Via Scientia - The Road to Knowledge

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Guide the adventures of a Magos Explorator on the Quest for Knowledge.

See new places, discover old technology, keep your patron happy and and maybe on the side help or harm the Imperium a bit.

A quest with vaguely CKII-Quest-like mechanics.
Mechanics
Favor
Your Patrons favor is what keeps you in charge of a Ship and Crew, it is what buys you repairs and restocks. If you loose it, your Quest for Knowledge will find an ignoble end, as you are recalled to your homeworld, demoted to a different task and your ship is set to worthier endeavors.

You loose some favor every turn, representing the value your ship could have had for the Forgeworld on more conventional uses.

You gain favor primarily in three ways:
  • Send pieces of archeotech or rare Imperial technology back to your patron​
  • Send blueprints of archeotech or rare Imperial technology back to your patron (you can create those through research-actions, mostly reconstructing found technology)​
  • Send partial STCs you find back to your Patron​

A rough estimation of Favor:

-A piece of rare Imperial Technology, or unusually efficient version of know Technology: 5-20 Favor (about 5 for a Volkite-pistol, about 20 for a working example of a Graian Anti-Gravity-Drive
-A piece of real Archeotech: 5-100 Favor (about 5 for a real Dark Age Coffee-machine, about 100 for an unknown Titan)
-Blueprints of the same: +50% base Favor
-Partial STC: 50-??? Favor

Character Stats

I'll be using a system similar to CKII-quests whereby most of your actions are governed by simple, broad-area stats.

Those are Martial, Diplomacy, Administration, Intrigue, Willpower and Prowess.

From those basic stats, Learning is omitted, as it is too vital to a Techpriest's works to leave as a single, undifferentiated stat.
You get access to the following Knowledge Skills:

  • Motive Force: This is the lore that governs generators, ship-drives and non-projectile weapons from Lasguns to Power Weapons.
  • Mechanical Movement: From the lever to the Macro-cannon, if it requires the interplay of moving parts, Mechanic plays a part.
  • Spiritual Guidance: This knowledge covers a wide field from the creation of servitors, over the comprehension of Auspex to the placation of Machine Spirits. In any truly great project, such as ships or Titans, it is necessary to create harmony between the different mechanical components.
  • Biological Comprehension: The perfection of the human form holds secrets even after countless millennia of study. This knowledge applies to medicine, human augmentation and discovering the weaknesses (and potentially useful strengths) of Xenos.
  • Esoterica: This is, in a simple phrase "the rest". Understanding of the Warp goes here, as well as specific phenomena and technologies that don't or only partially fit under the four great ones.

Actions
Every turn will roughly represent a year (realtime) and you will be able to take 1 Expedition, 1 Contact the Locals and 2 Research actions.
  • With Expeditions you will follow up on rumors that could lead you to worthwhile technology. These can be on the small side, such as scanning a planet that was supposed to have a long-abandoned colony somewhere, to the very involved, such as temporarily joining a a major military action to reclaim a lost world.
  • Contact the Locals is your primary means of gaining more leads to potential caches of Archeotech or other interesting targets. It is also your way of networking with other forces in the Sector, potentially helping each other for future favors.
  • Research is the action in which you either try to improve your fundamental understanding of known technologies, or dismantle found technology to be able to recreate it. Later on your advanced understanding of certain areas of technology might allow you to create improved versions of existing tech. Your research actions might also be used to solve local problems to gain favors or repay them.

The Ship

You as a Magos Explorator will have a ship of your own. This is mechanically relevant in two ways. Firstly, there will be Void-Combat, secondly your ship has Production.

Ship to Ship combat will be resolved by simple D100 rolls opposing each other, including any boni the ship might have, as well as the Captain's Martial stat. This will be resolved mostly narrativly as guided by those rolls, similar to regular CKII-Quest battles.
I might try for a proper combat-system later, but until then I'll try to incorporate relevant traits and upgrades in the descriptions and outcomes to the best of my abilities.

Example:
Sword Class Frigate "Glory"
Size: Escort (low total health, small crew)
Speed: High (+30 to attempts to dodge or escape)
Weapons: Macro Turrets (+0 on attacks, one of the weaker weapons in the game)
Armor: Low (+10 on resisting damage)

Your ship also has a capacity for Production.
This is used every turn to replenish or improve your Skitarii, to craft equipment for your Techpriests, to repair minor damage to your or other ships or to help others for Favors or Rumors.
Your ship's production-capacity will mostly depend on the class of ship you choose, though certain technology can improve it.

Ships have Four stages of damage:
Minor: Takes penalties in battle, can be fixed during normal operation by spending Production
Moderate: Takes large penalties in battle, you need a dock or station to make proper repairs, but you can still do it with your own Production
Major: Options in battle are limited to playing dead or sacrificing yourself with some last act. Requires proper facilities for repair, this usually requires either a Favor from a nearby Naval Base or Forgeworld, or to spend Patron's Favor on it.
Hulk: Your ship is incapable of travel or combat, it will likely take a rescue-ship to even tow you to the nearest dock. Repair options same as Major, but more costly.

