I just figured given our stats we're more likely to make a tool for every occasion than to spec into one weapon.
techpriest war mantle, mechandrites everywhereI just figured given our stats we're more likely to make a tool for every occasion than to spec into one weapon.
Bellisarius approves. We ought to do the same but with telekinesis.
While that is true... there has never been female Primarchs. For all we IC know, the warp-effect of us being female would make it so only females could utilize geneseeds made from us.No because space marines and Primarchs aren't the same thing.
They're completely different methodologies.
If we can pull that off IG will worship us.
So, just for the lols, I decided to throw this together.
Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 6
Homeworld: Thernus
Level: 10 [130 / 200]
Karma: 10
Infamy: 0
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Stats
Martial: 15 + 10 (Primarch) = 25.
Combat: 10 + 10 (Primarch) = 20.
Administration: 18 + 10 (Primarch) = 28.
Intrigue: 5 + 10 (Primarch) = 15.
Diplomacy: 8 + 10 (Primarch) = 18.
Power: 16 + 10 (Primarch) + 11 (Powerful Psyker) + 2 (Warp Spawn) = 39.
Control: 14 + 10 (Primarch) + 2 (Warp Spawn) = 26.
Learning: 20 + 10 (Primarch) = 30.
Boni
Mentors. For each Stat, add 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50. [Turn 1]
Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20. [Turn 1]Genetic Testing. In 5 years, widespread genetic augmentation will begin, which will provide a bonus to project rolls and background rolls involving the population of the system. [Started Turn 2,
Skill training bonus extended to 100 for Psyker Skills. [Turn 2]
Skill training bonus extended to 100 for Medicine Skills. [Turn 3]
Skill training bonus extended to 100 for Evasion Skills. [Turn 4]
Skill training bonus extended to 100 for Invention Skills. [Turn 5]
Skill training bonus extended to 150 for Tactics. [Turn 6]Finishes Turn 6Finished Turn 5]
Genetics Research accelerated by 1 year (will finish at the end of Turn 5) and all future Genetics Projects gain a +5 bonus. [Turn 4 RER]Improved Las-Tech. +5 to PDF combat rolls. +5 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll]
First Stage of Genetic Therapy: +10 to Projects involving citizens of Thernus and PDF rolls. Increases by 5 every 4 years until total bonus for each is 60 due to passed Checks. [Turn 5] [+10]
Improved PDF Tactics: Permanent +30 to Thernus PDF rolls. [Turn 6]
Improved PDF Body Armour: +5 to PDF rolls. Additional +5 when dealing with Daemons or psykers. [Turn 6 RER]
Social Links
Albert Salnus: 3 of 10.
Celestine Salnus: 3 of 10.
??? Cazanus: 1 of 10.
Samantha ???: 2 of 10.
George Yorev (Psyker: Manipulation tutor): 1 of 10.
Emily Watts (Psyker: Esoteric tutor): 1 of 10.
General Richards: 3 of 10.
Captain Matt of the Defenders (Combat/Tactics tutor): 1 of 10.
Isker ??? (Evasion/Explosives tutor): 1 of 10.
Meera Yerala (Medicine tutor): 1 of 10.
Herman Jerun (Forgemaster Actions): 1 of 10.
Percy Clements (Electronics tutor): 1 of 10.
Gerald Newton (Invention tutor): 1 of 10.
Perks & Flaws
Primarch: The Emperor created 20 sons, who rivaled him in physical, mental and psychic might. Roll 1d20 instead of 1d10 during character creation, add 10 to result. All Skill Caps are set to 150, with Tagged Skills [T] set to 200. All Tagged Skills gain +5 per Level.
Warp Spawn: As a being spawned from the Warp, you are an anomaly, with the potential to severely screw up everyone's plans. +2 to Power and Control. Due to the power of your psyker nature, psyker abilities are automatically unlocked. Converts Piety to Power and Control.
Powerful Psyker. As a Warp anomaly, you have a stronger connection to it than even most other Primarchs. +5 to Power, and automatic +1 per year until maturity. [Until +20]
Favored By the Warp. +10 to Random Event Rolls (RER) and similarly luck-based rolls. +20 to rolls against Warp-based entities. You were 'born' lucky. Things would go your way when logic dictated they really shouldn't.
Sin: Gluttony. This manifests as a strong desire to spend time with those you like, even if it would require that they rearrange their schedules around your needs.
