kill or significantly weaken a chaos god?
Honestly, Noctilith will be most valuable for us as a means of allowing us to branch out into Warp Tech after eating it.
 
Is this the same theory you are referring to?
No, its more that Slaanesh is an Aeldari goddess in the same manner as Isha, only due to how she was created she become a Chaos God. Due to that conflict, it lead to the pantheon power link being severed. Ynnead in this quest if born fully will simply realign the pantheon towards the Aeldari away from Chaos.

So are Primeval Gods just fully unkillable or do they just require even more complex and difficult threading the needle past their immunity traits?
Yes and no. For a mortal pretty much yes, you would need the Full Void Dragon, or another Primeval God to fight them evenly. But Ynnead for example would have a hefty narrative advantage over Slaanesh due to her Death/Ending aspects and being a proper Aeldari god untouched by Chaos, giving her a level of focus impossible for Slaanesh.

Honestly, Noctilith will be most valuable for us as a means of allowing us to branch out into Warp Tech after eating it.
This is probably the better use of it, the Pylons are one of the few examples of true C'tan tech.
 
Turn 5: Part 0 (The Planning)
For Turn 5:
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), can spend Wounds for 1 action per wounds, has 14 wounds, does not take a malus to rolls until below 7 wounds.
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 5
Urma: can work on any category, has 2 actions.

Resource Breakdown
Shogi Native Extraction: 78.75
Shogi System Extraction: 56.25
Shogi Exotic Extraction and Storage
Duralium: 5 per turn, 8 turns remaining (15 mined)
Bauxanium: 15 units

Shogi Native Production: 587.5
Shogi System Production: 587.5
Shogi Leased Production: 400

Shogi Trade (base resources): 0
Shogi Trade (refined resources): 800

Shogi Tithe: 250 per turn

Shogi Expenditures (Infrastructure): 300
Shogi Expenditures (Social Services): 0
Shogi Expenditures (Military Services): 110
Shogi Expenditures (Counter Intelligence): 0
Shogi Expenditures (Life support): 20

Shogi Stockpiles: 6001/10k

Wealth Breakdown
Economic Activity: 0.01%
Economic Policy: Artisanal
Resource/Wealth Conversion: 1:100
Current Resource Feed: 1
Current Planetary Wealth: 2014

Medical Status
Birth Rate: Below Replacement (2 1/3)
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, Negated in part via DAoT manpower formulas, 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: Computer Systems pegged at Peak Imperial Guard quality
Status of the Army: On world, can be used

Favor (Exatari): 4
Favor (Adeptus Mechanicus): 100

Invoked Laws
Unknown Form: 1

Suspicion: 15/100 (Low suspicion)

Adeptus Mechanicus Anger: Currently Nulled for the foreseeable future

Homeworld Mission: 2 missions. Mission 1: Send to the Homeworld a working Noosphere within 3 turns. Mission 2: Send to the Homeworld data on Imperial Voidships within 1 turn

Unpaid Loan: 0/5150

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: 0) (Resource Cost: 0) (Upkeep: 0) (DC: 68)
(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.)
Expansion for the Sister Order options, these add to the DC and Resource, but also reduce suspicion
Militant Citadel: -10 suspicion, reduces suspicion of all actions by 5 as long as it exists, costs 500 Resources, and 200 DC
Titan Hangar: -25 Suspicion, upgrades relations with the Order of the Golden Spirit to friendly. Costs 1000 Resources and 100 DC
Schola: +2 Education, -5 suspicion to all actions, some actions become unavailable due to better trained individuals being more observant. Costs 500 Resources and 200 DC

Meeting with Shezu: Shezu has demanded that Atraxas meet with her this decade.

Homeworld Mission: Data retrieval (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: 0/50) (Resource Cost: 0/200) (DC: 20/200)
(Result: If bonus achieved gain 20 Exatari Favor)

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)

Erimyst Fortress Loan: the loan must be repaid in 25 turns or the sector will start extracting the value in less pleasant ways.
Write in resources, can be 0, does not require an action

Stage 1
Prerequisites: Very Low or higher DAoT Alloys production
Turns: 5
Resources Per Turn: 10,000
Turn Skip DC: 2,000
Effect: +1000 Extraction, +2500 Production, +5 Health, +2 average children born, three lines of High Imperial Grade Naval System Defenses, produces 10 Knights for no production cost, Notables will start with Tier 1 in their primary skill

Harmonize Style: There are many advantages in the various styles that species build in. With the advent of the The Matryoshka System as a goal of the system it stands to reason that it would be possible to bring together the manifold improvements of the various alien designs from across the galaxy into a singular cohesive whole.
(Suspicion: Imperial Derived Styles reduce Suspicion by 10, Xenos Derived Styles increase Suspicion by 10) (Resources: N/A) (DC: Each Style merged together adds 50 to the DC for the first Harmonization, this increases by 2x every time it is done)
(Result: Gain the listed effect of the chosen Styles in the info post)

