Flooded with a fast acting nerve gas, the deck was swept clean of all life, followed by a cleansing by flamethrower-equipped Servitors. The destruction was total, and no sign remained that there had ever been humans inside.
Servitors set to chant hymns of cleansing roll through the hallways, as the deck is kept open to vacuum and sealed away completely for the time being.
There was no way to know if the Psykers were infected. But a part of you believes that for many of them, dying in their sleep was a kinder end than the training of the Scholastica Psykana.
You light a candle for each of their souls in the ship's cathedral, and pray to the God Emperor that you made the right decision.
You've heard of warp journeys where people either arrived before they could have, or arrived far too late. But you never thought you'd have it happen to you. Certainly not on such an important day as this.
As the Black Ship moved into the system, meme-ciphers and astro-telepathic codes were exchanged with the Astropathic Choir of the Hadal System. They were surprised that you still lived, but dutifully passed on the information to the planet to prepare for your arrival. Stella Bonrala, the Choir-Master, then quickly requested a personal meeting.
You are no astropath, but you can still receive psychic communications. You found a quiet room and sat down. The Choir-Master reached out across the gulf of space, speaking into your mind with a voice that carried the distinct psychic aroma of an Astropath.
+Greetings Lord Prefect+ No words are exchanged, instead pure meaning and intentions are exchanged. But there is a strain in the Astropath's voice, as if speaking pains her.
+Choirmaster Stella Bonrala, I assume?+ You reply. +To what do I owe this expedited meeting?+
+The Astra Telepathica presence upon Odium has waited for your arrival. The situation has become complicated due to your delay.+
+I intend on carrying out my instructions. Show me what has happened.+
+Prepare for telepathic info-load.+
You receive a flood of images and emotions. Schematics and plans and a cold machine intelligence. A triple-layered redundant pressure dome on the floor of the Abyssal Plane, and pride. A sensation of disappointment as you are shown empty halls and classrooms. There is none of the pain of the verbal telepathic communication within the link.
+Construction is complete then. How soon can the Psykers be offloaded?+
An image of an orbital plate. Men and women inside stasis capsules. A cargo container moving up and down. A man sitting at a desk staring at an hourglass, watching the sand flow down as he impatiently taps a finger. +Understood. We'll dock at the plate and immediately begin transporting Psykers planetside.+
+Wait. Regarding the planet.+
You transmit an image of a man nodding. A simple telepathic trick that still takes an embarrassing amount of effort.
+A government was formed in your absence.+ Images of a large meeting place attended by what looks to be nobles. +The Administratum appointed a regent-governor, until a Telepathica agent could oversee the transfer of power.+ A snake biting a man. An underhanded insidious act.
The next flood of images takes some time for you to process. You try to put what you saw into words. The new government does not require a Planetary Governor to function. The Governor's executive power is still technically infinite, but exercising that power would result in a backlash.
+Yes. Prepare for a bulk historical info-package. Brace.+
You grip the handrails of the pod and grimace as a flood of images and complicated meanings blossom in your mind, unfolding and intertwining to grant you memories that feel almost real, were it not for the lingering astro-telepathic traces within them. The Astropath reaches partially into your mind to help and sort them, and you accept her assistance to put everything into context.
Since time immemorial, the planet was ruled by a 'General-Governor', who was elected by a Military Council which had legislative power. Below the Military Council was the Ministry Council, Staffed by representatives sent by each of the many Ministries that help to maintain Nautilus. Each Ministry manages a part of life, be it the Ministry of Nutrition, the Ministry of Light, the Ministry of Defense, and onwards.
The General-Governor had a technical veto right over all matters of state, but was generally selected as someone the Military Council could work with. Their purpose was to be the contact person between Odium and the Imperium. The Military Council could also veto the Ministry Council, cementing its control.
This continued until the last General-Governor was caught up in a tithe scandal and killed during a shootout with the Arbites along with several members of the Military Council that were with him at the time. The fight in the Military Council building killed over half its members and rendered it nonfunctional.
Without a Governor, and with the Military Council no longer quorate, the Ministry Council had unlimited power for ten years and used it to cement its new position, working with reformists on the Military Council and the ten regiments of Torvum Tribunes sent to assist in stabilizing the planet, to successfully put a leash on its military aristocracy.
You gasp as you finish processing the information. You lean into the pod's backrest, taking deep breaths as you calm yourself and prepare yourself to continue the conversation. +This world will serve the Astra Telepathica.+ You transmit an image of the charter you received. +But the Scholam comes first.+
+Agreed.+ The Astropath replies. +I have reported your return to the City of Sight. The Black Ships will be informed shortly and operations can commence.+
She sends you an image of a sanctioned Psyker holding a world in his grasp. The implication is simple. Odium and its resources are to serve the Astra Telepathica.
