Perks Selected:
[X] Level 25 Perk. Difficult... But I've Done It Before. You've accomplished things most would write-off as impossible. All Checks have their difficulty reduced by 50.
[X] Level 20 Perk. Sleep Is No Longer Required. You've noticed that you seem to need less sleep as you age. Based on your analysis of your DNA, you suspect your body is adjusting to the all-nighters you pull with some regularity, as your growth has not slowed. +2 Major Actions.
[X] Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.
[X] Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.
[X] Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.
[X] Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.
[X] Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma. Current bonus: 125.
[X] Psyker: Esoteric: 60 Perk. Warp Whispers. You can hear whispers of things to come, or things long past. Gain Galactic Rumor Mill. Add visions of the distant past and future to RER table.
Tagged Skills:
[X] Psyker - Esoteric
[X] Perception - People
[X] Invention - Practicality
[X] Invention - Extravagance
[X] Invention - Necessity
Psyker: 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.
Psyker: Esoteric: 125. You have finished the first draft of 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 3 minutes into the future, and get the occasional flash of events up to 3 days hence.
+60 to combat checks. Can disrupt even immense-scale rituals alone without trouble.
Perception: 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.
Perception: People: 25. You have finally learned to tell the difference between people and fakes with the competency of an adult.
Malus to detection rolls removed. Malus to diplomacy from accidental ignorance of diplomats removed.
Invention: Necessity: 75. You can create top-of the line gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it.
Slight reduction in difficulty of Invention Checks.
Invention: Necessity: 85. You can create cutting-edge gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it.
Small reduction in difficulty of Invention Checks.
Invention: Practicality: 75. When faced with a project you lack the materials, you can redraw the blueprints to create something better with other materials.
Slight reduction in difficulty of Invention Checks.
Invention: Practicality: 85. When faced with a project you lack the materials, you can redraw the blueprints to create something better with poorer materials.
Small reduction in difficulty of Invention Checks.
Invention: Extravagance: 75. You can actually improve products with extra investment with great efficiency now.
You may double a creation's specs for 1.5 times the cost, triple them for 5 times the cost, or quadruple them for 16 times the cost.
Invention: Extravagance: 85. You can actually improve products with relatively little extra investment with great efficiency now.
You may double a creation's specs for 1.25 times the cost, triple them for 4.5 times the cost, or quadruple them for 15 times the cost.
You have recently made great strides in the more esoteric fields of psychic power. There's the project you've been working on for a while, changing normal humans into psykers, and back again if they prove to have too poor control and/or lack the willpower to handle the power you give them. You can currently change anyone you wish into an Epsilon-level psyker or lower, or restrict them to a lower level of power if they are Epsilon-level or lower.
The Witch Hunters have already benefited immensely from this, with dozens of minor psykers being boosted to Zeta-level, and a smaller number being boosted to Epsilon-level. The Witch Sniffers should see a large increase in efficiency, as they can scan a much larger area on average now. Similarly, the platoons of regular army members seconded to them in every city are scoured for those with the potential for psykery, with a number that can handle minor psyker powers safely being identified and seconded to the Witch Hunters for training. Any more than the 100 currently in training would stretch them beyond their limits in terms of teaching and training, at least for now.
More important, in the short-term at least, is your newly improved ability to discern long-term threats from the Warp's currents. It seems the Ork Waagh has heard about the kind of fight you can put up and decided they'd like a piece of you. Luckily, the Dreadnought will be more than finished by the time they should be here.
Orks will arrive at end of Turn 15.
You have 11 Major Actions
[ ] Crystal Research. While you have crystals that can reliably be made by psykers and then used in the construction of talismans, you only have anti-corruption talismans. Not ones that defend against the Warp Horrors themselves. Of course, that requires researching them in detail, as to discover something's opposite, you need to know it intimately, which carries a certain amount of risk. Still, you are confident that you can resist any corruption that may attempt to ooze in. Chance of Success: 97% (50+27 from Control+20 from Willpower). Reward: Anti-Daemon talismans. May disrupt rituals from nothing more than their presence.
[ ] Crystal Weapon Research. While you can make talismans that defend against the mundane world, you are sure you could also boost the effectiveness of mundane weapons. While you couldn't give them to just anyone, the new Champion units and similarly skilled individuals could certainly make use of them, as could you. Chance of Success: 99% (60+27 from Control+12 from Psyker: Esoteric). Reward: +25 to Champion, Hero, and Paragon unit combat rolls, including yourself.
[ ] Runic Research? The crystallized concepts have given you an idea. If Warp energy can be crystallized and made to react the same way every time, perhaps you could create patterns and/or rituals that could be used in a similar manner, such as to ward areas against rogue psykers and Warp Horrors. Of course, you don't know much about such an undertaking, and you can only use the crystals as so much of a basis before you might as well just keep using them. Chance of Success: 79% (40+27 from Control+12 from Psyker: Esoteric). Reward: Basic Runes. First steps taken towards Wards.
[ ] Ship Building. After your feat of all but building the Dreadnought and Cruisers yourself, and with the knowledge that the Orkish Waagh is coming straight for you, you think it best to fill out the ranks of the fleet a bit. Of course, you have to use the asteroid belt that makes up the ring around the system's sole gas giant, and there's a limit to how much material is there, but there's enough for a fairly large fleet. Chance of Success: 100%. This action may be taken up to 15 times. Will build one Battleship, 5 Cruisers, or 10 Escorts almost fully. The former takes 2 years to complete after the action is taken. The latter require only a single year. Current builds must be completed before these ships can be worked on. This means that if the action is taken for Cruisers this turn, the ships will not be completed until the end of next Turn, while Escorts will be completed at the end of this Turn.. Another Battleship, on the other hand, will require until Turn 11 to begin construction again, and finish on Turn 15.
You have 12 Minor Actions.