Martial: Commander. You have a strong talent for commanding soldiers in battle, allowing them to accomplish nearly impossible feats. All troops under your command gain a +50 modifier in battle.
Administration: Organized. You always have parchment with you, for taking notes. One failed project, barring a critical failure, may be rerolled per turn. Critical failures don't reduce success chances for reattempts.
Power: Brute Force Backing Finesse. Finesse has it's place, but sometimes forcing your way through with sheer power is the best strategy. Apply Power bonus during Psyker rolls regardless of whether it would normally be applied.
Control: Who's In Control? While training in the use of your powers, you were briefly able to influence your tutor's manipulation of Warp energy. Of course, it only worked in close proximity (roughly 5 meters), but it should prove an excellent aid in disrupting rituals. +50 to ritual disruption checks, and minor boost to resistance to Warp energy.
Learning: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
Speech All 50: Rhetoric. Different people react differently to different arrangements of words, tone, and posture. You have, through a mix of study and trial and error, learned how best to utilize this, and avoid it happening to you. Reduce difficulty of Speech Checks by 25. Malus of 25 to difficulty of Speech Checks on you.
Education All 50: Educated. You are well-versed in every conceivable topic, from the most commonly known, to the most obscure. This allows you to call up relevant information when attempting almost any task. +10 to all Checks. Gain additional Minor Action.
Education All 100: Expert. You have knowledge of every topic imaginable, and a few not, that exceeds virtually any in living memory, save those who have devoted their entire lives to the accumulation of knowledge. +25 to all Checks. +1 Major Action.
Psyker All 50: Well-versed In Warp Matters. You are very skilled with utilizing the Warp to accomplish all kinds of effects and prevent others from doing the same. Foes must pass a Check when using the Warp near you. Should they fail, they will be unable to use the power they were attempting to use while near you.
Psyker All 100: Warp Scholar. You're greatly skilled in utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 25 to Psyker Checks. Malus of 25 to enemy Psyker Checks.
Level 5 Perk: Talented: You are a talented individual. This is reflected in the growth of your Skills. May tag an additional Skill. This Perk may be selected up to three times. [2/3] [Education: Esoteric. Psyker: Willpower]
Level 10 Perk: Experienced: While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.
Education: General: 80: Scholar. You have an extensive knowledge base on every subject, allowing you to make connections even other scientists usually miss. +25 bonus to Tactics and Speech from outside knowledge.
Education: General: 100: Expert. You have the deepest knowledge of anyone on the planet. You can make connections no one else would even think to look for. +25 bonus to Medicine, Forging, and Combat.
Education: Esoteric: 60: Patterns in the Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to Psyker Checks. Additional +10 to Esoteric Checks.
Education: Esoteric: 80: Found the Pattern. Interesting, being a psyker does have something to do with one's DNA, but it also has to do with the makeup of one's soul. Of course, you have no idea how to go about making someone into a psyker, or the reverse, but identifying one is trivial. +40 to Psyker Checks. Additional +20 to Esoteric Checks. Either 40 or 60 Education: Esoteric Perk must be taken.
Psyker: Manipulation: 20: Biomancer. Manipulating your and others biology is a powerful force multiplier... or reducer. +5 to Combat, Tactics, and Medicine Checks. Malus of 5 to enemy Checks in the same.
Psyker: Manipulation: 40: Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
Psyker: Manipulation: 60: Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
Psyker: Willpower: 60: Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.
Items / Wargear
'Simple' Charms: The first series of Wargear ever created by the Primarch Serras Salnus, these sets were given out to every Head of State on her Homeworld of Thernus along with those close to her and feature:
An Anti-Warp Combat Knife: Keyed to the Bearer's very Soul, this enables them to deal out permanent damage to Warp Horrors. [+25 to rolls against Daemons]
An Amulet of Divination: Worn as a necklace or simply kept on the bearer's person, it provides a limited form of divinatory abilities and will warn it's owner of their imminent demise on it's own, though it lacks the power or independence to do so repeatedly. [+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls]
Personalized set of PDF Body Armour: A modified form of the body armor worn by the PDF of Thernus. It's too bulky to be worn all the time, but if the owner is given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects. [+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided the Armor is on]
Skills
Combat:
Melee [T]: 120. You are much better than Captain Matt when fighting in close quarters, though you have to depend on your superior physiology in any other area of combat, which makes fighting you in CQC a lost cause for anyone else. Difficulty of Combat Checks immensely reduced from greater understanding of direct combat. Tactics Checks reduced incredibly in difficulty due to deep knowledge of combat.
