A school for the cursed: A Psyker Quest. Warhammer 40k quest.

@Mayto: Can we use Telekinesis to make a plane of force that cuts through objects? We could call it Occam's Razor :V
You can do this.

"
You punch the air two times in rapid succession to limber up.

The first hit of telekinetic force crumples the battlesuit's chest armour like a blow from a thunder hammer, the second punches through and out the back, dragging the pulped pilot out with it.

"
 
The adept can lift and move up to three objects telekinetically, one with each arm and one with his gaze. But he has trouble performing fine manipulation reliably or at speed. It requires his full concentration if he seeks to push buttons or perform other actions using small objects he holds telekinetically.
Yeah, this is no good. Until our telekine can pull of this crap (sorry for the music, options are limited)

View: https://m.youtube.com/watch?v=n1oFPjVt7Ls&pp=ygUKVHJ1YmVzIG1tbw%3D%3D

As easy as breathing, his fine control isn't good enough.
 
You can do this.

"
You punch the air two times in rapid succession to limber up.

The first hit of telekinetic force crumples the battlesuit's chest armour like a blow from a thunder hammer, the second punches through and out the back, dragging the pulped pilot out with it.

"

Ah yes, I l love it when the Psyker punches so hard it evicts the pilot out of their battlesuit like the Byford Dolphin

(We really did make a punch wizard holy hell)
 
You are Primaris Psyker Occam Parsimonn.

You were born on a meaningless backwater hive world, destined for a life of menial labour, when your psychic powers awakened. You killed people when it happened, and were nearly lynched by a mob, were it not for the Telepathica Prefector whom saved you. He did all he could to prepare you for the Black Ships.

The trials and rituals you have endured would have broken lesser men, but you have come out stronger for it. A true paragon of human psychic ability.

For your extreme power, adherence to the Imperial Creed by attempting to give yourself to the Telepathica, and stability, you have been elevated to the ranks of the Primaris Psykers of the Imperium, a noble among commoners and destined for a life of power and privilege as one of the highest elite of the Astra Telepathica.
The rank and position is something that matters.

Weapon Skill:
Using melee weapons.
30 + 10 = 40
Ballistic Skill
Using ranged weapons.
30 + 10 = 40
Fitness:
Performing physical feats. Primarily in regards to physical toughness and strength.
30 + 10 + 10 = 50
Intelligence:
Knowledge, management, and trivia.
30 + 5 + 10 = 45
Willpower:
The ability to resist the touch or allure of the warp.
30 + 5 + 5 + 10 = 50
Fellowship:
The ability to inspire and lead others.
30 + 5 + 5 + 5 = 45
Man that's a very generalist build with everything being 40-50.

Psy-Rating:

Your capacity to draw upon and use your psychic powers in combat without needing to draw deeply upon your powers. Failing a psychic roll will require you to draw deeper from the warp, which is both painful and dangerous.

This does not represent raw power, instead it represents the ability to draw upon your power. Actual raw psychic power is too abstract to be easily defined.
You start with a Psy-Rating of 5. You must roll under 50 to perform psi-craft without building up Warp Charge

Warp Charge:

Your body can handle a certain amount of warp charge before you lose control over your powers. This charge is dispersed between combat, and decreased during it by training and augmentations. For every Degree of Success failed when using psychic powers, you build up charge.
When you max out your warp charge, you roll for perils of the warp.
You can contain 10 Warp Charge
He's potent in terms of Psy Rating and how much he can handle.

Characteristic improvements:
Several events from your childhood give a good view of just what kind of a person Occam is.

