The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
-[O] 12 beautiful Silkworm Moths
-[O] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[O] The disguised version of the Necron Soldier Recall technology! These devices can be carried on one's person, or implanted. They are just as potent as the standard Recall device, but designed to merely appear to use less physical principles. With these devices, your fellow agents and Princesses will be quite safe from all the myriad dangers that lurk within the Principalities.
 
How much cackling was there among the Atem when Rotbart successfully made avernus a tourist destination?

That had to have shorted something out.
 
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It seems that the Atem Dynasty and the Peoples of the Crucible share something in common: a healthy, undying hatred of Chaos. The Dynasty's hatred must have come from seeing so many of their "streamers" suffer utterly brutal fates at the hands of Chaos.

You understand exactly where he's coming from

Why the Atem Dynasty hates chaos in a nutshell:


 
-[O] 12 beautiful Silkworm Moths
-[O] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[O] A Master Chronometer! Tell me, what are the strands of fate to the sands of time? With the press of a button and a small charge up time, send your mind back 13 seconds into the past. Shatter the enemy's paltry illogical "numerology", and stand vigilant against any and all ambushes or other nasty surprises!
 
-[O] 12 beautiful Silkworm Moths
-[O] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[O] A Master Chronometer! Tell me, what are the strands of fate to the sands of time? With the press of a button and a small charge up time, send your mind back 13 seconds into the past. Shatter the enemy's paltry illogical "numerology", and stand vigilant against any and all ambushes or other nasty surprises!
 
-[O] A set of fierce and brave red hornets
-[O] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[O] A Master Chronometer! Tell me, what are the strands of fate to the sands of time? With the press of a button and a small charge up time, send your mind back 13 seconds into the past. Shatter the enemy's paltry illogical "numerology", and stand vigilant against any and all ambushes or other nasty surprises!

so the Chronometer is the safest for the princess rather than our agents, and i feel obligated to vote for what keeps them safe after writing a giant training montage for them.
Why the Atem Dynasty hates chaos in a nutshell:



Chaos is a blorbo crushing machine, and these people have seen it crush way to many of their favorite blorbos.
 
so the Chronometer is the safest for the princess rather than our agents, and i feel obligated to vote for what keeps them safe after writing a giant training montage for them.
I don't get your logic here. The Chronometer is specifically for Jacob, while the recall device specifies "your fellow agents and Princesses will be quite safe". To me the recall technology seems more likely to keep the princesses safe than the chronometer. That's why I voted for it.
 
I don't get your logic here. The Chronometer is specifically for Jacob, while the recall device specifies "your fellow agents and Princesses will be quite safe". To me the recall technology seems more likely to keep the princesses safe than the chronometer. That's why I voted for it.
It sends Jacob's mind back into the past. Once his mind is sent back, he can do whatever he wishes with the information he has. With the battlenet, that simply gets his time limited information to where it needs to go the fastest way possible. So long as Jacob is paying attention, he can give warnings to agents that send out an immediate SOS.

Recall is the safest for the most personnel, Chronometer is safest for the VIPs.
 
-[O] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[O] A Master Chronometer! Tell me, what are the strands of fate to the sands of time? With the press of a button and a small charge up time, send your mind back 13 seconds into the past. Shatter the enemy's paltry illogical "numerology", and stand vigilant against any and all ambushes or other nasty surprises!
 
What a coincidence, my own vote is called.

-[] 12 beautiful Silkworm Moths
-[] His Mother's Son: Slice through warp effects, dispel through attacks and parries, send false visions to the oracles, and have an easier time using True Killing.
-[] A Master Chronometer! Tell me, what are the strands of fate to the sands of time? With the press of a button and a small charge up time, send your mind back 13 seconds into the past. Shatter the enemy's paltry illogical "numerology", and stand vigilant against any and all ambushes or other nasty surprises!
 
Turn Five Results
Turn Five Results
Eight hundred seventy-nine years since the Founding of Avernus
One thousand, seven hundred and fifteen years since the Death of the Emperor


Advanced Power Armour: Helltrooper — Upgrading the Basic Power Armour of the Helltroopers to Advanced Power Armour would be incredibly expensive but massively boost their capabilities, making them one of the best equipped as well as one of the most skilled formations in the Imperial Trust. While your current tithing arrangement will cover most of the upkeep, this will take a good three percent of the current Exotic Material production for the entire Imperial Trust, and may lead to a reduction in your tithe rebate if the Executive Council does not think that it can afford the costs.

Time: 28 years

Cost: 260,000 Thrones, 25,000 Promethium, 12,000,000 Advanced Material, 58,000,000 Exotic Material.
Upkeep per year: 3,000 Thrones, 1,300 Promethium, 60,000 Advanced Material, 100,000 Exotic Material
Reward: Upgrade the Basic Power Armour being used by the Helltroopers to Advanced Power Armour

Complete

After nearly three decades, the last of your Helltrooper regiments is now fully trained in using Advanced Power Armour. While this has given the Helltroopers a significant boost in toughness due to the superior durability and integrated shielding of Advanced Power Armour, the most notable advantage is the extra capabilities that Advanced Power Armour offers over the basic variants.

Advanced Prefab Fortresses- Advanced Prefabricated Fortresses are a general improvement of Prefabricated Fortresses taking advantage of your current technologies. While a lot more expensive then the current version, they are still pretty cheap and should greatly aid you in battles where you aggressively deploy fortifications.

Time: 9 years

Cost: 700,000 Thrones, 11,000,000 Advanced Material, 130,000 Exotic Material.
Upkeep per year: 14,000 Thrones, 220,000 Advanced Material, 2,600 Exotic Material.
Reward: All forces gain access to Advanced Prefab Fortresses

Complete

Lord-General Rakes took a few years to roll out the upgraded prefabricated fortresses to all your forces. These advanced deployable defences will significantly enhance the Avernite military's effectiveness in its preferred tactic of anchoring lines with the aggressive deployment of fortifications.

Blink Creators: Jeagers- The added combat and higher level mobility provided by Blink Creators would benefit all Jeager infantry. At their level of combat mobility is one of the most powerful weapons, and Blinking is one of the most effective forms of psychic mobility that you know of.

Time: 2 years

Cost: 6,900 Thrones, 2,400,000 Advanced Material, 150,000,000 Exotic Material, 360,000 Relic Material
Upkeep per year: 350 Thrones, 61,000 Advanced Material, 1,800,000 Exotic Material, 1,800 Relic Material
Reward: Equip all Jaeger infantry with Blink Creators, +25 to their rolls, added movement options,

Complete

It took just two years for your Jaeger infantry to learn how to make the best use of the Blink Creators you issued them. Normally, adding a complex form of movement like this to a formation's tactics would be far more complicated, but your Battle Psykers had already mastered the basics of using Blink in combat. Thus, Lord-General Rakes only needed to figure out the differences between standard Blinking and the Blink Creators.

Expeditionary Force: Realm of Death (Rakes, Hajek, Herman, Ozolinsh, Stumpf, Ericson)- With your other commitments being what they are, you can afford to deploy around three-quarters of your forces to figt the Realm of Death this decade. While not exactly the largest of forces, you are confident that your men will be able to have an outsized impact.

Time: 10 years

Cost: 45,000,000 Thrones, 7,500,000 Material, 4,500,000 Promethium, 7,500,000 Advanced Material, 3,800,000 Exotic Material.
Reward: Avernite forces deployed to aid the Unchained for the turn

Complete

You chose to deploy all your best generals to the Realm of Death for the initial confrontations with the Death Guard. This marks your first major conflict with the mortal servants of the God of Plague, and you want to prepare as thoroughly as possible for them.

Over the last decade, the population growth in the Helheim system has averaged 0.37% p.a., with nearly two-thirds of that growth being on Avernus itself. The increased population growth is almost wholly attributed to the massive reduction in damage caused by rogue psykers.

Reduce Advanced Materials Focus- Your ability to produce Advanced Materials is increasing at a rate that will soon render it impossible to afford to make them at full capacity. Martinus informs you your current production focuses entirely on boosting production rate regardless of expense. Starting to care more about cost efficiency will notably reduce the expense of producing Advanced Materials at the cost of lowering the production rate.