Ranged: 15. Ah, that's what the safety's for. Malus to ranged combat from lack of understanding of firearms reduced.
Stealth: 15. Oh, to keep from alerting the rest of the army and bringing it down on your head. Okay, but... wouldn't that let you kill off their bodyguards, the best troops in the army? Malus to assassination kills reduced.
Tactics:
Preparation: 30. You have learned the importance of preparing for anything. Complex traps may now be set, though only the mediocre commanders would fall into them. Malus to dealing with competent commanders.
Cleverness: 30. You've learned how to make up decent plans with absolutely no preparation. Malus to changing plans mid-battle reduced.
Trickery: 30. You've learned how to manipulate the more simple-minded or strongly driven of people, including in battle, such as enemy commanders. Malus to manipulation attempts reduced.
Evasion:
Lying: 15. You recognize that there are those you simply can't be sure of either way, and information too dangerous to allow the possibility of falling into the wrong hands. How to make Void munitions, for example, as it can get the planet destroyed if it goes wrong. You still have trouble with the whole 'telling untruths' thing, but you won't simply tell people the answer to a question if you have reason to doubt them. Malus to Intrigue actions reduced.
Dodging: 15. You can dodge projectiles and/or strikes, but it's more instinctive than planned. This can be a good thing if you don't have time to consciously react, but it makes planning a fight even more difficult since you can't even guarantee your own position. Malus to Combat Checks reduced.
Trickery: 15. You can manipulate some people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright crude compared to the experts in the Witch Hunters. Malus to attempts at hiding small objects and disguising your intentions or even yourself reduced.
Speech:
Persuasion: 70. You can convince even the most fanatical of people of your viewpoint with some reliability. Even the greatest fanatics can be persuaded of your views being correct fairly easily considering their mindset.
Diplomacy: 70. Compromising between two groups of howling fanatics is more than just possible for you. Compromises you broker will stick even if the governing body is entirely replaced, unless via mass executions carried out at your order.
Intimidation: 70. You are absolutely terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a massive morale debuff when fighting you and will probably break immediately upon losing their champion.
Perception:
Objects: 15. You can tell the difference between objects that are of the same type, but with minor differences. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks reduced.
People: 15. Ah, you can recognize a person reliably, being able to tell the difference between them and all but the most lifelike of simulacrums. Malus to detection rolls reduced. Malus to diplomacy from accidental ignorance of diplomats reduced.
Environment: 15. You are now as perceptive as the average person when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls reduced. Malus to acting as field commander reduced.
Medicine:
Surgery: 30. You can now perform most surgeries (removing small organs such as the appendix, implanting replacement organs) on your fellow man. Malus to extrication and/or implantation of pre-existing organs removed. Less likely to cause damage in the process.
Narcotics: 15. You know most of the common poisons on the planet, and the best ways to deal with them. Chance of misdiagnosing a poison or drug and harming your subject reduced. Increased effectiveness of attempts to cure common poisons.
First-Aid: 15. You know the common practices for halting loss of blood, binding wounds, tourniquets, and the use of rubbing alcohol to prevent infection. Chance of those with injuries dying under your watch reduced.
Forging:
Weapons: 30. You know how to make most weapons that you wouldn't need a truck to haul around, though some of the more complex ones are beyond you. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Armor: 30. You can craft most pieces of armor, though they don't tend to get much larger than your current size without losing significant amounts of quality, or much more complex than the body armor used by the PDF. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Gear: 30. You can now craft moderately complex pieces of equipment not intended for direct combat, and they don't look too bad. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Electronics:
Security: 15. You have learned how to defend against hacking attempts (as well as what hacking means) and can even attempt it yourself, though you rely more on you accelerated processing than skill at this point. Malus to hacking, both offensively and defensively, reduced.
Wiring: 15. You can identify common problems, and aren't stumped if turning the device off and on again doesn't work, and you know their common weak points. Malus to attempts to break or repair broken electronics reduced.
Programming: 15. Turns out it's a little more complicated than that, but you've got the basics down. Malus to building or destroying digital infrastructure reduced.
Explosives:
General: 15. You know the basics of using explosives, such as the pin on the grenade generally requiring pulling before you throw it. Unless it's on fire, in which case, run like hell if you can't put it out. Malus to use of explosives and prevention of their going off when you don't want them to reduced.