-"Making the ones in your gang do better":
Occam has an excellent eye for talent. Seeks to uplift and improve those he has to work with.
+5 Intelligence +5 Fellowship

-"The direct approach":
Occam has always favoured a direct approach to problems. Especially when being blunt surprises the enemy and opens them up for an attack.
+10 Fitness

- "I...I need help":
Occam is prideful and stubborn, but ready and able to swallow this for the sake of calling for the aid of others.
+5 Fellowship +5 Willpower

-"Give yourself up":
Sought to surrender himself to Telepathica custody upon Psychic Awakening. Was blocked by Blunt mob. But nevertheless sought to do the right thing
+5 Willpower + 5 Fellowship
This will be remembered by the Telepathica.
Being someone who uplifts his fellows, does direct stuff, accepts help and gave himself he likely looks like a prime candidate for leadership material.

Theta-Grade Telepathy:
Adept Occam possessed some telepathic ability upon induction. Due to his inability to filter out incoming telepathic communications, he underwent Conditioning of Control, ensuring he is subconsciously performing prayers of purification and therefore can't hear what those around him are thinking.
Adept Occam can if he consciously chooses to:
-Hear "internal screaming" from those looking at him within thirty meters. Ability to receive depends on the volume of the interal voice, and mental shielding.
-Read surface thoughts of those he is looking at.
A useful ability.

-Kappa-Grade Divination:
Adept Occam possessed no aptitude or affinity with Divination upon induction into the Astra Telepathica. His training in this school has focused on subconscious precognition.

This manifests as:
-Fast reaction times.
-Heightened senses.
-A mathematically improbable rate of successfully predicting an opponent's actions.
+10 Weapon Skill
+10 Ballistic Skill


Note: This same ability being seen among ostensible non-psychic Imperial soldiery is not a coincidence. Divination regularly manifests among weak latent psykers as 'Luck' or 'Instincts'. Current estimates put a quarter of Cadian Kasrkin and Tempestus Scions as latent divinatory Psykers.
May not be potent but it's still useful.

Beta-Grade Telekinetics:
Adept Occam is capable of Beta-Grade telekinetic attacks, this allows him to without tapping into dangerous amounts of psychic power:

-Throw armoured vehicles, rip the turrets off tanks, and bring down buildings through telekinetically gripping structures and pulling at them. He is limited only by line of sight and the amount of power he is willing to channel.

-Grip objects and people and apply mechanical forces. This means pulling, shearing, twisting, applying pressure to crush, and equivalent actions. His telekinetic grip does not intrinsically destroy what is held.

-Despite attempts to improve, Adept Occam's telekinetic manifestations are strictly Eluclidian. His kine-shields manifest as mathematically perfect hexagrams, squares, rectangles, triangles, and circles. Even three-dimensional shapes are composed of a minimal amount of two-dimensional planes.

-The adept can lift and move up to three objects telekinetically, one with each arm and one with his gaze. But he has trouble performing fine manipulation reliably or at speed. It requires his full concentration if he seeks to push buttons or perform other actions using small objects he holds telekinetically.

Example: Adept Occam can not reliably use telekinesis to lift a lit candle and use it to light another. He can lift the hab block the candle is in and flip it onto its back.
He's going to get a lot out of this.

Theta-Grade Pyromancy:
Adept Occam can manifest true fire with a thought. But this takes more effort than any of his telekinetic attacks. Nevertheless, he is capable of it.
It's there.

Zeta-Grade Biomancy:
Adept Occam has a firm understanding of passive and subconscious biomancy. As his Telekinesis is already a superior combat Psykana, his Biomantic training has been focused upon strengthening the body and healing.

Adept Occam can:
-Increase the caloric content and nutritional value of food he consumes.
-Perform full body muscle exercises through biomantic meditation and the focused regrowth of muscle tissue.
-Strengthen his body and empower himself.
-Heal wounds ranging from flesh wounds to organ damage. Can not grow new organs, but can regenerate damaged ones.
+10 Fitness
Truly he is a punch Wizard.
 
the ad mech will love us, we can pulp tau pilots inside their battlesuits to recover them intact
Tau suits are at best gonna be melted down for raw material, it is straight up Tech-Heresy to use or study Xenos tech. Turning the suits into piles of scrap just expedites the disposal of them, and pulping the Tau inside mission-kills the suit while being harder to do for us and leaving the possibility of the Tau recovering the suit and sticking a new guy in it.
 