Super Heavy Tanks (Resources: 400. Upkeep: 25 Military Services. DC: 25)
Heavy Tanks (Resources: 200. Upkeep: 15 Military Services. DC: 25)
Light Tanks (Resources: 100. Upkeep: 5 Military Services. DC: 25)

Armored Vehicles (Resources: 50. Upkeep: 10 Military Services. DC: 25)
Light Vehicles (Resources: 25. Upkeep: 5 Military Services. DC: 25)
Vehicles (Resources: 10. Upkeep: 1 Military Services. DC: 25)

Super Heavy Power Armor (Resources: 1000. Upkeep: 250 Military Services. DC: 250)
Powered Armor (Resources: 500. Upkeep: 150 Military Services. DC: 200)
Heavy Armor (Resources: 250. 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: 500. Upkeep: 25 Military Services. DC: 25)
Spacecraft (Resources: 750. Upkeep: 50 Military Services. DC: 200)
Spaceships (Resources: 2000. Upkeep: 200 Military Services. DC: 300)
Orbital Insertion Pods (Resources: 10. Upkeep: 50 Military Services. DC: 25)

Bolters (Resources: 25. Upkeep: 10 Military Services. DC: 25)
Plasma (Resources: 10. Upkeep: 25 Military Services. DC: 25)
Grav (Resources: 30. Upkeep: 25 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: 250)
(Result: The PDF upgraded to Average Imperial Guard 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 Average Imperial Guard 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 Solar Aux quality, more actions unlocked. Will not include battleships)

Comprehensive Subterranean and Void Fortifications: The plans for The Matryoshka System require a significant alteration to the design of the system fortifications. It is infeasible to build such a mega project without a baseline to work from. As such, the worlds of the system will first be outfitted with deep bunkers and vaults, along with fortresses with anti orbital weapons. In addition the orbits of all the planetary bodies in the system will be given orbital defenses, in addition five spherical layers of system defenses shall be constructed.
(Suspicion: 0) (Resource Cost: 2,200) (Upkeep (Infrastructure/Military Services): 350/350) (DC: 1299)
(Effect: Five Layers of Average Imperial Guard system defenses added, all planets gain High Imperial Guard orbital defenses, enemy naval invasions lose an effective tier of quality as long as they are below High Impossible, all planetary bodies gain High Imperial Guard defenses, all planetary bodies barring Shogi are immune to non Externatius bombardment. Each satellite in the system provides 25 Extraction and 25 Production, and 100 Storage (Totals: +1675 Extraction/Production and 6,700 storage).)

Manticore Knights (Resources: 60, DC: 140)
Pathfinders (Resources: 40, DC: 100)
Crow Guard (Resources: 100, DC: 200)
Silent Spears (Resources: 80, DC: 160)
Azure Guardians (Resources: 50, DC: 90)
Sons of Aspiration (Resources: 60, DC: 100)
Thunder Walkers (Resources: 80, DC: 130)
Heralds of Conquest (Resources: 120, DC: 180)
Iron Watchers (Resources: 80, DC: 120)
Dread Hammers (Resources: 60, DC: 140)
Storm Scythes (Resources: 60, DC: 100)

Create Diplomatic Corps - With Akiona as the new head diplomat of the system it is for the first time imperative that there was a group to support her in her endeavors. Of course the previous planetary governor had fired all of the competent members over the course of his rule, and replaced them with a mess of incompetent yes men.
(Suspicion: 5) (Resource Cost: 10) (Upkeep (Social Services): 10) (DC: 100)
(Result: Reduce the effect of critical fails in regards to Diplomatic actions, applies at vastly lower level for prodigy related failures. Also reduces the DC for all diplomacy actions by 1 per Stage of the Corps. Starts at stage 1.)

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: 50) (DC: 50) (Cadia has sent an astropathic demand for information regarding the Warning)
(Result: Open lines of communication with Cadia regarding the Warning the likelihood for their primary enemy heading towards Shogi.)

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)

Reformation of the shadows: The Matryoshka System requires a radically different structure for the local counter intelligence forces. It would be a boon to have a Scholar of Shadows, but one must do what they can with what they have. The final scale of the project will require hundreds of thousands if not millions of cells to ensure the security of the system in the later stages. As such, it is best to ensure that the foundation can be expanded with the project itself, instead of having to spend priceless years rescaling the department for its job every time the Project moves forward.
(Suspicion: 50) (Resource Cost: 500) (Upkeep (Counter Intelligence): 500) (DC: 2000)
(Effect: Internal Spynet created at Stage 5, every stage of the Matryoshka System completed will increase stage of the Internal Spynet by 2, Internal Spies gain a specialization for large scale duties and counterintelligence increasing DCs based on the scale of the systems they are protecting. Corruption both mundane and heretical no longer requires direction actions to uncover, provided the Spies are of sufficient Stage to detect said corruption.)

