[X] Plan: Kick Chaos in the shins, grab the loot, transport ship later

because it finally does MS in PS and MS that are chaos resistant
 
I say again: Please, remove the database actions from your plans. We do not need to "teach" Vita things through database actions, and it only slows down the update.

[X] Plan: Seeds, Seeds, and Seeds
-[X] [Repair Bay] Fix damage to psychic shields. Vita Core (75/135->135/135 @ 300 BP), Bongo Oubliette (303/540->443/540 @ 700 BP) [1000/1000BP repair bay expended, 485BP of damage left]
-[X] Diplomacy/Subversion: Survey the stations and cycler ship for the best iconoclastic candidate - not Chaos influenced, but as little Imperial fanaticism as possible. Force the surrender of the cycler if it isn't them, and repair it under the control of that faction. They and a Mechanicus detachment will set to restoring the system. Destroy any stations that are overtly Chaotic.
-[X] Construction: Restore Cycler and friendly stations
-[X] Research x2 (400 + 65 + 42 RP)
--[X] Basic Active Stealth (53 RP)
--[X] Does in vitro have something to do with wine? (100 RP)
--[X] Large-scale Void Manufacturing (100 RP)
--[X] Basic Cognition Filter: (143+65+42/250 RP) (Anexa)
--[X] Intelligence Coding (4/400 RP)
-[X] Anexa active Action: Research - assists a research action you take, granting +5xLevel RP to the action.
-[X] Victan active action: Diplomat-Spy - assists any diplomacy action you take, granting +Level to the dice to the action.
-[X] Passive Psyker improvement: Cia will take lower-risk actions to improve herself, including meditation, study and augmentation.
 
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Kid will still be a psyker. We need to have the experience of a few more aboard the vessel, and possibly some psyker suppression tech, before I'm comfortable with even beginning to talk about how to raise him.
Again:
The thing is, if you're generally do a good job raising a person they end up aligned with your interests. Then you promise them eternal youth, infinite exploration, free medical care and good companionship and... they typically don't want to leave. Don't get me wrong, it's a possibility, there will be rolls, but them wanting to leave and never return would be very much a nat 1 followed by a recovery roll below a 10 or something.

I'm trying not to weight the scale too hard here, but I want to emphasize that Vita will come at this from the perspective of "I'm raising a person and want them to live a full and complete life," and if you spend actions commensurate with that then more likely than not its going to turn out alright. Yes you want something from them - but most parents want something from their kids, even if it's to take care of them in old age. Not too long ago the thing they wanted was "help working the farm."
We have basically QM confirm that we can try raising the kid. We also know that getting a navigator is vital to the whole exploration part of the quest.

Can we please stop jumping at shadows here? This isn't going to be a trap option and it'll probably be a lot of fun to read about, so let's pull the trigger on it as opposed to waiting 10+ turns for no reason.
 
[X] Plan: Seeds, Seeds, and Seeds
[X] Plan: Kick Chaos in the shins, grab the loot, transport ship later
If we were in the middle of nowhere, I could consider ignoring the Chaos stations, but leaving a known cultist presence right next to Denva when we already know of the existence of a full on demon world in the sector is like leaving a knife pointed to their backs.
 
You know thinking on it as has been pointed out earlier we don't have to do anything about this system at this point in time or ever if we don't want to and we aren't really quite equipped to provide a lot of the help that this system really needs (proper food sources, large scale manufacturing and a better government) just now so we could leave this place for now and come back later when we are better equipped to deal with a problem of this scale.

[X] Plan we will be back
-[X] [repair bay] [Free] finish fixing the damage to the psy shields and fix incoming damage from warp traversal
-[X] Exploration: Caldereth
-[X] Research x3
--[X] Personal-sized Psychic shielding (100 RP)
--[X] Basic Cognition Filter: (250 RP) 138 + Anexa support
--[X] Basic Active Stealth (22/75 RP)
--[X] Large-scale Void Manufacturing (100 RP)
--[X] Machine Spirit Shipboard Manufactories (75 RP)
--[X] Help Cia's Training (50 RP)
--[X] Faith is my shield? (75 RP)
--[X] Machine Spirit Chaos resistance (100 RP) 9RP
-[X] Anexa's and the Tech Gremlins Research
--[X] Basic Cognition Filter: (250 RP) 112
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active Psyker improvement


[X] Plan getting Cia ready to kick the door in
-[X] [repair bay] [Free] finish fixing the damage to the psy shields
-[X] Exploration: give the system a more though examination to see if what the various factions of the system are actually like, which stations have actual chaos shenanigans going on and thus acceptable targets, the status of the ship and if anywhere in this systems has anything interesting.
-[X] Research x3
--[X] Personal-sized Psychic shielding (100 RP)
--[X] Basic Psychic Suppression Devices (150 RP)
--[X] Basic Cognition Filter: (250 RP) 138 + Anexa support
--[X] Armor Device Integration (200 RP)
--[X] Basic Active Stealth (22/75 RP) 12RP
-[X] Anexa's and the Tech Gremlins Research
--[X] Basic Cognition Filter: (250 RP) 112
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active Psyker improvement
 
@Neablis do you want to hear some of my ideas? Most are ridiculous, but some could be interesting.
Probably wont do anything in that diections for at least 20 turns, but i just like to throw stuff at the wall. Also i like magical biology and trying to apply it to stuff.
Sure, I love a stack of crazy ideas. As long as you're ok with me picking and choosing and revamping them to fit my personal headcanons.