Tau suits are at best gonna be melted down for raw material, it is straight up Tech-Heresy to use or study Xenos tech. Turning the suits into piles of scrap just expedites the disposal of them, and pulping the Tau inside mission-kills the suit while being harder to do for us and leaving the possibility of the Tau recovering the suit and sticking a new guy in it.
depends on the magos who looks at the suits, also shouldn't it be more energy efficient to just kill the pilot instead of the whole suit with the pilot? plus if they do stick a new pilot in, it means a new veteran to kill, every suit pilot is a several year veteran. it just gives us a clear target of who to kill
 
depends on the magos who looks at the suits, also shouldn't it be more energy efficient to just kill the pilot instead of the whole suit with the pilot? plus if they do stick a new pilot in, it means a new veteran to kill, every suit pilot is a several year veteran. it just gives us a clear target of who to kill
The odds of finding a magos who will request us to specifically do that, particuarly as we are still in kinda-char gen, are functionally zero, as the magos who want to do that stuff are much rarer that fanfic makes out, plus it requires that specific breed of magos to be out here on this random "clean up xenos invasion/rebellion #121245148".

With regards to the difficulty bit, we are a macro-scale telekinetic, not a micro-scale one.

And on the pilot front, there being a bunch of veteran pilots siting in base with no suits because we crushed them is a much better way of taking out their suit capability than killing a few extra per battle from them having more suits, as the suits are by far the more expensive part of that equation, particularly as they probably can't make them on this world whereas pilots can be trained on the suits they have, and new recruits are much easier to get
 
Tau suits are at best gonna be melted down for raw material, it is straight up Tech-Heresy to use or study Xenos tech. Turning the suits into piles of scrap just expedites the disposal of them, and pulping the Tau inside mission-kills the suit while being harder to do for us and leaving the possibility of the Tau recovering the suit and sticking a new guy in it.

Actually, the canonical reason that the Tau Stealth Suit units got replaced with a new model is that the Mechanicus reverse engineered the old ones, causing the Tau to replace them. Additionally, Necrons. While the Mechanicus does have laws against using alien technology, studying it and understanding the underlying principles is not strictly against the rules - though the conservative sect would argue it goes against the spirit.
 
Actually, the canonical reason that the Tau Stealth Suit units got replaced with a new model is that the Mechanicus reverse engineered the old ones, causing the Tau to replace them. Additionally, Necrons. While the Mechanicus does have laws against using alien technology, studying it and understanding the underlying principles is not strictly against the rules - though the conservative sect would argue it goes against the spirit.
Yeah...sounds like them. Hope we can deal with that part of the situation...
 
If memory holds, Votaan revealed that at least some of Tau tech is derived from Votaan tech. Crucially, Votaan tech is from same STC as the Imperium's just less degraded. Not sure if Ad mech are aware of that, but if they are, it is possible resarch into Tau tech would be more plausable.
 
If memory holds, Votaan revealed that at least some of Tau tech is derived from Votaan tech. Crucially, Votaan tech is from same STC as the Imperium's just less degraded. Not sure if Ad mech are aware of that, but if they are, it is possible resarch into Tau tech would be more plausable.

if thats true why has amech not crusaded the tau into extinction for such sacrilege honestly the tau in 40k should not exist at all as where they are in stella geography is really unfortunate being next to the storm lord and all that
 
Mechanicus is allowed to analyze Xenotech, they're just not allowed to Build it. A slight but important distinction.

Common doctrine holds that there is nothing of value to learn from it, other than new reasons to hate the xenos. In practice though that is the most commonly broken rule in the Adeptus Mechanicus, it's slow and secretive but the Imperium does reverse engineer xenotech more than it performs genuine innovation which is practically unheard of outside of Deus Ex Machine like Cowl.
 
I tend to lean a bit more towards an Abnettverse interpretation of the Imperium.