Note for the readers:
This is going to come across as massive and unwieldy. Please do not feel discouraged. Trust me that it is mostly for me to track.
The Astropathic Choir of the Hadal System has telepathically imprinted a fundamental understanding of the government of Odium into your mind. You now know the factions involved in it. In your absence, a soft coup has sidelined you even before you could arrive on Odium, and the planetary power structures are firmly arrayed in support of the new status quo. You will need to be slow and careful before you can properly enforce the will of the Adeptus Astra Telepathica.
Planetary Government:
The government of Odium is controlled by a series of bureaucratic ministries that are each responsible for the maintenance of Nautilus as a city, and the general health of the citizens. Each ministry is close to its own state with their own security forces, taxation, and administration.
When matters concerning the whole of Nautilus are discussed, involving matters outside of the purview of a single Ministry, and with the other Ministry refusing to support the effort, then the Ministry Council will meet to discuss new legislation.
During a meeting, a simple majority of ministries supporting a bill will ensure it passes, unless the Governor vetoes it. In this event, a two-thirds majority is needed. If a bill is passed and a ministry does not enforce their duty, the Ministry of State will enforce punitive actions.
These Ministries however only facilitate the economy, and have so far not touched the large private sector of the planet.
Ministry of State:
An ungainly chimera created by the Governor-Regent appointed by the Administratum during the ten year absence of the official Planetary Governor. It is responsible for:
Planetary Taxation and distribution of funds among the Ministries. It does what the Governor once did.
The Planetary legal code: The Lex Odium.
Offworld trade and diplomacy with non adeptus-terra groups.
The Psyker Cull Ministry of Imperial Fiefs:
This ministry manages the fiefdoms of the Adeptus Terra upon Odium. The Administratum, The Mechanicus, The Ecclesiarchy, The Adeptus Arbites, and other Adeptus Terra organisations on Odium are leased their territory through this Ministry. Ministry of Health:
Is responsible for fighting disease and keeping mutation amongst the population under control. Ministry of Internal security and justice:
Is responsible for planetary law enforcement and the secret police. Enforces the Lex Odium. Ministry of Defense:
Is responsible for the PDF, System Defense Fleet, and the defence of Odium from both the wildlife and offworld threats. Ministry of Labour:
Also known as the Ministry of Public Works, the Ministry of Labour's purpose is to ensure employment for the population. Ministry of Infrastructure:
Maintains the city's cargo and population transit systems, and ensures that the city is able to be traversed and connected to the rest of Odium. Ministry of Light:
Is responsible for ensuring that the Hive City's streets are lit at all times. At least, to the standards of the local population, whose eyes have long since adapted to the absence of light. Ministry of Nutrition:
Ensures regular access to nutrition and drinkable water for the population. Ministry of Habitation:
Is responsible for housing the population and expanding it as needed. Ministry of Social Discipline:
The most secretive of the Ministries. Their purpose is the eradication of anti-imperial and anti-government sentiment. It also maintains the strict population controls of the High-Middle and Low-Middle hive, frequently violently claiming parts of the Deep Hive to expand the city further. There is no relation tracker as, officially, the ministries are all loyal to you. Influence represents your ability to use promises and backroom deals to get them to do what you want.
Current Planetary Policies:
These are the political policies of Nautilus that the Ministries are attempting to enforce.
Economic Policy:
The planetary economy is controlled by a series of massive monopolies. There are the resource-extraction conglomerates, and the resource-processing guilds. There is a limited middle class upon Odium, primarily located in the service sector that provide luxuries for the wealthy inhabitants of the Rift Wall.
Currently, the Ministries are forcing through a policy of trust-busting to break up the larger conglomerates and guilds. This process is slow and bound up in court cases, with the Ministry of Internal Security and Justice insisting that all matters go through the proper channels.
Military Policy:
The older Military elite of the Generals and Admirals have found themselves supplanted by a new generation of corporals and lieutenants that back the Ministry Council.
Currently the Ministries are attempting to strip the military of direct political power and avoid a potential coup by 'The Old Mariners', the deposed supporters of the Military Council.
Social Policy:
The Military Council kept strict population controls on the people of Nautilus, resulting in a growing gap between the official citizens, and the undocumented inhabitants of the Deep Hive and The Pit.
Currently, the Ministries are trying to incorporate the undocumented people of the Hive to turn the undocumented into productive taxpayers. But millennia of genetic and political divergence stand in the way. As well as the monumental size of this effort, resulting in a very slow and gradual expansion.
At the start of the quest, you will only have your veto power. Planetary politics will progress automatically, with the Ministries attempting to pass their preferred legislation.
