An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
Arcology Design (Canon) (+10 to roll of your choice)
Small Omake about how easy it would be to make an arcology, formatted as a request forum.


Research Resource Request Forum 25-07-21-763-M30.004-M31
Submitted By:
Doktor Doktor Doktor Sir Hanzsel Calloway, Researcher
Most Recent/Relevant Publication: On the Viability of Vertical Hydroponics as an Alternative for Feeding Hive Worlds (See Appendix C)
Resources Requested:
101 Vehicle Level Fusion Reactors
500,000 Watts of LED Lightbulbs (Violet)
1,000 Tons of Construction-Grade Adamantium
1,500,000 Tons of Construction-Grade Steel
100 Basic Frost Crystals
499,000 Tons of Assorted Other Building Materials (See Index 1)
Assorted Components of Climate Control Systems (See Index 2)
5,000 Cognitators
1,000 Civilian-Grade Replicators
Assorted Appliances (See Index 3)
Reason for Requisition: Construction of a Proof of Concept Arcology.
Details:
After going over the data from my most recent study, I calculated that it would be possible to feed a person on 1000ft2​ and 5,000 watts1​ of energy generation. Looking over the data from several other studies on the requirements of life (See Appendix B) I calculated that the average human required 10,000ft2​ to be dedicated to them in order to live comfortably. These would be made up of 1000ft2​ of living space, 1000ft2​ of food production (using vertical hydroponics) and 8,000ft2​ of assorted other spaces such as stores, offices and schools. Based on this data, I have designed a 100 story circular building with a diameter of approximately 800ft capable of housing 5,000 people. Each floor would thus have 500,000ft2​ of floor space to be divided as necessary. If I dedicate the inner 50,000ft2​ of each floor to vertical hydroponics and the outer 50,000ft2​ to housing, the remaining 400,000ft2​ can be dedicated to various utility buildings. Dedicating one floor's utility space to a school every ten floors would allow for twelve grades, each split into two classes of ten and eleven students, for optimal amounts of face to face attention from the teacher. The rest of the floors would be dedicated to other purposes such as shops, administrative complexes and manufacturing plants.
Now, while a building this large would normally run afoul of the Elevator Conundrum, this could be mitigated through the use of a combination skylobby-destination dispatch system and, when the psitechnology becomes more reliable, teleportation.

It would only take ten of these structures per square mile on a Terra-sized planet to house ten trillion people, easily five times the population of the most crowded Hive Worlds. Each of these people would have 1,000ft2​ of living space and plenty of food. Such a complex would cover a mere 18% of the planet's surface.

At that point it would normally be unfeasible to expand further due to the waste heat produced by human inhabitation on that scale, however, with the use of Frost Crystals as heat sinks and an effective system for moving the heat into them that can expand greatly.

Plans for a dedicated arcology specialized for higher learning institutions are currently in progress, but are not expected to differ greatly from the general purpose blueprint.

For more information on the logistics of arcologies and eucomonopolises, please see Appendix A
Footnote 1: The total 5,000,000ft2​ of hydroponics bays could be powered indefinitely off of a single Vehicle Class fusion generator.

 
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Stellar Ego (Canon)(+10 to roll of your choice)
Dear Grand High Supreme Leader Who's Great At Her Job Salnus,

I am writing you because the fools in charge of resource allocation honourable bureaucrats of the treasury department already turned down my request because their tiny minds couldn't comprehend the scale of my genius due to official policy on handling requests for resources over one hundred million kilos total.

I have recently been studying the topic of star lifting, and I believe that I have come up with a functional design for the Stellar Bellows method. One billion particle accelerators, four meters to a side and four meters apart, would be placed 432,288 miles above the surface of the star, and begin looping a stream of charged particles around it. The toroid magnetic field this would produce would keep the non-orbital satellites at the proper altitude as needed. The "bellows" part would come in when the accelerators are turned off for several minutes, allowing them to fall towards the surface of the star for a time, and then turned back on, launching them back to the point of magnetic "buoyancy" and squeezing the star, causing a stream of starstuff to shoot out of the north and south poles. These streams would be caught by magnetic nozzles which would slow and cool the discharge, using that energy to stay aloft themselves. As more rings are added they would toggle in series, causing a continuous flow rather than one large burst every few minutes.

Each such ring would work at 0.01% total possible efficiency and would start seeing severely diminishing returns of output after the thousandth ring, creating a soft cap of 10% efficiency. These may not seem like a lot, but while the first ring would cost approximately 8 times as much as a dreadnaught, approximately 100 trillion kilograms, mostly of iron, it would produce 6 quintillion kilograms of matter per year, consisting of 4.4 quintillion kilos of hydrogen, 1.5 quintillion kilos of helium, 48 quadrillion kilos of oxygen, 21 quadrillion kilos of carbon, 9.6 quadrillion kilos of iron, 1.9 quadrillion kilos of neon, 1.4 quadrillion kilos of nitrogen, 1.1 quadrillion kilos of silicone, 800 trillion kilos of magnesium, 640 trillion kilos of sulphur and 640 trillion kilos of assorted other elements per year. Using only the iron output mass, a single ring would produce enough mass for a second ring in four days. At that rate of growth, and assuming one could immediately turn that into more satellites, it would take 27 days to make 99 more rings, and then 13 more days for those 100 to each make 9, at which point the 10% efficiency softcap would take effect. However, at that level, the total setup would be producing 2.7 times the above yearly production rate, every day. Enough to produce almost 8,000 dreadnoughts per day, just out of the metallic elements. For the investment of a mere 8 dreadnoughts worth of material.

Not only would this influx of mass rocket our industrial capacity by orders of magnitude but lowering the mass of the star and removing impurities would actually make it live longer without going supernova. This benefit would obviously not be felt for billions of years but it is, of course, important to think of the future of mankind, our own decendents.

I Remain,
Doktor Doktor Doktor Sir Hanzsel Calloway

PS
See attached notes for blueprints, calculations, and designs for a statue in my honor.

Calloway was supposed to come across as a socially inept scientist who doesn't really leave the lab trying to kiss up to an authority figure. Thus the stupid title and all the bits he wrote and then scratched out. He's also writing this on physical paper because he thought that would help. Also why he didn't explain what stellar lifting was, as he just naturally assumed everyone knew. Serras actually might, but that didn't really factor into his thoughts.
My actual notes, including assumptions required to actually do the math. Presumably Calloway's would be more specific and contain blueprints and shit. If anyone sees an issue with my math, let me know.
As for the three doktors, I like the idea that 31k mankind uses the German tradition of repeating the title for each degree. In this case, math, astrophysics and engineering.
 
Godhood Election (Non-canon)(+10 to roll of your choice)
Vote Serras
*Primetime Bastion News Network, Bringing the News to You, Unfiltered, Uncut, Unreal*​

Masculine Newsbot: Today is a glorious day for our home! The Bastion has just expanded to its thousandth inhabited planet with a population of 1.5 quadrillion people. This is truly a monumental day for all of us.

Feminine Newsbot: Indeed it is K.A.R.L., indeed it is. And in light of this milestone, our glorious leader Serras Salnus has deigned to make an announcement to the whole of her people. Tuning in now to the live feed of the Crystal Palace of Thernus, where Our Lady is speaking.

Serras: People of the Bastion. I have been considering something for a long time and I would now like to share it with you. I would like to submit my candidacy for godhood.
Now, we've all learned about the mechanics of worship and godhood in school and how the Eldar gods protected them for a time. The backing of a god is a benefit our enemies have that we don't and we cannot let that stand. But look at who our options are for existing gods! A literal sack of puss and shit that somehow has the personality of your overly cheerful, mentally disabled uncle? A hermaphroditic horrorshow that legitimately believes that we would enjoy eternal torture as a reward for good work? A giant parrot that sees you as a pawn in it's game of fifteenth dimensional chess wherein the win condition is completely non-existent? A red barbarian that hates everyone who doesn't suicidally run to their death every time they get mildly annoyed? A sweet girl who wasn't able to prevent herself from being enslaved by the aforementioned mentally disabled sack of pus? Two green idiots only distinguishable by how one is marginally less stupid than the other? NO! Mankind deserves better than that! It deserves a god that can stand up to the horrors of the galaxy without buckling or thinking they're doing a great job! Mankind deserves a god that cares for them and works to make their lives better at both a large and small scale! Mankind deserves a god like me! If I am elected god of the Bastion I will use my newfound metaphysical weight to force our Crystals, tech invented by me and mastered by Man, out of the hands of our enemies! I will use my power to make your lives better, rather than using you to further vague, self destructive plans. If I am elected god of the Bastion I will be a god of the Bastion, not one over it. Vote Serras, Vote Humanity.

*Crowd cheers before the screen cuts back to the newsroom.*

Fembot: Well there you have it folks, a daring move by our supreme leader but one I personally wholeheartedly agree with. It's long been time for our glorious civilization to overcome the advantage of the foolish Chaos.

Manbot: Right you are S.U.S.A.N. Divine providence is now within the reach of Man and I say we grasp it with both hands. She's certainly got my vote.
A/N: Had a plot bunny about attaining godhood. Just got past the 500 mark.
 
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Testing For Mythril (Canon)(+10 to roll of your choice)
Human-Eldar investigation team report:

Thanks to diplomatic relations with the xeno-race known as the Eldar made possible thanks to the efforts of Serras Salnus, we have obtained a steady supply of the psychic material known as wraithbone of Eldar origin.

Using the psychic presence of wraithbone on the warp, Serras Salnus had been able to create a human equivalent, orichalcix, of overall inferior defensive properties (apparently, orichalcix is still capable of being improved with enough investigation) but more cost-effective production (where the Eldar race needs to train an individual for many Terran years into a bone singer so they are able to produce wraithbone at limited quantities, though psychic batteries have made their job easier, human psykers can do on a shorter time frame) and with regenerative abilities.

Given the wraithbone metal-like and orichalcix crystal-like properties, it has been decided to test the possibility of an alloy, for both practical, diplomatic, and cultural importance.

For this investigation, the help of several bone singers was required. Though right now the Eldar world denominated Quenya is dedicating most of their manpower to the production of soul stones to share with the other craftwords once they manage to stabilize the webway, we have managed to convince some of them of the benefits should our experiments bear success.

This where the methods used and their results:
  1. Completly mechanical mixing: Trough the use of metallurgic machinery, wraithbone was smelted and mixed with pulverized orichalcix in a fashion similar to the production of steel. The result was a relatively low-quality mixture that still showed some division and further work was needed to improve the material, deeming this method as inefficient, if still possible. (Note: Using psychic powers to turn wraithbone into a paste and then mix it with orichalcix before solidifying it bears similar results.)
  2. Mechanical mixing with psychic machinery: The method used was the same as above, but the machinery used was designed to deal with psychic energy. Though there is still room for improvement and specialization, the use of this kind of machinery improves the efficiency in which the alloy is produced, showing that the psychic properties of the materials have an impact on the production process.
  3. Individual psychic creation: This method consisted on the creation of orichalcix by a human psyker on the same spot a piece of wraithbone was located, and a bone singer doing the same where a piece of orichalcix was located. Though this method was tried with the intention of seeing what the most basic form of mixing the materials would bring as a result, it had the unexpected characteristic of being more efficient than any method that limited itself to physical means.
  4. Psychic choir by-creation: For this method, a psychic choir was created with humans psykers and a bone singer as the lead, in which the humans tried to create orichalcix while the bone singer tried to create wraithbone with the intention of making the two parts of a whole. This has been the most effective method thus far, and had resulted in relatively great amount high-quality alloys as a result.
  5. Psychic choir mono-creation: For now mostly limited to the theoretical camp, this method would consist on concentrating the choir in the creation of the alloy instead of its two components, resulting in the possibly most homogenous material and stable material, through study of the psychic presence of the alloy on itself and more extensive training with the by-creational method are still required. Still, the Eldar involved assure us that once this method is mastered it should be the most efficient of all the methods.
  6. Psychic change: Based on the ability of some psykers of changing the basic properties of different materials, it has been desides to try the modification of orichalcx towards a more wraithbone-like state, and the same with bone singers and their respective material. Though the method has proven to bear little success, it should be noted that it has been possible to grant some of the regenerative characteristics of orichalcx in a piece of wraithbone in exchange of durability when using orichalcix as the objective of the changes, and the reverse on a piece of orichalcix when using wraithbone as an objective. Something that goes beyond the regular changes normally done on the properties of the materials.
  7. Brute force: Experimented mostly in order to see what we could expect from the crudest method of production, pieces of wraithbone and orichalcx were smashed into irregular and relatively small bits, mixed, smelted, stirred, and submerged in water. The resulting material was too soft in some parts, too brittle in others, was covered in fissures, couldn't be moulded without crumbling, offered less protection than the base materials, and for some reason made any Eldar near it angry with its mere existence. We have deemed this method inefficient, and we wouldn't be surprised if the Eldar want to make its creation an official crime. (Note: The fact that the resulting material can still be affected by psykers and runes probe that it may be possible for this method to be viable for a large enough Waaagh!, though according to our psykers and Eldar allies, such Waaagh! would need to have approximately the control over a major portion of a Segmentum at least, so it is obviously something we hope to never discover.)
It should also be of note that the use of a rune of 'Balance' on the machinery, location of the ritual, materials and/or finished product results in a more effective production.

Through extensive experimentation, we have determined that the optimal proportions for the alloy would be 30/70 orichalcix/wraithbone, though, given the regenerative properties of orichalcix, a 20/80 mixture would probably be better for equipment and buildings expected to see battle, at least in the exterior. The ability of bone singers to grow wraithbone into the alloy should also be kept in mind (though wraithbone equipment tends to be made psychic-prof for obvious reasons). These proportion are probably subject to change should we improve the overall properties of orichalcx, especially if we archive a level similar to wraithbone. It has been decided that the name assigned to this alloy will be 'Mythril'.

As a conclusion, it seems that the most effective methods are those which coincidentally require the active help of both humans and Eldar, so this should have an interesting effect in our relations should the Eldar desire more equipment of this kind, which according to our resistance tests, they most possibly will.


(Note: Whether this alloy is viable for the production of constructed bodies for the use of souls inhabiting spirit stones is something that we have decided to avoid testing for safety reasons, which the Eldar seem grateful for.)