Time: 3 years (repeatable)

Cost: 12,000,00 Thrones
Reward: decrease Advanced Materials Production by 10% (-20m Advanced Materials), decrease the amount of Thrones needed for Advanced Materials Production by 10% (+25m Thrones)

Complete

Martinus insisted on stepping back your focus on producing Advanced Materials. Although this weakens the Avernite economy by a solid four percent, it should keep you from going into deficit over the next few decades.

Magical Economy- It is time for you to restructure your economy around the fact that psyker production is now your primary source of advanced materials. This should notable increase the efficiency of your psychic production but have an impact on your more conventional production.

Time: 5 years

Cost: 12,000,00 Thrones
Reward: decrease the amount of Thrones needed for Psychic production of AM+ by 10% (+9.3m Thrones), Increase the amount of Thrones needed for non-Psychic production of AM+ by 10% (-1.2m Thrones),

Complete

Martinus spent the past five years reworking your economy to focus more on magical production rather than the conventional methods it once relied on. This shift has allowed him to notably streamline several magical production supply lines, though it has somewhat disrupted the operation of several of your Forges.

Automated Miners- With the current limited amount of metal being produced by the Imperial Trust as a whole a significant investment into automated asteriod miners would be a worthwhile investment, indeed its one that many worlds throughout the Trust are now making.

Time: 8 years (repeatable)

Cost: Negligible
Reward: Build 1,000 Asteroid Miners (+1.2m Metal)

Complete

Thanks to your extensive orbital industry, it took Martinus only eight years to establish a significant mining operation among the asteroids in the outer system. You now have a thousand Asteroid Miners producing millions of tons of metal each day—while it may not fully supply all of Avernus's industry, it certainly makes a difference.

Troll Expedite: Rebuild (All)-It has been proven that upgrading your Hive will have a massive impact on their general productivity, and a smaller but still significant one on their population growth. It will take several decades to upgrade them all, most of the time being taken by Dis and Mag Mell.

Time: 38 years

Cost: 430,000,000 Thrones, 420,000,000 Material, 220,000,000 Metal, 80,000,000 Promethium, 9,300,000 Advanced Material, 50,000,000 Exotic Material
Upkeep per year: 3,900,000 Thrones, 3,800,000 Material, 2,000,000 Metal, 710,000 Promethium, 88,000 Advanced Material, 300,000 Exotic Material
Reward: Rebuild all Hives using a more advanced design, Reduce population pressure by 1/8th, increase base resource production by 1/4th (22m Thrones, 2.6m Material, negligible other)

In Progress- Seven out of Twenty-Seven years completed
Small Hives completed

You have dedicated an astounding amount of resources to transforming the Hives of Avernus into significantly more advanced and, as a result, effective versions. After seven years of reconstruction, your smaller hives are complete, with only your seven largest hives still under construction.

Contacts: Realm of Death- The Realm of Death is currently being fought by a coalition of forces half a dozen different polities commanded by Araclas Castos the Grieving Knight, Chapter Master of the Blood Angels. Making contact with his command centre will be required if you want to know where to best deploy your forces.

Cost: 1,000,000 Thrones
Reward: gain Flashpoints from the Realm of Death front

Complete

Kent Cline has established a diplomatic consulate within Chapter Master Castos' main command centre. This consulate will ensure that your expeditionary command can remain in contact with the coalition High Command.

Initial Research Collaboration (Necrons Aid(Armour))- Archmagos Tranth is considering a series of major research projects designed to put together everything he knows and can find out in a field to create something amazing. These projects could be aided significantly by gaining assistance from various allied polities and organisations at different stages. The organisations involved in the initial research will greatly determine what shape the end project takes with their specialties.

Cost: Negligible (repeatable, must be taken in the same term that the project is started or before)
Reward: Selected ally will provide Tranth with assistance during the entirety of the chosen research project, may need to spend or offer favours, -5 project difficulty

Complete

Kent Cline discovered that the Atum Dynasty was more than eager to have some of its Crypteks assist Tranth in designing defensive systems for the modest cost of a few hundred autographs gathered from various Avernites, some important, some not.

Initial Research Collaboration (Silver Skulls Aid (Battlefield Data))- Archmagos Tranth is considering a series of major research projects designed to put together everything he knows and can find out in a field to create something amazing. These projects could be aided significantly by gaining assistance from various allied polities and organisations at different stages. The organisations involved in the initial research will greatly determine what shape the end project takes with their specialties.

Cost: Negligible (repeatable, must be taken in the same term that the project is started or before)
Reward: Selected ally will provide Tranth with assistance during the entirety of the chosen research project, may need to spend or offer favours, -5 project difficulty

Complete

The Silver Skull's position within the Black Imperium offers a level of combat that's rare, even in this war-torn era. Consequently, they possess more data on combat damage and the performance of various defensive systems on the battlefield than any other of the younger races. This information is something they are more than willing to share with the esteemed Archmagos Tranth.


Personal Attention: Initial Research Collaboration (Secondus-Tau Aid (Anti-Dragon))- Archmagos Tranth is considering a series of major research projects designed to put together everything he knows and can find out in a field to create something amazing. These projects could be aided significantly by gaining assistance from various allied polities and organisations at different stages. The organisations involved in the initial research will greatly determine what shape the end project takes with their specialties.

Cost: Negligible (repeatable, must be taken in the same term that the project is started or before)
Reward: Selected ally will provide Tranth with assistance during the entirety of the chosen research project, may need to spend or offer favours, -5 project difficulty

Complete

The Ultima Compact had the misfortune of facing both the Destroyer and the Deceiver, a pair of threats that effectively eliminated one of the younger species' greatest rising powers. They did not go quietly, however, and gained considerable experience in battling the minions of a C'Tan, knowledge that could be valuable to Archmagos Tranth in preparing his strategies against the Dragon. Both the Imperium-Secondus and the Tau were willing to share the benefits of their experience with Archmagos Tranth, though at the cost of a minor favour from the Empire of Ashes for each.

Personal Attention: Trade (Imperial Trust; Buy 250 million Material, 70 million Metal, and 80 million Promethium. Sell 309 million AM to pay for it.) — Avernus has trade relations with many other members of the Imperial Trust and several of the Peoples of Avernus. You could always make a deal with them based on your current contracts.

Reward: Trade

Complete

You arranged to buy much of the resources that will be needed for rebuilding the Hives of Avernus from the Imeprial Trust in exchange for various Advanced Materials.

Understanding the Trust (The Imperial Trust Guard) — Developing a better understanding of the culture and systems of the Imperial Trust and its components will only help your work.

Time: Bonus, get 1 free per turn
Cost: Free
Reward: Gain information about selected topic within the imperial Trust (OOC, this is to let me show off my worldbuilding)

Complete

The Imperial Trust Guard serves as the Imperial Trust's primary ground combat branch. Although it represents only a fifth of the Imperial Trust's total ground forces, it possesses a much higher proportion of veterans and elite troops compared to the planetary forces. This is further reinforced by the Imperial Trust Guard's role as one of the main offensive arms of the Imperial Trust, alongside the Imperial Trust Navy. Consequently, the Imperial Trust Guard engages in significantly more combat than most Planetary Armies and is a much more battle-hardened force
The Imperial Trust Guard is generally held in high regard by the militaries of the Imperial Trust, with most worlds perceiving its disciplined and professional armies as the standard to aspire to. Except for your soldiers, who see them as decent at best.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+312110821%
a4,8784,02085867018824%
b81,00472,6258,3796,9051,47448%
g405,015384,98120,03417,3892,64522%
d1,963,7111,936,25827,45325,0372,4165%
e4,295,6184,295,618
z5,522,9385,522,938
Minor504,448,132504,448,132
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier6,781,901,25822,041,1792,449,020244,902
Psyker Hunters555,43892,57313,225601332
Witch Hunters1,098,668183,11126,1591,188663
minor Psy-hunters20,2004,12119610
major Psy-Hunters1,01020650
Last Hunters1085
Voids37,0896,1811,030172
Nulls14,8352,47341269
Thunder Hunters17,8024,451

Hunting (Unchained Choice): Times Ten— Jane is now counted among the greatest killers in the galaxy now, and thanks to the Primal Warp and the Webway is in position to make use of it. She can use these skills to slay those whose deaths can change the results of sector spanning wars, or even the fate of the galaxy itself if her targets are chosen wisely.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 250 (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Eldar minor favour per 5 Eldar Choice actions
Stunt: During her latest talks with her son Jacob, Jane had hotly debated different styles of stealth and infiltration. And while she hoped she'd managed to teach her son more, she was certain that she, too, had learned some useful tips. Time to test them out!