Note for players:
This looks complicated, but it's really not, and you can easily choose to just ignore this completely and focus on the Scholam, and the planet will run itself. You'll run the Scholam, but occasionally nudge the planet to make it support you.
During the week it took to cross the system, most of it trying to stay away from Hadal's fearsome gravity and radiation as much as possible. The system was awash with frantic conversation as everyone discussed the arrival of the new Planetary Governor that most had thought dead. The Administratum however, had been waiting for your arrival for ten years, and were ready to formalise the transition of power. A location upon the Orbital Plate was selected, where the transfer of power could be held.
A mass of robed Administratum Adepts in white robes, and planetary officials in deep blue, attended the docking and looked on cautiously as you made your way down the docking tube, followed by your Black Sentinels.
While this happened, Radalla and Karlos both worked hard to ensure that the Scholam could go into action as soon as possible. Cargo was transferred to pressure-proof containers, guarded by the Black Ship's own complement of Black Sentinels. Rho-T27-Gamma, Magos of the Orbital Plate and your future vassal, personally oversaw the allocating of his Skitarii and Servitors to transfer the precious cargo.
All the officials of the Adeptus Terra within the system have sent observers, but there is none of the pomp, ceremony, or grandeur normally associated with an event like this. They have come to watch you sign a document, and then leave. Penal Worlds are probably handed over with more ceremony.
The locals specifically look at you with barely disguised loathing. The assignment of their world to the Astra Telepathica was probably not a popular one, and they must have celebrated when you were thought lost in the Immaterium.
But in the end, there are no protests when you show your charter to Odium's Master of the Administratum. A boring hairless man named Albert Petrvoich XV, his hands formed into claws by arthritis and covered with ink stains that will never come out. He examines it, then signs some documents and declares you to be the Planetary Governor of Odium. The tithe is decreased by a tier due to the Psykers that you'll be training upon the planet.
Normally the Regent-Governor would have shown up for the handover, but the woman in question has not been seen since she departed the system aboard her private yacht the day you were spotted approaching the sector. Instead the Prime Minister of the Ministry of State was there to oversee the handover. The Ministry she runs has taken over many of the responsibilities of the Planetary Governor. You sensed no lies or deceptions from her surface thoughts, although your weak telepathic skill means she could be able to hide it. She assured you that you could contact her Ministry at any time, and that your requests would be forwarded to the relevant Ministry.
If you were not from the Telepathica, you could get troops and order them to enforce some changes at gunpoint. Nobody in the wider Imperium would have cared so long as the Imperium got their tithe. But there's not many soldiers on Odium that are happy about your arrival, and an insurrection against the slightest overstep of your rule is absolutely within the realm of possibility. Even the Tribunes are only here to keep the peace, not help you to deal with the Ministries.
Suffice to say, you're thoroughly unsurprised at the reception you've received. But retaliatory action will have to wait for you to finish establishing the Scholam. Odium will learn that they are now a part of the Astra Telepathica, whether they like it or not and you are here to make that happen.
Next turn the Ministry Council will meet and you will be able to sit in as the Planetary Governor. The hastily passed laws by the Regent-Governor have reduced your power substantially, and you will need to learn what the levers of power in Nautilus are before you can take decisive action.
Each of the Psykers brought to the planet were quickly placed in a stasis pod. The pods were then placed in specialised trays, moved by pairs of servitors of Ogryn genestocks, all genebulked. The staff of the Scholam were also placed into stasis, with only you and Karla being placed into individual maglev pods that allowed you to remain awake during the journey to Nautilus. None of these pods had portholes or even view screens. Just a metre of radiation-protection and all the amenities that one might desire.
Three heavy Cargo Submarines waited at the base of the Orbital Tether to transport the various pods, alongside a small army of servitors. Under the steady gaze of the planet's Skitarii, a small army of Servitors worked to transfer everything, moving in perfect synchronicity to transfer the cargo marked with the ominous seal of the Astra Telepathica
It was an awkward experience to spend a day inside a luxurious pod as it is moved from the elevator into a 'passenger submarine' alongside large trays containing your frozen students. After a week-long journey, the submarines finally docked outside the dome and after your pod was offloaded, you were the first to enter the Scholam.
Sodium lumen globes set into the ceiling light up as you enter. The design is utilitarian, and there are few if any decorations to be found. The walls are made of black metal, with panels missing in the spots where the hexagrammic wards will be placed.
Karlos walks closely behind you, servo-skulls detaching from his back to examine the buildings. "It has been constructed according to my specifications. But we have been delayed by a decade."
Radalla speaks next: "A hundred Psykers kept in stasis crypts in Nautilus will be transported here. With word of our arrival being transmitted by the Astropaths, more Black Ships are going to arrive soon to offload more Psykers."