All of this information was recorded in the year c763-M30.004-M31 of the Bastion's calendar (the same used by the widespread human race) and thus is subject to be insufficient should advances develop in the future.

Well, here it is! I made this mostly because I desides that Serras obviously isn't the only one investigating and individuals within her faction should probably also make great discoveries on their own. If you find any errors, like the Eldar actually being able to know from the start if the bodies would be safe to make waithlords and whatnot, mention it so that I might fix it. Things that I can use to improve the omake: the name of the Eldar planet, the name of the alloy (@ilbgar123), and the actual year.
 
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An Unsettling Offer (Canon)(+10 to roll of your choice)
Been working on this the past couple of days, and yes there's going to be more, I'll even post the outline for it.

-------------------------------------------------

The navigators of the house Turnon of the planet Urthen were worried for their future, they had recently learned of the human polity known as The Bastion and the strength of their their psyker and, more importantly to them, their navigators by extension for while Turnon had numbers on their side, reaching into the millions thanks to their version of the navigator gene being an incomplete dominant type allowing them to interbreed with humans, the average power of each member has fallen leaving them with very few capable of acting as navigators, and of those that can they are either so weak as to be nearly useless or don't have much in the way of stamina.

But in a secluded manor in the forest of Aryon on the continent of Nelthen, Aria, the current head of the house, was in contact with somebody who claimed that they were part of the Bastion and that he was there to try to help them regain their power once again.

"So Mr. Sazala your saying that you and yours can help us increase the potency of our navigator gene again" spoke Aria into the communicator with a somewhat sceptical tone "and that we would be accepted into The Bastion if we did this?"

"Oh yes, rather easily my dear" said Sazala with a seemingly oily voice, though that might have been because of his slight lisp instead "oh and you can do away with the formalities here"

"Don't you work for The Bastion Sazala?" asked Aria with confusion tinging her voice.

"Why yes I do, it's why I can tell that this is the easiest way to join without being overshadowed by your contemporaries that are already here and getting some concessions on your end, you will be blessed with a strong child and that child's strength will engender more in the rest of your family, give you an excellent bargaining chip and provide you with prestige"

"Alright we'll go along with and hope it's worth it" Aria said with a hint of both resignation and hope.

"Excellent" stated Sazala a distinct note of happiness "I will send over some of my associates to assist in this endeavour, they will have the first batch of items you will need along with the necessary instructions, I do so hope everything goes well for you, have a good day"

"Thank you and may you have a good day too" said Aria before hanging up and leaving the room with a pensive look on her face and heading towards one of the nearby sitting rooms.

Seeing her enter the other occupant in the room spoke up with "What's wrong sister, you look put off by something"

"I've got a bad feeling about this offer I just accepted Asmuth, I just can't seem to fully trust it or rather the man who gave it to me, but it's too good to pass up"

"You worry too much, I mean how bad could it be?"

"Hmm, I guess our right, I'll see you at dinner then, I need to go rest"

"Of course dear sister I'll see you there" said Asmuth as Aria walked out of the room, not seeing the sharp, cruel smile on his face.



4 hours latter on the civilised world of Arin.

A man walked into a room with a sneer on his face "damned runes everywhere making me uncomfortable" he said with his oily words as he relaxed now that he was safe and protected from the concentrations of excess Order known as Rule Shards his body seeming to expand and gain snake/lizard like features.

Seeing him enter a vaguely bird like man in a group sitting sitting around the living/central room of the place spoke up "so my friend, how go the negotiations"

"They took it hook, line and sssinker, as usual sssir" spoke the now revealed lizard man with a hideous grin stretching across his face "they agreed to go through with it already"

"Excellent, I will have the others prepare to leave as soon as we are done here" said the tall, thin yet curvaceous woman of the group as she got up and walked to the lizard mans side before she trailed a finger sensuously across his shoulder and leading him to another door saying "you did a good job Sazala, now why don't you go down to Cynthia and enjoy yourself, we just acquired some new items that still need to be broken in"

"Yesss ma'am, thank you ma'am" said Sazala with a cruel glee in both his eyes and voice "it would be a pleasure"

"Oh you are such a good boy, have fun now" chuckled the woman.

"I do love it when a plan comes together" said the bird man.

"I agree said the woman, this should be fun" said the woman.

"Oh yes very fun indeed" chortled an rather obese man with a green pallor to his skin.

"As long as me and mine get to fight something eventually it will be perfect" said the last, a large man with slightly reddish skin and what looked to be brass studded all over his clothing.


A.n. If anybody can see ways for me to improve this please tell me.

https://forums.sufficientvelocity.com/conversations/aep-omake-help.51637/

The premise is that a minor navigator family on an out of the way world, that's not part of The Bastion though knows of it, has had trouble having strong children and are worried that they wouldn't be accepted by the larger/stronger houses, they get contacted by a cultist group from The Bastion who want more power and they pretend to be a sort of diplomat corps, they are one of the very, very sneaky type of cultist groups who happen to have some people in middle management.

The cultists prey on the families insecurities and provide them with Concept and Booster crystals as well as passing on a partial copy of Serras's genetic code in a sort of Gene Therapy thing, an experiment plan to create a strong baby using all that and a ritual to be done near/at/just after the end of the pregnancy.

Before the experiment can be completed, during the 7th month the Witch Hunters capture/remove the cultists in The Bastion which were providing the crystals which causes an improper mixture of crystals to be provided to the baby causing its soul and mind to develop far faster than it should and sometime during the 8th month it calls out to Serras, or as it sees her the giant shining beacon of stability, safety and kindness to come help it and keep it safe.

When Serras gets there the Ritual to turn the baby to Chaos is half way through when she disrupts it while killing off the cultists there, sadly the disrupted ritual and many of the things beforehand have had an adverse effect on the babies physical development leaving the body weak and sickly and possibly leaving portions of it warped/touched/corrupted by Chaos.

The aftermath involves Serras finding out that the body might not be salvageable they do have the tech to not only keep the child alive but to do so for a long time until it's old enough to survive cybernetic enhancement to the extent it needs to live a proper life.

It starts with the cultists scientists, who are mostly tezentechian or nurgalites, there are some slaneshee assistants/secretaries and khroneit packmules, showing up at the manor with a whole bunch of gear.

Then there's the conversation of what going on, how this is going to happen and what needs to be done, and they need and what the navigators get out of it.

Next you have them setting up all the things they need for the experiment and it's start, after that there's four months of them monitoring the baby and the mother as well as the people that live near the cultists slowly falling to the Chaos gods baring the few who already worship Serras.

It ends with a two other parts, first is from the cultists side of things, one of the kidnapped girls was more than she appeared to be and was able to escape, though not before being partially corrupted, and Sazala has gone missing so the leaders are getting ready to bail and let that cell die.

The second is a report by watchdogs on the cult activity on Arin and how they got it, the kidnapped girl got to them, they are hoping that she can be saved because she came to them, and told them all she could and they grabbed Sazala to interrogate him.
 
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Turn 13 SLs, RER, and Exploration Roll
A recent study has demonstrated that the Hives on the various Hive Worlds are grossly inefficient, and your own studies agree. The Mechanicus is also in reluctant agreement. The Hive structures have been badly damaged by the passage of time, and the lack of blueprints mean that what attempts have been made to repair it are, admittedly, stop-gap patches at best. These crumbling edifices are likely to begin total collapse within the next 1000 years, though dedicated efforts at repair over the course of it's remaining existence might extend that up to 11000.

That might sound like quite some time, but they were originally intended to last for far longer. Unfortunately, the chaos of the Age of Strife, the psychic shockwave of Slaanesh' birth, and the simple lack of any major maintenance have ravaged them to the point where quite a few tech-priests regard these Hives as corpses that haven't fallen over yet. This is not to say they would not prefer to at least attempt to repair them, but they acknowledge that these Hives simply cannot sustain a large human population compared to their original designs. Seeing as these are decidedly lacking in… existence among any known Forge-World across the sector, they agree that a new design must be made, at least until one of the old designs is rediscovered.

Your scientists and engineers, within the Mechanicus and without, set to work. With input from both sides of the Scientific Enterprise, as well as a bit of oversight from yourself (popping in for a few minutes every couple days to have a look over their current designs) you have a functioning design at the end of the month.

While most of the 'skeleton' of the structure was adamantium (in order to handle the weights involved), a large amount of other materials were used, in part because of the difficulty of producing adamantium, and in part for the comfort of the future inhabitants. The majority of this is steel and various plastics, but copper sees a great deal of use as well. No anti-gravity tech is used to make sure the construct stays standing, as relying on a system to never fail when it will be used constantly is the height of foolishness, and having multiple redundancies at this size would likely decrease the net living space, not to mention the idea of depending on something other than simple physics when building this tall makes many people nervous.

The systems for the regulation of bio-mass resources, occupying the basement's bottom 30 of the hundred floors, generally followed the same basic procedure, go through some filtration, then be broken down by the replicators and either reconstructed into fertilizer for the farms, which used LED lights to simulate a somewhat more efficient version of true sunlight, or food outright. Mostly the latter for now, as the farms would require time to grow the food. The water had its own section, but only required filtration, generally speaking. This was mostly tended to by servitors, though there were a few tech-priests, along with a few menial workers, who worked to ensure that no corruption seeped in despite the Purity and Order crystals placed at regular intervals. Regular farmers worked in the farms themselves, in part because the tech-priests were much less concerned with corruption on that end, because if the materials were corrupted then the end result would very likely be as well, though mainly because they were more concerned with the STC technology than the fruits and vegetables, and because they were honestly less invested in organics overall.

There was a central reactor near the top of the arcology. Not at the top, as that would leave it relatively vulnerable, but it was placed in one of the utility slots on the 85th through 95th aboveground floors, selected randomly to prevent enemy shots from reliably triggering an explosion unless they'd have reduced the structure to slag anyway. Putting it at the bottom risked a saboteur detonating it and bringing the entire complex down, while the middle was an incredibly obvious location. Of course, putting the entirety of the arcology's electrical systems under the umbrella of a single reactor would be monumentally stupid, especially as the reactor would be diverting most of its power towards the Void Shield generator placed nearby during battles. As such there were numerous lesser reactors, ranging from the vehicle-scale reactors, which were used to power the farms and replicators, and the small 'battery' reactors, which were mainly used for appliances and small turrets and other low-power systems scattered throughout.

On that note, there were Arbiters occupying one of the slots reserved for utility buildings every 5 floors, and like all the other utility buildings (hospitals, schools, firefighters, etc.), they had their own personal teleporters, specifically for the jails and their fellow strongholds of law enforcement, in addition to the public network. It was the only way to avoid bottlenecks, as elevators wouldn't be able to carry large numbers of people quickly without a major reinvention of their workings, and stairs would be choked with people even on a good day. Of course, each of the teleporter hubs required passing through a checkpoint, so there were a reasonable number scattered across each floor.

The outside of the arcology had point defense lasers mounted on the walls at regular intervals, in order to drastically limit the danger of missiles or fighters/bombers damaging the structure if it's Void Shield were to be brought down. Granted, the Void Shield coming down would require sustained orbital bombardment or internal sabotage, but that wasn't exactly unprecedented. Each of said lasers had a secondary 'battery' reactor, in case it lost its connection to the more major reactors (or, you know, they got blown up), usually used in vehicles, which powered the majority of the arcology. The main reactor which powered the Void Shield mainly provided further redundancy when the shield was not in use, or if the generator was destroyed outright.

Speaking of the outside, the circular structure was 800 feet in diameter, with 100 stories, though the hundred underground floors obviously weren't visible, as well as 10 of the upper basement floors which were used to hold significant quantities of supplies of both the organic or material variety (though there were smaller caches in various locations as one went higher) in case of planetary isolation via a particularly nasty Warp Storm (the most likely reason for a sudden inability to simply drag an asteroid/comet into a stable orbit for mining purposes to deal with any sudden resource shortages) or attack on the arcology, as well as anchor the structure as a whole. This gave the average person 1000 square feet of room, and the total capacity was roughly 50,000 people. Seeing as it was technically possible to put 16 of these in a square kilometer (though it would be needlessly cramped) the issue of overpopulation shouldn't be a problem for the forseeable future if construction efforts focused on using these instead of normal buildings. The average Terra-like planet could hold over 10 trillion with these, at least in theory.

The other 70 floors were divided into three major types. Colleges with powerful computer servers for the students to work on projects with, bunkers in case of invasion, and combinations of armories and training areas for the military to use.

Of course, if an arcology was brought down when they were so close together, it risked a domino situation, which would be really, really dumb. So one per square kilometer should be plenty, especially considering the heating issues which, while less extreme than they might otherwise be due to Ice Crystals, put the limit for how much of a Terra-like planet's landmass could be used for these at about 20% at maximum. However, even 10% would allow for a bit over 1.5 trillion humans to be accomodated.

You personally test the design on one of your new Colony Worlds, building the structure wholesale in the span of a few hours once the materials are gathered, and it works beautifully. People begin moving in almost immediately. Certainly, building larger arcologies will require more advanced material science and possibly Runes, but the current arcology is incredibly for efficient use of space relative to before.

The more crowded Hive Worlds began clearing space to start building arcologies, while the less crowded begin construction immediately. The Mechanicus was… okay with the designs being used by xenos races, as long as they did not modify any of the STC-tech beyond what was absolutely necessary for their physiology (different settings on the filtration STCs mainly), to limit the degree to which the 'Omnissiah's gifts' were 'perverted' by filling the need with human technology. Though you suspect it's at least somewhat to remove population pressure as a reason to make new colonies among xenos races. On the other hand, as long as they weren't being exploited or killed, the exact sentiment wasn't quite as important. Of course, aquatic races would require a major redesign, and the Drezni mainly built down rather than up, but overall your allies appreciated it.

Ice Crystals are placed at various locations to limit the amount of heat that escaped the arcology. While all other forms of pollution are effectively curtailed, this was still the major limit on how many arcologies you could place on a given planet. The heat generated by millions of humans was not inconsequential, especially with the amount of energy they used. This could raise the temperature of the planet in question in especially large numbers. Raising the planet's temperature too much would, as one might suspect, lead to extreme negative consequences. Rendering areas not inside an arcology unpleasant to live in, or outright unlivable, at worst.