Complete
1st d100=53+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=403: Greater Critical Success
2nd d100=94+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=444: Greater Critical Success
3rd d100=25+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=378: Greater Critical Success
4th d100=32+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=382: Greater Critical Success
5th d100=36+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=386: Greater Critical Success
6th d100=2+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=353: Critical Success
7th d100=94+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=444: Greater Critical Success
8th d100=58+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=408: Greater Critical Success
9th d100=2+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=353: Critical Success
10th d100=53+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=403: Greater Critical Success

Jane spent much of the decade hunting down various targets identified by the Unchained. While she was mostly effective against sorcerers from both Tyranny and Shadow, she also took out a handful of the Tyrant's more capable Archangyls.

Tranth Pattern Reactors-Archmagos Tranth has a plan to design the best possible vehicle scale power sources that he can. He is currently looking into the benefits of the various exotic energy reactors, though he remains unsure which would be best.

Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Reactors), Exotic Fundamentals (Reactor), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Calamus Aid (Machine-Spirit), First Worldship Aid(High Technology)
Other Support: Krork Aid (Hybrid Plasma), Tau Aid (Dark Matter)

Time: 25 years
Difficulty: 300 (18%)
Stunt: The laws governing the means by which one may build a reactor had been pushed in all directions by countless species, by magical means and without. It was rare, though, for all those directions to be pushed at simultaneously.

In Progress- Twenty out of Twenty-Five years completed

Archmagos Tranth has been working on the design of the Tranth Pattern Reactors for the past decade. He states that while he has completed the reactor itself, there are still years of work ahead. From what can be gathered, he has developed the power generation components of the reactor, but he has yet to finish designing all the necessary safety measures and cut-offs to ensure the reactor doesn't function like a bomb if it's damaged.

Termite Archives: Explore (Defensive Systems) — The Termite Archives are possibly the largest archive of technology in the galaxy. While its archiving system is insufficient, there is still a reasonable chance that you will find some useful technology if you spend a few years digging into it. Maybe even similar to what you are looking for.

Time: 2 years
Difficulty: 290

Cost: Negligible
Reward: Find either new technology or path to new technology, the higher the roll the closer to what you asked
Stunt: The Termites, Tranth mused, had little conception of the idea that they could fail. There were countless elegant ways by which they had measures that by all reasonable means made them virtually untargetable. Except, you know, for the numerous times those measures ran into countermeasures by other Termites.

Complete
d100=81+48(stats)+65(traits)+80(buildings)+25(other)+10(stunt)=303: Success

Archmagos Tranth has accumulated a wealth of information regarding the numerous types of defensive systems that the Termites have developed over the ages, along with insights into their shortcomings. He informs you that the best systems are both elegantly designed and remarkably effective, yet almost all of them have a significant vulnerability.

Hybrid Technology: Tranth Pattern Defensive System -Archmagos Tranth has a plan to design the best possible Defensive System that he can. He is looking into the relative benefits of holofields, various defensive energy fields and base armour and how they can be merged.
Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Defensive Systems), Exotic Fundamentals (Defensive Systems), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Ynnari Aid (Holofields), Necrons Aid(Armour)
Other Support: Silver Skulls Aid (Battlefield Data), Secondus-Tau Aid (Anti-Dragon)
Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a defensive system costed for Helguard use
Stunt: Tranth thoughtfully studied the Defensive Onion. "'Don't be there' is a bit beyond the scope of my current work. That would be Weapons or Propulsion Technologies," he mused. "By contrast, 'don't be detected' and 'don't be acquired/identified' imply holofields and stealth. 'Don't be hit' implies better evasion systems, which need to be integrated with the holofields for best effects, after all. 'Don't be penetrated' involves armor and forcefields. 'Don't be killed' might need some work with life-support systems. And, finally, 'don't stay dead' goes further into recoverability design." He smiled and cracked his knuckles. "Ah, the chance to really optimize a design."

In Progress- Nine out of Twenty-Five years completed

Archmagos Tranth has spent the last decade designing the best defensive system he can. He began by determining its shape and settled on a combination of deflection and absorption fields. He envisions a multi-aspect field merging electromagnetic and gravitic effects for the deflection component, while the absorption shield will be a finely tuned Void Shield.
Double Down: Warproot: Primal?- It may be possible to use the Primal Warp to bypass the restrictions on intentionally growing Warproot, despite that being impossible. It will only take a few years for Archmagos Biologis Maximal to determine if its at all possible, but actually doing so will likely be a fa more involved process.

Time: 4 years
Difficulty: 0, 450 (100%, 1%)

Cost: Negligible
Reward: Find out if its possible to use the Primal Warp to bypass the limitations on growing Warproot, (make it work anyway)
Stunt: Maximal worked carefully, meticulously. He'd started by proving that this attempt was impossible by modern psi theory. Having established that it was theoretically impossible, and having determined exactly why, he proceeded to try to prove the theory wrong. Which made it vital to check everything thrice, confirm every assumption, measure every variable - for if he assumed much of what he thought he knew, it would only re-prove the conclusion he'd already come to.

Complete
d100=81+245(stats and traits)+80(buildings)+25(other)+5(stunt)+29(double down)=456: Success

Archmagos Biologis Maximal was ready to discover that the Primal Warp could not be employed to foster the growth of Warproot without disrupting the narrative, but he aimed to find ways to make it work despite the apparent impossibility. Thus, he felt a twinge of disappointment to see that the separation of the Primal Warp from the usual Law of Narrative already permits it to promote Warproot when utilised by a skilled Shaman.

Evergrowth in the Primal- Archmagos Biologis maximal has proven your current understanding of the Warp to be wrong by growing Evergrowth Trees in the Primal Warp despite that being impossible. Now, he needs to simplify the process so that someone else can do the same.

Time: 6 years
Difficulty: 400 (50%)

Cost: Negligible
Reward: Simplify the process of growing Evergrowth Trees in the Primal Warp enough to make it usable for others
Stunt: Maximal had just finished doing the "impossible" - but now he had to make sense of what he had done, and make it possible for others to follow in his footsteps. He mused, with some humor, that he (Biologis) was likely to end up forcing a rewrite of sizable chunks of Psychic Theory (Telepathica).

Complete
d100=55+245(stats and traits)+80(buildings)+25(other)+5(stunt)=410: Success

It took six years for Archmagos Biologis Maximal to simplify the process of growing Evergrowth Trees in the Primal Warp to the point that others can replicate his achievement. While you don't fully grasp it, the key lies in finding the constantly shifting balance between nurturing the tree's growth and allowing it to run wild.

The Psychic Genes Part Five- Archmagos Biologis Maximal believes that with some more study he should be able to further refine his understanding of psyker genetics. Right now he is interested in detecting the epigenetic changes that indicate powerful psychic abilities, which he hopes will be a method to distinguish powerful psykers from weak or even subconscious psykers.

Time: 15 years.
Difficulty: 420 (30%)

Cost: 2,000 Relic Material
Reward: Discover more psykers young, reduce chance of each psyker going rogue by 15% of the current chance
Stunt: After centuries of study, Maximal looked at the psygenetics of humanity from very nearly the perspective of an Old Ones Psi-Biologist. And, from that lofty height, the problem suddenly looked surprisingly simple.
...Now to successfully explain it to a five-year-old. Then he would know he actually understood it.

