We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

Elevating a Domain won't magically allow us to take all the actions with resources we don't have. It'll make those actions we do take more likely to score a Miracle or fail in hilarious or tragic ways.
No, but it does give us more effective resources, whereas the other two give us more options to spend our limited resources on. It doesn't provide more heroes or manpower, but we had plenty of both- we had multiple heroes on a single actions and used a 3rd manpower on the tree. Those were potential extra actions that we instead used as bonuses (just as elevation provides a bonus to all actions)

Also, the +10 bonus applies to all actions that have Connection. Not just actions with a natural Connection domain. And all actions have Connection if it's core. So really it applies to all actions... assuming the system doesn't change, which it very well might.

Connection seems to apply to almost every action that isn't R&D, and I can fairly easily think of ways to force it to apply that aren't any more of a stretch than Life applying to our previous preaching or infiltration actions. They'll still have the critfail chance, true, but it's still fundamentally a decision between limiting options for more resources or just taking more options and letting resources grow at a natural/slow rate.
 
Also, the +10 bonus applies to all actions that have Connection. Not just actions with a natural Connection domain. And all actions have Connection if it's core. So really it applies to all actions... assuming the system doesn't change, which it very well might.

Wrong. An Elevated Domain is different from our initial Core Domain, as seen in the option below:

[ ] Elevation: Elevates an Associated Domain to a Core Domain. That Domain is invoked for free on every action that it applies to. On the other hand, actions that it does not apply to will have the Maiden crowbar it in somehow, which can have hilarious and sometimes tragic consequences.

It still results in a Core Domain, but it isn't as Core, in that it doesn't define the limits of our actions - it doesn't say we can't have an action without the Connections Domain. Indeed, it explicit says that we will continue to have actions in which Connections doesn't apply - "... actions that it does not apply to..." - but the Maiden will try to squeeze it in anyway.
 
resulting in +10 to four actions in the broadest case of Sorcery, only enabling a crit-fail on one action - "A Quiet Census," as the Sorcery domain has a different effect than Sorcery "on/off"
No, the Sorcery domain enables crit fails for everything it gets applied to. If it gets applied to everything because it's been elevated to core, then everything gets the chance to crit fail. The potential for crit fails is the price for letting mortals exceed their limits - the only way to counter that is to stack enough bonuses that it's impossible to roll less than 40 below the DC.

The toggle is free and enables exceeding mortal limits, phenomena, and crit fails; the domain costs a token (unless it comes as a result of elevation to core) and enables exceeding mortal limits, a +10 bonus, and crit fails. I can't remember if using the domain instead of the toggle enables phenomena - it's supposed to be safer than the toggle because VM is personally lending her aid instead of just the mortals channeling her domains, but the power of the warp is never completely safe.
 
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This has been brought up several times. We have had explicit confirmation that we get a +10 to all actions. Said confirmation was on discord and copied to here. Here's the exact wording.

Discord stuff isn't set in stone; since we don't have an Elevated Domain we don't have the rules here, therefore it can change. As you said.

It doesn't help that I was asleep when he posted that update, and therefore missed nearly the entirety of the post-update chatter - in this case I only came online and caught up to the thread (not the Discord) about twelve hours after the update.

However, a re-read of the vote option does suggest that it is invoked for everything, thereby providing the +10 and the crit-success everywhere and the crit-fail where it doesn't belong. So yes, you are correct about that and I am wrong. I apologize.

This does not mean that planning wouldn't change to support whatever domain is Elevated. A large portion of planning is about risk management, and any action taken without the Elevated Domain included is inherently at a greater risk of causing problems, therefore we move our resources to support it, thereby mitigating the failure chance.

And for every bonus you can think of to incorporating any Elevated Domain where it doesn't belong on a critical success, I can think of a malus that is just as bad on a critical failure.

Connection seems to apply to almost every action that isn't R&D, and I can fairly easily think of ways to force it to apply that aren't any more of a stretch than Life applying to our previous preaching or infiltration actions. They'll still have the critfail chance, true, but it's still fundamentally a decision between limiting options for more resources or just taking more options and letting resources grow at a natural/slow rate.

It wasn't Life applying there by itself, it was Connections allowing for Life to Apply there, by saying 'You can make Connections between things that are living'. If we didn't have Connections our early Preaching actions likely would have been very different, as Connections is our Social Domain. Dana might have allowed us to take them anyway; she's a Good Girl.

You may be satisfied with adjusting our turn plans to heavily lean towards actions with the Connections domain specifically and then shuffling our resources around to cover for failure on places where Connections doesn't fit.

I'm not. I want the freedom to shuffle our resources around as we require.

No, the Sorcery domain enables crit fails for everything it gets applied to. If it gets applied to everything because it's been elevated to core, then everything gets the chance to crit fail. The potential for crit fails is the price for letting mortals exceed their limits - the only way to counter that is to stack enough bonuses that it's impossible to roll less than 40 below the DC.