Therefore, as much heat as possible was to be contained. The system wasn't perfect, especially since there were only Grade 1 Ice Crystals, but the majority of the heat didn't escape the arcology, allowing for a massive number to be built without overly heating up the planet. This will allow your people to have populations in excess of 100 billion and the planet will barely notice the change. Of course, simply assembling the resources for such grand construction takes time, and without the intervention of a psyker at your level, it would take quite some time to build, but it was possible by purely mundane means.

Gained Viable Arcology Design. A structure designed to hold a huge number of people in a relatively small space, with relatively little ecological footprint. Currently holds 50,000 people each. Cannot currently be built on unstable areas, such as extremely heavily volcanic planets, extremely watery worlds, etc. Population limit of Hive Worlds raised to 1.5 trillion. Non-Hive Worlds may have 500 billion with no major ecological damage.

Recently some of the scientists and psykers both human and Eldar have been working to try and alloy Orichalcix with Wraithbone, to take advantage of Wraithbone's relative durability and Orichalcix's relatively swift regeneration. Interestingly, the methods which require cooperation between the two, such as psychic choirs involving individuals of both races, are significantly more effective, which should encourage closer ties, and honestly made sense when one considered the materials that embodied their respective races were supposed to work together.

As for the alloy itself, dubbed Mythril, it consisted of a 30/70 mix of Orichalcix and Wraithbone in civilian forms, and 20/80 in combat-oriented forms, due to excessive amounts of damage leading to portions of the Wraithbone being replaced by the Orichalcix, instead of being regenerated. A reasonable quantity can be made without too much trouble at the behest of a psychic choir. Further testing will be necessary if either of the components are improved, but it's a good start, and a good reminder that other people do research too.

Gained Mythril. An alloy of Orichalcix and Wraithbone, mostly the latter, which combines their best properties for an optimal end-product. Increases the modifier for having Orichalcix and Wraithbone from X 32 to X 36= 25200.

[X] SL- Captain Matt x4

Today was a bit unusual for the Defenders. They were having a competition of sorts with the governor's adopted daughter. It was pretty simple. They were supposed to try and hit her. She wasn't allowed to use any of her flashier psychic abilities, as this was meant to simulate fighting in an area which was meant to be preserved for later use, including the civilian populations. As she was tough enough to avoid major harm from non-adamantium rounds, they could probably use live-fire without significant risk of harming their target, though they used rubber bullets to avoid friendly-fire casualties, and because it didn't really matter for the purpose of the exercise.

The scenario was that a group of assassins were armed with an extremely deadly poison, which would kill or at least incapacitate even her if it made contact. So, she was to avoid contact at all costs. The Defenders played the role of a last-ditch assassination attempt to prevent their world from falling that day. So they were to try and force contact at all costs, including members of the team being 'killed' in the process. Their current set of suits were designed to lock up upon a strong impact, to simulate how she'd have an easier time tearing their limbs off than leaving them intact if she was fighting seriously.

Karma Check: 2420. Required: 250. Passed. +50 Karma.

Martial: 3 Checks Passed.

Combat: 2 Checks Passed. -425 to Check difficulty.

Combat: Melee: 200 +Evasion: Trickery: 105 +Evasion: Dodging: 105 +32545(Combat bonuses) +4670(Evasion bonuses X 2) -10000('Instant Death' Projectiles Malus)=27675. 25, 100, 175, and 250 Checks Passed.

6130/6300 to Level 54.

While having to avoid being hit at all costs was definitely a challenge, it simply wasn't enough to account for Serras' abilities. Making a dozen adamantium blades and having them defend her via telekinesis wasn't that hard, nor particularly likely to cause extensive collateral, and while she wasn't blowing up the training ground, she could still sense the souls that were there, which made hiding from her something of a lost cause, which in turn made ambushes incredibly difficult to actually pull off.

A psyker, in theory, could hide their presence from her, but they'd have to be ridiculously skilled/powerful to accomplish it at this range. A Blank would actually be easier to sense, as their anti-presence was, if anything, more noticeable than a psyker's soul would be, and not really something they could modulate, so that wouldn't work either.

Mentioning that, however, seems to give the captain an idea. The next day, the soldiers had Order Crystals on their person. "I'll admit, you're past the point where a single handicap is going to even the playing field. So, this time we'll have 2. During today's exercise, we're going to pretend the troops are all Omega Blanks, a level of anti-presence even you can't shrug off. Basically, if the crystals are affecting your abilities, you can't use your powers." the captain explained.

Blanks were essentially the opposite of psykers. They had presences in the Warp, but they were incredibly unpleasant for other Warp presences (basically every living thing complex enough to feel emotion) to be near, emanating a sense of extreme wrongness. There were many tales of a Blank of all but the most minor degrees being killed by their own family, which made them, if anything, rarer than psykers. Partially because of that, obviously, but also because of the basic tenets of evolution decreeing that a trait which increased your chances of dying would be discouraged, and most probably die out. The fact that they were about as rare as psykers to begin with didn't help, so most Blanks were mutations.

This made the scenario he'd described very unlikely unless a cadre of Blank assassins was intentionally created, but that was itself inside the realm of possibility. It was something she could see being done, and it was always best to be prepared. Besides, she needed the disadvantage to really get much out of this instance of training. While she was always going to keep her psyker skills as part of her arsenal, this was supposed to improve her mundane combat ability and perception of the world, not her ability to detect souls to render ambushes pointless to attempt or what have you.

Karma Check: 2470. Required: 300. Passed. +60 Karma. Obtained Karma 2500 Perk.

Martial: 3 Checks Passed.

Combat: 2 Checks Passed. -425 to Check difficulty.

Combat: Melee: 200 +Evasion: Trickery: 105 +Evasion: Dodging: 105 +32545(Combat bonuses) +4670(Evasion bonuses X 2) -10000('Instant Death' Projectiles Malus) -10000('Blocked Psykery' Malus)=17675. 100, 175, 250 and 325 Checks Passed.

Gained 1 Level. +5 to Tagged Skills. Gained 2 Perk points. 2320/6500 to Level 55.

Limiting her psykery to the point of partially suppressing her normal background psykery not only drastically weakened her general abilities, but also stunted her ability to sense souls, making ambushes a viable (somewhat) tactic again. Unfortunately for the Defenders, this merely shortened the gap, rather than bridging it.

For starters, her eyesight and other base senses weren't much weaker, at least in the sort of ranges she was working in currently. It might be more of a problem if she had to worry about orbital bombardment, but the scenario described didn't lend itself to the enemy having much in the way of control over the orbitals. Still, the handicaps did increase the challenge enough that she actually got something out of the exercise, so overall, it was considered a success.

Reward: Captain Matt SL has advanced to 9 of 10. Karma has increased to 2530. +30 to Combat Skills, except Combat: Ranged, which receives +40. +40 to Perception Skills, excluding Perception: Image, which receives +30.

Karma 2500 Perk. The Judge. At this point your soul is noticeably different in 'texture' (for lack of a better word) than others. Against those who have done more harm than good, your abilities swell to unprecedented heights, while they weaken considerably. On occasion, you can almost make out a blade hanging over the heads of certain individuals with particularly bad deeds to their name. Adds Karma X 4 to Combat Checks. Hits enemies with Maluses equal to their Infamy when opposing you directly.
Combat: Warrior: 0. You are far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out.

Combat: Warrior: 10. You are pretty far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out. Combat Checks reduced even more in difficulty.

Combat: Warrior: 20. You are pretty far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out. Combat Checks reduced even more in difficulty.

Combat: Warrior: 30. You are very far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out. Combat Checks reduced even more in difficulty.

Combat: Ranged: 75. You are well beyond conventional mastery of fire-arms, shooting from incredibly unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced largely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.

Combat: Ranged: 80. You are far beyond conventional mastery of fire-arms, shooting from ridiculously unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced very largely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets somewhat.

Combat: Ranged: 90. You are very far beyond conventional mastery of fire-arms, shooting from ludicrously unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced majorly in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets significantly.

Combat: Ranged: 100. You are at what would usually be considered the pinnacle of regular human ranged combat. Combat Checks reduced extremely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets further. Slight bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 110. You are beyond what would usually be considered the pinnacle of regular human ranged combat, shooting from ludicrously unlikely angles and deflecting bullets off of incredibly improbable objects. Combat Checks reduced hugely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets even further. Small bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 120. You are beyond what would usually be considered the pinnacle of regular human ranged combat, shooting from ludicrously unlikely angles and deflecting bullets off of ridiculously improbable objects. Combat Checks reduced immensely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets further still. Minor bonus to avoiding assassination and hidden strikes.

Combat: Stealth: 75. You are well above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced largely.

Combat: Stealth: 80. You are far above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced greatly.

Combat: Stealth: 90. You are very far above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced majorly.

Combat: Stealth: 105. You are at the level of the expert stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced hugely. Difficulty of assassinations slightly reduced.

Gained Combat All 100 Perk. Woman-At-Arms. You can perform at a professional level at any direct combat task. This doesn't mean you have no specialties, but your weak areas are still at least average when direct combat comes into play. +100 to Combat Checks.

2420/6500 to Level 55. Currently possess 2 Perk points.

Perception: Objects: 75. You can tell the difference between objects that are of the same type, but with extremely minor differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Major boost to logistics and loot rolls.

Perception: Objects: 80. You can tell the difference between objects that are of the same type, but with incredibly minor differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Huge boost to logistics and loot rolls.

Perception: Objects: 90. You can tell the difference between objects that are of the same type, but with ridiculously minor differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Extreme boost to logistics and loot rolls.

Perception: Objects: 100. You possess the ability to tell objects apart at the level of an appraiser. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Incredible boost to logistics and loot rolls. Slight boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 110. You can tell the difference between objects that are of the same type, but with ludicrously minor differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Incredible boost to logistics and loot rolls. Small boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 120. You can tell the difference between objects that are of the same type, but with nearly molecular differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Ridiculous boost to logistics and loot rolls. Minor boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Image: 0. People have 'images' they present to others, but you have started to see past them, to who they really are. You are also learning to guard against this yourself.

Perception: Image: 10. People have 'images' they present to others, but you have can see past them on incredibly rare occasions, to who they really are. You are also learning to guard against this yourself. +110 to detection rolls. Very large boost to Speech Checks.

Perception: Image: 20. People have 'images' they present to others, but you have can see past them on extremely rare occasions, to who they really are. You are also learning to guard against this yourself. +120 to detection rolls. Huge boost to Speech Checks.

Perception: Image: 30. People have 'images' they present to others, but you have can see past them on very rare occasions, to who they really are. You are also learning to guard against this yourself. +130 to detection rolls. Very large boost to Speech Checks.

Perception: Environment: 95. You are ridiculously perceptive towards the surrounding environment, which is especially helpful with your superior senses. Huge boost to detection rolls. Huge boost to Combat and Tactics Checks.

Perception: Environment: 100. You are at the professional level of environmental awareness expected of scouts in the military. +50 to detection rolls. Impressive boost to Combat and Tactics Checks.

Perception: Environment: 110. You are ludicrously perceptive towards the surrounding environment, which is especially helpful with your superior senses. +55 to detection rolls. Extreme boost to Combat and Tactics Checks.

Perception: Environment: 120. You are starting to approach the level of environmental awareness the average expert scout. +60 to detection rolls. Immense boost to Combat and Tactics Checks.

Perception: Environment: 130. You are closing in on the level of environmental awareness the average expert scout. +65 to detection rolls. Immense boost to Combat and Tactics Checks.

Perception: Environment: 140. You are nearing the level of environmental awareness the average expert scout. +70 to detection rolls. Incredible boost to Combat and Tactics Checks.

Perception All 100 Perk. Observant. Even very minor details can tip you off to something amiss, or to a bit of information that might prove relevant. +100 to Perception Checks. Malus of 50 to enemy assassination and scouting rolls.

Skill All 100 Perk. Proficiency. You are proficient in every field. Your skills synergize very well, shoring each other up. You find yourself getting much more done as you take shortcuts available thanks to your huge breadth of knowledge. +200 to all Checks (applies multiple times if multiple Skills are involved). +1 Major Action. +10 Minor Actions. +10 Perk points.

2720/6500 to Level 55. Currently possess 24 Perk points.

Speech: Persuasion: 165. You can convince even the most fanatical of people of your viewpoint with ridiculous ease. Even the greatest fanatics can be persuaded of your views being correct incredibly easily.

Speech: Persuasion: 170. You can convince even the most fanatical of people of your viewpoint with ludicrous ease. Even the greatest fanatics can be persuaded of your views being correct ridiculously easily.

Speech: Diplomacy: 165. Compromising between two groups of howling fanatics is amazingly easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order, followed by many unpopular edicts.

Speech: Diplomacy: 170. Compromising between two groups of howling fanatics is amazingly easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order, followed by many unpopular edicts over an extended period.

Speech: Intimidation: 165. You are an unspeakable terror 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 ludicrous morale debuff when fighting you and will, suffer at least a slight one regardless, breaking immediately upon losing their champion.

Speech: Intimidation: 170. You are an unspeakable terror 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 ludicrous morale debuff when fighting you and will, suffer at least a small one regardless, breaking immediately upon losing their champion.

[X] SL- Samantha Carthyn
"Okay, recently, the various cults in the recently-added planets have been being culled, which found some of the least corrupt who could potentially be brought back into normal society. A few of these former outer circle cultists in our new holdings have agreed to experimental attempts to remove the corruption they've been exposed to without using 'scorched-earth' tactics or just killing them." Samantha explained.

"Done by us, since we're some of the premier psykers with the knowledge and power to try this?" You postulate. Emily wasn't all that strong, and George wasn't really knowledgeable on direct soul manipulation, what little they knew being considered a very esoteric field, and a heavily restricted one, for obvious reasons. Samantha was of a very small subsection with both the power and clearance. There were maybe 5 other people you knew of who fit both those criteria, including yourself.

"Essentially, yes. If something goes wrong, we're in the best position to fix it." Samantha nodded. "We'll be working with a Delta who thinks he's onto something in terms of fixing problems like theirs."

Karma Check: 2530. Required: 200. Passed. +40 Karma.

You don't really have a problem with that. Provided he isn't doing anything horrible (such as the things cultists are infamous for), you don't have any issue with working with him.

Power Check: 5 Checks Passed.

Control Check: 4 Checks Passed. -225 to Check difficulty.

Psyker: Navigator: 215+6225(Psyker bonuses)=6440. -25, 0, 25, and 50 Checks Passed.