In Progress- Six out of Fifteen years completed

Six years ago, Archmagos Biologis Maximal commenced his fifth, and perhaps final, study of the biological aspects of psychic powers in humans. He is stretching the boundaries of his understanding but remains confident that he will achieve valuable results.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed122,46146,712258,5731,350,4403,106,7104,107,753426,593,211
Attempted152,98354,955295,5121,500,4893,358,6054,323,951483,306,733
Percent passed80%83%85%88%90%93%95%88%
PrimarisAlpha PlusAlphaBetaGammaDeltaTotal
Regular91,49518,61751,197266,181337,500
Veteran12673,4799,57050,12363,440
Elite0142075983,2434,062
Master0061795118
Grandmaster000144
Total101,77822,30861,382319,646405,124
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal
Regular2,70932,354155,029519,571669,74131,511,22032,890,624
Veteran1,47810,44683,454280,890352,30527,108,68827,837,261
Elite2171,91612,60844,15856,3574,099,3314,214,587
Master212311,3804,8506,254293,719306,456
Grandmaster17401411826,9117,282
Exemplar000122932
Paragon000000.210
Total4,42644,954252,512849,6111,084,84163,019,89865,256,242
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal
Regular5,39759,464309,8351,009,6671,335,44676,039,28778,759,096
Veteran1,41415,70382,142266,615352,50622,760,87823,479,257
Elite1061,2186,46520,82927,4021,691,6451,747,664
Master33217456775742,17343,707
Grandmaster00158356371
Exemplar000001.11
Total6,91976,417398,6171,297,6831,716,119100,534,340104,030,096
Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal
Neo-Astropaths-92-1,024-5,367-18,466-24,430-49,378
Veteran Neo-Astropaths303111,5865,9647,94715,838
Elite Neo-Astropaths202251,1804,0535,36410,843
Master Neo-Astropaths2231213835001,028
Grandmaster Neo-Astropaths01391225
Exemplar Neo-Astropaths000000
Total-40-465-2,476-8,056-10,606-21,644

Witch FindersMinor
Regular30,794,057
Veteran11,276,449
Elite1,083,927
Master34,463
Grandmaster347
Exemplar1
Total43,189,244

InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
8,903,71513083,89710,77456,268129,446171,1568,531,864

Greater Divination (Dragon Front): Four Times— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

Time: 1 year (can only be taken three times per turn, including free action)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Ridcully's Sight peered around the blinding tides of Ka, and probed deep into the Dragon's force-deployments. Was that the Third Force, his ability to work around Ka's anti-Sa effect? He didn't know, but he jotted down a few notes for someone to catalogue and analyze.

Complete
1st d100=32+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=168: Critical Success
1st re-roll d100=22+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=170: Critical Success
2nd d100=21+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=157: Critical Success
2nd re-roll d100=39+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=187: Critical Success
3rd d100=5+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=141: Tjapa Critical Success
4th d100=28+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=164: Critical Success
4th re-roll d100=70+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=231: Greater Critical Success

Once again, High Grandmaster Ridcully dedicated a considerable amount of his time to uncovering matters on the Dragon Front. This time, he primarily collaborated with the Fallen Archangyl and his forces to support those fronts at risk of collapse.

Greater Divination (Unchained)— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

Time: 1 year (can only be taken three times per turn, including free action)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: The Imperial Trust might be rededicating their military might towards a different and more optimal target, but Ridcully was hardly going to stop informing the Triumvirate of all of the Be'lakor's troop movements, now. That would be rude.

Complete
d100=61+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-35(wards)+5(stunt)=252: Greater Critical Success

High Grandmaster Ridcully spent a year pinpointing soft targets for the Hawk Legions to raid, as the change in focus between the Imperial Trust and Imperium Quartus enabled a sudden shift in tempo.

Greater Divination (Realm of Death Front)— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

Time: 1 year (can only be taken three times per turn, including free action)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: The Imperial Trust moving to fight Mortarion's troops was a large enough troop deployment over enough years that it was unlikely to catch anyone by complete surprise... but it would almost certainly break up the established rhythms and leave the foes of the Sane scrambling to catch up. Ridcully's job, on this point, was to make sure the Imperial Trust took full and maximal advantage of this.

Complete
d100=94+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-20(wards)+5(stunt)=300: Perfect Critical Success

High Grandmaster Ricully carefully identified the optimal moments for the Imperial Trust to take to the field against the Realm of Death, aiming to maximise the damage your forces could inflict before they learned how to combat you.

Divination (Eldar Choice): Times Five— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt: Ridcully rapidly jotted down observations, an active spell letting him transcribe the information he was Seeing faster than he could possibly have written. This particular target had proven something of a tough nut to crack, so he was doing what any self-respecting Seer would under the circumstances: making a subordinate (any good mundane analyst would do) figure out the solution.

Complete
1st d100=22+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=153: Success
1st re-roll d100=12+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+12(Paragon Seer)=155: Critical Success
2nd d100=27+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=158: Critical Success
3rd d100=20+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=151: Success
3rd re-roll d100=71+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+12(Paragon Seer)=214: Greater Critical Success
4th d100=52+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=183: Critical Success
5th d100=25+56(stats)+120(traits)+10(Seer Council)-115(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=156: Critical Success

Ridcully's efforts to discern troop movements on the Dragonfront have been less successful than usual this decade, largely because there haven't been any significant troop movements. Instead, the Dragon has relied on various minor attacks and raids to maintain pressure as it gears up for the next major offensive.

Divination (Tortolion technology)— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt: Ridcully sat across the table from Tranth, lunch forgotten and growing lukewarm as the two ancient allies hotly debated Ridcully's stack of Tortolion technology sketches.

Complete
1st d100=49+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)=260: Greater Critical Success

High Grandmaster Ridcully managed to provide schematics for a decent range of the more advanced Tortolion technology to Archmagos Tranth. Now it's up to Tranth to transform those schematics, designed for an entirely different, poorly understood technological base and written in a language where he only has technical proficiency, into something practically useful.
Warproot: Power Boost- It is known that refined Warproot can give a slight but permanent boost to the psychic powers of those who consume it. You will need to spend a few years studying this effect in order to determine how to best make use of it.

Time: 3 years

Cost: Negligible
Reward: Learn more about Refined Warproots effect, new options

Complete
(each dose add +.5 to the psykers total power rating, up to a maximum of doubling a psykers power)

Grandmaster Xavier spent three years studying Refined Warproot and its effects on both psykers and non-psykers. He found that every dose of Refined Warproot slightly increases the power a psyker can summon, but has no impact on their strength of will or soul. If the doses are sufficiently spaced—at least twelve days between doses—multiple doses can be consumed, with the limit being enough to double a psyker's power. The doses required to achieve this range from the single dose needed to double the power of a weak Iota, to the thirty doses required for a weak Zeta, to the millions needed for even a weak Alpha-Plus.

Currently, you are receiving enough Warproot to refine ten thousand doses a year, though once you start being able to grow your own that should skyrocket.

Known TrueMaterials (Casting Focus)-The Remant Kingdom uses a range of TrueMaterials and are willing to tell you their effects. You can either ask them about the properties of a single TrueMaterial or if they know any that have a particular property.

Time: 2 years
Cost: Free
Reward: If you select a property be told any TrueMaterials that the Remnant Kingdom knows that have that property, if you select a Material learn about its properties if the Remnant Kingdom knows it

Complete

Grandmaster Xavier spent two years learning about the TrueMaterials that the Remnant Kingdom understands to be effective as casting focuses. He has been informed that crystals, in general, and gemstones, in particular, possess this property. Crystal's primary echoes are Light and Magic, making it particularly valuable as a casting focus for those who wield the Wind of Light as well as those wishing to refine their control in general. Gemstones on the other hands are a far more nebulous concept, mostly being defined as "those crystals considered to be valuable", and hold strong echoes of Power and Wealth, making it work best for those looking to boost the Power of their spells and users of the Wind of Metal.

Use of Cataclysm Magic (Ghur) — Cataclysm Magic is the peak of Winds use, and makes use of a combination of self-propagating spell forms and calling on an echo of the spell that has been carved into the Warp itself to allow spells of incredible power to be cast by psykers that could never successfully channel them. While you are far from being able to make Cataclysm Spells of your own, the Lizardmen are willing to teach you some of theirs. The next step is to teach you the various ways of using Cataclysm Magic with a particular Wind, and giving you an overview of the Cataclysm Spells for that Wind that they are willing to share.