Extravagant: 15. You have learned the basics of using Void munitions, which are actually a lot like regular munitions other than their effects and the extra safety precautions taken by sane human beings (you know, pretty much everybody who isn't possessed or corrupted) when using them. Malus to use and dealing with Void munitions, landmines, explosives on a timer, etc, reduced.
Preparation: 15. You know how to safely make grenades, provided you have the proper materials, or somewhat less safely create a makeshift one if you have no other option. Malus to creation of small explosives removed. Malus to creation of large or complicated explosives reduced. Makeshift small explosives probably won't explode as you make them.
Education:
General [T]: 110. You have eclipsed all experts in their own fields, and all but the most genius of researchers won't know nearly as much as you do. Immensely Large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Culture: 100. You have a knowledge of xenos culture comprehensive enough to discern everything about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with removed.
Esoteric [T]: 105. You have a comprehensive understanding of the Warp, or as it was once called, the Realm of Souls. Enormously Large bonus to Psyker Skill Checks.
Psyker:
Manipulation [T]: 125. You are able to fine-tune your body and those around you to a degree that makes what is normally considered mastery seem simple and sloppy. +60 modifier to yourself in combat, and +30 to allies within 300 meters.
Willpower [T]: 105. You have begun setting vicious traps within your mind to make it easier to fend off large numbers of weaker Warp Horrors, while personally dealing with any stronger ones, and can root around in the minds of non-psykers as you please, though Beta-levels will notice the intrusion. Immense bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul effectively impossible to take by force, and may very well get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul very difficult to take by force.
Esoteric: 115. You have continued creating your book of ways to disrupt rituals, and can casually close huge rifts to force Warp Horrors out of those they possess, and all but the strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 2 minutes into the future, and get the occasional flash of events up to 2 days hence. +55 to combat checks. Can disrupt even immense-scale rituals alone with some difficulty.
Invention:
Necessity: 30. You can create moderately complex tools from random junk lying around a home. Moderately complex traps may be constructed. Surprise Malus removed.
Practicality: 30. You can substitute materials you lack with vaguely similar materials when building something. Malus to building without proper materials removed.
Extravagance: 30. You understand that using more resources can be beneficial, and do so efficiently. You may double a creation's specs for 2.5 times the cost, triple them for 7 times the cost, or quadruple them for 20 times the cost.
Martial: 12 + 10 = 22.
Combat: 8 + 10 = 18.
Administration: 18 + 10 = 28.
Intrigue: 5 + 10 = 15.
Diplomacy: 7 + 10 = 17.
Power: 14 + 10 + 5 (Powerful Psyker) + 2 (Warp Spawn) = 31.
Control: 12 + 10 + 2 (Warp Spawn) = 24.
Learning: 20 + 10 = 30.Primarch: The Emperor created 20 sons, who rivaled him in physical, mental and psychic might. Roll 1d20 instead of 1d10 during character creation, add 10 to result. All Skill Caps are set to 150, with Tagged Skills [T] set to 200.
Warp Spawn: As a being spawned from the Warp, you are an anomaly, with the potential to severely screw up everyone's plans. +2 to Power and Control. Due to the power of your psyker nature, psyker abilities are automatically unlocked. Converts Piety to Power and Control.
Powerful Psyker. As a Warp anomaly, you have a stronger connection to it than even most other Primarchs. +5 to Power, and automatic +1 per year until maturity. [Until +20]
Favored By the Warp. +10 to Random Event Rolls (RER) and similarly luck-based rolls. +20 to rolls against Warp-based entities. You were 'born' lucky. Things would go your way when logic dictated they really shouldn't.Sin: Gluttony. This manifests as a strong desire to spend time with those you like, even if it would require that they rearrange their schedules around your needs.+50 Exp. Cazanus doesn't try and have you killed. Cazanus will function as a mentor for Psyker skills and relevant Stats.Administration: Organized. You always have parchment with you, for taking notes. One failed project, barring a critical failure, may be rerolled per turn. Critical failures don't reduce success chances for reattempts.
Power: Brute Force Backing Finesse. Finesse has it's place, but sometimes forcing your way through with sheer power is the best strategy. Apply Power bonus during Psyker rolls regardless of whether it would normally be applied.
