That seems wastefull. The number of drinkable portions does not change so why use the lesser ones?
That seems wastefull. The number of drinkable portions does not change so why use the lesser ones?
we don't know in character so we have to ask.But we already have WOG on what the Quartok want out of the deal:
The Quartok want resources/city#2/hive. We just need to Sound Out the High Council before going through.
That seems wastefull. The number of drinkable portions does not change so why use the lesser ones?
So Callimus is a forgeworld that pioneered the idea of not treating menials like cattle, has an internal security strength similar or better than Avernus, has an industrial output noted as being unusually high even for a forge world and is in the center of an unusually large concentration of forgeworlds having three others nearby. Sounds pretty secure in relative terms, I wonder how they will react to contact with the people who posses an almost intact Standard Template Constructor if we get around to a trade with them.
Eh, Durin gives answers based on our IC knowledge so we probably know those answers IC as well.
It's not their technology. It's our technology. As part of our initial agreement, they had to give us all their technology, which they did. We can do whatever we want with our own technology.
Why master potions of rest? A base potion of rest gives a solid night's rest. It's not an ongoing effect, so paying extra for a longer ongoing effect is a waste.
I buggered up copy pasting and screwed up. tried to delete quickly but not fast enoughWhy master potions of rest? A base potion of rest gives a solid night's rest. It's not an ongoing effect, so paying extra for a longer ongoing effect is a waste.
Well in DEM, no idea what they'll be like in this one.So Callimus is a forgeworld that pioneered the idea of not treating menials like cattle, has an internal security strength similar or better than Avernus, has an industrial output noted as being unusually high even for a forge world and is in the center of an unusually large concentration of forgeworlds having three others nearby. Sounds pretty secure in relative terms, I wonder how they will react to contact with the people who posses an almost intact Standard Template Constructor if we get around to a trade with them.
Actually, we asked if they wanted to live somewhere else and they stated that they wanted to live on Avernus. It was their choice, not ours.Not only that but we are looking to largely benefit from the tech we took from them after basically forcing them to live on Avernus to appease the rest of the racist Trust groups.
It is not being a "colossal dick". We're not stealing their technology and we're not breaking an agreement on usage of the technology we got from them. It is doing something that we have every right to do with knowledge that we legally acquired.Giving them stuff when we benefit largely from their tech is just us not being a collosal dick after spending tons amount of time buidling up our relationship with them.
Slow poison is redundant if you've already got strengthsapper. Strengthsapper slows the target in addition to weakening them.
Ah, but do they stack?Slow poison is redundant if you've already got strengthsapper. Strengthsapper slows the target in addition to weakening them.
Changed to bleed poison.Slow poison is redundant if you've already got strengthsapper. Strengthsapper slows the target in addition to weakening them.
Better to give them a double dose of strengthsapper, so still redundant.
I think it would be most useful on rogue Alpha's and Beta's, the one's who just break reality around their direct proximity.On a related note, I still can't think of a reason why you'd want willdrainer when you already have death's head. Making sorcerers more likely to miscast is a good idea, but a better alternative if you can manage it is just killing them.
Again, if you can apply poison to them at all, why not apply the poison that simply kills them?I think it would be most useful on rogue Alpha's and Beta's, the one's who just break reality around their direct proximity.
Again, if you can apply poison to them at all, why not apply the poison that simply kills them?
They're both Master poisons. They cost the same amount to make.isn't the death poison a lot more expensive? that would be one reason.
They're both Master poisons. They cost the same amount to make.
A miscasting psyker in the middle of the enemy's army is a danger to not just himself, but those around him.Again, if you can apply poison to them at all, why not apply the poison that simply kills them?
Journeyman potions have a base cost of 3, and there's 5 potions, and getting a supply of them for all our Heroes, Grandmasters, and Last Hunters only adds a *6 Multiplier to the cost (total 90). Death's Head for our Last Hunters is only 40 (total 130). Journeyman poisons cost 6 a piece, so Strengthsapper and Fireblood only cost 12 to outfit our Heroes with (total 142). We could upgrade one of the potions our Heroes get to master, with 1 point left over.Nynye Trade: Apprentice Potion of Rest Master Potion of Healing, Strength, Toughness and Strengthsapper and Bleed Poison for Heroes (39pts) Master Potion of Healing, Toughness and Deathshead Poison for the Last Hunters (80pts) Master potion of Toughness for Primaris and Grandmaster Psykers (30pts) Total 149pts
Ok, my idea for the Nynye trade, basically goes all in on the hero's and last Hunters plus makes our best psykers harder to kill therefore more likely to receive biomancy aid. The Hunters get Deathshead poison for use in assasination and healing and toughness so they survive longer and we get more use out of the resources and time we have spent for the last century of ingame time on the Temple of the Last Hunters. I went for Strengthsapper and slow poison for hero's because that seems like a deadly combination in duels especially when the hero is tougher, can heal, hits harder and can fight for longer.
Edit: changed slow poison for bleed
The description says it kills nearly everything, maybe some foes have enough resistance for the highest levels of biomancy to keep them alive? Such as Chaos marine sorcerers?Again, if you can apply poison to them at all, why not apply the poison that simply kills them?
I want to maximize the lifespan of our Last Hunters so I really want the master level healing and toughness potions for them alongside the deathshead poison, this would make the resources we spend on them much more cost effective and give us the most Hunters possible in the long run, which I consider to be very important.Journeyman potions have a base cost of 3, and there's 5 potions, and getting a supply of them for all our Heroes, Grandmasters, and Last Hunters only adds a *6 Multiplier to the cost (total 90). Death's Head for our Last Hunters is only 40 (total 130). Journeyman poisons cost 6 a piece, so Strengthsapper and Fireblood only cost 12 to outfit our Heroes with (total 142). We could upgrade one of the potions our Heroes get to master, with 1 point left over.