2850/6500 to Level 55. Currently possess 24 Perk points.

The Delta, one Tiberius Fourge, turned out to have been working at this problem with the sort of feverish intensity that let people match Serras herself for brief moments for weeks. Of course, this was wearing him down rapidly, but the work he'd already accomplished was impressive. Apparently he was desperate to save a friend who'd been contaminated by Chaos' influence. It was well-documented that such corruption would begin to swallow what was left of the person if they didn't manage to shake it off pretty much immediately, so he was on a time limit.

As such, he'd been all but working himself to death. With this sort of base to work off of, it was no surprise that Serras, Samantha, and their compatriot managed to achieve a solution. Much like a rotting limb would be amputated, a soul that wasn't too far gone could be salvaged by burning the corrupted sections out. Until now, this wasn't something that could be done with even the degree of safety the current procedure allowed, making moderate amounts of corruption into a death sentence.

After it worked on their new acquaintance's friend (who was promptly placed on the fast-track for Beta-hood) it was soon worked into the arsenal of the anti-cult organizations.

Reward: Samantha SL has advanced to 5. Karma is now 2570. +15 to Psyker Skills.

Gained Samantha SL 5 Perk. Willful. You possess a strong will. This allows you to both direct and resist the Warp beyond what your immense psychic power would normally allow. +50 to Psyker Checks. Memetic hazards are somewhat reduced in effectiveness.

Sorcery: 25. You have advanced humankind's knowledge of manipulating the natural world using the Warp a fair amount. +25(125 total) to yourself in combat, +10(60 total) to allies within 12000 meters.

Sorcery: 30. You have advanced humankind's knowledge of manipulating the natural world using the Warp a decent amount. +30(130 total) to yourself in combat, +15(65 total) to allies within 13000 meters.

Sorcery: 40. You have advanced humankind's knowledge of manipulating the natural world using the Warp a reasonable amount. +40(140 total) to yourself in combat, +20(70 total) to allies within 14000 meters.

Spirit: 15. Your soul rejects Daemons who do nothing more than enter your personal space. +115 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and could get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in. Lesser Daemons risk being destroyed simply from coming into contact with you.

Spirit: 20. Your soul rejects Daemons who do nothing more than enter your personal space. +120 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will likely get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in. Lesser Daemons risk being destroyed simply from coming into contact with you.

Spirit: 30. Your soul rejects Daemons who do nothing more than enter your personal space. +130 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will probably get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons greatly risk being destroyed simply from coming into contact with you.

Navigator: 15. You can read and manipulate the Warp around you to a degree similar to the novice members of a Navigator House. You can reliably predict events 150 minutes into the future, and get some flashes of events up to 150 days hence. +115 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +55 to ritual-disruption Checks among allied psykers.

Navigator: 20. You can read and manipulate the Warp around you to a degree similar to the early apprentice members of a Navigator House. You can reliably predict events 200 minutes into the future, and get some flashes of events up to 200 days hence. +120 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +60 to ritual-disruption Checks among allied psykers.

Navigator: 30. You can read and manipulate the Warp around you to a degree similar to the average apprentice members of a Navigator House. You can reliably predict events 300 minutes into the future, and get some flashes of events up to 300 days hence. +130 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +65 to ritual-disruption Checks among allied psykers.

[X] SL- George Yorev
George, yourself, and a few tech-priests were experimenting in the use of biomancy, elemental powers, and technomancy to accelerate and/or ease the grafting of cybernetics to flesh. While most people only replace body parts with artificial equivalents if the original has been lost, tech-priests actively seek such operations out. It is generally agreed as one of the best ways to become one with the Machine-God, or at least as one can without leaving the mortal coil altogether. The life extension that often occurs is merely a fortunate side effect to many of the more devout.

The brain, however, is still one of the best processors in the known universe. Some of the really high-end stuff can beat it out in terms of raw computing power, but loses out on the abstracts. Most computers have difficulty with the sheer number of processes the brain runs as 'background noise' that people will generally never notice as well. Not to mention that, with the exception of some of the clockwork computers some of the more paranoid Mechanicus members keep in reserve in case of widespread scrap-code contamination, no computer can manage the same longevity that the brain can without replacing enough parts that it would be difficult to call it the same object you started out with.

This barrier means that the brain is one of the few things the Mechanicus cannot replace. Not to say that they haven't tried. It was just difficult to make a processor that could house a human consciousness properly without either making it the size of a building (which was very difficult to keep mobile), or having it develop a consciousness of its own, which was Artificial Intelligence, and (as any Mechanicus member would tell you), was something that was against their basic tenants.

Keeping all of this in mind, and with the Wraithbone constructs and soul-sheltering Soulstones of your own design also under consideration, you hatched a plan.

Power Check: 5 Checks Passed.

Control Check: 4 Checks Passed. -225 to Check difficulty.

Psyker: Sorcery: 240+ Psyker: Spirit: 230+ Psyker: Navigator: 230+18825(Psyker bonuses X 3)=19525. 25000- 10000(Soulstones)- 10000(Orichalcix)- 5000(Wraithbone constructs)= -225. Passed.

2950/6500 to Level 55. Currently possess 24 Perk points.

With roughly two-thirds of the work, having something to house the soul in question and psychically reactive materials to act as a nervous system of sorts, plus working models of the physical component, the otherwise daunting task was actually something you could probably have done on your own without too much trouble. With George and the expertise of several tech-priests, it was actually pretty easy.

Karma Check: 2570. Required: 150. Passed. +30 Karma.

Naturally, a volunteer was required to test it. An Iota-grade technopath agreed, and there were no problems with the end result. Of course, the Soulstone served as the core of the new automaton's self, allowing the processors housed in it to focus on raw processing power, with the soul taking care of emotion and abstract thought itself. Due to this, it was shielded in 3 inches of adamantium (save for a few 'wires' of Orichalcix that let the soul properly control it's host), to prevent its destruction.

Once it was confirmed that the automaton retained it's sense of self (though he reported a significant dulling of his sense of touch, and near loss of his senses of smell and taste) both the tech-priests and psykers in general were very excited. While it could only be done with psykers, it was possible to put a person in a mechanical body, which would outlast it's organic counterpart by a great deal, and without any of the problems (beyond being difficult and time-consuming to make) of previous attempts.

The Eldar quickly began work on bodies to house their fallen comrades (modified to account for the differences in Eldar physiology and souls) and the Mechanicus began commissioning small numbers (due to the relatively small number of psykers they possessed, though they were likely to work to change that) from the artificers of the psyker population.

Reward: George SL has advanced to 5. Karma is now 2600. +15 to Psyker Skills. Gained Soul-Bearing 'Bot. Combining psycho-reactive materials, soul-shielding items, and, of course, a soul and placing them into a functional humanoid chassis allows psykers to retain some degree of autonomy even while inside a Soulstone. Significant boost to reputation among Mechanicus, Eldar, and psykers in general.

AN: For anyone who's curious, your hidden modifiers for psychic engineering projects basically lop a 0 off the end of projects where they apply.

George SL 5 Perk. Manipulative. You can manipulate the world and the Warp near you with relative ease. +50 to Psyker Checks.

Sorcery: 40. You have advanced humankind's knowledge of manipulating the natural world using the Warp a reasonable amount. +40(140 total) to yourself in combat, +20(70 total) to allies within 14000 meters.

Sorcery: 55. You have set a new standard for a what constitutes a foremost expert in terms of manipulating the natural world utilizing the Warp. +55(155 total) to yourself in combat, +25(75 total) to allies within 15000 meters.

Spirit: 30. Your soul rejects Daemons who do nothing more than enter your personal space. +130 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will probably get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons greatly risk being destroyed simply from coming into contact with you.

Spirit: 45. Your soul rejects Daemons who do nothing more than enter your personal space. +145 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will very likely get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons face extreme risk of being destroyed simply from coming into contact with you.

Navigator: 30. You can read and manipulate the Warp around you to a degree similar to the late-stage apprentice members of a Navigator House. You can reliably predict events 300 minutes into the future, and get some flashes of events up to 300 days hence. +130 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +65 to ritual-disruption Checks among allied psykers.

Navigator: 45. You can read and manipulate the Warp around you to a degree similar to the most junior full members of a Navigator House. You can reliably predict events 450 minutes into the future, and get some flashes of events up to 450 days hence. +145 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +70 to ritual-disruption Checks among allied psykers.

[X] SL- Emily Watts.
Emily was… less than pleased at Serras' lack of 'fucking being here already!' seeing as she was nearly caught twice on the way to her latest hiding spot. She was more of a supporter than a combatant, though she did have a las-pistol she kept on her person when not in her own house.

The duo had gone to one of the newer Hive planets to be brought into the fold, to deal with a cult that had been using a bunch of low-level rituals to make ready for a larger ritual, utilizing 6789 sacrifices per ritual to summon a legion of Daemons to wreak havoc and erode faith in the government and it's arms, in preparation for a ritual that would actually be composed of four smaller rituals, with 6666, 7777, 8888, and 9999 sacrifices, respectively, to summon a single massive horde of Daemons and overrun the capitol, and thus the main spaceport.

It was well-planned, disturbingly so. Apparently the local cultists, who'd ordinarily be sniping each other at least a bit, had put aside their differences to pool their resources, skill sets, and 'divine' favor. The combat nuts served as a pseudo-military, backed by filthy, but oddly durable auxiliaries, with sadomasochistic, but skilled champions, while complexity-addicted, but competent strategists directed them, while also providing the less direct methods most of the others lacked much expertise with, such as poison (though the filthy ones ironically had a better knowledge of the sewers the plotters frequently made use of).

The construction of a pair of arcologies, and subsequent work to redirect the sewers, had been what tipped them off to the cultists use fo the sewers, while some purified (and a few not-so-much but tortured into revealing what they knew of the plot. While they didn't know the specifics, such as when exactly the operations were to take place, preventing such rituals from being carried out was one of the top priorities of the Witch Hunters, but they lacked the manpower to patrol every square inch of the sewers in any kind of concentration, and the cultists had been disabling any cameras they found in the lower levels.

Karma Check: 2600. Required: 100. Passed. +20 Karma.

Some would have ordered a general purge, but Serras had decided to take care of the problem herself. Besides, from a purely pragmatic point of view, the purges rarely seemed effective in truly curbing Daemonic influence for more than a decade or so. Naturally, Emily had decided to help her.

She was coming to… regret wasn't quite the right word. She would probably have made the same decision knowing what would happen, but she certainly wasn't happy about it. Of course, the cultists hadn't been prepared for Serras.

Power Check: 5 Checks Passed.

Control Check: 4 Checks Passed. -225 to Check difficulty.

Psyker: Navigator: 215+6325(Psyker bonuses)=6540. -75, -50, -25, and 0 Checks Passed.

3110/6500 to Level 55. Currently possess 24 Perk points.

Though, to be fair, when simply being in the same city let her sense and suppress small-scale rituals such as these without major strain, who really was? They'd been trying to avoid pooling all their resources in one spot, so hammer strikes couldn't cripple them in one blow, but Serras made it necessary to pull their combatants together simply to have the faintest hope of so much as slowing her long enough to complete their ritual.

Emily herself was taking advantage of the growing hole in security (mostly by virtue of the cultists security personnel having holes in them) to sneak close and disrupt the ritual. Seeing as drowning Serras in bodies was failing to actually hurt her and was barely causing an appreciable slowing of her pace, and the cult lacked the numbers to keep this kind of meat grinder up for very much longer, she doubted she'd need to disrupt it for more than a couple minutes.

Sure enough, after slipping past the few warm bodies that had been left on patrol, Emily had little trouble setting the ritual back a quarter hour. Shooting most of the sorcerers performing it tended to have that effect. These particular sorcerers were, as one might expect, of the plotter's faction. Normally, they'd be able to see their immediate future and dodge, but with Serras so close, simply performing their ritual was requiring all their attention. Otherwise the entire thing would pop like a soap bubble. This proved their downfall. As while the leader of the coven was able to throw up a psychic shield, she'd shot the others first, as her purpose was to delay the ritual's completion, rather than stop it.

After a frantic few seconds as she reloaded, and the guards tried to decapitate her (repeatedly) she managed to shoot a path to the door, just as Serras carved it open, frustration 'audible' in the Warp. The head sorcerer attempted to portal out, but Serras snapped it closed on his arm. Seeing as the fabric of reality suddenly closed around it, said arm was swiftly removed, and before he could even cry out, so was his head. The few remaining cultists were swiftly killed off by the local Witch Hunters, who'd been following after Serras' trail of corpses.

Emily decided she most definitely wouldn't be doing field work again if she could help it. If her friend wasn't ridiculously powerful, she'd be dead!

Reward: Emily SL has advanced to 4. Karma has advanced to 2620. +15 to Psyker Skills.

Sorcery: 55. You have set a new standard for what constitutes a foremost expert in terms of manipulating the natural world utilizing the Warp. +55(155 total) to yourself in combat, +25(75 total) to allies within 15000 meters.

Sorcery: 60. You have begun to advance the new standard for what constitutes a foremost expert in terms of manipulating the natural world utilizing the Warp. +60(160 total) to yourself in combat, +30(80 total) to allies within 16000 meters.

Sorcery: 70. You have advanced humankind's knowledge of manipulating the natural world using the Warp a great deal. +70(170 total) to yourself in combat, +35(85 total) to allies within 17000 meters.

Spirit: 45. Your soul rejects Daemons who do nothing more than enter your personal space. +145 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will very likely get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons face extreme risk of being destroyed simply from coming into contact with you.

Spirit: 50. Your soul rejects Daemons who do nothing more than enter your personal space. +150 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will almost certainly get themselves killed on your passive defenses if they try force anyway. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons risk will almost certainly be destroyed simply from coming into contact with you.

Spirit: 60. Your soul rejects Daemons who do nothing more than enter your personal space. +160 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons risk will be destroyed simply from coming into contact with you.

Navigator: 45. You can read and manipulate the Warp around you to a degree similar to the most junior full members of a Navigator House. You can reliably predict events 450 minutes into the future, and get some flashes of events up to 450 days hence. +145 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +70 to ritual-disruption Checks among allied psykers.

Navigator: 50. You can read and manipulate the Warp around at the same level as the novice members of a Navigator House. You can reliably predict events 500 minutes into the future, and get some flashes of events up to 500 days hence. +150 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +75 to ritual-disruption Checks among allied psykers.