The toggle is free and enables exceeding mortal limits, phenomena, and crit fails; the domain costs a token (unless it comes as a result of elevation to core) and enables exceeding mortal limits, a +10 bonus, and crit fails. I can't remember if using the domain instead of the toggle enables phenomena - it's supposed to be safer than the toggle because VM is personally lending her aid instead of just the mortals channeling her domains, but the power of the warp is never completely safe.

Domain is distinct from the Toggle; throwing a Token at the Sorcery Domain doesn't cause the same problems as switching the Toggle, as any token automatically allows for Crit-Successes the way switching the Toggle does and provides a +10 bonus on top of that.

Switching the Toggle doesn't provide a +10 bonus (see the last turn - we toggled it on for Project NOMAD pt 1 and got +30), instead it allows mortal contribution (non-psyker Heroes + Doctrinal bonuses) to Miracle on their own, at the cost of crit-failures and Phenomena.

As such, what bringing Sorcery to Core would do is apply the Sorcery Domain to everything, providing +10 to all actions, and thereby effectively switching the toggle 'On' for every action that doesn't already incorporate the Sorcery Domain - allowing for phenomena and crit-fails.

Which has issues that are almost inverse to Elevating Connections, in that it generally encourages actions that are Charity/Kinetic and pushing our resources towards Preaching and Infiltration... not that our Preaching or Infiltration actions have all that many Domains attached to them to mitigate crit-fails with, meaning that we'd rely more heavily on our Heroes.

Though Sorcery is interesting in that it becomes more effective the more Domains we have, as that allows Sorcery to apply to more things. For example, with the Sun domain, Sorcery would apply to 'Stars Above and Beyond!'

Of course, with the Sun domain, the action would likely be about teaching the Weaver Sect how to make more of them, rather than making a bunch and leaving them lying around.
 
IIRC Sorcery ON's difference as opposed to Sorcery Domain Token is the ON is letting all our sorcerer's help in the action hence it letting manpower and heroes Miracle while the domain token is only having our best sorcerers help mitigating the risks. Not sure if having Sorcery Core means Sorcery is always ON since in theory having it Core should mean that we have more trained sorcerers for the normal Sorcery token actions while still giving us the option to turn Sorcery ON for maximum Magic.
 
You may be satisfied with adjusting our turn plans to heavily lean towards actions with the Connections domain specifically and then shuffling our resources around to cover for failure on places where Connections doesn't fit.

I'm not. I want the freedom to shuffle our resources around as we require.
That's entirely fair, just be aware that the consequence for that is significantly less resources with which to do said shuffling. Elevation is the choice for more power/resources but comes with some costs. Expansion is the pick for more options and synergies, and Transcendence is a roll for some super-powered options/synergies... or something totally useless 'cause it's a gacha.

(Also, no worries about not reading everything that gets said. I know I've made mistakes too, just look at my recent mistaken claim that Prowess would just be an OK domain instead of the ridiculously OP one that it really would be)
 
Personally I'd prefer to broaden the shit out of our domains first. Theres no great need for the commitment of a second Core and having a better selection means its more likely that we have some domain we could find to be less impeding(Trickery, Mystery, or Intellect for instance, are very nearly as universal)
Trickery would absolutely be an impediment. For example, any action when we want to clearly communicate - share something with allies, disseminate a technology to our population, try to broker a ceasefire with an opponent - would be twisted by such a core domain.

How many of our actions last turn had which domains?
Life: All, required, Core.
Death: None. Peaceful turn, woohoo! Almost exclusively Kinetic actions.
Weaving: 5, all of which are RnD in some way, including 'make a nice place for guests'. Kinetic and Charity.
Connection: 4, all of which are social in some way - a result of this being a peaceful turn, as it's also our 'can into combat' domain. Preaching and Infiltration.
Endurance: 3, all of which are RnD Kinetic actions, expanding our army list.
Harvest: None. Peaceful turn! This is our Loot domain. Usually Kinetic or Charity.
Earth: 6. Our macro-scale construction and mass-production domain, this + Sorcery are responsible for our Earthblood. Kinetic and Charity only so far.
Sorcery: 6. Applied in many places for many reasons. Everything but Infiltration so far - Connections is our only domain even remotely associated with sneaking.
Elysium: 2. Charity actions only. A good way to protect our people from killbots falling on their heads. Charity only so far.
I feel like not having a token available on something doesn't necessarily mean such an action would be incompatible with the domain.
Considering that all the actions we've seen are supposedly Life-compatible, I feel like domain applicability kinda HAS to be more broad than that, even if we assume that Life is more versatile than most other domains.
 
Domain is distinct from the Toggle; throwing a Token at the Sorcery Domain doesn't cause the same problems as switching the Toggle, as any token automatically allows for Crit-Successes the way switching the Toggle does and provides a +10 bonus on top of that.