Learning: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
Level 1: 50 / 100 Exp
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.Mentors. For each Stat, add 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50. [Turn 1]
Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20. [Turn 1]Level 1: 50 / 100 ExpSpeech: Persuasion: +15 [15]
Speech: Diplomacy: +15 [15]
Speech: Intimidation: +15 [15]
Education: General: +40 [40]
Education: Culture: +15 [15]
Education: Esoteric: +15 [15]
Psyker: Manipulation: +20 [20]
Psyker: Willpower: +15 [15]
Psyker: Esoteric: +15 [15]
Control Roll: 68 - 24 + 15 = 59. Success. Control gains 1 point. Now 25.
Power automatically gains 1 point, now 33.Control: Who's In Control? While training in the use of your powers, you were briefly able to influence your tutor's manipulation of Warp energy. Of course, it only worked in close proximity (roughly 5 meters), but it should prove an excellent aid in disrupting rituals. +50 to ritual disruption checks, and minor boost to resistance to Warp energy.Skill training bonus extended to 100 for Psyker Skills. [Turn 2]Genetic Testing. In 5 years, widespread genetic augmentation will begin, which will provide a bonus to project rolls and background rolls involving the population of the system. [Started Turn 2, Finishes Turn 6]
Improved Las-Tech. +5 to PDF combat rolls. +5 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll]Level 1: 50 / 100 ExpCombat: Melee: +20 [20]
Combat: Ranged: +15 [15]
Combat: Stealth: +15 [15]
Speech: Persuasion: +15 [30]
Speech: Diplomacy: +15 [30]
Speech: Intimidation: +15 [30]
Perception: People: +15 [15]
Perception: Environment: +15 [15]
Education: General: +20 [60]
Education: Culture: +15 [30]
Education: Esoteric: +15 [30]
Psyker: Manipulation: +20 [40]
Psyker: Willpower: +15 [30]
Psyker: Esoteric: +15 [30]
Gained 1 point of Control, now 26.
Gained 1 point of Combat, now 19.
Automatically gain 1 point of Power, now 34.Skill training bonus extended to 100 for Medicine Skills. [Turn 3]Education All 50: Educated. You are well-versed in every conceivable topic, from the most commonly known, to the most obscure. This allows you to call up relevant information when attempting almost any task. +10 to all Checks. Gain additional Minor Action.All: 50 Perk obtained! +50 Exp! You have Leveled up!Tactics: Preparation: +15 [15]
Tactics: Cleverness: +15 [15]
Tactics: Trickery: +15 [15]
Speech: Persuasion: +15 [45]
Speech: Diplomacy: +15 [45]
Speech: Intimidation: +15 [45]
Perception: Objects: +15 [15]
Medicine: Surgery: +15 [15]
Medicine: Narcotics: +15 [15]
Medicine: First-Aid: +15 [15]
Education: General: +15 [75]
Education: Culture: +15 [60]
Education: Esoteric: +30 [60]
Psyker: Manipulation: +20 [60]
Psyker: Willpower: +15 [45]
Psyker: Esoteric: +15 [45]
Invention: Necessity: +15 [15]
Invention: Practicality:+15 [15]
Invention: Extravagance: +15 [15]
+1 Perk point.
Level 2: 0 / 110 Exp
Power automatically gains 1 point, now 35.Skill training bonus extended to 100 for Evasion Skills. [Turn 4]Genetic Testing. In 5 years, widespread genetic augmentation will begin, which will provide a bonus to project rolls and background rolls involving the population of the system. [Started Turn 2, FinishesTurn 6Turn 5]
Genetics Research accelerated by 1 year (will finish at the end of Turn 5) and all future Genetics Projects gain a +5 bonus. [Turn 4 RER]Speech All 50: Rhetoric. Different people react differently to different arrangements of words, tone, and posture. You have, through a mix of study and trial and error, learned how best to utilize this, and avoid it happening to you. Reduce difficulty of Speech Checks by 25. Malus of 25 to difficulty of Speech Checks on you.
Psyker All 50: Well-versed In Warp Matters. You are very skilled with utilizing the Warp to accomplish all kinds of effects and prevent others from doing the same. Foes must pass a Check when using the Warp near you. Should they fail, they will be unable to use the power they were attempting to use while near you.