Navigator: 60. You can read and manipulate the Warp around you to a degree similar to the junior members of a Navigator House. You can reliably predict events 600 minutes into the future, and get some flashes of events up to 600 days hence. +160 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +80 to ritual-disruption Checks among allied psykers.

All 50 Psyker: Advanced Perk. Warp User. You frequently utilize the Warp for many things, which leads to a certain familiarity with its workings in a way that simply studying it from the writings of others wouldn't allow. +250 to Psyker Checks.

3360/6500 to Level 55. Currently possess 24 Perk points.

RER: 69. Decent Result.

A recent breakthrough in materials science leads to minor improvements across the board. This has apparently been in the works for some time, but the… zig-zagging of research was putting them off as people had their projects overridden because you'd already solved the problem, or they'd received an influx of new researchers from a now defunct project and have to get them up to speed. Having to sort through your research notes when you do something like make a better lens for the las-guns wasn't helping either.

At any rate, they've managed to push up the standards of the manufacture and use of materials across your polity. This has knock-on effects for pretty much everything, even the psykers. This has unlocked several projects, such as the new proper arcologies instead of the decrepit things barely kept functional by the efforts of tech-priests, which include some of the most recent advances.

Reward: Gained Improved Materials Science. Your understanding of the production and use of various mundane materials has advanced beyond the average for the disparate nation-states that have sprung up since the Age of Strife neared its end. +10 to military rolls, +10% to industry, +10 to morale rolls.

AN: The Check was only about 10000, but they kept doing badly on the background rolls and getting hit with Maluses. They managed to pull ahead this time though. This is also a prerequisite for the next level of arcology.

Exploration Roll: 80+10(FBTW)+20(Level Perks)+10(Explorer Corps)=120. Critical Success!

Critical Success Roll: 31+10(FBTW)+20(Level Perks)+20(Overflow)=81. Great Result.

As there are Waaghs coming in less than 2 decades from many adjacent sectors, the Explorer Corps has been working to advance through the inter-sectors and begin exploring other nearby sectors, of which relatively little is known, since they were generally blocked by unexplored zones of space and worse, Warp Storms, until relatively recently.

In this instance, a Forge-World named Chorip, part of a loose alliance between itself, a nearby Agri-World, a nearby Mining World, and a nearby Hive World, was discovered as one of its own exploratory fleets was doing its own surveying.

Assessment Roll: 81. Great Result.

Diplomacy Check: 3 Checks Passed.

Information, Non-Aggression Pact, Alliance, and Allegiance Checks autopassed. AN: Requiring a Check to diplomance a polity less than a 20th your size and with no major problems joining up seems dumb.

3430/6400 to Level 55. Currently possess 24 Perk points.

Chorip was pleased to have contact with other members of the Mechanicus reestablished, and was more than happy to trade the STCs it had collected from the ruins of several nearby worlds, as well as the colony site which had grown into the Forge-World itself, with its fellows, which soon led to you getting your hands on them. You noted a lot of discussion among the Mechanicus you'd already absorbed and those of Chorip.

The other three worlds had entered into a symbiotic relationship shortly after establishing contact. The Mining World supplied the Forge-World with raw materials, and it provided goods the other planets couldn't make due to lack of high-end engineers and/or knowledge on making/working with exotic materials. The Agri-World could easily feed the other two worlds, as the Hive World had 45 billion inhabitants, so the other two planets were pittances in comparison.

Interestingly, the Hive World was mainly lighter elements, so despite being roughly a quarter bigger than the usual planet inhabited by humans, it's gravity was roughly at the level usually preferred. Due to this, the planet was less crowded than one would expect, though still pretty thoroughly filled. Of course, this high a population was still only possible due to a large number of petty STCs discovered by the Chorip, at least until your new arcologies started to make rounds.

Reward: 4 planets gained. 102 planets in coalition. GDE has been upgraded to provide 20 Free Integration actions and 10 Free Survey actions.

Petty STCs. While the Ancients didn't know everything, they knew a great deal. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +150 to PDF rolls. +150% to industry. +150 to morale rolls.
 
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Interludes
AN: Not completely happy with this in places, but I'd rather get it out quick than take another month.

Also, could someone remind me what things people suggested in between Turn 13 and now? I've got the 5 Action (though it'll still take 3 years) Stellar Bellows. Also, do you guys think I should let you use 2 Minor Actions as a Major Action and vice versa.

A Message Interlude

Mehtrya was... overwhelmed was the word she'd choose, though she found that a massive understatement. Serras had found a way to render The Thirst all but impotent. Certainly, being put in a Spirit Stone wasn't entirely pleasant (what with the long periods of sitting alone in a space that consisted of a singular room which was barely modifiable), but it was far, far better than the alternative, especially now that it was possible to prepare a new body (if with dulled senses). While the batteries were also impressive, they kind of paled in comparison to. It was simply no comparison.

There were serious considerations to canonize Serras. Either as a saint of some kind of demi-god. Cegorach using the ritual shortly preceding IT's birth to create Serras as a human (sort of) to help bridge the gap between their species and because IT would never expect it, as the manifestation of their false pride as well as their excesses could never comprehend the Eldar who'd created it would willing follow anyone not of their species unless it was the only option other than erasure (and Serras was not the type to push them into a corner like that), was exactly the sort of thing he'd do. It was a great joke on both the Eldar and their greatest enemy since the Necrons.

As such, she honestly wasn't surprised all that much when the shard of Khaine in their temple informed them that he had a message from the Laughing God. Serras wasn't particularly hard to convince to come to the temple to hear it. She was very trusting of people once she'd decided they were people and she was reasonably sure they weren't brainwashed or compelled in some other fashion.

"Alright kid, the clown wanted me to pass a message along." Khaine was something resembling respectful to the human. In part because of their accomplishments, and in part because their soul was a shining beacon of purity. Daemons very much did not wish to spend any longer in her presence than they had to.

"'Good job so far, I'm willing to let you pass through the sections of the Webway that fall under Eldar control without interference. Considering the current opinion of the Eldar towards you, I doubt you'll have much trouble convincing them to stop being stupid and ask for help in securing it.'" Mehtrya tried very hard not to choke on her own spit at the casual revelation of the Webway's existence, if not the specifics. They could still do it themselves, they didn't need any help! ...But wasn't that the sort of attitude that had gotten them into this mess? Thinking that they could handle problems they really, really couldn't and otherwise misplaced superiority?

"'Also, you should really get ready for the Waaghs that are going to pass through your sector in 15 or so years. As you'd imagine, the Bitch is kind of pissed off. 9 or so Sector Waaghs are no laughing matter, even if seeing the Bitch so furious is hilarious.'" Khaine relayed. Serras blinked twice, before an expression of deep concentration appeared, followed a few minutes later by shock. While Serras could reliably predict events that major a decade in advance, it grew exponentially 'fuzzier' as she went further, and with IT actively concealing the event, it would likely have been a delayed prophecy. However, when Serras knew what to look for, it grew significantly easier.

"'Now that you've confirmed I'm telling the truth'" Khaine continued to speak for Cegorach within moments of Serras' shock making itself known, disturbing Serras noticeably. Being read that well by someone you'd never met had to be creepy. "'there's one other thing you should know.'" Serras was utterly attentive after her recent revelation. "'The sun is fun in the gum.'"
Serras just sort of stared for about 15 seconds. "...What?" Mehtrya was pretty sure that didn't mean anything.

"'I was just messing with you! Well, I've got to guide some of the more worthy bands of Harlequins to the Black Library. Toodles!'" Khaine relayed. "I have no idea what that meant either. I swear he'd get so much more done if didn't spend all his time thinking up terrible jokes. Seriously, puns would be preferable to this weird surreal humor he's been into ever since the Bitch was born, and I always thought that was the lowest form of humor. Though in retrospect he might just have a weird way of dealing with trauma." Khaine explained.

"Um, alright. Say Mehtrya. What the hell is the Webway?" Serras seemed a bit shaken from that whole ordeal, and she hadn't even actually met the Laughing God.

Mehtrya forced herself not to shuffle her feet like a misbehaving child. "It's a network of tunnels in a dimension that acts as the skin of reality between the Immaterium and the Materium. They were constructed by the Old Ones for quick travel between their worlds, and later expanded by my race. When IT was born, the paths between most places were lost temporarily from minor damage inflicted by the shockwave, leaving us isolated from other fragments of our races on other Craftworlds, beyond the communication provided by Khaine." She would have bowed to the god, but Khaine had moved his attention elsewhere shortly after the message ended. He'd mentioned he wasn't one for sappy nonsense a few times, though he might have simply been dealing with a lot of traffic.

"Okay. I take it you've been trying to restore access to the wider network, potentially including a portal on Ivanor if that's why you were so interested. I'm guessing that's what the Concealment Runes were for. You know we have entire armies doing basically nothing but train and garrison planets. Heck, fighting the Orks over Therog is the most action most of the PDF has seen!" She tilted her head.

"Speaking of which, that name doesn't really suit them anymore since they aren't really specific to their own planets any more. I'll have to have it changed at some point. Anyway, you need to focus on rebuilding your numbers and making sure that you don't lose too much of your knowledge and technology. I would have assigned PDF members to help you out in a heartbeat if you'd asked." Serras paused. "But that's just it, isn't it? You were starting to feel like I was coming in and fixing all your problems for you, and you'd still like to have some pride in yourselves, which made it sting that you weren't solving your own problems, so you wanted to do this yourselves."

Serras worked it out pretty quickly. This was why you'd avoided mentioning it at all up to this point. Serras was perceptive, and she understood psychology well, particularly where those she cared about were concerned. "Well, I can keep the help to a minimum if you like, but I insist you accept some help. I refuse to buy that you could effectively police a galactic network with, what, 1% of your old population? On that note, if IT being born only scrambled the Webway somewhat, wouldn't those maniacs who must have lived in the Webway and were, if anything, worse than their counterparts on your worlds have survived for the most part? I mean, unless IT made a concerted effort to break in, which is a possibility. If they did survive, there's no guarantee they'd be willing to work with you, possibly considering you cowards for turning away from exploring every possible avenue of experience despite it being made clear how terrible an idea that was, or something equally stupid, and either ignore your efforts, or hinder you outright."

Mehtrya had heard this exact argument for informing Serras of the Webway network. Frankly, she'd been on the fence. While there were logical and emotional arguments for both sides, the main justification she'd made to herself to avoid saying anything was that it would be something of a betrayal to inform her without her people's approval. Of course, a nasty little voice would always point out that hiding something so major would be considered a personal betrayal by many, and the fact that Serras was simply laying out why she thought having some help would be a good idea rather than ranting and raving made it worse somehow.

Noticing her internal conflict, Serras proceeded to give her an out. "Not to mention that if other Deathworlds have connections to the Old Ones, then it's entirely possible that a lot of human worlds, maybe even ones that have existing infrastructure for ships, have such gates, making them a great way to spread The Bastion much more quickly and prevent the snowballing threats like the Orks from getting out of hand. Even ignoring the interest I have in your people not killing themselves trying to correct their mistakes, I have an interest in restoring the network simply to gain access to a quicker, and presumably safer, means of transportation to various worlds. In a way, it could be said that you'd be doing me a favor if you let me help."

Mehtrya shook her head. "Let's not pretend this isn't what it is. We've yet again failed to clean up our own mess, and you're offering help, again." Mehtrya didn't mean for that to come out so bitter, but she really didn't want to admit that her people couldn't clean up their own messes. Admitting they'd screwed up badly enough to further screw up the galaxy was one thing. Being unable to fix their mistakes was entirely different. They were supposed to be better than this, at least, they'd acted like it for the past dozen or so millennia.

"To be fair, having 1% of the population responsible for causing the problem try and fix it seems unreasonable, especially when they were the ones trying to prevent the problem in the first place." Serras pointed out. "Technically, the only thing you're guilty of is not stopping a much larger portion of your species from descending into debauchery and then of failing to convince them to stop, and I'm not really sure what more you could have done. Telling them it would end badly and trying to get them to stop peacefully was accomplishing nothing. What were you supposed to do? Blow up one of your homeworlds to try and give them a wake-up call? Is there any indication something like that would even have worked?" she asked.

"...We still shouldn't have other people clean up our mess." Mehtrya stubbornly clung to that.

"I'm not saying you should, but there's a distinct difference between having some help, and getting someone else to clean up after you." Serras responded, laying a hand on Mehtrya's shoulder. She'd probably have gone straight for a hug, but she could tell Mehtrya wasn't in the mood for it.

"..." Mehtrya considered that. While she was, on some level, aware that Serras' intense charisma from her psychic power wasn't something she could entirely turn off, her arguments made sense, and they seemed heartfelt. She'd gained a great deal of insight into how Serras' mind worked since they'd first met, so she was sure of Serras' honesty.

"I'll show you the gate. When the others hear that Cegorach was the one who told you, they won't be willing to try and hinder you." Mehtrya sighed. Trying to keep her out was just being stubborn at this point.

"Well, as long as you accept some level of help. I mean, it's not like most of the garrison forces are doing much right now, with the exception of the Deathworlds. We might as well deploy them.

It's not like I don't benefit from this either." Serras patted her shoulder. "I mean, this is a galactic network! I could get all kinds of insights just from seeing it!"
Mehtrya smiled at Serras' almost entirely genuine exuberance. She really was determined to take care of everyone's problems, even the ones that sprung from doing so.

Reward: Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across the sector. Cannot currently have major extensions made. Requires time and/or actions to gain major benefits. Currently being explored by Eldar and now by small complements of Deathworlders and similar veteran human troops. +10 to Psyker and Education skills from cursory study of Webway.

AN: Solving all of someone's problems with little to no input from them in finding the solution has its downsides for their self-confidence. Granted, they recognize that pride was the cause behind their downfall, since that was the root of their rampant hedonism and lack of restraint (besides the whole 'feels sensations and emotions more strongly than humans' thing), but they'd like to hold on to some of it.

Serras can usually determine if there's any major threats within the next decade, but any further than that is iffy. Being informed of a specific threat dramatically extends that to about 50 years, though Slaanesh (since it doesn't have a trickster/diviner build) shortened that to about 20 years. Serras doesn't particularly trust gods, since most of her experiences with them have been through Chaos cultists, or the less psychotically deranged but still somewhat nutty Mechanicus. This translates more along the lines of 'trust but verify' than 'automatically disregard everything they say unless you have outside confirmation' for allied gods such as Khaine. Cegorach's reputation as a trickster didn't help his case.