So the Mechanicum does do some measure of technological development. Its just that a lot of it is re-developing stuff that others in the Imperium have forgotten, applying different STC-patterned technologies together., and -heavily- localized. It is why some sectors have grav-vehicles as LostTech, and others have them still in civilian production.

Xenotech analysis tends to be.

"We have analyzed this foul xenotech plasma rifle so we can know to defend ourselves against this. In a completely unrelated note, I have repaired these Archeotech Plasma Rifles nobody else could figure out and reconstructed this damaged STC template for cooling mechanisms."
 
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There is also the fact that the Admech have to be very careful when innovating to avoid accidentally invoking some Warp horror.

*Remembers that one ship design that looks like the Star of Chaos when observed in a certain way.*

So yeah they do develop but very very slowly.
 
The might of a Telekine. New
[X] Plan: Fit For Fighting
-[X] Looks healthy
-[X] Conditioning of control
-[X] Conditioning of endurance:
-[X] Conditioning of focused thought
-[X] Cybernetic eye - Rudimentary:
-[X] Psi-Dischargers:


The three triangular panes comprising the kine barrier you manifested dissipate with a wave of your hand.
One of the pseudo-dreadnoughts of the Xenos has landed in front of you, aiming some sort of rifle at you. Its boxy head tracks you, before noting the staff. It shifts aim away from you, deeming you a non-threat. It is about to leave, when it aims an arm towards the Cadet aiming a defiant laspistol at the Xenos.

As you draw on your power, you immediately taste blood in your mouth. The warp is in turmoil around the city, and the energies of the warp do not wish to be used.

The power to mould reality like clay flows into your radiant soul, answering your call. Your Psi-Dischargers begin to sway slightly, the dozens of small cables puttering out small sparks.

You punch the air two times in rapid succession to limber up.

The first hit of telekinetic force crumples the battlesuit's chest armour like a blow from a thunder hammer, the second punches through and out the back, dragging the pulped pilot out with it.

"I can hold this position." You focus intently on your body. Biomancy suffuses your muscles, while invisible psychic energy begins enveloping your limbs. Your eyes begin to glow with inner blue light.

"Commissar, the Psyker is yours to deploy!" Colonel Adrian commands, his voice more than a little afraid. "Do whatever you can."

With a soul ablaze with power and purpose, you take hold of the fundamental forces of gravity and electromagnetism and bend them to your will. Then you reach out with your mind and look at just what you're dealing with.

You are in the burning ruins of the fuel depot. Behind you is the street and the barracks and encampments of the Torvium 124th, who are even now rallying to repel the surprise attack.
In front of you, coming from the hinterlands beyond the city, are the Tau 'Battlesuits' and their infantry support.

With a dismissive wave of your hand, you douse the remaining flames in the fuel depot, saving the undamaged supplies of Prometheum. The 124th need little motivation to rush into action, preparing their Chimera transports.
There are many wounded among the remnants of the fuel depot. A dozen of them are horrifically burned. But they could become a fighting force.

The energy of the Immatereum flows into you, where you turn it into the stuff of life itself. Tendrils of clean green energy seek out the wounded, jabbing into them and triggering bodily regeneration. Soldiers burned half to death get to their feet, wounds fading before their eyes.

They take out weapons, pistols and rifles, and begin forming into ad-hoc formations. What hasn't been destroyed by the explosives has to be defended. Combat servitors are powered up, while locals used for menial labour are pre-emptively shot for security.

The Colonel has already taken command of the situation, shouting orders into his Vox, and preparing a counterattack as he legs it back towards his command post.

You have pushed as far as you dare without getting permission to break out the truly destructive powers.

You turn around, glancing for the Commissar. Johan is observing at a distance, bolt pistol at the ready. Behind him, the Cadet looking at you in unrestrained horror. The Commissar gives you a glare. "Need me to change your nappies? Go on. Show them the God Emperor's wrath, Psyker!"

You catch his surface thoughts. I hope this one has some self-confidence. Last Psyker wouldn't even heal with Biomancy without asking permission. Followed by mental images of some very colourful analogies.