You cross your arms as you look out across the building. This is acceptable as a place to train Wyrdvane Psykers, but in your mind's eye you can see so much more. If you can bring the world into line, there is enough industry to turn this into a haven for the Astra Telepathica, a place where it can work in safety to train the Psykers that the Imperium needs to stay functioning.
"We will begin as soon as possible." You turn to face your advisors. "We start with Wyrdvanes. But we're not stopping there."
Before the end of the day, the first of the Psykers released from Stasis were being put to the test by their instructors.
Odium Scholam Psykana Minoris:
As the Black Ships roam the Imperium on their patrol routes, enacting the Psyker Cull, their holds quickly fill up with Psykers. And as the Psykers destined for the Golden Throne or the Astronomicon are more important to get to Terra than the more average Psykers, the Black Ships use a series of Telepathica Fortresses to offload these Psykers for the start of their training as Wyrdvane Psykers.
The Odium Scholam Psykana Minoris is one of these stations. Located within the Abyssal plane of the ocean world that bears its name, the Scholam is a squat structure located on a stretch of solid stone, beneath a triple-layered dome of gravitically reinforced transparisteel, able to break three times before the actual Scholam is covered with water.
The great volcanic vents outside of the Scholam provide the only source of natural light, resulting in an oppressive atmosphere when walking the grounds beneath the dome. The sky is pitch black, and the light from the geothermal vents is only just enough to see by. The Scholam has enough room for a single cargo Submarine to dock, although others can remain outside. There are airlocks for deep sea suits and smaller transport craft.
Standing within the Imperium
-The Administratum
3/10 Reputation
00/100 Influence -The Mechanicus
3/10 Reputation
00/100 Influence -The Ecclesiarchy
3/10 Reputation
00/100 Influence -The Adeptus Astra Telepathica
5/10 Reputation
50/100 Influence -The Adeptus Astronomicon
5/10 Reputation
30/100 Influence -League of Black Ships
5/10 Reputation
50/100 Influence -The Adeptus Arbites
2/10 Reputation
00/100 Influence -The Ordo Hereticus
5/10 Reputation
30/100 Influence -The Ordo Malleus
4/10 Reputation
20/100 Influence -The Ordo Xenos
3/10 Reputation
00/100 Influence -The Astra Militarum
2/10 Reputation
00/100 Influence -The Imperial Navy
2/10 Reputation
00/100 Influence -Adepta Sororitas
1/10 Reputation
00/100 Influence -The League of Chartist Captains
3/10 Reputation
00/100 Influence
Standing upon Odium.
Ministry of State:
20/100 Influence Ministry of Imperial Fiefs:
20/100 Influence. Ministry of Health:
20/100 Influence Ministry of Internal security and justice:
20/100 Influence Ministry of Defense:
20/100 Influence Ministry of Labour:
20/100 Influence Ministry of Infrastructure.
20/100 Influence Ministry of Light:
20/100 Influence Ministry of Nutrition:
20/100 Influence Ministry of Habitation:
20/100 Influence Ministry of Social Discipline:
20/100 Influence There is no relation tracker as, officially, the ministries are all loyal to you. Influence represents your ability to use promises and backroom deals to get them to do what you want.
Fortress Production:
10 Imperial Requisitions: Represents your ability to process and cut through red tape. The Imperium is a massive entity, and as an official Adepta of the Imperium, you are entitled to requisition whatever you need from the Administratum. If you lack a Simple Production, then you can convert Imperial Requisitions at a ratio of 1.5 influence per production, to import more. 10 Simple Psi-Production: Represents your ability to produce psi-active technology. Every batch of Psykers processed will be fitted with implants. 20 Suppression: Newly arrived Psykers that have not gotten their powers under control are liable to go insane or cause warp incursions. When the first possessions or psychotic episodes occur, the Black Sentinels put them down with brutal force
Some actions will be marked as being multi-turn endeavours that can be contributed to each turn.
Production Cost:
Wyrdvane Equipment:
A series of cortical plugs that connect to a simple set of brain implants that manage the flow of psychic energy within the brain. A cable is connected from the back of the skull to the spine to increase the capacity of psi-energy storage. As well as a simple Force Staff that serves as a walking aid. Cost 0.2 Simple Psi-Production for each Psyker that graduates.
Primaris Implants:
A complete reconstruction of the skull to facilitate improved use of psychic power. As well as a personally chosen psi-active weapon. Cost: 1 Simple Psi-Production for each Primaris Psyker that graduates.
Psyker Implants must be attuned specifically to the person equipping them, and hence they can't be stockpiled.