Psyker: Manipulation: 20 Perk: Biomancer. Manipulating your and others biology is a powerful force multiplier... or reducer. +5 to Combat, Tactics, and Medicine Checks. Malus of 5 to enemy Checks in the same.Gained 50 Exp from unlocking Speech All: 50 Perk. 50 / 110.Combat: Melee: +20 [40]
Evasion: Lying: +15 [15]
Evasion: Dodging: +15 [15]
Evasion: Trickery: +15 [15]
Speech: Persuasion: +15 [60]
Speech: Diplomacy: +15 [60]
Speech: Intimidation: +15 [60]
Forging: Weapons: +15 [15]
Forging: Armor: +15 [15]
Forging: Gear: +15 [15]
Electronics: Security: +15 [15]
Electronics: Wiring: +15 [15]
Electronics: Programming: +15 [15]
Education: General: +15 [90]
Education: Culture: +10 [70]
Education: Esoteric: +20 [80]
Psyker: Manipulation: +20 [80]
Psyker: Willpower: +15 [60]
Psyker: Esoteric: +15 [60]
Gained 50 Exp from unlocking Psyker All: 50 Perk. 100 / 110.
Level 2: 100 / 110 Exp
Martial Roll: 67+15(Mentors)-24= 58. Success. Martial gains one point, now 25.
Power Roll: 70+15(Mentors)-35= 50. Success. Power gains one point, now 36.
Power automatically gains one point, now 37.Skill training bonus extended to 100 for Invention Skills. [Turn 5]First Stage of Genetic Therapy: +10 to Projects involving citizens of Thernus and PDF rolls. Increases by 5 every 4 years until total bonus for each is 60 due to passed Checks. [Turn 5] [+10]Martial: Commander. You have a strong talent for commanding soldiers in battle, allowing them to accomplish nearly impossible feats. All troops under your command gain a +50 modifier in battle.Education All 100: Expert. You have knowledge of every topic imaginable, and a few not, that exceeds virtually any in living memory, save those who have devoted their entire lives to the accumulation of knowledge. +25 to all Checks. +1 Major Action.Education: General: 80: Scholar. You have an extensive knowledge base on every subject, allowing you to make connections even other scientists usually miss. +25 bonus to Tactics and Speech from outside knowledge.
Psyker: Manipulation: 40: Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.Gained 90 Exp. You have Leveled up! Gained 1 Perk Point. 80/120 to Level 4.Speech: Persuasion: +10 [70]
Speech: Diplomacy: +10 [70]
Speech: Intimidation: +10 [70]
Medicine: Surgery: +15 [30]
Explosives: General: +15 [15]
Explosives: Extravagant: +15 [15]
Explosives: Preparation: +15 [15]
Education: General: +15 [105]
Education: Culture: +30 [100]
Education: Esoteric: +20 [100]
Invention: Necessity: +15 [30]
Invention: Practicality: +15 [30]
Invention: Extravagance: +15 [30]
All: 100 Perk obtained! Gained 100 Exp! Gained 1 Level, 60/130 to Level 5.
Gained 1 Perk point, you currently have 2.
Level 4: 60 / 130 Exp
+10 Exp, difficulty of Combat check reduced by 25.Level 5 Perk: Talented. You are a talented individual. This is reflected in the growth of your Skills. May tag an additional Skill. This Perk may be selected up to three times. [2/3] [Education: Esoteric. Psyker: Willpower]
Education: General: 100: Expert. You have the deepest knowledge of anyone on the planet. You can make connections no one else would even think to look for. +25 bonus to Medicine, Forging, and Combat.
Education: Esoteric: 60: Patterns in the Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to Psyker Checks. Additional +10 to Esoteric Checks.
Education: Esoteric: 80: Found the Pattern. Interesting, being a psyker does have something to do with one's DNA, but it also has to do with the makeup of one's soul. Of course, you have no idea how to go about making someone into a psyker, or the reverse, but identifying one is trivial. +40 to Psyker Checks. Additional +20 to Esoteric Checks. Either 40 or 60 Education: Esoteric Perk must be taken.
Psyker: Willpower: 60: Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.
Gained 50 Exp. Reached Level 5! Gained 2 Perk Points. 0/140 to Level 6.
Gained 30 Exp. 30/140 to Level 6.
+10 Exp! 40/140 to Level 6. Difficulty of Speech Check reduced by 25. Further reduced by 25 due to Rhetoric.
+30 Exp! 70/140 to Level 6. Command taken with no problems.
+20 Exp! 90/140 to Level 6. Tactics Check reduced by 50 in difficulty.
