Year 1 Results
- Location
- Peterborough, NH, USA
[X] [Major] Mentors. Your new parents have many contacts, due to their positions. Odds are good that somebody will be able to teach you. The problem is that a much smaller number will be willing to teach you, as prejudice and no small amount of fear is common among humans when dealing with psykers. If successful, gain mentors, who will provide bonuses to Stat training, and to the training of Skills within their skillsets. Chance of Success: 80%. Time: 1 Year.
Roll: 63+17(Diplomacy)=80.
While most of the common members of society are at least nervous around psykers, the officials who were in charge of the colony at least worked with the Witch Hunters, so they tended to be less prejudiced, or better able to hide it, at least. General Richards in particular seemed to take a shine to you.
Gained Mentors for each Stat, adding 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50.
AN: Incidentally, this turned your Diplomacy roll into a success.
[X] [Major] Adeptus Astra Tele-No Wait. Cazanus has offered (more like demanded) to have the pyskers in his institution tutor you in the specifics of safely manipulating the Warp. Provides an automatic +10 to all three subcategories of Psyker Skill. Independent Psyker training locked until this option is taken. Chance of success: 100%. Time: 1 Year.
AN: As this was a sure-fire thing, it's treated like a critical success. That is, you get a roll for a bonus.
Roll: 42+31(Power)+24(Control)=97. Reward: Mini-interlude.
Samantha stared at the child in front of her. The girl was like an ocean compared to her. Currently, said ocean was calm, but she got the distinct impression the child could crush her like a bug if she were so inclined. Similarly, this would make her a beacon for nearby Warp Horrors, who would likely fight amongst themselves for the opportunity to convert such a powerful psyker to their service.
However, preventing exactly that was why she was here. She was to be the child's tutor in willpower, the discipline necessary to resist Warp Horrors, and to manipulate others if necessary, turning their own minds against them. The girl merely stared back, having only recently learned the basics of personal interaction, and apparently considering this some sort of test. Well, she wasn't exactly wrong.
"The Warp is the source of a psyker's powers. The material world affects the Warp, and can be affected by it in turn. Specifically, thoughts and emotions affect the Warp, and the denizens thereof. The Warp Horrors will try and take your soul by force, or trick you into giving it to them. Girding your mind and enforcing your will prevents them from reading or manipulating your mind, or simply taking your soul against your wishes." She lectured, before looking her pupil straight into the eye. "However, nothing will guard it from being handed over. No matter what a Horror says to you, no matter what it offers or promises, do not accept. It will twist the wording to give you as little as possible, and that's the best case scenario."
The girl absorbed this for a few moments, before nodding seriously. From what Samantha could glean, having difficulty sorting through her pupil's thoughts from sheer volume this close, her words had sunk in. "Good, now I'll attempt to breach your defenses, and you'll try to stop me."
The first few attempts went poorly, her pupil having absolutely no experience guarding her thoughts, relying on sheer power over skill, as she lacked the latter. This left holes an experienced individual such as herself could easily exploit. However, her pupil learned with frightening speed. In the course of an hour, she came further than most students did in a week. Still, she didn't instantly become a master.
At first, the girl was, while quick to notice her defenses had been breached, slow to expunge her. Once, when she managed to come close to the core of the child's mind, where the line between conscious and subconscious became increasingly blurry, she discovered the reason why. The child wasn't an idiot. No one else on the planet was like her, and most of those who weren't psykers were scared of her. This raised a deep-seated loneliness, causing her to crave interaction of any kind with others, and expunging her felt very much like forcing her away.
Looking back, it was somewhat obvious. The child was clingy around those she took a liking to, often trying to stay near them to the point of interfering with their work. After a short discussion, the child recognized the flaw in her defenses. While the root of the problem lay in her basic self, and was thus not something she could easily change, she could correct the problems it introduced in her protections. From that point onward, piercing the child's defenses was much more difficult, and simply throwing power into forcing her way through seldom worked.
Each time one of her attempts was successful, she was rebuffed more quickly, and the previous breach was sealed, with similar holes patched as she self-corrected in many cases. Further, each forceful attempt was responded to more forcefully, delaying repeated assaults long enough for more work to be done in fortifying her mind.