If you are unable to provide implants, the Psykers will remain within the Scholam until they can be equipped and assigned.
Psyker Training
These classes of Psykers are currently being trained by the Scholam and will graduate after five years of training.
the first five turns are a year each. Every five years a Black Ship will arrive and the world will search for psykers to hand over to you.
Class of 500M41, Macragge Calendar:
-32 Gamma-Grade Psykers
-144 Delta-Grade Psykers
-883 Epsilon-Grade Psykers. Ten percent of these Psykers are expected to survive.
The Astra Telepathic expects a value of 200 from these Psykers to be given to the Administratum as part of Odium's tithe.
Finishing a five year class of Psykers will result in you gaining a large boon of Influence with the Astra Telepathica, Militarum, and Administratum.
When a class of Psykers has finished training, each of the Psykers within it will do so in a Discipline. By multiplying the value of their Grade, their Discpline, and their Training, you gain the value of the Psykers.
Psyker Grade.
Value
Zeta
0.5
Epsilon
1
Delta
5
Gamma
25
Beta
100
Alpha
1000
Psi-Discipline.
Value
Telepath
2
Diviner
2
Telekinetic
2
Pyromancer
2
Biomancer
2
Training Quality:
Value
Wyrdvane Sanctioning.
0.5
Primaris Psyker Training.
1
The Psykers from the Black Ship and the planetary jails are brought to the Scholam and immediately assigned to their sleeping quarters. Each Psyker arrives shaven, is given a simple set of robes, and augmented with cybernetic plugs that can be fitted with dampeners. The training is rigid, and equal parts caring as it is merciless. Each of the teachers has gone through the same process, and knows the difficulty of training a mortal mind to handle the power of the Warp.
The first day of the Scholam begins with a hearty meal in the refectory, followed by morning prayer. A large parchment tome is placed within your spartan office. In it, are the names and designations of each Psyker of this 'Class', their Grade, physical description, and their affinities. You keep the book open on a lectern, ready to cross out the first names, but hoping you have to do it as little as possible.
Current Psyker Commitments:
At all times, you will ensure that the following bonds are fulfilled and that a Psyker is provided to the people in question. When one is not available, you will provide the first Psyker to become available. You currently do not have any Psyker commitments.
Personal meetings: You are able to have a single meeting each turn with someone on your staff, or whom you know. Choose one. Does not count towards your action limit.
[] Talk with Radalla and Karlos:
You have quite the eccentric pair of advisors. Invite them into your office to have a talk about how they found themselves serving the Astra-Telepathica.
[] Meet and greet with Choir-Master:
You have communicated telepathically with Stella Bonrala, Choirmaster of the Hadal System, but you've yet to visit her personally. Visit her so you can discuss the advancement of the Adeptus Astra Telepathica.
[] A meeting with Rho-T27-Gamma:
Magos of the Odium Orbital Plate, this 'man' is going to be vital if you want to expand your ability to produce what your Psykana Fortress needs. You will meet with him and discuss your mutual interests.
[] A meeting with your priest:
You've not met the man assigned to your Scholam, but you can see that he is a fully ordained priests of the Ministorum. Talk with him.
You can take up to five actions.
Diplomatic actions:
Odium is not happy to be part of the Astra Telepathica, and so the ministry council using regent-governor has pulled a lot of dirty moves to weaken your position.
[] Begin bringing the world into line.
You are here to stay, and the Ministries need to accept that. Contact the Ministry of State, and seek to strike up an accord with their Prime Minister. Convince him that there is more to gain for Odium by working with the Astra-Telepathica, than opposing it. Unlocks Bonds with the Ministry of State
[] Liaise with the Hadal System:
Contact the Imperial Navy, Chartist Captains, and the Voidborn Brotherhood within the Hadal System. Form connections with them and see if they might be interested in acquiring Psykers. Unlocks Bonds with these factions and possible trade deals.
[] Find me a thug:
Go through the menials and non-psyker assigned to your Scholam and search for someone that can be trusted to run a rudimentary intelligence network. Someone that can keep you apprised on what is happening on the streets of Nautilus. You will learn the opinion of the people about the Scholam.
Adeptus Astra Telepathica: You are currently still establishing your Scholam, and so access to more complicated training methods and teachers is not available for you right now.
But you are still of the Adeptus Astra Telepathica, and that means there are responsibilities that you have to fulfil.
[] Moving the Astropathic Sanctum:
Currently the Hadal System's Astropathic Sanctum is located in the Star-Fort Defiance of Oblivion. By moving it into your Scholam, you will be able to use it as a regicide piece. Naturally, doing so will take some time and efforts. Costs:
10 Basic Psi-Tech production.
Will cost 10 Astra Telepathica influence if you haven't met the choirmaster.