Time: 3 years
Cost: Negligible

Reward: Learn how to use Cataclysm Magic for particular Wind, get Cataclysm Spell list for selected Wind

Complete

Ghur, the Winds of Beasts, tends to focus more on support than on direct damage spells, a trend that remains true for its Cataclysm spells. After three years of study, Grandmaster Xavier has grasped the basics of the three Cataclysm spells that the lizardmen are willing to share.

The first and most straightforward is The Prey's Fear, which fills the caster's foes with the paralysing fear of a prey animal facing a predator.
Next is The Hunter's Moon, which summons an ethereal reflection of the moon, empowering an entire army with some of the strength and speed of a hunter.
Finally, there is the Monstrous Regiment, which fills a group of allies with the strength and toughness of the wilds.

Culture Spirits: Teaching- Tamia determined that it is possible to use a culture spirit to accelerate knowledge transfer between two members of its culture if the spirit has the correct focus, which the spirit of the Unseen University does. Her current method of doing so is impractically complex, requiring a significant ritual for a minor impact on a single person. She is sure that it can be improved with some more time and effort.

Time: 5 years
Difficulty: 325 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia improves the method of using culture spirits to boost learning, hopefully to a usable level.
Stunt: A group's culture included what was common knowledge to them, even if that knowledge was anything but common by broader standards. For the Avernite Telepathica, that included vast amounts of psychic lore. All Tamia needed to do was figure out a way to induce a transfer of knowledge from the collective culture spirit to the individuals it encompassed. Of course that was much easier said than done.

Complete
d100=72+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=294: Fail
Re-roll d100=74+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+44(The Blind Seer)=331: Success

After a dozen years of research, Tamia has finally managed to create a relatively simple ritual that will enable a cultural spirit associated with learning to assist in the transfer of knowledge among multiple members of that culture. This should offer a significant boost to teaching within the Telepathica, and with a bit more effort, it might become more widely applicable.

Initial Research Collaboration (Defensive Systems)- Given that all of Tranths proposed major Projects are planned to be Hybrid Technology having the Telepathica devote major resources to aid him could only help.

Time: 4 years (must be taken in the same turn as the project)

Difficulty: 150

Cost: 1,000,000 Thrones, 1,000,000 Advanced Material, 2,000,000 Exotic Material, 1,000 Relic Material
Reward: better psytech in project, -5 to research difficulty
Stunt: Teleportation, Chronomancy, various energy or matter barriers, spatial magics, regeneration, conceptual shenanigans... The Warp and its wielders had a bewildering array of ways to avoid, ignore, or counter incoming damage. The trick was seeing what Tranth could make mass-producible.

Complete
d100=71+157(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=278: Greater Critical Success

Tamia spent three years working on the psychic aspect of the new Tranth Shields before passing it on to her subordinates. Once again, she concentrated on establishing a framework that would enable multiple enchantments to function in close proximity, rather than focusing on any specific enchantment.

Cultural Spirits: Communication Part Two- Tamia has created a rather long and involved ritual that uses the nature of the Culture Spirit to be everywhere that a member of its culture is to effectively set the distance that a message must be transmitted to zero, allowing for instant communications. Now, all Tamia needs to do is simplify matters to enable more people to use the ritual.

Time: 8 years
Difficulty: 325 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia simplifies the ritual to allow people to communicate via Culture Spirits

In Progress- Five out of Six years completed

Tamia has spent half the past decade figuring out how to simplify the communication ritual she created based on Culture Spirits. If she's successful, it will represent a monumental step towards making Astropaths obsolete and completely transforming the impact of distance on communication and the transmission of knowledge.
Solar Ka Consumption- Now that Aria can see how the Void Beacon drains the Ka from a sun, she believes it may be possible for her to do the same. This would allow her to far more rapidly regain drained reserves, and may even allow her to boost her reserves.

Time: 6 years
Difficulty: 120 (uses the average of Learning and Ka Control, uses no external bonuses)
Stunt: "I feel ever so slightly like a C'tan," Aria admitted quietly. Then she shook her head and stated, "Nope! Instead, how about this: Time to become the second Void Beacon!"

Complete
d100=100+24(stats)+20(traits)+5(stunt)=149: Critical Success

Aria spent six years studying the Void Beacon and trying to mimic its conversion of Solar Ka into its own Ka. Much to her surprise, she found it quite easy, and she could store enough Solar Ka to effectively double her Ka reserves.

Ka-Sa Melding: The Next step- From her examinations of the Void Beacon, Aria has found that exact ratio that she taints her Sa with Ka and the patterns of weaknesses that she creates within her Ka can significantly affect the resulting technique. She will need time to determine exactly what effects different ratios and patterns have.

Time: 6 years
Difficulty: 100 (uses Learning, uses no external bonuses)

In Progress- Four out of Six years completed

Aria has spent the last four years practising how to change the exact ratio of Ka to Sa and the patterns of weaknesses she creates within her Sa. She is also attempting to determine the effects of various ratios and patterns. She tells you that while creating particular patterns and ratios is not too difficult, figuring out their effects is the real challenge.
Sanctionites: Teleport Evacuation Devices and Mindstasis Devices — Both Teleport Evacuation Devices and Mindstasis Devices could be used to help preserve your Sanctionites as well as your Battle Psykers, though they would have a smaller impact. While this is currently unaffordable, the boost to your psyker numbers and production that comes with it will make it more than worthwhile over time.

Time: 12 years

Cost: 2,600 Thrones, 740,000 Advanced Material, 13,000,000 Exotic Material
Upkeep per year: 1,000 Thrones, 160,000 Advanced Material, 2,800,000 Exotic Material
Reward: Provide all your Sanctionite forces with Teleport Evacuation Devices and Mindstasis Devices, reduce Sanctionite deaths by 25%

Complete

After a dozen years, the last of your Sanctionites have been equipped with Teleport Evacuation Devices and Mindstasis Devices to improve their life expectancy. According to High Grandmaster's Secretary Zeno, you need to persuade him to adopt a title that better reflects his actual position; this is anticipated to boost the growth rate of your minor Sanctionites by a fifth.

Adeptus Astra Telepathica: Prepare Expeditionary Force: Realm of Death- With your other commitments being what they are, you can afford to deploy around three-quarters of your Battle psykers to aid combat the Realm of Death for the coming decade. This should have a massive impact on a handful of battlefronts.

Time: 10 years (if hero action is used hero will be deployed)

Cost: Negligible.
Reward: Three quarters of your Battle psykers deployed to fight the Realm of Death for the turn

Complete

Grandmaster Xavier decided to send his battle psykers to fight the Realm of Death without personally leading them, leaving command to various Master Primaris and the Generals of Avernus.

Feasibility Study (Scaling down the Callamus Titanforges to build Knight Titans) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

According to Archmagos Tranth it is impossible to scale down Callamus Titanforges to build Knight Titans without losing all the tested efficiencies that make them so effective.

Feasibility Study (Rebuilding our AM-producing forged into EM-producing forges?) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

While it would be possible to rebuild your Advanced Material Producing Forges into Exotic Material producing Forges, it would be a major project that would have very little impact on your production which is now mostly magical.

Feasibility Study (Minor Diviner Battle Psyker Attack Craft Pilots) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Minor Diviners would be highly effective Attack Craft Pilots, and creating an Psyker Order based around them could have a major impact on your fleets attack craft.

Feasibility Study (Is it possible to increase the capacity of our psyker hives by improving their grade of wards?) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Tamia believes that it would be possible to double the capacity of your psyker hives by increasing the quality of their wards by an entire grade, which would increase the cost tenfold. Affordable though.

Feasibility Study (Providing blink and phase creators to lower level psyker hunters) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Phase-Creators would be of little use to your Psyker Hunters, but providing Blink Creators to mid-level Psyker Hunters would be a viable upgrade.

Feasibility Study (Learn runes of channeling, damage, piercing, luck from Deep Sea Sirens) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

It should be possible for you to learn many Runes from the Deep Sea Sirens, but not the rune of Luck.

Delegate Governance- Governor's Office had turned into something of a bottleneck were proven, and you will be able to manage more projects a time by delegating some. This will be a major shakeup of Avernus' governmental systems and will cause some disruptions for a time but in the end should lead to a major benefit.

