AN: As Deathworld and Civilized World are tied, I'll be rolling for which one you end up on. As I planned for them to be in the same system so the Emperor would be able to find you without calling out in the Warp, which would be almost guaranteed to attract the wrong kind of attention.
1-50=Deathworld. 51-100=Civilized World
Roll: 56. Civilized World it is. Female and Powerful Psyker won their categories handily.
A collection of Warp energy was violently disturbed by the presence of the four Chaos Gods, who proceeded to take 20 beings of much inferior strength, but still substantial in total, and fling them across the galaxy, worsening the distortion. From this distortion a chunk of the energy copied the form of the original 20.
Sin Roll:
100. AN: Well, alright then.
The fact that the collection of Warp energy had been in the direct presence of the titanic masses of Warp energy that were the Chaos Gods would ordinarily have introduced some measure of corruption, and it did, but in this case, it also twisted the Warp around the entity.
Sin Gained: Choose between Greed (Tzeentch's influence), Apathy (Nurgle), Pride (Khorne) or Gluttony (Do I really need to say it?). Note that these will mostly be the positive qualities of the sins, thanks to that natural 100 you got.
Perk Gained: Favored By the Warp. +10 to Random Event Rolls 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.
The pod crashed on the distant world of Thernus, the administrative center of the system. Thernus' PDF routinely cut their teeth on the feral Orks that wandered the surviving natural landscape (and the sewers and abandoned areas of the train systems), so they were better trained than the common soldiers of the disconnected human systems. Thernus was the second planet from it's dim orange star, with a population of 8 billion.
The first was a mining/research colony, with the small shipyard which produced the Escort-class vessels which patrolled the system in it's orbit. This world, named Carnus, was mainly occupied by scientists and miners, who were generally recruited from Thernus. It was fairly heavily volcanic due to solar and lunar tides, which made using it for holding a population larger than a single billion impossible. Similarly, it's moon, roughly a quarter it's size, was volcanic, and could hold no more than 250 million.
The last rocky body large enough to be called a planet was a Deathworld called Fernus. The native creatures were incredibly dangerous, with variants larger and more heavily armored than tanks, human-sized variants that chewed, often literally, their way through the most heavily armed humans, and dedicated anti-air creatures that fired tank-killing lasers. A fleet of 20 Escorts stayed in orbit, keeping the planet in quarantine. Considering the planet had eaten 19 of the 20 Roks an Ork fleet had sent, and no Orks had since left the planet, most considered it a necessary measure.
Landing Roll: 74+10=84.
The pod landed literally a dozen meters from the System Administrator's front door. The Administrator, his wife, and a squad of Defenders investigated. They witnessed the pod opening up, and a girl who appeared to be a toddler stumbling out, though her height and width were far in excess of what the rest of her body suggested her age was.
The Administrator was named Albert Salnus. He was excellent when it came to politics or the management of projects, but only average otherwise. As such, he left military matters to the general and fleet admiral, other than logistics. Similarly, he left research in the hands of the system's head scientist, who also happened to be his wife, Celestine Salnus (formerly Gaznuck). She also happened to be really,
really, good with a pistol.
The relations between Thernus and Carnus had slowly soured over the past 50 years, but one day 20 years past, Albert's father had taken him to a meeting with the leaders of Carnus. Celestine's mother had brought her daughter along, and the two were instantly smitten. Over the years, they got to know each other over the annual meetings. A year after the Orks were either killed on Fernus or in space, they were married.
Technically, it was to bind the two worlds more closely together in the event that another attack occurred. However, everyone knew that it was more out of a genuine desire to be together. The fact that Celestine had a much better ability to gather and manage resources for her projects was merely a bonus.
First Impression Roll: 38+50(Infertile)=88.
"Albert, can we...?" Celestine asked. She'd always wanted kids, but she couldn't have them. The simple answer was that she'd been born with about 1% as many viable egg cells as a normal woman. She could still get pregnant, technically, but the odds were infinitesimally small.