Reward:
Gain access to the 10 influence points.
Unlocks opportunities to use astropathic communications to blackmail people.
Warning: Moving the choir has to be announced beforehand.
[] Expand the Telekinetic training facility:
You expand the training facility to increase the amount of Telekines that can be trained. Send messages to the Primaris Ultimatum Psykana Telekine, requesting additional tutors. They will be Delta-Grade telekines that are able to bring the most out of the innate talents of the Psykers. Costs:
10 Psi-Tech production.
10 Astra Telepathica influence for the teachers.
Reward:
Increases Telekine training capacity to 10.
Note: The classes that start the turn you expand the facility, and each class afterwards, will undergo Primaris training.
[] Request another shipment of Psykers:
Send a message to Terra informing them that you are ready to receive an additional shipment of Psykers from the Black Ships. The nearest ship will be diverted to offload wyrdvane material. Costs:
50 League of Black Ships Influence
Reward:
A new class of Psykers will arrive, at least a thousand Psykers, possibly more.
[] Form a bond with the Administratum.
You are on a hostile world, and hence you will need as much information as possible. Work with Radalla to establish connections with the Administratum presence in Nautilus, who can then pass relevant information on to you.
You will provide the Administratum with a permanent assignment of a Delta-Grade Telepath to function as a living lie detector. Costs: A Delta Telepath will be assigned to the planet's Administratum.
Reward: +20 Influence with the Administratum now and + 5 each turn to a maximum of 50.
[] Form a bond with the Adeptus Arbites.
The Adeptus Arbites are sworn to uphold the law, and for now, that means keeping you in power. But that does not mean they are eagerly doing so.
Offer to provide the Arbites with a trained Delta-Grade Diviner for psychometric analysis of crime scenes. Commitment: A Delta Diviner will be assigned to the planet's Adeptus Arbites.
Reward: +20 Influence with the Administratum now and + 5 each turn to a maximum of 50.
[] Form a bond with the Adeptus Mechanicus - Delta:
The Tech Priests of Mars do not share the hatred for Psykers that most humans have. Work through Karlos to contact Rho-T27-Gamma, Magos of the Orbital Plate, and offer them the services of your Psykers.
You will provide a Delta-Grade Telekine to the Orbital Plate for manipulating small objects without touching them. Commitment: One Delta Telekine will be assigned to the Adeptus Mechanicus.
Reward: +20 Influence with the Adeptus Mechanicus now and + 5 each turn to a maximum of 50.
[] Form a bond with the Adeptus Mechanicus - Gamma Primaris:
The Tech Priests of Mars do not share the hatred for Psykers that most humans have. Work through Karlos to contact Rho-T27-Gamma, Magos of the Orbital Plate, and offer them a Psyker
Offer to give the Adeptus Mechanicus a personally trained Gamma Telekine with Primaris certification. They can perform zero-g construction using their power, or perform incredibly minute adjustments without needing to physically touch anything important. Commitment: One Primaris Gamma Telekine will be assigned to the Adeptus Mechanicus.
Reward: +40 Influence with the Adeptus Mechanicus now and + 5 each turn to a maximum of 80.
[] Request Commissar Artem be assigned to you:
Most of your Wyrdvanes will be working for the Astra Militarum, and that means serving under a Commissar. You worked well with Commissar Artem, the cadet that you saved from a rebel attack. Make a request with the Commissariat that he be assigned to drill the fear of the God Emperor into your Wyrdvanes so they are used to being near Commissars. Cost: 2 Imperial Requisitions to speed up the paperwork.
Reward: Wyrdvane value multiplier increases from 0.5 to 0.6
[] Teaching the Telekines to control their powers:
You will teach the Telekines of your Scholam how to handle their power and to improve their abilities. The value of the Telekine Discipline in your newest class of Psykers is increased by 0.2. 30% of your Psykers are predicted to graduate as Telekines.
[] Cut Commitment with(insert):
You end your bond with someone hiring your Psykers(if the promise is not a lasting one) Does not count towards the action cap.
Scholam Actions:
Your Scholam is a fortress within its own right, and it requires a great deal of maintenance to be performed on it. Currently the fortress is self-sufficient, but it is also very lacking.
[] Take over industrial facilities - Ministry of Labour:
The Scholam is currently self sufficient and only needs occasional deliveries. But you want it to be a true fortress, and that requires it to have a measure of industrial capacity. Contact the Ministry of Labour and request that the nearest industrial colony be assigned to the Office of the Planetary Governor. Costs 20 Ministry of Labour Influence.
Reward:
Industrial Facility:
Provides 10 Industrial production each turn: Is used to expand the Scholam without needing to use influence.