Switching the Toggle doesn't provide a +10 bonus (see the last turn - we toggled it on for Project NOMAD pt 1 and got +30), instead it allows mortal contribution (non-psyker Heroes + Doctrinal bonuses) to Miracle on their own, at the cost of crit-failures and Phenomena.
I didn't say the domain and the toggle were the same - I even gave separate descriptions for what each one did. My main point was that both enable crit-fails.
 
So basics of it seems like the ideal strategy for elevating domain is to gacha for unattainable domains, look for something like Prowess, or Samsara, and then Core it when we get it, because those are on the same breadth as Life.

Prowess - Sheer skill. Whatever is done is done with superlative skill, so its essentially omniapplicable, as long as we can put a person on the job. Which is nearly always.

Samsara - Fate? Whatever is done has everything fall into the right place at the right time. Would be harder to credit any particular achievement however.
 
Can someone post the discord invite yet again? Previous one has timed out.

How freaked out are the Azure Dragoons, warriors since birth, going to be once they find out violence is conceptually impossible in Canopy? Not just weapons ceasing to work, it's not even possible to punch someone without probability and physics conspiring to make you miss.
 
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Like I said, Connection, empathy, community. Gives kindness a bit more room to grow in this universe.

I'm not interested in mainlining connection.

Having forced empathy on all the time for all of our people would be really problematic if the orks, tyranids, or inquisition stopped by.

Or hell, even particularly crazy necrontyr.


Mainlining something means we wedge it into everything. We dont get an option to not do it.
 
"So! You stand before the Azure Magus of Thought Unbound!" The figure's voice boomed, androgynous and all powerful. "Fear not! For it is through my grace that the ultimate heights of reality may be reached! I will permit you to subordinate yourself to me, for all forms of knowledge are precious!"

"That... That's not even fair!" They sniff. "You're just all fwoof and zoom and you're just making me look bad!"] They curl up into a ball, hugging the front of their knees. "What do I even live for!"

more doodles
 
I'd say picking Earth is more limiting in that just keep in mind, when healing people with Core earth it also means replacing their flesh with living stone/wraithbone, when performing social with Earth it'd mean doing so via the introduction of life and soil - anything which doesn't appreciate having metallic flowers shoved in their face is liable to go fwoom.

Picking Sorcery on the other hand is basically "Sorcery Always On". Theres advantages to that when areas of our core competency will have lots of chances to Miraculous everything, but the disadvantage of being super magical maiden is that theres always a chance that the magic does something unexpected.

Personally I'd prefer to broaden the shit out of our domains first. Theres no great need for the commitment of a second Core and having a better selection means its more likely that we have some domain we could find to be less impeding(Trickery, Mystery, or Intellect for instance, are very nearly as universal)
Plus, given what we know of Life so far - the Maiden is literally incapable of regretting problems caused by a Core domain, there's no 'fixing' it.

So when is a second Core appropriate?
When we have a reliable ally that has a core that would do without prompting the things for us that the second core would entangle.
What core in your view would be worth choosing, then?

I'm not being antagonistic, genuinely curious about what domains might be worthwhile from your perspective.

stares at artifice
 
After having thought about it, do we even need a second core? If we're going the pantheon route, I'd assume collaboration with other gods with different domains would cover anything we can't do on our own.
 
If veekie's right about how Core Earth would affect healing, then I imagine Core Artifice would make all healing come with augmentics or bio-mods even when they're not wanted.

After having thought about it, do we even need a second core? If we're going the pantheon route, I'd assume collaboration with other gods with different domains would cover anything we can't do on our own.
Elevating to Core isn't about getting new domains, it's about adding a free +10 boost to every action at the cost of making that domain mandatory for everything we do, even if it's counterproductive, resulting in actions that wouldn't be compatible with that domain getting crit fails enabled even if there's no sorcery involved (or, in the case of Core Sorcery, enabling crit fails for everything).

If Prowess is a domain of "do [whatever] really well", then it is perhaps the only domain that's completely safe for Elevation, making Scarlet Cavalier a very lucky God and meaning we'll probably only be able to get it by rolling well on the gacha.
 
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Sorcery isn't great mechanically, but thematically it's been described as basically the most unrestrictive Core Domain possible - it's very easy for "use magic lol" to enhance almost every action, and very rare for using magic to be so incongruent that it causes issues.
 
If veekie's right about how Core Earth would affect healing, then I imagine Core Artifice would make all healing come with augmentics or bio-mods even when they're not wanted.
Aye, there be trade-offs. I suppose that in the hypothetical VM-Core-Artifice thing, that one would have to hope (best case scenario) that there is lens of "make via 'artiface' machines {autodocs?] that heals 'life'.

My point is: What domains would you be ok with raising to 'core'?
 
I'm more for the random roll and more domains but if I had to pick? Endurance.
To stop in the face of hardship is the action of a craven--to instead have the strength to carry out your ideals even as the cosmos rains down its slings and arrows at you? That is a courageous deed, you won't let such courage go unrewarded
A nice conceptual domain that would ensure that whatever action we take, it won't be flimsy/temporary/shoddy. After all, what's the point of making something so poorly that it will fall apart in a mere five centuries?
 
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