Time: 2 actions and 10 action years

Cost: 20,000,000 Thrones
Reward: Lock an additional 10 Departmento Munitorum and Adeptus Administratum actions and 5 Security Forces and Adeptus Astra Telepathica (other) actions every decade, gain 15 more action years a decade, these locked actions don't count towards department action limits, increase personal actions by a decade by 2

Complete

Reworking the Government of Avernus to not funnel everything through the Governor's Office has been a massive project that has consumed almost all of your waking hours over the last decade. While you are sure there will be some issues early on, you expect that the new system will be far more effective if less controlled then the system that Frederick set up.

Personal Attention- Given that you are better at delegation than Fredrick, it's still strange to think of him like that, was you will be able to spend some time personally overseeing projects.

Time: 1st Free (1 action otherwise)

Cost: Free
Reward: Allows Nurma to take 5 years of Personal Attention actions in anything but Mechanicus or Telepathica, a diplomacy action counts as two years for this

Complete

Over the last decade, you spent much of your time handling various diplomatic matters and helping set up your new asteroid miners.

Knowing Avernus (Avernite Funerary Practices) — In the years since founding, Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about Avernite culture and the smaller organisations that make Avernus so unique.

Time: Bonus, get 1 free per turn, can take extra

Reward: Get information about selected aspect of Avernite culture or organisation

Complete

In a rather unusual show of unity pretty much all Avernite cremate their dead, though the timing and manner of the cremation changes greatly. This practice comes from several cases of daemons possesing entire osseries and cemeteries in the centuries after colonization, which led to a distaste for the idea of leaving a body that could be abused by daemonic forces. For some the body is just a discarded sleeve of the soul, and should be dealt with without ceremony as soon as is practical. For others the body should be cremated in a grand ceremony to ease the deceased's journey to the afterlife.

Knowing Avernus (Cavers, those people who enter the Caverns willingly) — In the years since founding, Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about Avernite culture and the smaller organisations that make Avernus so unique.

Time: Bonus, get 1 free per turn, can take extra

Reward: Get information about selected aspect of Avernite culture or organisation

Complete

Cavers are those crazy Avernite's who not only have the courage to willingly entre the caverns, but the insanity to keep on going back into them. Given how incredibly dangerous the caverns are most cavers die in their first handful of delves, but those who keep on surviving have grown to be some of the most dangerous, and insane people on Avernus. In many ways cavers live in a different world to normal Avernites, commonly dealing with threats and problems that even most darkmen view as legends, while developing skills and resource bases that all but the most powerful members of the government can only wonder at. They are to be respected for their skill, feared for their insanity and pitied for whatever it is that drives them to go back into the Caverns time after time.
They are also one of the most terrifying weapons that Avernus possesses, one that has not be deployed in centuries.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting656,904,486187,987,753127,928,9766,968,9781,563,471,8621,123,202,68279,390,370878,6481,312,804,380,370
Net Income-433,535,73450,548,231-6,055,90737,242,374183,848,226485,879,80119,693,4838,80276,244,852,733
Percent of Income used-193.26%-2711.00%117.84%-2037.45%64.60%27.13%0.00%97.63%
Remaining223,368,752238,535,984121,873,06944,211,3521,747,320,0881,609,082,48399,083,853887,4501,389,049,233,103
Percent Growth-66.00%26.89%-4.73%534.40%11.76%43.26%24.81%1.00%0.58%
 
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Kent Cline discovered that the Atum Dynasty was more than eager to have some of its Crypteks assist Tranth in designing defensive systems for the modest cost of a few hundred autographs gathered from various Avernites, some important, some not.
Avernus' biggest fans, everybody.
Archmagos Biologis Maximal was ready to discover that the Primal Warp could not be employed to foster the growth of Warproot without disrupting the narrative, but he aimed to find ways to make it work despite the apparent impossibility. Thus, he felt a twinge of disappointment to see that the separation of the Primal Warp from the usual Law of Narrative already permits it to promote Warproot when utilised by a skilled Shaman.
Dude really was sad he couldn't solve something impossible. What a guy.
Aria spent six years studying the Void Beacon and trying to mimic its conversion of Solar Ka into its own Ka. Much to her surprise, she found it quite easy, and she could store enough Solar to effectively double her Ka reserves.
Aria is not beating the 'Human C'tan' allegations.
 
Solar Ka Consumption- Now that Aria can see how the Void Beacon drains the Ka from a sun, she believes it may be possible for her to do the same. This would allow her to far more rapidly regain drained reserves, and may even allow her to boost her reserves.

Time: 6 years
Difficulty: 120 (uses the average of Learning and Ka Control, uses no external bonuses)
Stunt: "I feel ever so slightly like a C'tan," Aria admitted quietly. Then she shook her head and stated, "Nope! Instead, how about this: Time to become the second Void Beacon!"

Complete
d100=100+24(stats)+20(traits)+5(stunt)=149: Critical Success

Aria spent six years studying the Void Beacon and trying to mimic its conversion of Solar Ka into its own Ka. Much to her surprise, she found it quite easy, and she could store enough Solar to effectively double her Ka reserves.

Holy shit, 'the Avernites have taught a Chimeric Psyker-Blank how to eat suns'. I think there might be some eldar wondering if they should be worried about the humans living in the (Mad) Science Lab of the Old Ones. :V
 
New questions and answers. A little smaller than expected but good timing.
1) Is it only one truemat for a specific material per one 2-year action for the Remnant list? I thought it was two or three
1) its one

1) Have there been any assassins spotted this turn?
1) no

2) have any other polity started using winds or is that a trust only traddition at this point?
2) a few have but not en mass

1) Should Kent Cline have his sheet on the characters tab now that he's back at his job?
1) yes will be added

2) Is it expected that the human nations will have to start sending forces to the Dragon front in the next few turns?
2) maybe

3) Is it possible to have just a patch of ground on a planet be like a daemonworld while the rest of the planet is normal, or does it have to be all or nothing?
3) all or nothing\

1) ...Huh. That's an interesting limit. Maybe a 3rd force effect?
Put another way: Is this explainable in ordinary Psy Theory?
1) it is

1) Which one? Explainable in ordinary Psi Theory, or probable 3rd Force?
1) explinaable inordinary psy theory

4) Does Avernus have the legendary Catslevania Wall Chicken? And if so, is it just a contrivance for survival in the Caverns?
4) no

6) Can the spiderbane dragonfly power be emitted as a general field where anything weaker than the caster gets blocked, or does the caster need to actively notice and target entities for it to work?
6) notice and target

17) have the blood angels noticed that they tend to have simialr names to angyls, and if so do they have an opinion on it?
17) yes, and the hate it
1) i assume the blood angels have no plan to change their naming scheme, considering they used the names first.
1) yes

1) Was Leon Osiris chosen as an agent of Be'lakor before or after the binding of Tjapa?
1) after

1) How's Callamus doing against the Warp beasts?
1) pretty well

3) For the two per category limit of feasibilities, does a feasibility that's split across/applicable to multiple categories count towards the limit for both categories at the same time, or do it only count as one for whatever category is more convenient for us?
For example, if we have an Explorator feasibility and an Admin/Explorator feasibility, are we allowed to do a third feasibility that's pure Explorator assuming Admin's completely empty?
3) whichever is most convenent

4) The formatting for Jacob's new trait is borked.
4) thanks

2) Is it possible to give the Battlenet to the Unchained? Maybe with a dedicated Slann?
1)no

3) The 1% chances on "Warproot: Primal?" and "Warproot: Ka?" - are those symbolizing "only if you get a nat 100"? Or are they stating that, at our current bonuses, we actually have exactly a 1% success chance?
3) you have exact 1% success chance

4) Do the numbers given for +thrones here:
Reward: decrease Advanced Materials Production by 10% (-20m Advanced Materials), decrease the amount of Thrones needed for Advanced Materials Production by 10% (+25m Thrones)
Include the 20 million less thrones needed by producing 20 million less AM?
4) yes

5) What's the intended purpose of growing Evergrowth trees in the Primal? Do ones grown in the materium not resonate with the Primal enough to be used as Tallship construction material?
5) pretty much

6) Does a narrative of rivalry between two people make it harder for one person's allies or a third uninvolved party to kill their rival if the person themselves is not personally present/involved?
6) slightly