@Neablis would equipping everyone on the ship with the filters just in case require a build action?
Depends on rolls but probably not. It's just an adaption of implants.

Cool considering it would just be numbers do you want one of us to manage a post for any detachment things so that you don't have to do the book keeping for it.
Hmm. I'm gonna say I'd prefer not to track it with that level of detail. We'll probably do what I'm planning to do for Denva, which is not actively track it and then roll dice when you return to see what happened while you were gone. That gets complicated by FTL communicators, but we'll deal with that when we get there.
 
--[X] Machine Spirit Shipboard Manufactories (75 RP) = (Complete 75 RP left)
--[X] Machine Spirit Shipboard Manufactories (75 RP)
Point of Information @MSH and @michaell8000, the manufactories on our flagship function as and receive the benefits of ground manufactories. So if you want a tech to improve our flagship BP production you want:

-[] Machine Sprit Production Improvements (75 RP) Your machine spirits seem to be able to suggest more optimal choices than the default under some situations, but you're not confident enough to standardize it. Investigate that, and figure out how to encourage that behavior. (Improves productivity of machine-spirit manufacturing systems, may unlock further boosts to manufactory production or CP discounts).

Thought I'd call this out since your plan descriptions mention improving our BP production.
 
[X] Plan: Giving Aid, Kicking Ass
-[X] [Repair Bay] Full repair - Vita's core, then bongo oubliette
-[X] Diplomacy/Subversion: Observe the various inhabited stations and attempt contact with those that appear least corrupted/most amenable. Give gifts/humanitarian aid, and try to discern what the situation on the ground is, extent of cultist forces/total population and what the deal is with the cargo ship. Have Victan handle the specifics and how exactly to distribute the aid. We know this isn't enough for all of them, but we could at least try slapping a band-aid on to stall their Death Spiral.
—[X] Also, let's give Cia a trial run on one or two of those Chaos Stations to get her some live combat training, with sufficient protection of course.
-[X] Construction: Mixture of trade goods - food/basic supplies and replacement components for the stations.
-[X] Research x2 (400 + 70 + 42 RP)
--[X] Does in vitro have something to do with wine? (100 RP)
--[X] Personal-sized Psychic shielding (100 RP)
--[X] Basic Cognition Filter: (250 RP) (Anexa)
--[X] Basic Active Stealth (22+53/75 RP)
--[X] Machine Spirit Shipboard Manufactories (9/75 RP)
-[X] Anexa active Action: Research - assists a research action you take, granting +5xLevel RP to the action.
-[X] Victan active action: Diplomat-Spy - assists any diplomacy action you take, granting +Level to the dice to the action.
-[X] Passive Psyker improvement:
 
Much as I would love to, the voter base has decided this is Denva's responsibility. This system is using space manufactories, so the function will be of value here.
Not if we're building Deep Space Manufacturies or similar. Shipboard means shipboard.

If we're actually going to use the technology now, avoiding researching it is silly. What didn't make any sense was researching technologies Denva was likely to when we were not going to use them before returning.
 
Much as I would love to, the voter base has decided this is Denva's responsibility. This system is using space manufactories, so the function will be of value here.

Also, our boon with Denva was for them to research General Design/Manufacturing. I'm not sure machine spirits would fall with that, although I do agree it's a possibility with these specific techs.
 
If we're going to stay here we had better seriously boost the Sparks manufacturing capabilities because right now it will take three actions just to build a single Deep Space Manufactory.
 
Speaking of Denva things, something we could do if facing a problem for which we think the solution is there is blip back and get it!

Doing so would cost us 2-3 actions - 2 actions for travel both ways, one action possibly for diplomacy to arrange our solution.

...Things like this might be a point in favor of better navigation. I think there's a good chance we'd be allowed to split movement around other actions if we wanted?


I don't see this as a situation where that's a clear fix, but it is a thing we can do. With the upgraded Gellar field and the strength of the Bongo vault, the warp exposure shouldn't be a big deal.
 
[X] Plan: Something Hinky is afoot, let's kick its shin
[X] Plan: Seeds, Seeds, and Seeds
[X] Plan we will be back
I'm just voting for the top three plans that include Cognition Filters. We'll need those.
 
If we're going to stay here we had better seriously boost the Sparks manufacturing capabilities because right now it will take three actions just to build a single Deep Space Manufactory.
Point of information:

You cannot build ground or orbital manufactorys in Vorthryn. However, deep-space manufactories are 25% more productive and cost half as much because you'll be repurposing abandoned Imperial mining stations. That will be true up to about 1500 of them.
Deep Space Manufactories cost half price in this system so it would take two actions to build one
 
If we're going to stay here we had better seriously boost the Sparks manufacturing capabilities because right now it will take three actions just to build a single Deep Space Manufactory.
Without getting into more serious refits, for build time we could certainly get rid of the observatory and the (non-psy) basic labs. They're cheap to re-install and not needed for a heavy construction cycle.
 
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