[] Set up industrial facilities - The Mechanicus:
The Adeptus Mechanicus could construct a small mining and processing colony near the Scholam. Cash in one the favours they owe you. Costs 20 Adeptus Mechanicus Influence.
Reward:
Industrial Facility:
Provides 10 Industrial production each turn: Is used to expand the Scholam without needing to use influence.
[] Set up Psi-Industrial facilities - The Mechanicus:
Requisition the Mechanicus for an expanded workshop able to produce psi-active technology. Costs 20 Adeptus Mechanicus Influence.
Reward:
Psi-Tech Facility:
Provides 10 Simple Psi-Tech Production.
[] Requisition a dedicated submarine:
You don't want to have to rely on asking the Administratum to provide a submarine when you need one. You want one specifically for the Fortress. Costs 10 Imperial Requisitions:
Reward: One transport Submarine. Five hundred meters long and able to travel to the surface.
[] Build a submarines:
You don't want to have to rely on chartering a submarine when you need one. Build one. Costs: 20 Industrial production.
[] Requisition an expansion to the Scriptorum: The Imperium always needs more scribes able to do paperwork. Requisition an expansion of the Scholam's bureaucratic scribe cadre.. Costs 20 Administratum Influence:
Reward:
Increases Administrative Office Imperial Requisitions output to 20.
[] Light static defences - Requisition:
A line of harpoon turrets will be constructed around the dome to drive off the dangerous wildlife present on the abyssal plane. Costs 5 Imperial Requisitions to requisition.
Reward:
Removes small and medium wildlife attacks from random events pool
[] Light static defences - Build:
A line of harpoon turrets will be constructed around the dome to drive off the dangerous wildlife present on the abyssal plane. Costs 5 Industrial Production
Removes small and medium wildlife attacks from random events pool
As your industrial and psi-industrial capacity grows, and you train more Psykers, more actions will become available.
[X]Plan: Setting us up for expansion
-[X] A meeting with Rho-T27-Gamma
-[x] Begin bringing the world into line.
-[X] Form a bond with the Administratum
-[X] Form a bond with the Adeptus Mechanicus - Gamma Primaris
-[X] Request Commissar Artem be assigned to you
-[X] Set up industrial facilities - The Mechanicus
[X] Plan Diplomacy and Using Influence to Build a School Original
-[x] Meet and greet with Choir-Master
-[x] Begin bringing the world into line.
-[X] Expand the Telekinetic training facility
-[X] Find me a thug:
-[X] Request Commissar Artem be assigned to you
-[x] Light static defences - Requisition:
[X] Plan: Good first steps
-[x] Meet and greet with Choir-Master
-[X] Form a bond with the Adeptus Mechanicus - Gamma Primaris
-[x] Begin bringing the world into line.
-[X] Request Commissar Artem be assigned to you
-[X] Set up industrial facilities - The Mechanicus
-[x] Light static defences - Requisition:
[X] Plan: Setting up the Foundations
-[x] Meet and greet with Choir-Master
-[x] Begin bringing the world into line.
-[x] Form a bond with the Adeptus Mechanicus - Delta:
-[X] Take over industrial facilities - Ministry of Labour:
-[x] Light static defences - Requisition:
[X] Plan: Good first steps
-[x] Meet and greet with Choir-Master
-[X] Form a bond with the Adeptus Mechanicus - Gamma Primaris
-[x] Begin bringing the world into line.
-[X] Request Commissar Artem be assigned to you
-[X] Set up industrial facilities - The Mechanicus
-[X] Expand the Telekinetic training facility
[] Set up industrial facilities - The Mechanicus:
The Adeptus Mechanicus could construct a small mining and processing colony near the Scholam. Cash in one the favours they owe you. Costs 20 Adeptus Mechanicus Influence.
Reward:
Industrial Facility:
Provides 10 Industrial production each turn: Is used to expand the Scholam without needing to use influence.
Production Cost:
Wyrdvane Equipment:
A series of cortical plugs that connect to a simple set of brain implants that manage the flow of psychic energy within the brain. A cable is connected from the back of the skull to the spine to increase the capacity of psi-energy storage. As well as a simple Force Staff that serves as a walking aid. Cost 0.2 Simple Psi-Production for each Psyker that graduates.
Primaris Implants:
A complete reconstruction of the skull to facilitate improved use of psychic power. As well as a personally chosen psi-active weapon. Cost: 1 Simple Psi-Production for each Primaris Psyker that graduates.
Normally the Regent-Governor would have shown up for the handover, but the woman in question has not been seen since she departed the system aboard her private yacht the day you were spotted approaching the sector.
You were always gonna arrive a bit later so you'd be able to get into the dirty of Imperial planetary politics to consolidate power and establish yourself.