Samantha was forced to conclude that she was very glad they'd found this child instead of her landing in the wilderness. Imagining her without a support network of some kind made her shudder, mostly because it was likely she'd turn to a Warp Horror out of desperation, but also because the girl was surprisingly endearing. She was pleasant to be around, if slightly abrasive, and completely incapable of lying to spare someone's feelings. Of course, that might have something to do with the child's presence in the Warp drawing in those around her, but that wouldn't have helped her much if she was actively hostile, so it would be paranoid to blame it entirely on that. She decided she wouldn't mind tutoring the girl some more.
Reward: Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20.
Relations with Samantha raised from Warily Neutral to Cautiously Optimistic.
Martial Roll: 85-22+20(Richards)=83. Success. Gained 1 Martial. Martial now 23.
Diplomacy Roll: 58-17+15=56. Success. Gained 1 Diplomacy. Diplomacy now 18.
Power automatically gains 1. Now 32.
Control Roll: 36-24+15=27. Fail.
Your father taught you the basics of speaking with others, which will aid you both socially, and potentially politically.
Speech: Persuasion: 0. You couldn't persuade someone of something they were already going to do.
Speech: Persuasion: 10. You can persuade someone of something if it's in their best interest. Opens up diplomatic options.
Speech: Diplomacy: 0. You're more likely to insult someone than reach a compromise with them.
Speech: Diplomacy: 10. You can compromise with others, though generally that just makes you both equally unhappy. You are more likely to be able to reach a compromise others can agree with, if not necessarily be happy with.
Speech: Intimidation: 0. For someone so physically intimidating, you aren't very good at coming off threatening on purpose.
Speech: Intimidation: 10. You can intimidate others, though generally only by (somewhat literally) throwing your weight around. Also, by learning to do it on purpose, you can recognize what is likely to come off as threatening to others and avoid it if you wish. Less likely to come as threatening by accident.
Your mother taught you a great deal about the underlying laws of the world, seeking to form a solid base to build on for the more esoteric sciences.
Education: General: 0. You literally know nothing about the underlying sciences of the world, which can make you come off as an idiot.
Education: General: 10. You have a rudimentary grasp of physics, math, chemistry, and biology. Maluses to acts of creation and attempts at performing medicine from ignorance of the basics of biology, chemistry and physics reduced.
Education: General: 20. You have a decent grasp of physics, math, chemistry, and biology, and have some insight into geology, meteorology, etc. Maluses from ignorance removed.
Education: General: 30. You have a strong grasp of the regular sciences, and have been gaining knowledge of the less commonly used branches, such as mineralogy and architecture. Minor bonus across the board from education.
Education: General: 40. You are only slightly less educated than a highschool teacher at this point, and that's in general rather than some kind of specialty. Bonus to Invention, Explosives, Medicine, Electronics, etc. from greater understanding of background knowledge.
Education: Culture: 0. You know literally nothing about culture, human or otherwise.
Education: Culture: 10. You know the basics of human culture, allowing you to interact with others more easily. Malus to diplomacy from lack of cultural knowledge removed when interacting with humans from the Thernus , and reduced with those from outside the system.
Education: Esoteric: 0. While you know a great deal about the regular world, you know little about the Warp, or similarly metaphysical or theoretical knowledge.
Education: Esoteric: 10. You have learned the basics of the Warp and advanced math and physics. Malus to construction of Void munitions reduced. Malus to... literally everything if trapped in the Warp reduced.
Under Cazanus oversight, the Witch Hunters have taught you the basics of using your powers as a psyker, though your talents lie in Manipulation.
Psyker: Manipulation: 0. You rely entirely on brute-force when attempting to change the world around you with your powers, and you're honestly more likely to destroy what you're trying to manipulate.
Psyker: Manipulation: 10. You can reliably move large or durable objects with your mind, and provide a minor boost to your physical abilities. In combat, gain additional +5 modifier.
Psyker: Manipulation: 20. You can reliably move medium-sized or moderately durable objects with your mind, and provide a small boost to your physical abilities. In combat, gain an additional +10 combat modifier.
Psyker: Willpower: 0. You rely entirely on power when attempting to enter someone's mind or resist attempts to do the same to you.
Psyker: Willpower: 10. You can locate weaker areas of defense in a target's mind, and easily read the surface thoughts of non-psykers. In addition, your psychic presence is significantly less 'loud' which will make you more difficult to read. Gain small bonus to efforts to discover information from others, and slight malus to others efforts to discover your thoughts. Daemons find you slightly more difficult to discover.
Psyker: Esoteric: 0. You have no ability to use the more esoteric powers of psykers, such as rituals, divination, and the opening and closing of rifts to the Warp.