"We'll need to have the doctors look at her, and probably the Witch Hunters. Something about her feels... different from a normal person, even ignoring how much different she looks." Albert acquiesced to her request easily enough, but considered his conditions only common sense.
"That's fair." Celestine said after a few moments of conflict making it's way across her face. She didn't have any problems with the first, but she didn't like the idea of what was essentially a sanctioned executioner being anywhere near this child.
Half an hour later, Terry Rogers was examining the surprisingly compliant girl in the nearest hospital. When queried on why she was so docile in a strange place, she simply responded "I can tell you don't want to hurt me." which, while somewhat suspicious, didn't necessarily make her a witch, though it did seem to suggest she might be.
The first needle had trouble penetrating her skin, so he was forced to use a heavier duty one. From her blood, he was able to determine that she wasn't carrying any pathogens, and her behavior so far didn't point to any outstanding mental issues. That didn't mean something seemingly innocuous wouldn't set her off, but he was no psychologist, and lacked a firm enough grasp of her personality to detect any hidden issues anyway.
Her weight was in excess of 100 pounds, despite being about 6 biologically, and from what he could tell, she possessed numerous organs and glands not found in normal humans, and her bones and muscles vastly outperformed their human counterparts. He put the blood sample through a DNA reader, which promptly started to smoke from attempting to read her DNA.
Albert, Celestine, and the girl stared at the reader. "Yeah... I'm going to need specialized equipment for this." He said. "From what I can tell, she's human. At least, her genetic base is human, but enhanced in every way. The MRI barely got past her skull, and I doubt it's going to work when she's older, but her brain makes a regular human's look downright poorly put together.
She possesses numerous redundant organs, including a second heart, and glands whose purpose I can't even guess. Basically, I barely have any idea what I'm dealing with here. If I could investigate her DNA, I could probably modify the population's DNA to the point they could actually compete with the Orks in hand-to-hand combat."
"Okay, before we commit to any such project, we need to see what the Witch Hunters say about her, and if she's 'safe' because messing with a witch's DNA has never ended well before." Albert replied.
Speak of the devil, a Defender walked in with news on that front. "Sir, Head Hunter Cazanus is waiting outside. He's brought a Hunting Witch with him to determine if the child is a witch or not." he explained.
"Very well, we'll be there shortly." He raised a hand for the girl to take. Just as he was about to explain the gesture, she took his hand. If she was a witch, she'd probably just read his mind. He hadn't felt anything, which honestly made him more unnerved. She could simply be good at reading people, but he sincerely doubted it.
AN: I'm going to reveal the Stat rolls here. Keep in mind 20 is generally the peak for an unmodified human. 25 and up is a Hero Unit, giving Perks. 50 and up gives a more advanced form of the 25 Perk, signifying the Hero becoming a Paragon.
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.
Administration 25 Perk: 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 25 Perk: 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 25 Perk: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
***Cazanus's Verdict***
Witch Hunter Cazanus had killed or apprehended over a dozen psykers in the last two decades, often having a personal hand in the matter. However, he also found a dozen who hadn't been corrupted or driven mad by their nature, who had either joined the Witch Hunters, or become Navigators, mostly the former as few had the talents for the latter. One of the relatively new recruits happened to be standing not 5 feet away from him. Samantha was a strong Telepath-type. To be specific, she could find all but the most minor of psykers at close range.
She was currently trying to bore a hole into the hospital with her eyes, which slowly moved, likely signalling she was following something. "She's definitely a psyker sir." she commented.
'That strong?' he asked, knowing she could hear him.
Surprisingly, she actually took a few moments to respond. "She's loud enough that I could barely hear you just now."
Ah, here's hoping they could handle teaching her. The stronger the psyker, the more dangerous Warp Horrors were to them, as they were both viewed as greater prizes, and their stronger connection to the Warp made getting to them easier. A Psyker putting out that much 'noise' without conscious effort would likely require tactical weaponry to put down if they got possessed.