Education: Advanced: 70. You continue to push the upper limits of human knowledge. Education bonus is now 170 for General.

Education: Advanced: 80. You continue to push the upper limits of human knowledge further and further. Education bonus is now 180 for General.

Education: Cultural Analysis: 70. Many xenos races require your personal intervention to acquire their allegiance to the greater state, but you can assimilate most of them without problems. Can assimilate xenos cultures which are anything more than neutral towards you.

Education: Cultural Analysis: 80. Some xenos races require your personal intervention to acquire their allegiance to the greater state, but you can assimilate the majority of them without problems. Can assimilate xenos cultures which are neutral towards you.

Education: Seer: 70. You are one of the greatest scholars on the Warp in the nearest 8 sectors. Education: Esoteric bonus has increased to 170.

Education: Seer: 80. You are one of the greatest scholars on the Warp in the nearest 9 sectors. Education: Esoteric bonus has increased to 180.
Psyker: Sorcery: 70. You have advanced humankind's knowledge of manipulating the natural world using the Warp a great deal. +70(170 total) to yourself in combat, +35(85 total) to allies within 17000 meters.

Psyker: Sorcery: 80. You have advanced humankind's knowledge of manipulating the natural world using the Warp a large amount. +80(180 total) to yourself in combat, +40(90 total) to allies within 18000 meters.

Psyker: Spirit: 60. Your soul rejects Daemons who do nothing more than enter your personal space. +160 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons risk will be destroyed simply from coming into contact with you.

Psyker: Spirit: 70. Your soul rejects Daemons who do nothing more than enter your personal space. +170 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, with a minor chance of dying to them if they attempt subterfuge. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be destroyed simply from coming into contact with you.

Psyker: Navigator: 60. You can read and manipulate the Warp around you to a degree similar to the junior members of a Navigator House. You can reliably predict events 600 minutes into the future, and get some flashes of events up to 600 days hence. +160 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +80 to ritual-disruption Checks among allied psykers.

Psyker: Navigator: 70. You can read and manipulate the Warp around you at the same level as the junior members of a Navigator House. You can reliably predict events 700 minutes into the future, and get some flashes of events up to 700 days hence. +170 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +85 to ritual-disruption Checks among allied psykers.


Contact Interlude

Less than a month after your talk with Magnus, a psychic ping resonates with you. Unless the forces of Chaos had suddenly become excellent at pretending to be beings of Order (HA!), your father had contacted you. It only made sense. Magnus had mentioned talking to him a little bit, and he was much further away from Terra than she was, relatively speaking. Her father probably wanted to know more about her. She allowed the link to form.

'Hello?' She asked. While she could tell he wasn't malicious, that was really all. His defenses were too strong to bypass passively, though she was concerned that the opposite might not be true. Still, she didn't have a whole lot to hide... hopefully. Though considering the fact that Magnus didn't remember her being amongst his 19 siblings, she wasn't actually sure. She didn't actually know him beyond the second-hand account she'd gotten from Magnus.


'HELLO. I BELIEVE YOU'RE THE ONE WHO SHOWED MAGNUS THOSE CRYSTALS HE'S BEEN GOING ON ABOUT?'

Serras blinked. Huh, was that how she sounded to regular psykers? 'Yes. That was me.'

'HE ALSO MENTIONED TWO THINGS THAT CONCERNED ME. THE FIRST BEING THAT YOU CLAIM TO BE HIS SISTER, DESPITE MY NOT MAKING ANY FEMALE PRIMARCHS. THE SECOND BEING THE SHADOWY CREATURES YOU ENCOUNTERED, WHICH LEFT THE FIRST FEW CRYSTALS BEHIND.'

'Uh, yes. I have a pod, which is how I knew about you and Magnus in the first place. Waking up inside is my first memory, so I just kind of assumed…' Serras trailed off. If she wasn't one of the 'Primarchs' then what exactly was she? If nothing else, she'd like to be sure she wasn't going to go nuts as soon as someone pressed a mental trigger.

'WELL, I THINK I HAVE A THEORY ABOUT WHAT HAPPENED. LATE IN THE PROCESS OF CREATING MY SONS, THERE WAS A… MISHAP, AND THEY WERE SCATTERED IN THE WARP. SAID MISHAP RESULTED IN A SHOCKWAVE OF WARP ENERGY THAT COULD BE FELT A DOZEN SECTORS AWAY. THIS MAY HAVE CAUSED A CHUNK OF WARP ENERGY TO IMPRINT ON THOSE THE INCIDENT WAS CENTERED ON. THE PRIMARCHS.

I'M NOT SURE WHY YOU WERE CREATED FEMALE, BUT SINCE YOU ARE ESSENTIALLY WARPSTUFF THAT FORMED INTO A COPY OF THE IDEA BEHIND THE PRIMARCHS, YOU ARE STILL TECHNICALLY MY DAUGHTER. AT LEAST, IN SO MUCH AS YOU WOULDN'T EXIST WITHOUT MY HAVING CREATED THE PRIMARCHS IN THE FIRST PLACE.'


'Uh, well, thanks for that, then.' Serras gave the mental impression of a nod. She certainly hadn't suspected that, though she supposed it didn't change a whole lot. She might be a little miffed about not having been supposed to exist, but it seemed roughly equivalent to an accidental pregnancy (if scaled up) so she could deal with it.

'YOU'RE WELCOME. NOW, ABOUT THOSE SHADOWS.'

'I don't really like to talk about them, but I figure you should hear about them from a first-hand source. They tended to appear like actual shadows that had broken into the 3-dimensional world, though with glowing yellow eyes. From what I was able to tell, they were roughly equivalent to Warp Horrors in their home universe. They broke into our reality after the inhabitants of a third reality badly failed in dealing with a spatial anomaly, tearing a hole that allowed the shadows into ours, and presumably their own.

They possessed the ability to temporarily become like normal shadows, rendering them invincible to conventional physical attacks, and highly-resistant to energy-based attacks and psychic powers, though they themselves were almost unable to harm my forces in turn.

In addition, they possessed the ability to… assimilate other beings. They would be swallowed by a seemingly bottomless well of darkness, before re-emerging as one of the shadow creatures. Considering I saw it happen to humans, Eldar, Orks, some third race of xenos whose species name I never learned, and Daemons, I don't think anyone's actually immune.' Serras explained.

Her father was silent for a few moments. Probably turning that thought over in his head. 'DAEMONS. WERE TURNED INTO ANOTHER UNIVERSE'S DAEMONS. BY SAID DAEMONS.' He paused. 'THAT DESCRIPTION ACTUALLY SOUNDS FAMILIAR. ARE YOU ABSOLUTELY SURE YOU GOT THEM ALL? BECAUSE IF THEY'RE WHAT I THINK THEY ARE, WE DON'T WANT THOSE THINGS RUNNING AROUND.'

'Well, I closed the rifts they first came through, and we couldn't find any of them afterward. Not to mention I personally turned the Hulk they were first found on into a set of ships, which we would notice disappearing or having any outbreaks of shadow monsters. As long as the Daemons aren't stupid enough to mess with something that was trying to eat them, and succeeding to a degree, we should be fine. ...Why does that not fill me with confidence?' Serras explained.


'PROBABLY BECAUSE DAEMONS ARE SELFISH BASTARDS. IT'S PRACTICALLY THE JOB DESCRIPTION. I'LL LOOK INTO IT. HOPEFULLY THEY CAN'T ACCESS THAT DIMENSION WITH THE ORIGINAL PORTAL CLOSED, BUT I'M NOT USUALLY THAT LUCKY.

ANYWAY. I'M IN THE MIDST OF REUNIFYING TERRA, SO I DON'T HAVE A WHOLE LOT OF TIME TO TALK. NOTHING I CAN'T HANDLE SO FAR, BUT IT'S GOING TO BE A WHILE BEFORE I HAVE THE RESOURCES TO SPREAD BEYOND SOL. I CAN'T PROMISE I'LL HAVE REACHED YOU BY THE TIME YOU HIT 30, BUT I WILL MOST DEFINITELY HAVE GOTTEN THAT FAR BY 50.' He explained, a note of frustration coming through.

'Hm, any way I can help? Like, anything you're having particular trouble with?' She asked.


'THERE'S REALLY ONLY ONE MAJOR PROBLEM. THE THUNDER WARRIORS APPRECIATE THE TALISMANS BEING FORGED OUT OF THE CRYSTALS YOU DISCOVERED THE MEANS TO CREATE, WHICH HAS THE ADDED BENEFIT OF REDUCING THE GENERAL POPULACE'S MISTRUST OF PSYKERS BY BOTH REDUCING THE RISK OF POSSESSION AND GIVING THEM AN EVERYDAY USE BEYOND COUNTERING OTHER PSYKERS. IN ADDITION, THEY SHOULD PROVE USEFUL IN AT LEAST PARTIALLY RESTORING TERRA ITSELF.

CURRENTLY, MUCH OF THE POPULATION IS FORCED TO AVOID HUGE SWATHES OF LAND. EITHER THE REMNANTS OF BROKEN ENEMIES PROWL IN SMALL GANGS, ROGUE ARCHAEOTECH ATTEMPTS TO KILL ANYTHING AND EVERYTHING THAT ISN'T ONE OF IT'S OWN, OR POISONED/IRRADIATED WASTELAND THAT EVEN MARS' TECH-PRIESTS WOULD CONSIDER UNINHABITABLE MAKES UP NEARLY A HALF THE AVAILABLE LAND FOR LOYAL CITIZENS OF THE NASCENT IMPERIUM OF MAN.

I AM CURRENTLY TOO BUSY DIRECTING THE TROOPS AND CONSOLIDATING MY EXISTING HOLDINGS TO PUSH MUCH RESEARCH IN THAT DIRECTION, AND MY CONTACT WITH MARS IS EXTREMELY LIMITED AT THIS POINT. LUNA IS OCCUPIED BY LUNATICS, AND MUCH OF THE REST OF THE SYSTEM IS WORSE OFF THAN TERRA, THOUGH I'M NOT SURE WHAT EXACTLY IS GOING ON PAST JUPITER, AS I AM TOO FOCUSED ON THE HERE AND NOW TO BOTHER WITH THAT UNTIL TERRA IS IN DECENT SHAPE.

MALCADOR IS MORE OF AN ADMINISTRATOR THAN A SCIENTIST, AND MAGNUS IS MORE INCLINED TO THE STUDY OF THE WARP, BOTH BY PREFERENCE AND NATURAL TALENT. THEREFORE, I TURN TO YOU. HOW GO YOUR OWN SCIENTIFIC PURSUITS?'


'Well, we've recently designed arcologies, and I built the test case in a couple hours, which held 50000 people without too much trouble. While we prefer to have 1 per kilometer, it is technically possible to hold 16 in a single kilometer. That should be enough, right?' she asked. There probably couldn't be more than a couple billion on Terra at absolute most if Father's description wasn't a massive exaggeration, especially once the fighting was over.

The impression of a nod of approval came through. 'THAT WOULD BE PERFECT. IT WOULD ALSO CONSOLIDATE PEOPLE INTO SMALLER, MORE EASILY DEFENDED AREAS. GETTING THE MATERIALS WOULD TAKE SOME TIME, BUT I COULD SPARE A COUPLE HOURS AT SOME POINT SOON. SHOW ME THE SCHEMATICS.'

Serras proceeded to do just that. After a few minutes discussion of the finer points of their design and construction, and Father copying the plans, so that he could show regular humans and have them construct the things without his direct supervision. While the Primarchs possessed essentially perfect memory, barring something screwing with their brains/memories directly, and their progenitor actually did have perfect recall, regular humans very much did not.

Father remembered the creation and design of the vast majority of human technology, but lacked the tools to build the more advanced stuff, which he'd need time to build the tools necessary for the creation thereof, and so on and so forth. This was faster. He'd bring technology up to standard as soon as Terra wasn't in imminent danger, and do his best to do it as he went, but technological uplift took years at the best of times, and they simply didn't have that sort of time to spare. Perhaps when Terra was far behind Imperial lines, but until then, no.

'Say, Father, perhaps Imperium of Man isn't the best title, or Great Crusade. The former makes it sound like a humans only club, and the latter has religious connotations. Why not call it the Federation of United Worlds and the Reunification? Or the-' Serras cut off as a chuckle resounded across the link. 'What? What's so funny?'


'YOU JUST REMINDED ME OF SOMETHING.' At this he turned serious. 'THE IMPERIUM WILL ALLOW XENOS TO JOIN, BUT HUMANITY COMES FIRST. WE CANNOT DEPEND ON XENOS TO STAND WITH HUMANITY AFTER THE DESERTION THAT OCCURRED WHEN THE AGE OF STRIFE BEGAN. AS SUCH, WHILE WE WILL NOT ATTACK XENOS RACES ON SIGHT, WE WILL NOT TOLERATE XENOS HARMING HUMANITY. THEREFORE, I REFUSE TO CALL THE HUMANITY'S RESURGENT STATE SOMETHING LIKE THE FEDERATION. XENOS WILL HAVE TO EARN OUR TRUST, RATHER THAN RECEIVING IT FREELY.

AS FOR THE GREAT CRUSADE, I CONSIDERED CALLING IT SOMETHING ELSE, BUT REPRESSING ALL RELIGIOUS TERMS DOESN'T USUALLY DO MUCH TO STEM ENTHUSIASM FOR IT. AS SUCH, INSTEAD OF REPRESSING RELIGIOUS TERMS, I WILL REPURPOSE THEM FOR SECULAR GOALS, SUCH AS THE REUNIFICATION OF HUMANITY. IF THE PROBLEM IS THE RELIGIOUS ASSOCIATION, THEN I WILL ALTER THEIR ASSOCIATION. AFTER ALL, A WORD CANNOT BE BOTH SECULAR AND RELIGIOUS AT THE SAME TIME, AND IF IT'S USED FOR SECULAR PURPOSES FOR LONG ENOUGH, THAT'S WHAT PEOPLE WILL ASSOCIATE IT WITH.'