Your professional relationship established, you nod respectfully. The Commissar returns the nod and gets about his duty. He shoots a man running from the motor pool and begins organizing a defense.



Quickly a defense is organized, and the first squads of Torvium Tribunes in their heavy armour appear, taking up firing positions in the rubble and aiming down the street that the Tau are coming from.

124th Chimeras are aggressively pushing out, heavy bolters blazing at the enemy battlesuits that are approaching over the rooftops. The Tau are firing their weapons from extreme range, the massive kinetic weapons their suits use each coring a chimera in a single shot.

A pair of grenades are thrown towards you. They are detonating before you can grab them.

You focus your power upon them, containing the expanding energy of the explosion with two telekinetic grips. Sweat beads your forehead as you begin moving them away from you. As you're trying to move it away from you, both hands focused, you begin taking shots to your kine shield. Bolts of dissipating blue energy caught in the invisible dome you project around yourself.

The Tau who threw the grenade open fire from cover, their shot bouncing off your kine shields as they fire on fully automatic. His squad are with him, their camouflaged suits emerging from the rubble around the motor pool as they exchange fire with the defenders. Battlesuits on a rooftop are firing down into the motor pool.

They are concentrating fire upon you, and you taste blood and the colour green as you focus upon your defence.

Your snap your gaze at the Tau. You concentrate your power with just your mind, no hand gestures, no physical motions. Just raw power focused upon him. The Tau lets out a brief scream as he is crushed flat by the weight of your thoughts pressing down upon him.

You throw the grenades back at the squad, then pull the facade of the hab block they're firing from down around them. You feel a sting of a distant headache as you try to find the source of the projectiles raining down upon the Chimera.

You feel a projectile passing through one of your Kine Shields, slamming into the engine compartment of the Chimera. You immediately focus your attention upon the origin but it is too far away.

Soon another shot rings out, coring another Chimera. You quickly formulate a plan.

You prepare panes of telekinetic force over the engine housing of the two remaining active Chimera.

A sensation like a punch to the gut races through your mind as a railgun slug slams into the pane of kinetic force. It takes nearly all your focus to hold the projectile in place. Your Psi-Dischargers are now vomiting forth tendrils of raw energy. One Torvium Tribune gets too close, and he explodes in a shower of gore.

The Commissar, screaming and firing his bolt pistol at enemies firing from a nearby building, glances towards you.

"Clear Backblast!" The Commissar yells at the top of his lungs, then returns to firing down the street.

The railgun round hovers close to the engine, nearly entirely through the barrier, still moving, just very slowly.

You reach through the sympathetic connection between the projectile and the weapon that had fired it, extending your psychic will through the round and into the weapon that fired it. Pressure begins to grow behind his eyes. A few drops of blood flow from your eyes.

It is like reaching through a flame as you stretch out your psychic awareness to a battlesuit nearly a kilometer away. The threads of sympathy between the slug and its shooter are fraying, and as they do, it feels like parts of you are snapping.

You slowly raise a finger. It is like you are trying to push through someone. You twirl it around then close a fist.

The slug flips around and you release it, still holding onto the battlesuit to stop it from moving.

The railgun shot, held in place, shoots off too fast to follow, tearing the battlesuit that fired it apart.

Your senses slam back into your body. You fall onto your rear, looking up at the high rise as its front facade collapses from the detonation of the Battlesuit's reactor. Your head hurts, but the taste of blood is gone. You get to your feet, crack your wrists, spit out some blood, and throw yourself against the Tau once more.



In the months to come, you become a living terror for the Tau forces upon the planet. You tear apart Battlesuits, protect whole companies of troops with kine shields to support their advance, and throw Tau tanks around.

The sight of you, charging into battle trailing lightning and holding your force staff is a sight that spurs equal parts fear and respect.

Most of the Imperial Guard stationed upon the planet fear and recoil at the sight of you. Clutching holy symbols and glaring at you. Their Commissars give you the evil eye and complain to the Torvum 124th about you being kept outside of a containment cage between battles.