As the girl walked into his line of sight, the Administrator leading her along by hand and his wife a step behind, he was struck by the sheer psychic presence of the girl. Even though he wasn't a psyker, he still possessed a soul, and could therefore sense powerful Warp energies, especially after spending decades making it his business to fight the denizens of the Warp, and those they corrupted here. No wonder the Administrator had sent for him.
Power Check:
10: Pass.
20: Pass.
30: Pass.
40: Fail.
Control Check:
10: Pass.
20: Pass.
30: Fail.
Result: +50 Exp. Cazanus doesn't try and have you killed. Cazanus will function as a mentor for Psyker skills and relevant Stats.
"She's probably the strongest psyker I've ever seen, and definitely the stablest I've encountered who had anything like this kind of power." Cazanus stated. "I would very strongly advise letting me teach her, as I would not be surprised if she could rip the city block out of the ground with her mind if she really wanted to." He stated plainly, causing Albert, Celestine, and the pair of Defenders to twitch, though the latter weren't as noticeable.
"Frankly, the main reason I'm not taking her into protective custody is because I'm sure she'd take exception to a complete stranger trying to force her into something, which would probably end badly for
everyone involved with her power. Besides, she seems attached to the two of you." He neglected to mention he had snipers on several nearby roofs, mostly because he didn't want to chance pissing off a psyker this strong who wasn't already killing people, and partially because he was honestly concerned she might be able to mind control them into shooting everyone but her. The rest of the Witch Hunters were standing by under his subordinates' command in case of that exact situation, but he honestly wasn't sure he could take this one.
"That being said, I'm going to be examining that pod she landed in very closely. I'll put everything back, assuming it's not contaminated, then you can have it back." He addressed that last part to the child, who nodded seriously.
"I suppose you'll be living with us from now on." Albert said, peering down at her. She looked back, nodding again.
As Celstine smiled and began to chat animatedly at the newest member of the family, who responded stoically, but that seemed more from inexperience with holding conversations than anything else.
You have 5 Major Actions
Major Actions, unlike Minor Actions, can be used for projects, or training.
[ ] Genetic Testing. Terry believes that analyzing your DNA will yield genetic modifications which will provide improvements across the board, but the project requires larger quantities of DNA, as well as tissue samples. If chosen, consumes 1 Major Action every year for at least 5 years due to regular donations of tissue and recovery from such, and no other major research actions in biological fields will be taken by the Thernus system's population until completion. Chance of Success: 50% (What? Did you expect deciphering Primarch DNA to be easy?) Time: 5 Years.
[ ] 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.
[ ] 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.
You Have 4 Minor Actions
Minor Actions may be used to train Stats or Skills. For the former, a 1d100 is rolled. Your current Stat is subtracted from the result, while your teacher's (if any) Stat is added, as well as any relevant bonus from Perks. If the result is over 50, you gain a point. Skills grow at a rate of ten per action invested, unless tagged.
2 Minor Actions will be locked for increasing your three Speech categories and Education categories, at the behest of your parents and their tutelage, for the next 5 years.
You may choose to tag 3 Skills, increasing their cap by 50, and their rate of advancement by 5. As a Primarch, your Skills automatically have their caps increased to 150, and none of your Skills have stunted development.
Combat:
Melee: 0.
Ranged: 0.
Stealth: 0.
Tactics:
Preparation: 0.
Cleverness: 0.
Trickery: 0.
Evasion:
Lying: 0.
Dodging: 0.
Trickery: 0.
Speech:
Persuasion: 0.
Diplomacy: 0.
Intimidation: 0.
Perception:
Objects: 0.
People: 0.
Environment: 0.
Medicine:
Surgery: 0.
Narcotics: 0.
First-Aid: 0.
Forging:
Weapons: 0.
Armor: 0.
Gear: 0.
Electronics:
Security: 0.
Wiring: 0.
Programming: 0.
Explosives:
General: 0.
Extravagant: 0.
Preparation: 0.
Education:
General: 0.
Culture: 0.
Esoteric: 0.
Psyker:
Manipulation: 0.
Willpower: 0.
Esoteric: 0.
Invention:
Necessity: 0.
Practicality: 0.
Extravagance: 0.