Serras thought that over, and nodded in acquiescence. Well, as long as the xenos races in The Bastion weren't enslaving people, there shouldn't be a problem. As long as he didn't name everything in religious terms, Great Crusade wasn't the worst name he could choose. 'I suppose that makes sense, though I'm not sure how well it's going to go down with xenos races. Anyway, I'm probably not going to physically reach you soon either. I've made contacts with the Eldar, and apparently Cegorach considered it worth it to warn me about a major incursion of Orks in 16 years time, so I'll be dealing with that for the foreseeable future.'

'I CAN SEE HOW THAT WOULD BE A PROBLEM, YES. BE CAREFUL OF THE SPACE-ELVES. THEY HAVE THIS NASTY HABIT OF ACTING LIKE THEY'RE BETTER THAN EVERYONE ELSE, AND ACTING LIKE IT'S TRUE. THAT BEING SAID, IF YOU CAN MANAGE A GENUINE FRIENDSHIP WITH THEM, THEN THEY SHOULD BE ABLE TO GIVE YOU ACCESS TO THE WEBWAY, WHICH SHOULD PROVE VERY USEFUL, AND I WOULD BE VERY INTERESTED IN.' Father commented.

'Actually, Cegorach already addressed that. The elite soldiers among the star nation I'm building are working with their soldiers to clear the Webway out and establish a working map of it. Apparently it didn't really like the psychic shockwave of… IT's birth.' Serras began cheerfully, but ended solemnly.

'...SO YOU KNOW ABOUT IT THEN. I SUPPOSE THERE'S NO HELPING IT NOW. HOWEVER, AVOID TELLING THE MASSES. CHAOS IS INCREDIBLY CORRUPTING. EVEN THE LIKES OF OURSELVES AREN'T IMMUNE, AND THE MOST WEAK-WILLED OF PEOPLE CAN BE SWAYED SIMPLY BY KNOWING ABOUT IT.' Father told her with great seriousness.

'Don't worry, the people who deal with Daemons on a regular basis are the only ones even considered for being informed under most circumstances, and I do my level best to absolutely minimize risk of corruption.' Serras responded.

'GOOD. THEY FEED OFF OF THE BELIEF OF MORTALS, WHICH IS WHY THEY POSSESS SUCH INTEREST IN THE MATERIUM, DESPITE HAVING LITTLE ABILITY TO PERSONALLY INTERVENE IN IT COMPARED TO THE WARP. WHILE THEY ALSO DRAW FROM CERTAIN EMOTIONS, ACTUAL WORSHIP PROVIDES FAR MORE POWER FROM THE SAME SOUL. CURB BELIEF, AND THEY WILL ALSO BE CURBED, POTENTIALLY RETURNING THEM TO DORMANCY IN TIME.' Father explained.

'I suppose that makes sense. Having thoughts directed to them instead of just emotion would probably provide more energy than just one or the other.' Serras agreed.


'AS LONG AS YOU UNDERSTAND THE GRAVITY OF THE SITUATION. I'LL NEED TO BE GOING. THERE'S A BATTLE THAT'S SUPPOSED TO BEGIN WITHIN THE NEXT FEW HOURS THAT I'LL NEED TO DIRECT.'

'I'll talk to you again some other time Father.' Serras nodded as the link faded. She turned back to the pile of metal and schematics a few feet away. "Now then… where was I?"

Reward: Gained Emperor SL. Currently 1 of 10. +10 to Education and Psyker skills.
AN: Serras didn't tell Emps about the Soulstones because they aren't going to have an effect until she can get to him to personally demonstrate them. Orichalcix, however, she has already demonstrated to Magnus, who, in turn, showed Emps. Eldar can make Wraithbone without much in the way of training, so human psykers can do the same with Orichalcix. Soulstones are a bit more complex.

It's sort of the difference between a solitary gear from Big Ben, and a wholesale clock. The former is big (power-intensive), but relatively simple, while the latter is small (relatively low-power), but complicated and therefore harder to make.

Emps has already made a bunch of equipment for the Thunder Warriors. Having equipment that fixes itself means he can push them until they're collapsing from exhaustion without overmuch having to worry about their arms and armor failing on them.

Education: Advanced: 80. You continue to push the upper limits of human knowledge further and further. Education bonus is now 180 for General.

Education: Advanced: 90. You are nearing another new tier of knowledge on mundane subjects. Education bonus is now 190 for General.
Education: Cultural Analysis: 80. Some xenos races require your personal intervention to acquire their allegiance to the greater state, but you can assimilate the majority of them without problems. Can assimilate xenos cultures which are neutral towards you.
Education: Cultural Analysis: 90. A few xenos races require your personal intervention to acquire their allegiance to the greater state, but you can assimilate the vast majority of them without problems. Can assimilate xenos cultures which are slightly worse than neutral towards you.
Education: Seer: 80. You are one of the greatest scholars on the Warp in the nearest 9 sectors. Education: Esoteric bonus has increased to 180.

Education: Seer: 90. You are one of the greatest scholars on the Warp in the nearest 10 sectors. Education: Esoteric bonus has increased to 190.
Psyker: Sorcery: 80. You have advanced humankind's knowledge of manipulating the natural world using the Warp a large amount. +80(180 total) to yourself in combat, +40(90 total) to allies within 18000 meters.

Psyker: Sorcery: 90. You are nearing another new tier of esoteric knowledge. +90(190 total) to yourself in combat, +45(95 total) to allies within 19000 meters.

Psyker: Spirit: 70. Your soul rejects Daemons who do nothing more than enter your personal space. +170 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, with a minor chance of dying to them if they attempt subterfuge. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be destroyed simply from coming into contact with you.

Psyker: Spirit: 80. Your soul rejects Daemons who do nothing more than enter your personal space. +180 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, with a small chance of dying to them if they attempt subterfuge. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be destroyed simply from coming into contact with you.

Psyker: Navigator: 70. You can read and manipulate the Warp around you at the same level as the junior members of a Navigator House. You can reliably predict events 700 minutes into the future, and get some flashes of events up to 700 days hence. +170 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +85 to ritual-disruption Checks among allied psykers.

Psyker: Navigator: 80. You can read and manipulate the Warp around you to roughly the same degree as the senior members of a Navigator House. You can reliably predict events 800 minutes into the future, and get some flashes of events up to 800 days hence. +180 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +90 to ritual-disruption Checks among allied psykers.
 
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Turn 14 Options
With the massive number of Orks that will be pouring into The Bastion within 20 years, preparations will need to be made.
Turn 14 Options.

You have 18 Major Actions available.​

[/] Ship Building. Even with the Waagh destroyed and your recent influx of resources, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, and though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Battleship, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 6/115 have been used. 8 will be taken for free due to Mining Ships. All Dreadnought berths currently full. Cruiser berths currently full. Escort berths empty, but can be constructed by you wholesale. Due to allied berths, 16 sets of berths are now available for each category.

[ ] Diplomacy. While you've added a large number of new systems to The Bastion, there are still a number of polities in the sectors surrounding Thernus' that you can reach out to. While you have less information about them than those within your sector, you were going to have to take that plunge some time. 50 systems available for diplomacy. Reward: Depends on Checks passed.

[ ] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 50 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.

[ ] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system. Time: 1 Year. AN: Will count against your Ship-Building total unless building Small Shipyard for Escorts. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.

[ ] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses). Reward: Contact with fellow Primarchs.

[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[ ] Cleansing Thernus of Orks. You could cleanse Thernus of Orks entirely if you wished, though they aren't really a major threat at this point. They serve more as live-fire exercises than anything else right now. Psyker: Manipulation, Education: General, Medicine: Narcotics. Reward: Orks removed from Thernus. Can do something similar for every world with Orks once they're beaten down to steam-power or lower.

[ ] Stellar Bellows. A Mega-project, which involves constructing a ring around a star, to extract material from said star. Most of it will be hydrogen, but a lot of it will be higher elements, and with your fusion plants, it's possible to create higher elements without too much trouble. However, it is very likely to become a target for subversive elements. As such, it's construction will not be started without your direct supervision. Requires at least 1 Major Action to begin. An additional 4 may be used to shave the time of construction down from 5 years to 3 years, as you construct the skeleton more or less wholesale.

[ ] Webway Patrol. While elite soldier are being sent in to help the Eldar, contingents of regular soldiers should both help them get real experience, and help clear the Webway. Accelerates timeline for gaining further access to Webway. May be taken up to 10 times.

You have 34 Minor Actions available.

40 Free Integration actions.

20 Free Survey actions. (+10 from excess of Escorts for this Turn).

You have 50 Free Invention Actions available.
You have 24 Perk points available. Bank votes take priority.

Combat: Melee: 20 Perk. Trained Fighter. You are an above-average fighter. +10 to Combat Checks.

Combat: Melee: 40 Perk. Brawler. You are always armed. Provided you can use your limbs at least. +20 to Combat Checks.

Combat: Melee: 60 Perk. Commanding Officer. You are a skilled fighter, and those under your command know it. +30 to Combat Checks. +10 to morale rolls for forces you command. Requires one of the preceding Melee Perks.

Combat: Melee: 80 Perk. Crusher. You are a supremely skilled fighter. Your mere presence nearby is demoralizing to the enemy. +50 to Combat Checks. Malus of 10 to enemy morale rolls when arrayed against forces you command. Requires 2 of the preceding Melee Perks.

Combat: Melee: 100 Perk. Champion. You have achieved the limits of mortal combat when fighting in the close-range. You can embolden your forces and terrify the enemy by your mere presence, and the enemy champion is the only one that may do more than buy time with their lives should they get too close. +75 to Combat Checks. Bonus of 25 to morale rolls for forces under your command, Malus of the same to enemy morale rolls when you are present on the planet. Requires 3 of the preceding Melee Perks.

Combat: Melee: 120 Perk. Supreme Champion. You have exceeded the limits of mortal combat when fighting in melee. Your forces are emboldened by proximity to you, and enemies falter, as you are essentially death incarnate to any but a Warp Horror. +100 to Combat Checks. Bonus of 50 to morale rolls for your forces, Malus of the same to enemy morale rolls when you are in the same system. Requires 4 of the preceding Melee Perks.

Combat: Melee: 140 Perk. Ultimate Champion. You have vastly surpassed the limits of mortal combat in melee. Your forces are greatly emboldened by proximity, and enemies risk breaking simply from knowing you are present. Even Warp Horrors will feel unnerved if they are on the enemy's side. +150 to Combat Checks. +100 to Morale rolls for forces under your command. Malus of the same to enemy morale rolls. Applies to all forces in sub-sector. Requires 5 of preceding Melee Perks.

Combat: Melee: 160 Perk. Hero. Simply achieving this level of melee combat makes people question whether you really are human. You forces will recover from total disorganization from the simple fact of your presence. Meanwhile, entire fleets and armies may flee or desert from your presence. Even Daemonic ones. +200 to Combat Checks. +150 to Morale rolls for forces under your command. Malus of the same to enemy Morale rolls. Applies to all forces in sector. Requires 6 of preceding Perks.

Combat: Melee: 180 Perk. Superhero. You can call yourself human all you want. Very few people believe you. Your mere presence on the battlefield rallies your troops, not the least because you actually do make your allies stronger when you are nearby, and your enemies weaker. Daemonic armies will run back to the Warp rather than fight you. Fleets and armies may simply give up and wait to be imprisoned or boarded. +250 to Combat Checks. +200 to Morale rolls for your forces. Malus of the same to enemy Morale rolls. Applies to all forces in nearby sectors. Requires 7 of preceding Perks.

Combat: Melee: 200 Perk. Goddess of War. You keep having to tell people you aren't a god of war. Even the ones that aren't part of the cults that keep popping up are doubtful of your claim. +500 to Combat Checks. +250 to Morale rolls for your forces. Malus of the same for the enemy. Applies to all forces within 5 sectors of you. Requires 8 of preceding Perks.

Combat: Ranged: 20 Perk. Dual-wielding. For most people, using two guns requires a sacrifice of accuracy, speed, or stability. Not so for you. May use two guns without one suffering a debuff.

Combat: Ranged: 40 Perk. Deflection. You can bounce bullets and laser shots off of many surfaces if you do it right. +20 to Combat Checks.

Combat: Ranged: 60 Perk. Ricochet. Not only can you bounce shots off of surfaces, you can do it over and over. +40 to Combat Checks. +10 Flanking bonus to Combat Checks. Must have 1 of preceding Perks.

Combat: Ranged: 80 Perk. Burn-Through. Just because they think they're safe, doesn't mean they are... not completely anyway. +80 to Combat Checks.

Combat: Ranged: 100 Perk. Blast-Through. They usually aren't safe. +100 to Combat Checks.

Combat: Ranged: 120 Perk. Shield? What Shield? You'd think they'd start dodging instead. +120 to Combat Checks.

Combat: Stealth: 20 Perk. Sniper. Rather than sneaking behind enemy lines, you can take out officers from a distance. +20 to Stealth Checks.

Combat: Stealth: 40 Perk. Assassin. Hey Earl, where'd you Gugh! +40 to Stealth Checks.

Combat: Stealth: 60 Perk. Silent. Being very quiet is an important part of stealth. +60 to Stealth Checks.

Combat: Stealth: 80 Perk. Too Quiet. People can find your lack of noise creepy. +80 to Stealth Checks.

Combat: Stealth: 100 Perk. Ghost. It's like you're only there when you want to be. +100 to Stealth Checks.

Tactics: Preparation: 20 Perk. Waiting. Waiting is half of war. +10 to Tactics Checks.

Tactics: Preparation: 40 Perk. Trapping. Laying traps is very helpful in causing enemy casualties. +20 to Tactics Checks.

Tactics: Preparation: 60 Perk. Fortifications. Even the crudest of fortifications can save lives. +30 to Tactics Checks. Requires 1 of preceding Perks.

Tactics: Preparation: 80 Perk. Ambush. Lying in wait for the opportune moment to attack requires patience, good judgement, and some measure of blind luck. While your options for the last are more limited, you have the first two in spades. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Preparation: 100 Perk. Trench Training. While having crude fortifications is good, being able to make them and use them well is, if anything, more important. +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Preparation: 120 Perk. Hm, Plan D Perhaps? Having contingencies is always good. Everyone who isn't an idiot is going to have a Plan B, so you should go a bit beyond that. +100 to Tactics Checks. Requires 4 of preceding Perks.