The Torvum Tribunes, while wary at first, find themselves respecting and appreciating your power and assistance. They follow you into battle, and your feats are even occasionally cheered for. They ignore any such demands, and defending you becomes something that results in more than a few punch-ups. And these warriors, their officers being connected to the military families of the Torvum Sector, sent word back home about your feats.

When the last Tau is finally dragged out of hiding and thrown still-struggling onto the funeral pyre, there is little doubt that your powers were invaluable for the retaking of the planet, and you, by recommendation of Colonel Adrian, receive the Torvum Star, the highest award that said Sector can give out.

Shortly after word of this was sent back to Holy Terra, you were reassigned into a teaching role. You have been ordered to take up a supporting teaching role in the Scholastica Psykana, and are to help train a Wyrdvane Choir.

It is early, but not unknown for a gifted Psyker to quickly be withdrawn for training purposes.

For the journey, transportation was arranged in a hurry, and you were transported aboard:

[] A Battleship of Battlefleet Torvum:

Kar Duniash, Segmentum Fortress of the Ultima Segmentum, has recently finished the construction of a new battleship for the Torvum Sector fleet. For the final leg of the journey you travelled in luxury aboard the battleship.
Meet an admiral of Battlefleet Torvum, a nephew of Sector Lord Ozmandus

[] A House Chromus Cruiser:

The Chromus Protectorate is the name for a sub-sector of the Torvum Sector ruled as a fief of House Chromus on behalf of the Imperium. The Chromus Protectorate is an isolated part of the sector, located entirely upon The Leaves of the sector's warp lanes. You have been granted passage upon a Lunar-Class Cruiser of the Protectorate for transportation to Menagerie, the Torvum Sector's Capital.
Meet one of the prospective heirs of Rogue Trader Lord Chromus CLVII

[] A chartered luxury transport:

The League of Chartist Captains within the Torvum Sector chafes at the omnipresence of the Voidborn, denying the League monopolies and exclusivities that they have in other sectors. Nevertheless, the League of Chartist Captains controls trade leaving the Torvum Sector, and therefore has connections throughout the sector.
Meet an intelligent Chartist Captain with connections to some of the largest economic blocs of the Torvum Sector.

[] An Imperial Guard troop ship:

The Torvum Triarii are one of the elite Imperial Guard regiments of the Torvum Sector. And one of them is returning home after a long campaign near the Cadian Gate. The surviving members of the regiment, as befits the sons and daughters of the military aristocracy, are being transported aboard a troopship back towards their home sector, where they will become leading officials of planetary defense forces across the sector.
Meet an ambitious Lord General of the Imperial Guard, and great-granddaughter of Lord Ozmandus.

[] An Explorator Ark Mechanicus:

The Silver Rings are the worlds of a system entirely devoted to the Omnissiah on behalf of the Torvum Sector Adeptus Mechanicus. The Silver Rings are three orbital rings which are each composed of ten segments, each segment ruled by an Archmagos of the Mechanicum. They produce the bulk of the military equipment that the sector requires.

You find yourself in a luxury suite aboard an Ark Mechanicus returning to the Silver Rings after a two-century journey into the intergalactic void.
Meet a introspective Arch-Magos of the Silver Rings returning home.



4 Hour Moratorium
 
Just healing some fatally wounded guardsmen during a battle would net a lot of positive reviews from said soldiers.

As for who to transport us I am torn between the military aristocracy, for connections if we specialize in training battle psykers, or the Admech for psytech developments.
 
I'm personally leaning towards the guardsmen, considering our previous positive interactions with the Torvuum Triarii, besides, god knows we need some more guardsman love in quests!
 
[] An Imperial Guard troop ship:

Please consider voting for this, because most of our pyskers will end up sent to the guard. Just by sheer weight of numbers.

So lets get as good a relationship with the guard as we can, so that when somthing is wrong with our training. We get told
 
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