7) What would've happened with Leon Osiris and Spera if Jacob had been deployed to a front besides Tankor III? Would they have stayed on Tankor or somehow moved to follow him to that other front?
7) they would have stayed

8) If we wrote a 3rd-Force Research Omake that had really good theories and a lot of analysis, would that reduce the difficulty of the Third Force action? Or?
8);yes

9) On the psychic power scale how much is the Warproot power boost?
9) do the action

10) How does Magical Economy stack with Reduce Advanced Material Focus? Assuming we take both, is the result:
a) Magic AM Production 80% (-0.1-0.1 = -0.2), Normal AM Production 100% (+0.1-0.1=0)
b) Magic AM Production 81% (0.9x0.9), Normal AM Production 99% (0.9x1.1)
10) b

11) With the reduction in rogue psykers and reallocation of psyker hunters upwards etc, have we basically just maxed out all the psyker hunting bonuses due to changes in psyker numbers?
11) for the moment yes

12) How much of Avernus improving our psyker stability is basically fixing all the various DAOT enhancements?
12) some

13) Do we have options for requesting favors from Nurma's friends?
13) not yet

2) Is Tzeentch continuing to exhibit having an extra intel source in his campaigns?
2) yes

3) Is Tzeentch-Slaneesh the only source of non-agression in the Great Game (excluding Tjapa)?
3) nah
nurgle and khorne are not really fighting right now
its currently 2 1-1s

1) How do Daemonworlds end up with worlds being halfway in the warp instead of all the way in the warp?
1) its about the balance of the fact that theya re made of Materium and inundated with Sa

2) Was Spera or Leon always going to successfully bind Aurelius if Aurelius lost at Tankor, or was there an additional roll involved?
2) additional roll
crit

3) With the changes to throne importation, are we allowed to bulk import 100 million thrones this turn?
3) no
you are currently improting your limit

1) Is it alright if we split the cost for Rebuild (All) across this turn and next? Or do we have to pay for it up front?
1) you can spplit it between two turns

2) When Ahriman was ascendant was there a lot more Tzeentch Daemons that gravitated towards sorcery and magic than 'the average' for Tzeentch?
2) hard to say

3) Where will the next Citadel repeaters go up at? The Devaworlds next closest or farther afield in the Unchained?
3) next is an upgrade to the current one

5) How long will the construction of the next repeater take?
5) 7 turns

7) Did Vectron get corrupted/assimilated by Tjapa, or did it die before that happened?
7) died

1) When did it die anyways?
1) in the lead up to the Grand Ritual

2) Was it Tjapa or another god that killed it?
2) another god
Slanesh

3) Would it be fair to call Vectron the god of cults (in the IRL modern-day sense, not the antiquarian or 40k meaning)?
3) yes

5) It's mentioned in the omake that Vectron's cults often recruited new members by exposing them to disguised sermons and rituals that corrupted them. Is this something other non-Chaotic gods can do, or just a unique manifestation of Vectron's domains?
5) unique part of his domain

8) If we divine for Tortolion tech and start the defense system capstone this turn, can Tranth incorporate any relevant Tortolion stuff into his project?
8) no
it will take at ealst one action, possible multiple to turn Ridcully's divinations into actual tech

9) Did the Destoyer ever have to deal with Orkish Conflagrations?
9) one

2) Tonalnan: Birth 786 Specialisation: Light. Known Feats: Created Bonfire(name?) alongside Nuk'it and Areatha. Expect Uhl-Gysh and a bit of Cataclysm Magic.
I assume this can be filled in with "Star of Light and Hope"?
2) yes

3) Who controls Ophelia VII?
3) the Unchained

1) Have Be'lakor's spies demonstrated the ability to hide from Culture Spirit detection?
1) not yet

2) I just had an incredible idea: Psyarchitecture + Culture Spirits. Make a Culture Spirit Fragment (the keystone idea we were having) a part of the Psy-Architecture. Auto-IFF effect on Psyarchitecture. Magically viable?
2) unknown

3) Have you nailed down the specific year that Kop'eep'aste the Cataclysm Spell Slann was born in?
3) no

4) Anatalion, why do Astartes have brain eating powers and acid spitting powers?
4) it made sense at the time
probebly the brain damage

5) potinally dumb idea, what size titan would care about a volly of a few dozen infantry rocket launchers with vortex warheads
5) Warlords

6) How much longer do we have before the vote closes?
6) saturday

2) Will Quartus and Callamus also build Deus IIs, or do they have less Rune heavy derivative designs?
2) Quartus plans to build 4
Callamus 1

3) Council of Peoples ship with a human primaris for Psythrone buffs, possible?
3) no need

4) Why did Avernus decide to deathworldify our moon hives?
4) you dont know

5) for the Quartok, would their base weapons be Pulse-case or Ion/Rail?
5) Pulse-Case

6) Did we finally hit Escalation Level 8, or has Avernus been going easy on us?
6) its been going easy on you

7) What escalation level are the moon hives up to?
7) around 4

8) Has Avernus decided to leave our void infrastructure completely untouched, or are we dealing with ships and orbital habitats being attacked by void wildlife?
8) its been leaving them untouched

3) Do other native peoples have to deal with rogue psykers?
3) not really

4) Does Tranth think that applying AM Doped Engine principles to ACs seems viable enough for a feasibility? Even a corvette can use them so it got me wondering.
4) no

5) Do we consider Neutron or Plasma the more powerful weapon system?
5) around on par

1) How big of a factor are rogue psykers for Avernus calibrating things for us?
1) you dont know

1) Can the Trust fullfill this trade request? "Buy 250 million Material, 70 million Metal, and 80 million Promethium. Sell as much AM as needed for it"
1) yes
309 million AM

1) Is everyone else's spaceships and orbital habitats getting attacked by void wildlife, with them wondering why humanity (and maybe the Quartok) specifically gets a free pass?
1) no ones are

3) Do generals eat extra stress if something important crit fails or crits (for the enemy) on a front they're deployed to?
3) no

1) Which is to say raw number of years deployed is the only thing that matters for generals' stress, with what happens on deployment being completely irrelevant whether it's a total cakewalk victory, brutal grind, or absolute crushing defeat, right?
1) it does not
absolute crushing defeat or pyrric victory will effect things
its just that is not determined by a sinbgle crit

1) Eldar dead souls count as deva for Eldar gods as I understand. Are they collectively deva for the pantheon entirely or only Ynnead's? What about those dedicated to a single god like harlequins or aspects?
1) you dont really understand how it works

2) What was Phoenix aspect plan before they got on with Eldrad's program?
2) pretty much build the Eldar to the point where they could protect themsevles from the gaalxy
long term build a new pantheon out of the Paths
with each path being designed to create a Archtype
to allow an Eldar to acend

1) Did any of the paths aside from aspect ones became archetypes? Also wouldn't most of them just coincide with existing archetype like Seer?
1) not so far
and may would but would produce someone with a good claim on that archtype
like Seer did

2) Is that plan still on or gone due to most gods surviving and paths probably becoming way less popular?
2)its gone due to the old pantheon being back
well back enough

4) What are some of the Atum Dynasty's favorite moments of Crucible history?
4) they cant get over the Rise and Fall of the Sirens

3) Is plastic a valid truemat?
3) its not one the trolls have done

4) Is there a god of procrastination around somewhere?
4) not that has done anything
they will get around to it...

6) Could you make an updated version of the stored actions tab sometime?
6) no
that is specifically those actions I dont think you are likely to take due to not taking for 100+ years

7) How many Standard Sane Sectors is the Imperial Trust worth?
7) several hundred

8) Have the Atum Dynasty developed some degree of arachnophobia (in the sense of hatred or disdain rather than fear) at this point?
8) no

9) What happens if a ninefold converts away from Tzeentch to some other god? Does the linkage suddenly fall apart?
9) case by case

10) When do you expect the update to be?
10) tomorrow

11) What's the Cost of a 9Fold?
11) the Blessing

1) How many standard Old Imperium sectors is a current Sane sector worth?
1) a dozen or so

2) What are the preferred areas of Pasma vs Neutron?
2) plasma has better pen and damage
neutron better range, rate of fire and accuracy

3) If I understand the mechanics of Tzeentch's Ninefold Blessing correctly, the person accepting it are effectively agreeing to becoming a potential Tzeentch, taking on some of Tzeentch's manifold nature to allow nine alternates of themselves to exist? So they must vie for Tzeentch-hood?
3) unknown
possible

1) What does it mean when it's said that besides Fenris, Catachan, and Pech, the other planets are all babies by world spirit standards? Wouldn't their physical forms have also been around the whole time since before the WiH?
1) bodies yes
biospheres and life no

1) Can the conditions for 'Super World Spirits' be created, by like, engineering worlds to have biospheres which are unimaginably more expansive than regular worlds can manage?
1) probebly
but given that it takes hundreds of millions of years for one to form...