+40 Exp. 130/140 to Level 6. Gained +20 modifier to PDF rolls for duration of raid.
Event Completed! +500 Exp.
Reached Level 9. 10/190 to Level 10.
Gained 4 Perk points, currently possess 6.
Power Re-roll: 95+15(Mentors)-37=73. Success. Power gains 1 point.
Power automatically gains one point. Power now 39.
Combat Roll: 63+15(Mentors)-19= 59. Success. Combat now 20.General Richards: 2 SL levels gained. 1 for the action, 1 for the choice and Check.Improved PDF Tactics: Permanent +30 to Thernus PDF rolls. [Turn 6]
Skill training bonus extended to 150 for Tactics. [Turn 6]Improved PDF Body Armour: +5 to PDF rolls. Additional +5 when dealing with Daemons or psykers. [Turn 6 RER]Psyker All 100: Warp Scholar. You're greatly skilled in utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 25 to Psyker Checks. Malus of 25 to enemy Psyker Checks.Level 10 Perk: Experienced: While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.
Psyker: Manipulation: 60: Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.'Simple' Charms: The first series of Wargear ever created by the Primarch Serras Salnus, these sets were given out to every Head of State on her Homeworld of Thernus along with those close to her and feature:
An Anti-Warp Combat Knife: Keyed to the Bearer's very Soul, this enables them to deal out permanent damage to Warp Horrors. [+25 to rolls against Daemons]
An Amulet of Divination: Worn as a necklace or simply kept on the bearer's person, it provides a limited form of divinatory abilities and will warn it's owner of their imminent demise on it's own, though it lacks the power or independence to do so repeatedly. [+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls]
Personalized set of PDF Body Armour: A modified form of the body armor worn by the PDF of Thernus. It's too bulky to be worn all the time, but if the owner is given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects. [+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided they get the armor on]Gained 90 Exp! 100/190 to Level 10.Combat: Melee: +80 [120]
Tactics: Preparation: +15 [30]
Tactics: Cleverness: +15 [30]
Tactics: Trickery: +15 [30]
Forging: Weapons: +15 [30]
Forging: Armor: +15 [30]
Forging: Gear: +15 [30]
Education: General: +5 [110]
Education: Esoteric: +5 [105]
Psyker: Manipulation: +45 [125]
Psyker: Willpower: +45 [105]
Psyker: Esoteric: +55 [115]
Success! Gained 80 Exp! 180/190 Exp to Level 10.
Gained 100 Exp! Reached Level 10! Gained 2 Perk points. 90/200 to Level 11.
Level Up! +5 to All Tagged Skills!
Gained 40 Exp! Speech Check passed completely. 130/200 to Level 11.
+10 Karma. Karma isn't mutually exclusive with Infamy, but having both of them high is a challenge.
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Even augmented regulars would never be able to perform as well as Space Marines. They just can't match.Well, if Big E never made a Legion of space marines for us, I suspect we'd be inventing our own model here at the end of the genemod project. From what I can tell our approach is less singular superwarriors and more "massed numbers of moderately augmented regulars".
...sort of an IG-based Primarch?
Even augmented regulars would never be able to perform as well as Space Marines. They just can't match.
It'd be best to just create one gender Space Marine.
So, you want a Serras Heresy instead of Horus ?Well, Serras sin is that she feels drawn to other other people and clings to those she likes, even while feeling a profound loneliness because she is just so far beyond them that it is hard to interact meaningfully.
Trying to uplift the entire population as high as possible so she can have equals and form rewarding relationships would be a pretty cool step in her character arc. It would also be very unique among the Primarchs and a possible seed of conflict between her and Emps.
While it is unlikely that she would actually succeed before Emps comes around and shuts her down Primarchs can go pretty far in their specialties, so it isn't completely impossible.
On a 1 to 1 basis, sure.Even augmented regulars would never be able to perform as well as Space Marines. They just can't match.
Well, the Heresy just got that much bloodier with the mortals being able to fight Astartes.On a 1 to 1 basis, sure.
But nobody asks you to do that when you can go for 1 to 100 or 1 to 1000 ratio, and throw an increased amount of armor and air support to compensate for qualitative inferiority. Shure, logistics is going to be a bitch, but you still can have a great complience speed, ad demonstrated by Lord Solar Macharius.
Space marines are useful, but not irreplaceable.