Psyker: Esoteric: 10. You can predict events a few seconds into the future, allowing mistakes to be avoided, you've also gained a basic knowledge on how to disrupt rituals. Gain +5 modifier in combat, and ritual disruption checks are now possible.
Your parents have chosen a name for you, you are now [Write-in] Salnus.
Roll: 63+17(Diplomacy)=80.
While most of the common members of society are at least nervous around psykers, the officials who were in charge of the colony at least worked with the Witch Hunters, so they tended to be less prejudiced, or better able to hide it, at least. General Richards in particular seemed to take a shine to you.
Gained Mentors for each Stat, adding 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50.
AN: Incidentally, this turned your Diplomacy roll into a success.
[X] [Major] Adeptus Astra Tele-No Wait. Cazanus has offered (more like demanded) to have the pyskers in his institution tutor you in the specifics of safely manipulating the Warp. Provides an automatic +10 to all three subcategories of Psyker Skill. Independent Psyker training locked until this option is taken. Chance of success: 100%. Time: 1 Year.
AN: As this was a sure-fire thing, it's treated like a critical success. That is, you get a roll for a bonus.
Roll: 42+31(Power)+24(Control)=97. Reward: Mini-interlude.
Samantha stared at the child in front of her. The girl was like an ocean compared to her. Currently, said ocean was calm, but she got the distinct impression the child could crush her like a bug if she were so inclined. Similarly, this would make her a beacon for nearby Warp Horrors, who would likely fight amongst themselves for the opportunity to convert such a powerful psyker to their service.
However, preventing exactly that was why she was here. She was to be the child's tutor in willpower, the discipline necessary to resist Warp Horrors, and to manipulate others if necessary, turning their own minds against them. The girl merely stared back, having only recently learned the basics of personal interaction, and apparently considering this some sort of test. Well, she wasn't exactly wrong.
"The Warp is the source of a psyker's powers. The material world affects the Warp, and can be affected by it in turn. Specifically, thoughts and emotions affect the Warp, and the denizens thereof. The Warp Horrors will try and take your soul by force, or trick you into giving it to them. Girding your mind and enforcing your will prevents them from reading or manipulating your mind, or simply taking your soul against your wishes." She lectured, before looking her pupil straight into the eye. "However, nothing will guard it from being handed over. No matter what a Horror says to you, no matter what it offers or promises, do not accept. It will twist the wording to give you as little as possible, and that's the best case scenario."
The girl absorbed this for a few moments, before nodding seriously. From what Samantha could glean, having difficulty sorting through her pupil's thoughts from sheer volume this close, her words had sunk in. "Good, now I'll attempt to breach your defenses, and you'll try to stop me."
The first few attempts went poorly, her pupil having absolutely no experience guarding her thoughts, relying on sheer power over skill, as she lacked the latter. This left holes an experienced individual such as herself could easily exploit. However, her pupil learned with frightening speed. In the course of an hour, she came further than most students did in a week. Still, she didn't instantly become a master.
At first, the girl was, while quick to notice her defenses had been breached, slow to expunge her. Once, when she managed to come close to the core of the child's mind, where the line between conscious and subconscious became increasingly blurry, she discovered the reason why. The child wasn't an idiot. No one else on the planet was like her, and most of those who weren't psykers were scared of her. This raised a deep-seated loneliness, causing her to crave interaction of any kind with others, and expunging her felt very much like forcing her away.
Looking back, it was somewhat obvious. The child was clingy around those she took a liking to, often trying to stay near them to the point of interfering with their work. After a short discussion, the child recognized the flaw in her defenses. While the root of the problem lay in her basic self, and was thus not something she could easily change, she could correct the problems it introduced in her protections. From that point onward, piercing the child's defenses was much more difficult, and simply throwing power into forcing her way through seldom worked.
Each time one of her attempts was successful, she was rebuffed more quickly, and the previous breach was sealed, with similar holes patched as she self-corrected in many cases. Further, each forceful attempt was responded to more forcefully, delaying repeated assaults long enough for more work to be done in fortifying her mind.
Samantha was forced to conclude that she was very glad they'd found this child instead of her landing in the wilderness. Imagining her without a support network of some kind made her shudder, mostly because it was likely she'd turn to a Warp Horror out of desperation, but also because the girl was surprisingly endearing. She was pleasant to be around, if slightly abrasive, and completely incapable of lying to spare someone's feelings. Of course, that might have something to do with the child's presence in the Warp drawing in those around her, but that wouldn't have helped her much if she was actively hostile, so it would be paranoid to blame it entirely on that. She decided she wouldn't mind tutoring the girl some more.