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)

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.

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)

System Overhaul: The foundations of the Matryoshka System require more than what is currently in place. Shogi is woefully unprepared for the strain of the workload that the project will demand. Nor is the system's ship yard capable of producing the naval parts so required, yet both of these issues can be corrected, if not easily. In addition, more social aspects can be interlaced into the renovations to ensure that the demographic collapse that nearly crippled the system will never happen again.
(Suspicion: 30) (Resource Cost: 15225) (Upkeep Cost (Infrastructure): 1350) (DC: 14000)
(Effect: Each world provides 5% improvement to extraction and production totals to the system (20), all major worlds have a major shipyard built over them, all infrastructure and Megaproject actions have their resource costs reduced by 10%, Health and Education affecting actions provide an additional +1)

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
(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)

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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)

Foundational Medical Care: The biology of humans is woefully lesser than that of the Exatari. This is only compounded by the apperant lack of understanding of basic medical procedures and means to manage child birth. It is a strange method of reproduction, but it appears to work to their advantage, however, due to an unknown cause in recent decades the birth rate of Shogi has fallen below the sustainable level. As such with the advent of the new plans for The Matryoshka System it is needed to correct this problem before it can bring failure to the grand design.
(Suspicion: 15) (Resource Cost: 1600) (Upkeep (Social Services): 625 ) (DC: 2100)
(Effect: genetic profiling begins and expands with every stage of the Matryoshka System completed, Health gains +2 per stage completed, Health gains baseline of +3 from this action, Average Child Births increased by 4, mutation risk and life quality of Iron Wombs negated)

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.)

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.)

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 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 Warp Drive: In theory, humanity travels between star systems in the same way as the Exatari do. One uses a device to penetrate or tear the Veil in order to access the Immaterium directly, after which its distorted relation to spacetime allows one to traverse hundreds or even thousands of light years in fractions of fractions of the time of a conventional craft flying through space. However, humanity seems to have a different means of creating the necessary break in the Veil than the Exatari do, as well as it being capable of making far larger ones relative to the device's size. Perhaps this is how they are able to provide a "direction" in which to go through the roiling tides of the Warp. The secrets of this technology would be of significant aid for any future Exatari infiltrators or naval endeavors
(Suspicion: 5) (Resources: 25) (DC: 500)
(Result: understand Imperial warp rift production methods and how the warp drives work, Exatari ships gain true Warp FTL)

Study the Void Shield Generator: The principles of Imperial Void Shields, as described by Enara Harkar, are surprisingly simple. A bubble of shimmering unreality, designed to absorb energy from a variety of sources, surrounds the vessel and, upon contact with weapons fire, displaces them into the Immaterium, protecting the ship from harm. This method of defense is highly exotic by the standards of the Homeworld, both for its sheer size and the means by which it functions, though it is not without drawbacks. Warp energy is very unreliable, often having unexpected reactions based merely upon how its current "flows" in the area, not to mention that the generators themselves are prone to overload from extensive use and are difficult to maintain. In addition, weapons already exist which are designed to bypass Void Shields, namely missiles and torpedoes. However, potential does indeed exist within these strange machines. With close study, it may be possible to not only replicate but even improve upon the technology to great effect.
(Suspicion: 0) (Resources: 25) (DC: 500)
(Atraxas expects that Void Shields expect/require a higher tech base to work as intended.)
(Result: Atraxas learns Void Shield basics, unlikely to result in much advancement currently due to Void Shields being too alien to the Exatari/Atraxas and distrusted in general among them.)

Study Naval Armor Design: Imperial warships were not necessarily the most technologically sophisticated in the galaxy, but they were easily among the most enduring. Recent events have shown that much of the Exatari's efforts in void construction suffered from a lack of experience in engineering for the different physical properties of outer space, despite having materials that should be roughly on par with those that the Imperium of Man has access to at worst. By way of close examination of these vessels, it should be possible to learn the same lessons that the human race has, only without the need for centuries if not millennia of trial and error
(Suspicion: 0) (Resources: 0) (DC: 250)
(Result: Exatari ships gain better armor and wound totals/thresholds, Exatari vehicles are improved. Gives actions to improving Imperial armor designs)

Study Imperial Engine Design: While neither as critical as armor and hull nor as curious as Void Shields, the engines of a ship are just about the defining characteristic of one. Without the ability to guide motion, one cannot be a captain of a ship, merely a passenger on a floating hunk of metal. Imperial ships are both reasonably fast and acceptably maneuverable, another area wherein your own species' naval efforts have been lacking. As such, learning how to make ships that can truly fly through the void is a significant priority
(Suspicion: 0) (Resources: 20) (DC: 150)
(Result: Exatari ships gain better wound thresholds, speeds are increased. Gives future action for possible upgrades for Imperial designs)