[] Form a bond with the Adeptus Mechanicus - Gamma Primaris:
The Tech Priests of Mars do not share the hatred for Psykers that most humans have. Work through Karlos to contact Rho-T27-Gamma, Magos of the Orbital Plate, and offer them a Psyker
Offer to give the Adeptus Mechanicus a personally trained Gamma Telekine with Primaris certification. They can perform zero-g construction using their power, or perform incredibly minute adjustments without needing to physically touch anything important. Commitment: One Primaris Gamma Telekine will be assigned to the Adeptus Mechanicus.
Reward: +40 Influence with the Adeptus Mechanicus now and + 5 each turn to a maximum of 80.
[]Plan: Setting us up for expansion
-[] A meeting with Rho-T27-Gamma
-[] Begin bringing the world into line
-[] Form a bond with the Administratum
-[] Form a bond with the Adeptus Mechanicus - Gamma Primaris
-[] Request Commissar Artem be assigned to you
-[] Set up industrial facilities - The Mechanicus
Edit:
Let me explain my reasoning. Meeting with Rho and forming a bond with the Mechanicus is going to be one of the best long term thing's we need to do to be successful. It will be vital for setting up the infrastructure we need to send out Psykers.
Forming a bond with the Administratum is to try and scope them out and keep them from fucking us even more than they already have.
Bringing the world in line should be self explanatory
Getting Commissar Artem will help all our future graduates, despite it only technically effecting Wyrdvanes, because they will be more prepared for the reality of working with Commissars
I feel like talking to the choir master and moving the choir is a must to get the additional 10 influence and start putting the squeeze on people that want to mess with the fortress.
Also we are gonna need that gamma for the Psyker value tithe
Class of 500M41, Macragge Calendar:
-32 Gamma-Grade Psykers
-144 Delta-Grade Psykers
-883 Epsilon-Grade Psykers. Ten percent of these Psykers are expected to survive. The Astra Telepathic expects a value of 200 from these Psykers. Finishing a five year class of Psykers will result in you gaining a large boon of Influence with the Astra Telepathica, Militarum, and Administratum.
Okay, I acquired the value math from the QM, through devious means (I asked).
Psyker Value:
When a class of Psykers has finished training, they will each be valued according to their grade, if they have learned a discipline, and wether or not they are Wyrdvanes or Primaris. By multiplying each value, you will calculate the value of the Psyker
Training Quality: Value
Wyrdvane Sanctioning. 0.5
Primaris Psyker Training. 1
The key here is that these values are multiplicative, and that gammas are worth a ton more than any other class.
If we had to reach our 200 target with just Epsilon Wyrdvanes, we'd need 400 of them, meaning we'd need to put 4000 recruits into training.
OTOH, 1 trained gamma Primaris Psyker Telekinetic can fulfil a quarter of the request on their own.
I feel like talking to the choir master and moving the choir is a must to get the additional 10 influence and start putting the squeeze on people that want to mess with the fortress.
Also we are gonna need that gamma for the Psyker value tithe
I honestly feel like that can wait a turn due to how valuable cozying up to the Mechanicus is. But feel free to make a plan focusing on the Choir. It isn't a bad option either way.
[] Plan: Shaking Hands Part 1
-[] Meet and greet with Choir-Master:
-[] Begin bringing the world into line.
Unlocks Bonds with the Ministry of State
-[] Liaise with the Hadal System:
Unlocks Bonds with these factions and possible trade deals.
-[] Find me a thug:
You will learn the opinion of the people about the Scholam.
-[] Moving the Astropathic Sanctum:
Costs:
10 Basic Psi-Tech production.
Will cost 10 Astra Telepathica influence if you haven't met the choirmaster.
Reward:
Gain access to the 10 influence points.
Unlocks opportunities to use astropathic communications to blackmail people.
Warning: Moving the choir has to be announced beforehand.
-[] Request Commissar Artem be assigned to you:
Cost: 2 Imperial Influence to speed up the paperwork.
Reward: Wyrdvane value multiplier increases from 0.5 to 0.6
Basically, begin meeting everybody as soon as possible and gather our natural allies.
I feel like talking to the choir master and moving the choir is a must to get the additional 10 influence and start putting the squeeze on people that want to mess with the fortress.
Also we are gonna need that gamma for the Psyker value tithe
Odium has had a full decade to catastrophize our arrival. Taking over the sole source of interplanetary communication will play right into those fears. Panic will almost certainly ensue, and panicked people make stupid decisions. I don't want to have to dodge assassins Turn 1. We'd almost certainly survive, but then the Arbites would have to investigate. I don't want to be forced to try any Ministers for treason, especially since they seem to be doing a good job.