Reward: Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20.
Relations with Samantha raised from Warily Neutral to Cautiously Optimistic.
Martial Roll: 85-22+20(Richards)=83. Success. Gained 1 Martial. Martial now 23.
Diplomacy Roll: 58-17+15=56. Success. Gained 1 Diplomacy. Diplomacy now 18.
Power automatically gains 1. Now 32.
Control Roll: 36-24+15=27. Fail.
Your father taught you the basics of speaking with others, which will aid you both socially, and potentially politically.
Speech: Persuasion: 0. You couldn't persuade someone of something they were already going to do.
Speech: Persuasion: 10. You can persuade someone of something if it's in their best interest. Opens up diplomatic options.
Speech: Diplomacy: 0. You're more likely to insult someone than reach a compromise with them.
Speech: Diplomacy: 10. You can compromise with others, though generally that just makes you both equally unhappy. You are more likely to be able to reach a compromise others can agree with, if not necessarily be happy with.
Speech: Intimidation: 0. For someone so physically intimidating, you aren't very good at coming off threatening on purpose.
Speech: Intimidation: 10. You can intimidate others, though generally only by (somewhat literally) throwing your weight around. Also, by learning to do it on purpose, you can recognize what is likely to come off as threatening to others and avoid it if you wish. Less likely to come as threatening by accident.
Your mother taught you a great deal about the underlying laws of the world, seeking to form a solid base to build on for the more esoteric sciences.
Education: General: 0. You literally know nothing about the underlying sciences of the world, which can make you come off as an idiot.
Education: General: 10. You have a rudimentary grasp of physics, math, chemistry, and biology. Maluses to acts of creation and attempts at performing medicine from ignorance of the basics of biology, chemistry and physics reduced.
Education: General: 20. You have a decent grasp of physics, math, chemistry, and biology, and have some insight into geology, meteorology, etc. Maluses from ignorance removed.
Education: General: 30. You have a strong grasp of the regular sciences, and have been gaining knowledge of the less commonly used branches, such as mineralogy and architecture. Minor bonus across the board from education.
Education: General: 40. You are only slightly less educated than a highschool teacher at this point, and that's in general rather than some kind of specialty. Bonus to Invention, Explosives, Medicine, Electronics, etc. from greater understanding of background knowledge.
Education: Culture: 0. You know literally nothing about culture, human or otherwise.
Education: Culture: 10. You know the basics of human culture, allowing you to interact with others more easily. Malus to diplomacy from lack of cultural knowledge removed when interacting with humans from the Thernus , and reduced with those from outside the system.
Education: Esoteric: 0. While you know a great deal about the regular world, you know little about the Warp, or similarly metaphysical or theoretical knowledge.
Education: Esoteric: 10. You have learned the basics of the Warp and advanced math and physics. Malus to construction of Void munitions reduced. Malus to... literally everything if trapped in the Warp reduced.
Under Cazanus oversight, the Witch Hunters have taught you the basics of using your powers as a psyker, though your talents lie in Manipulation.
Psyker: Manipulation: 0. You rely entirely on brute-force when attempting to change the world around you with your powers, and you're honestly more likely to destroy what you're trying to manipulate.
Psyker: Manipulation: 10. You can reliably move large or durable objects with your mind, and provide a minor boost to your physical abilities. In combat, gain additional +5 modifier.
Psyker: Manipulation: 20. You can reliably move medium-sized or moderately durable objects with your mind, and provide a small boost to your physical abilities. In combat, gain an additional +10 combat modifier.
Psyker: Willpower: 0. You rely entirely on power when attempting to enter someone's mind or resist attempts to do the same to you.
Psyker: Willpower: 10. You can locate weaker areas of defense in a target's mind, and easily read the surface thoughts of non-psykers. In addition, your psychic presence is significantly less 'loud' which will make you more difficult to read. Gain small bonus to efforts to discover information from others, and slight malus to others efforts to discover your thoughts. Daemons find you slightly more difficult to discover.
Psyker: Esoteric: 0. You have no ability to use the more esoteric powers of psykers, such as rituals, divination, and the opening and closing of rifts to the Warp.
Psyker: Esoteric: 10. You can predict events a few seconds into the future, allowing mistakes to be avoided, you've also gained a basic knowledge on how to disrupt rituals. Gain +5 modifier in combat, and ritual disruption checks are now possible.
Your parents have chosen a name for you, you are now [Write-in] Salnus.