Examples of Production-Costs:

1PP
Restore 5% of your army

2PP
Create a relic of a basic piece of equipment (includes a roll)
Create an advanced weapon or item

5PP
Complete a small civilian project, like a Generatorium or Water Filter sufficient for a town
Create a relic of an advanced item

10PP
Minor Repairs on an Escort
Build a wing of fighters
Build transports for 5% of your army
Civilian Project for a small hive
 
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State of the Ship
Current Favor: 70


Wanderer Class Light Cruiser "Gilded Lantern"
Size: Light Cruiser: Roughly 4.3 Km length, 60k Crew, 6k Fully Equipped Skitarii including transport vehicles, scout walkers and tanks
Speed: Medium (+15 to attempts to dodge or escape)
Weapons: Macro Batteries (+20 on attacks), Triple Torpedo Tube (extreme range)
Armor: Medium (+20 on resisting damage)
Special: Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim)
Production-Capacity: 15PP per Turn
Cost: 10 Favor per turn
 
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Character Sheet
Magos Explorator Vitruvius Crurium

Martial: 13 +1 (Traits) = 14
You have basic proficiency in assessing tactical situations and leading Skitarii
Diplomacy: 17 +1 (Traits) +1 (Equipment) = 19
You are unusually skilled in interacting with the unenlightened
Administration: 9 +2 (Traits) = 11
Your understanding of logistics and workflow is mostly theoretical, but you can put the work in
Intrigue: 19 +6 (Traits) = 25
Keeping and finding secrets is second nature to you, even your Patron can barely guess what you know and don't know
Willpower: 13 +1 (Traits) = 14
Your faith in the Omnissiah is of acceptable intensity
Prowess: 10 +5 = 15 (+2 at range)
You are trained and ready for combat, but lacking experience, your augments do much of the work for you

Lores:

Motive Force: 12
Mechanical Movement: 10
Spiritual Guidance: 10
Biological Comprehension: 8 +5 (Traits) = 13
Esoterica: 5


Traits:

Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
Ambitious: +1 to all stats, -1 on all Knowledges +1
Diligent: +2 Administration,+ 1 to all Knowledges +1



Augmented Techpriest (+5 Prowess)
A Techpriest equipped for even moderately dangerous environments is a considerable force in battle, his body easily equal to carapace armor, his weapons and mechadendrites exceeding a specialist-team in power. Further, an integrated Rebreather reduces the dangers of poison gas or airless environments and rad-cleansers make it possible to work besides Skitarii with their typical Rad-Weapons with minimal long-term damage.

Genetor Minoris (+5 Biological Comprehension, +2 Diplomacy and Intrigue)
Your comprehension of the human form is both instincual and comprehensivly enhanced by study. In preparation for your Journey you have studied everything you could about your fellow man, to recognise anything from microexpressions to the altered smell specific hormones cause when being produced in greater amount with your enhanced senses.



Equipment:
Melee: Power Axe
Ranged 1: Plasma Gun
Ranged 2: Arc-Rifle

Mechadendrite 1: Stimulant-Injector
Mechadendrite 2: Tech-Interface

Advanced Personal Auspex: +2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
Your ocular augments are far more advanced than those of most techpriests, piercing attempts at stealth, cataloguing the reactions of a conversation-partner and enhancing your personal aim.

Stygian Scrambler (+10 on attempts at stealth, -10 on attempts to aim at the character by technological means)
Stygies VIII is somewhat infamous for its advanced auspex-scramblers, giving their Infiltrators and Rust Stalkers a decisive edge in many engagements. Vitruvius has been gifted an advanced model of such a scrambler to integrate in his personal augmentations, making him difficult to notice by almost any scanning-devices in use by the Imperium and its more common foes. Even when discovered, the scrambler fouls automatic aiming and target-visors to some degree.
 
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Notable Crew
Lexmechanic Prime Seera Signa

Martial: ???
Diplomacy: ???
Administration: 18
She knows what ship and crew need, at any given point
Intrigue: ???
Willpower: ???
Prowess: ???
Presumably low, all visible augments are Neuro-enhancers, data-uplinks, etc.

Lores:
Motive Force: ???
Mechanical Movement: ???
Spiritual Guidance: 14 +2 (Traits) = 16
Biological Comprehension: ???
Esoterica: ???

Traits:
Cogitator-Whisperer (+2 Spiritual Guidance, +10 on attempts to extract Data from Cogitators)
The Lexmechanic Prime has an uncanny ability to coax data out of any cogitator, passwords or other locks prohibiting it or not.
Subdominus Keprus Onag

Martial: 18 +2 = 20 An experienced commander, particularly of reliable troops
Diplomacy: ???
Administration: ???
Intrigue: ???
Willpower: ???
Prowess:11 + 8 (Traits) = 19
Need Plasma? He got Plasma.

Lores:
Motive Force: ???
Mechanical Movement: ???
Spiritual Guidance: ???
Biological Comprehension: ???
Esoterica: ???

Traits:

Proven Subdominus (+2 Martial, +5 to leading Skitarii):
Keprus has been a leader of Skitarii within the Battle Congregations of the Adeptus Mechanicus before, serving in the reclamation of Kyos IV under Magus Dominus Cerastor, as well as in multiple skirmishes and minor actions.

Gunslinger (+3 Prowess)
Keprus has, by training and neural augmentation, developed the ability to shoot up to three plasma pistols at once, without suffering any lack of precision.

Augmented Techpriest (+5 Prowess)
High Enginseer 453/Alpha-Secundus

Martial: ???
Diplomacy: ???
Almost certainly terrible
Administration: ???
Intrigue: ???
Willpower: ???
Prowess: ???

Lores:

Motive Force: 14 +2 = 16 He knows his way around generators and shields
Mechanical Movement: 18 +3 = 21 The Enginariums are his domain
Spiritual Guidance: ???
Biological Comprehension: ???
Esoterica: ???

Traits:

Master of Percussive Mainenance (+3 Mechanical Movement, +2 Motive Force, +20 on attempts to make short-term repairs)
Usually the sacred machines are to be maintained by fixed rituals and with great respect and reverence. However, there are moments, particularly in combat, when it is absolutely vital that an engine performs right now, even at the cost of later damage. The High Enginseer makes this work, even at the cost of much of his own skin in prior incidents.

Heavily Scarred (-Diplomacy)

Abrasive (-Diplomacy)
 
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