1) In a hypothetical case of a matryoshka world where different layers have completely isolated biospheres, would all layers count for the size/complexity of a primal biosphere or each layer would be separate?
1) unknown

1) If we built Vorthus support infrastructure in the form of a cult, would he be able to apply his bonus to more research actions, especially Mechanicus?
1) no

2) What is Zeno's psychic power level exactly?
2) I would need to check
but minor
or zeta
I forget which

1) did you every get Microsoft certified? You know since you had to learn so much for excel?
1) never have

1)Typos in the new update:
is almost whale attributed
wholly
1) thanks
 
If the eldar didn't want mad science to happen they shouldn't have let humans relearn how to regular science, we go straight to the crazy shite once we figure out the scientific method.
 
Perfect Critical Success

High Grandmaster Ricully carefully identified the optimal moments for the Imperial Trust to take to the field against the Realm of Death, aiming to maximise the damage your forces could inflict before they learned how to combat you.

Poor Fallen Primarchs just can't catch a break...

Tamia believes that it would be possible to double the capacity of your psyker hives by increasing the quality of their wards by an entire grade, which would increase the cost tenfold. Affordable though.

I shudder to think what the costs of the next Psive size are going to be.
 
Archmagos Biologis Maximal was ready to discover that the Primal Warp could not be employed to foster the growth of Warproot without disrupting the narrative, but he aimed to find ways to make it work despite the apparent impossibility. Thus, he felt a twinge of disappointment to see that the separation of the Primal Warp from the usual Law of Narrative already permits it to promote Warproot when utilised by a skilled Shaman.

Alright, time to do the impossib- no wait, this is entirely possible. What a let down.
 
Hmmm, so we got a fourfold reduction in casualties. Stage Five will give another decrease, probably not minor either. Just what kind of psyker ratio is WorldMom going to give us to compensate?
 
Martinus insisted on stepping back your focus on producing Advanced Materials. Although this weakens the Avernite economy by a solid four percent, it should keep you from going into deficit over the next few decades.
4% is an annoying loss, but not that significant I guess.

Kent Cline has established a diplomatic consulate within Chapter Master Castos' main command centre. This consulate will ensure that your expeditionary command can remain in contact with the coalition High Command.
This sounds promisingly like we won't have to do further actions for it.

Kent Cline discovered that the Atum Dynasty was more than eager to have some of its Crypteks assist Tranth in designing defensive systems for the modest cost of a few hundred autographs gathered from various Avernites, some important, some not.
They have gone from ominous to funny in a very short period.

The Imperial Trust Guard is generally held in high regard by the militaries of the Imperial Trust, with most worlds perceiving its disciplined and professional armies as the standard to aspire to. Except for your soldiers, who see them as decent at best.

Losses from rogue psykers decreased about 74% pretty much across the board. That's an insane drop in losses. I don't think we've ever seen a bigger single turn decrease.

However our per capita psyker numbers only increased by about 0.7%. So our growth in psykerness was practically on pause this turn.

Complete
d100=81+245(stats and traits)+80(buildings)+25(other)+5(stunt)+29(double down)=456: Success

Archmagos Biologis Maximal was ready to discover that the Primal Warp could not be employed to foster the growth of Warproot without disrupting the narrative, but he aimed to find ways to make it work despite the apparent impossibility. Thus, he felt a twinge of disappointment to see that the separation of the Primal Warp from the usual Law of Narrative already permits it to promote Warproot when utilised by a skilled Shaman.
Double down should be +20 here. Calculation is done as if it's +20, so was just a typo. Surprisingly easy.

Grandmaster Xavier spent three years studying Refined Warproot and its effects on both psykers and non-psykers. He found that every dose of Refined Warproot slightly increases the power a psyker can summon, but has no impact on their strength of will or soul. If the doses are sufficiently spaced—at least twelve days between doses—multiple doses can be consumed, with the limit being enough to double a psyker's power. The doses required to achieve this range from the single dose needed to double the power of a weak Iota, to the thirty doses required for a weak Zeta, to the millions needed for even a weak Alpha-Plus.

Currently, you are receiving enough Warproot to refine ten thousand doses a year, though once you start being able to grow your own that should skyrocket.
Well we were thinking it would be a flat +power, which might let us bump minor psykers to Zeta. That was very much overoptimistic though. This won't move anyone to a higher rank, but it should give a bonus within ranks. It seems likely that this will let us buff up our minor psykers a bit mostly, but only the very best of them until/unless we get massive farms going.

It takes a Zeta about a year to double their power with 30 doses, which is probably worthwhile for the best Zetas. Though I'm not sure how well one Zeta stacks up to 30 minors in terms of benefit. Epsilons scaling off this would take about 6 years, not sure if an Epsilon is better than six Zetas. Anything higher than that and the dosing starts taking pretty impractical amounts of time.
I forgot that power also grows with skill, so the best Zetas have way more power (21x the base for grandmaster Zetas). This is basically only practical for minor psykers.

Grandmaster Xavier spent two years learning about the TrueMaterials that the Remnant Kingdom understands to be effective as casting focuses. He has been informed that crystals, in general, and gemstones, in particular, possess this property.
This is actually one we were right in guessing about, but should still be good.

After a dozen years of research, Tamia has finally managed to create a relatively simple ritual that will enable a cultural spirit associated with learning to assist in the transfer of knowledge among multiple members of that culture. This should offer a significant boost to teaching within the Telepathica, and with a bit more effort, it might become more widely applicable.
I do wonder if this is going to decrease time taken for psyker training (thus reducing psyker hive burden), or increase base skill level (increasing promotion to veteran speed). Either would be good, but the latter would have a major implication for our economy since veteran sanctionites produce EM.

Tamia has spent half the past decade figuring out how to simplify the communication ritual she created based on Culture Spirits. If she's successful, it will represent a monumental step towards making Astropaths obsolete and completely transforming the impact of distance on communication and the transmission of knowledge.
I did not expect this would make astropaths obsolete. That suggests this is going to enable any psyker to transmit over interstellar distances. That's kind of huge.

d100=100+24(stats)+20(traits)+5(stunt)=149: Critical Success

Aria spent six years studying the Void Beacon and trying to mimic its conversion of Solar Ka into its own Ka. Much to her surprise, she found it quite easy, and she could store enough Solar to effectively double her Ka reserves.
I wonder if this was limited in how much it could benefit from crits, since a natural 100 would normally be a greater crit I think?

After a dozen years, the last of your Sanctionites have been equipped with Teleport Evacuation Devices and Mindstasis Devices to improve their life expectancy. According to High Grandmaster's Secretary Zeno, you need to persuade him to adopt a title that better reflects his actual position; this is anticipated to boost the growth rate of your minor Sanctionites by a fifth.
Anyone else read this as claiming that giving Zeno a better title will boost the growth rate of minor Sanctionites?

Minor Diviners would be highly effective Attack Craft Pilots, and creating an Psyker Order based around them could have a major impact on your fleets attack craft.
I was about 95% sure this would work from how positive Durin was about it in discussion, but I am really glad it actually worked. It would have been a major bummer if it hadn't.

Tamia believes that it would be possible to double the capacity of your psyker hives by increasing the quality of their wards by an entire grade, which would increase the cost tenfold. Affordable though.
It's kind of crazy that 10x cost is affordable, but I do wonder how the price will stack up to expanding the rest of the psyker hives besides the Unseen University (and Salem I think was the second we have at the top size).

It should be possible for you to learn many Runes from the Deep Sea Sirens, but not the rune of Luck.
This is about what I expected, still should be useful.
 
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