Study Warp Navigation: Exatati interstellar travel can best be described as a random transportation from one star system to the next. No methods of directing oneself to a particular destination via the Immaterium exist as of now for the Homeworld, but that doesn't need to remain the case. The Imperium of Man has a surprisingly reliable and effective means of pinpointing a destination and reaching it via Warp Travel. It is so common in fact that it would not be difficult to acquire materials and knowledge of how this is accomplished and with luck develop something that the Exatari will be able to use
(Suspicion: 0) (Resources: 50) (DC: 500)
(Result: Exatari Infiltrators/Ships and other groups can transverse the warp on planned courses, improves Exatari warp communication systems, the basics of warp mathematics discovered, possible Library discovery chance. Unlocks future action to upgrade Imperial mechanical warp navigation systems)

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: 1000)
(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)
(Must be completed before any Megaproject Stages can be started)
(Result: Enable production of Very Low Grade DAoT alloys in amounts useful on planetary scale. +1 VLG DAoT Alloys per turn)

Artificial Particle Theorems - The Homeworld provided a report from one of the other Infiltrators that found what is now known to be an STC related to the production of the Alloys of the Dark Age. The principles involved bear points of commonality with the principles of Meta Particles, but directed towards a differing goal. Regardless, this information is a chance to improve beyond what the samples of the alloys alone presents.
(Suspicion: 0) (Resource Cost: 5) (DC: give them 5k years) (Atraxas DC: 750)
(Note: This research requires the Alloy Research to be completed prior to being able to produce any alloys)
(Result: Enables construction of Dark Age Alloy Foundries on Shogi that produce Very Low or Low tier Dark Age Alloys per turn in exchange for Resources. These Foundries require either Atraxas or an Archmagi to function.)

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 humanity once more, make gravity technology commonplace for the Exatari)

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: 600)
(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: 600)
(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: 50)
(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: 550)
(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: 5) (Resource Cost: 25) (DC: 50)
(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)

The Calculation Heart: The Living Mausoleums provided the designs for a supercomputer without compare after the Homeworld completed the research on the secrets of the computers you had sent back. It was designed to such levels that even you could find no way to improve it from the designs provided. Yet, in another showcase of mastery it had been designed with the limitations of the materials available to you in mind.
(Suspicion: 0) (Resources: 1000 or 100 Exatari Alloys) (DC: 0)
(Result: Gain a Exatari Supercomputer, multiple can be built, Atraxas can stack up to 3 such computers effects on himself)

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)

Heart Forge: With the amount of materials to be used and moved with the Matryoshka System even in this planning phase, it is far easier to hide the movement and direction of more personal endeavors. Instead of being forced to build a small underground house with no amenities it is now possible to move straight towards a more complex form. A Heat Forge is the name given to the personal Forge of one of the Scholars of the Forge, a near unique construction to each such Scholar and yet one that you had never sought before, but now the time had come. With such a forge even something as complex as a spaceship is but a trifle to forge provided it is small enough. Of course that is but one part of the greater whole of this, a warren of escape tunnels could be carved out under the crust where no human would ever find you in case of discovery, and during the work it would be easy enough to slip more concrete histories into the records.
(Suspicion: 50) (Resource Cost: 150) (Upkeep (Infrastructure): 15) (DC: 170)
(Effect: Builds an Exatari Heart Forge on Shogi, reduces Atraxas Stress significantly, enables production of General Meta Alloys via a personal action, provides 1 escort scale ship of roughly equal quality to a Great Crusade Imperial ship for Atraxas' personal use via this action directly, build escape tunnels through Shogi, and provide a higher level of background)

Interact with a Notable (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)

Sincratus' Treatise On Warp Biology (Learning) - After providing Sincratus with an alien for his own uses, he had provided a dataslate of various information relating to the alien and more esoteric forms of biology in return. Of course the bulk of the information was simple enough to be learned over the course of time without dedicated effort, leaving only the esoteric aspects to be learned.
(Suspicion: 0) (Resources: 0) (DC: 100)
(Result: Atraxas gains basic warp biology understanding, magos level alien biology understanding, Scholar level understanding of human biology, gains basic understanding of Astartes biology and nature.)

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)

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)

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)
 
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Not connected, and not as much as you would expect since by necessary that ship is going to be more imperial than Exatari in design. But if you hit GC that data would be somewhere between 10 and 20 Favor.
Workable. I notice the personal vessel action is missing. Is it still available (and usable without the more specific research actions), and what is its DC now that we've completed the basic Voidspace research?
EDIT: Also, if we wanted to trade Favor for Alloys, would it be possible to earn the favor, make the trade and utilize the alloys all in one turn or no?
 
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