Current Tally;
Vote Tally : An Extra Primarch | Page 48 | Sufficient Velocity [Posts: 1202-1344]
##### NetTally 1.9.9
[19] Major: Forgemaster... Technically
[19] Major: Eureka! No, wait a minutePlan: ◈Projects, Power and Words
Plan: ◈Preparation and Parents
Plan: ◈Prepare to make stuff!
aattss
Alectai
atrophy
Cytokinesis
Derek58
Enerael
Enthusiast#117
EVA-Saiyajin
hcvquizibo
Lone Courier 6
masterofmadness
Rungni Khazadson
ShadowNic94
Shark8
Speed53066
Thule
veekie
Void Stalker
wingstrike96
[19] Major: Power TrainingPlan: ◈Projects, Power and Words
Plan: ◈Preparation and Parents
Plan: ◈Prepare to make stuff!
aattss
Alectai
atrophy
Cytokinesis
Derek58
Enerael
Enthusiast#117
EVA-Saiyajin
hcvquizibo
Lone Courier 6
masterofmadness
Rungni Khazadson
ShadowNic94
Shark8
Speed53066
Thule
veekie
Void Stalker
wingstrike96
[19] Minor: Social Link: Celestine SalnusPlan: ◈Projects, Power and Words
Plan: ◈Preparation and Parents
Plan: ◈Prepare to make stuff!
aattss
Alectai
atrophy
Cytokinesis
Derek58
Enerael
Enthusiast#117
EVA-Saiyajin
hcvquizibo
Lone Courier 6
masterofmadness
Rungni Khazadson
ShadowNic94
Shark8
Speed53066
Thule
veekie
Void Stalker
wingstrike96
[18] Major: Combat ClassesPlan: ◈Projects, Power and Words
Plan: ◈Preparation and Parents
Plan: ◈Prepare to make stuff!
aattss
Alectai
atrophy
Cytokinesis
Derek58
Enerael
Enthusiast#117
EVA-Saiyajin
hcvquizibo
Lone Courier 6
masterofmadness
Rungni Khazadson
ShadowNic94
Shark8
Speed53066
Thule
veekie
Void Stalker
wingstrike96
[18] Major: General Richards
[18] Minor: Social Link: Albert Salnus
[13] Major: Diplomacy Training
[13] Minor: Forging: Weapons
[13] Minor: Forging: Armor
[13] Minor: Forging: Gear
[13] Minor: Control Training
[5] Minor: Education: General
[5] Minor: Education: General X2
[4] Major: Combat Training
[4] Minor: Education: Esoteric
[4] Minor: Psyker: Willpower
[2] Train Intrigue
[1] Train Control
[1] Speech: Persuasion
[1] Speech: Diplomacy
[1] 5 actions to train Intrigue
[1] 7 actions to train diplomacy
[1] Skill: Education General (x3)
[1] Skill: Education Esoteric (x3)
[1] Skill: Education Esoteric (x2)
[1] Skill: Education Esoteric (x1)
[1] Train: Intrigue (x2)
Total No. of Voters: 20
Isn't there some issue with resources when it comes to gene modding. IIRC, genetic modification has never been easy or inexpensive in Warhammer 40K. There is a reason they went with the Astartes instead of an army of Custodes... I think that somehow it was easier to mass produce Astartes? Someone correct me if I'm wrong.
Custodes are said to be individual masterpieces compared to the Astrates production model. But gene modding mundanes isn't a relative situation.Isn't there some issue with resources when it comes to gene modding. IIRC, genetic modification has never been easy or inexpensive in Warhammer 40K. There is a reason they went with the Astartes instead of an army of Custodes... I think that somehow it was easier to mass produce Astartes? Someone correct me if I'm wrong.
That's like 10,000 years in the future. Likely not even in the time scale of this quest.heres a thought, with our combined psychic power, our specialization in fleshcraft, and our base medical knowledge are we capable of detecting dormant genestealers? because if we are that would be very useful later on.
Gotta maintain the purity of the Human genome.Well, technically, the Astartes aren't products of genetic manipulation at all. They've had organs with different genetics put into them, but their own genetics have not been modified. From a design perspective this is dumb, but it eased a lot of concerns politically.
Custodes are said to be individual masterpieces compared to the Astrates production model. But gene modding mundanes isn't a relative situation.
That's like 10,000 years in the future. Likely not even in the time scale of this quest.
Gotta maintain the purity of the Human genome.