Tactics: Preparation: 140 Perk. Time For Plan F! If having more contingencies is good, having even more, logically, should be better. +150 to Tactics Checks. Requires 5 of preceding Perks.

Tactics: Preparation: 160 Perk. Time For Plan J!! Most people think you're a nutcase, but you'll be the one laughing last. +200 to Tactics Checks. Requires 6 of receding Perks.

Tactics: Preparation: 180 Perk. Time For Plan M!! Almost all people think you're a nutcase, but you'll be the one laughing last. +250 to Tactics Checks. Requires 7 of receding Perks.

Tactics: Preparation: 200 Perk. Time For Plan Q!! Everyone thinks you're a nutcase, but you'll be the one laughing last. +500 to Tactics Checks. Requires 8 of receding Perks.

Tactics: Cleverness: 20 Perk. Clever. You might be too smart for your own good. +10 to Tactics Checks.

Tactics: Cleverness: 40 Perk. I Meant To Do That! You take full advantage of your crafty reputation to fool enemies into dealing with imaginary plots. +20 to Tactics Checks.

Tactics: Cleverness: 60 Perk. You've Fallen Into My Trap! You can pretend to do a big dramatic reveal that everything they did was part of your plan. While the best readers of body language can tell you're lying, it can sow confusion long enough to buy time for your actual operations. +30 to Tactics Checks. Requires one of preceding Perks.

Tactics: Cleverness: 80 Perk. Time For Plan B! While you are an excellent strategist, making adjustments to take changes into account is paramount. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Cleverness: 100 Perk. Er, Plan C? Of course, enemy commanders will often do the same, so fighting a competent commander can become like a chess game, but with lives in the balance. +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Cleverness: 120 Perk. Clever Stratagem. Having plans is good, having good plans is better. +100 to Tactics Checks. Requires 4 of preceding Perks.

Tactics: Cleverness: 140 Perk. Cunning Plan. Having very good plans is even better. +150 to Tactics Checks. Requires 5 of preceding Perks.

Tactics: Cleverness: 160 Perk. Canny Stratagem. Of course, having a good plan requires being able to predict your opponent well enough to plan around them, but you're plenty canny enough for that. +200 to Tactics Checks. Requires 6 of preceding Perks.

Tactics: Cleverness: 180 Perk. Well-Thought Stratagem. Of course, having a great plan requires being able to predict your opponent well enough to plan around them well, but you're plenty canny enough for that. +250 to Tactics Checks. Requires 7 of preceding Perks.

Tactics: Cleverness: 200 Perk. Perfect Stratagem. You are at the peak of crafty plans made by mortals. +500 to Tactics Checks. Requires 8 of preceding Perks.

Tactics: Trickery: 20 Perk. Tricksy. You are surprisingly crafty. +10 to Tactics Checks.

Tactics: Trickery: 40 Perk. Prankster. You make a habit of tricking people in harmless ways, so that they're on guard against worse ways. +20 to Tactics Checks.

Tactics: Trickery: 60 Perk. Trickster. Of course, you also know a thing or two about riddles. +30 to Tactics Checks. Requires one of preceding Perks.

Tactics: Trickery: 80 Perk. Bluff. You won't always hold all the cards, but having the enemy think you do can be almost as good. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Trickery: 100 Perk. Double Bluff. The enemy might figure out you aren't holding all the cards... or so they think. You actually just let the 'find out' about your 'weaknesses.' +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Trickery: 120 Perk. Triple Bluff. A very good opponent might figure out a double bluff, but it takes a truly impressive intellect to figure out a triple bluff. Of course, this means it can be hard to judge when to use one, but you like to think you've gotten it down. +100 to Tactics Checks. Requires 4 of preceding Perks.

Tactics: Trickery: 140 Perk. Complex Plan. Simply using brute force isn't always going to work, so a more roundabout approach is necessary. +150 to tactics Checks. Requires 5 of preceding Perks.

Tactics: Trickery: 160 Perk. Intricate Plan. Some opponents require truly convoluted plans. +200 to Tactics Checks. Requires 6 of preceding Perks.

Tactics: Trickery: 180 Perk. Delicate Plan. Some opponents require extremely convoluted plans. +250 to Tactics Checks. Requires 7 of preceding Perks.

Tactics: Trickery: 200 Perk. Complicated Plan. Some opponents require ridiculously convoluted plans. +500 to Tactics Checks. Requires 8 of preceding Perks.

Evasion: Lying: 20 Perk. Dissimulation. Sometimes the best lies are half-truths. +10 to Evasion Checks.

Evasion: Lying: 40 Perk. Easy Smile. People trust seemingly genuine smiles. +20 to Evasion Checks.

Evasion: Lying: 60 Perk. Misleading. You don't have to lie outright, just let people form the wrong conclusions. IT's not your fault if you give them true information, but they don't connect the dots. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Lying: 80 Perk. Misdirection. You don't have to lie outright, just let people form the wrong conclusions. IT's not your fault if you give them true information, but they don't connect the dots, even if you nudge them to the wrong conclusion a little. +50 to Evasion Checks. Requires 2 of preceding Perks.

Evasion: Lying: 100 Perk. Omission. There's nothing wrong with not actually saying anything when people don't tell you anything. +75 to Evasion Checks. Requires 3 of preceding Perks.

Evasion: Dodging: 20 Perk. DOOOODGE! Your instincts for incoming attacks are finely honed, and you know exactly how one should react: Get the hell out of the way. +10 to Evasion Checks.

Evasion: Dodging: 40 Perk. Turning With The Blow. While you can't always completely avoid an attack, you can make sure you don't take it full force. +20 to Evasion Checks.

Evasion: Dodging: 60 Perk. Miss. You don't always have to overexert yourself to dodge every single attack. Less motion means more stamina conserved for the battle itself. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Dodging: 80 Perk. Bare Miss. You don't always have to overexert yourself to dodge every single attack. Less motion means more stamina conserved for the battle itself, especially if it's barely any motion. This is also very impressive to bystanders under most circumstance. +50 to Evasion Checks. Requires 2 of preceding Perks.

Evasion: Dodging: 100 Perk. Not Even Close. If you use your powers to alter the paths of attacks, so they don't even come near you, you don't need to exert yourself at all. +75 to Evasion Checks. Requires 3 of preceding Perks.

Evasion: Trickery: 20 Perk. Fooled You! There's just something satisfying about tricking someone into hitting their own allies. +10 to Evasion Checks.

Evasion: Trickery: 40 Perk. Deceit. You never actually lied, you just left out a few things about what was going on.

Evasion: Trickery: 60 Perk. Guile. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's too late to stop you. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Trickery: 80 Perk. Tricky. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's way too late to stop you. +50 to Evasion Checks. Requires 2 of preceding Perks.

Evasion: Trickery: 100 Perk. Guile Hero. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's far too ate to stop you. +75 to Evasion Checks. Requires 3 of preceding Perks.

Speech: Persuasion: 20 Perk. Persuasive. You are decent at convincing people to do as you want them to. +10 to Speech Checks.

Speech: Persuasion: 40 Perk. A Favor? You can call in favors from those you've helped in the past to smooth things over in the present. Bonus to Speech Checks if you possess Karma.

Speech: Persuasion: 60 Perk. Appeal To Morality. Your arguments are convincing from a purely pragmatic point of view, as well as an emotional one. Decreases difficulty of Persuasion Checks by 50 if your target lacks a strong reason to refuse you, such as a direct order from a superior. Provides half this bonus to Diplomacy Checks if you possess the moral highground.

Speech: Persuasion: 80 Perk. Inspiring Speech. You can convince an utterly broken soldier to fight again. +40 to Speech Checks.

Speech: Persuasion: 100 Perk. Source of Hope. You can bring hope back to those who have lost it. +50 to Speech Checks.

Speech: Persuasion: 120 Perk. Enticement. Offering a reward of some kind is often a great way to convince someone to do something. Of course, the problem is that you don't always have something they want. +100 to Speech Checks.

Speech: Persuasion: 140 Perk. Cajolement. You are excellent at convincing people to do as you wish. +150 to Speech Checks.

Speech: Persuasion: 160 Perk. Influence. You possess the ability to strongly influence others. +200 to Speech Checks.

Speech: Diplomacy: 20 Perk. Charismatic. You possess strong charisma, which helps convince others to agree with your demands. +10 to Speech Checks.

[Taken] 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.

Speech: Diplomacy: 40 Perk. Renegade. You always get results, even if others hate your methods. Provides a bonus to Speech Checks if you possess Infamy.

[Taken] Speech: Diplomacy: 60 Perk: White-tongued. You are the positive equivalent of the charismatic leader of a cult. Provides a bonus to Speech Checks equal to Karma. Must have Paragon. Mutually exclusive with Black-tongued.

Speech: Diplomacy: 60 Perk. Black-tongued. There isn't all that much difference between you and that cult leader... Provides a bonus to Speech Checks equal to Infamy. Must have Renegade. Mutually exclusive with White-tongued.

[Taken] Speech: Diplomacy: 80 Perk. I Still Believe. You know people can change, they just need to try. Provides a bonus to Speech Checks twice that of Karma. Requires White-tongued.

[Taken] Speech: Diplomacy: 100 Perk. Second Chance. Even the vilest person can become a good person, they just have to want to. Requires I Still Believe. Provides a bonus to Speech Checks thrice that of Karma.

[Taken] Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance.

[Taken] Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.

[Taken] Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience.

Speech: Diplomacy: 80 Perk. I No Longer Believe. People are inherently selfish, so appeal to that. Provides a bonus to Speech Checks twice that of Infamy. Requires Black-tongued.

Speech: Diplomacy: 100 Perk. Disbelief. If you couldn't trust them the first time, then why should it matter if they want to change? They'll just betray you again. Requires I No Longer Believe. Provides a bonus to Speech Checks thrice that of Infamy.

Speech: Intimidation: 20 Perk. Intimidating. You are... impressive to look at, which makes people agree with what you say to make you go away quicker. +10 to Speech Checks.

Speech: Intimidation: 40 Perk. Menacing. Your deeds precede you... Provides a bonus to Speech Checks if you possess Infamy.

Speech: Intimidation: 60 Perk. S-Stay Back! You terrify everyone and everything capable of fear. Provides a bonus of 50 to Intimidation Checks if your counterpart lacks a strong reason to refuse you. Provides a bonus of 25 to Diplomacy Checks if you lack the moral high-ground.

Speech: Intimidation: 80 Perk. Horror Show. What do you mean you tortured him to death? That's an incredibly inefficient way of causing pain. You should go for maximum pain in minimal time. That way you can get to more people. Provides a bonus of 50 to Diplomacy Checks if you are proposing something horrible.

Speech: Intimidation: 100 Perk. Jack the Ripper. Huh, apparently having the entire police station turn up dead in one night without any sort of alarm being sounded makes people nervous enough to start killing each other to try and save their own hides. Good to know. +100 to Intimidation Checks.

Speech: Intimidation: 120 Perk. Arm Twist. A literal of figurative arm-twisting greases all kinds of wheels. +150 to Intimidation Checks.

Speech: Intimidation: 140 Perk. Make An Example. See, fear works as a deterrent, but every now and then, you need to remind them what they're scared of. Dissent and Insurrection reduced in your environs.

Speech: Intimidation: 160 Perk. Dissonant Serenity. How odd, people find pleasant smiles while killing people worse than sick grins. +200 to Intimidation Checks.

Perception: Objects: 20 Perk. Good Eye! You have an excellent eye for detail. +10 to Perception Checks. +5 to loot rolls.

Perception: Objects: 40 Perk. Great Eye! You have an amazing eye for detail. +20 to Perception Checks. +10 to loot rolls.

Perception: Objects: 60 Perk. Amazing Eye! Many wonder if your eyes are human. +40 to Perception Checks. +15 to Loot rolls. Requires 1 of the preceding Perks.

Perception: Objects: 80 Perk. Incredible Eye! Most wonder if your eyes are human. +60 to Perception Checks. +20 to Loot rolls. Requires 2 of the preceding Perks.

Perception: Objects: 100 Perk. Eagle Eye! The majority wonder if your eyes are human. +80 to Perception Checks. +25 to Loot rolls. Requires 3 of the preceding Perks.

Perception: Objects: 120 Perk. Hawk Eye! It is generally accepted that your eyes are human. +100 to Perception Checks. +30 to Loot rolls. Requires 4 of the preceding Perks.

Perception: People: 20 Perk. Twitches. So many people have little nervous twitches when they lie that they don't even think about. +10 to Perception Checks. +5 to Speech Checks.

Perception: People: 40 Perk. Tics. Similarly, they tend to have little habits they pick up over their life, which stick with them. +20 to Perception Checks. +10 to Speech Checks.

Perception: People: 60 Perk. You're Good... But Not That Good. A lot of people try to hide their emotions, but without being able to literally will micro-expressions to not be a thing, you couldn't ever completely do that. +30 to Perception Checks. +15 to Speech Checks. Requires 1 of preceding Perks.

Perception: People: 80 Perk. Your Next Line Is... People are surprisingly predictable if you know what to look for. +50 to Perception Checks. +25 to Speech Checks. Requires 2 of preceding Perks.

Perception: People: 100 Perk. Psuedo-Sherlock Scan. While you have achieved what most would consider mastery of reading others, you are still no match for a real master. +75 to Perception Checks. +50 to Speech Checks. +25 to Combat and Medicine Checks. Requires 3 of preceding Perks.

Perception: People: 120 Perk. That Expression You're Wearing... Micro-expressions can tell you a lot about a person's thoughts, and about them in general. +100 to Perception Checks. +100 to Speech Checks. +50 to Combat and Medicine Checks. Requires 4 of preceding Perks.

Perception: People: 140 Perk. Don't Worry, I'm Not A Mind-Reader. Maybe. While you can read minds, you find it more satisfying to convince people you aren't and they're simply that easy to read. Especially if that's what you're actually doing. +150 to Perception Checks. +150 to Speech Checks. +75 to Combat and Medicine Checks. Requires 5 of preceding Perks.

Perception: People: 160 Perk. Don't Believe In Mind-Readers Huh? Some people don't believe in the Warp. While you won't force them to believe something, you have no problem taking advantage of their ignorance for a cheap laugh. Freaking them out by making them think you don't need telepathy to pick their mind clean is hilarious, and often makes them act less like Warp Horrors and cults aren't a thing. +200 to Perception Checks. +200 to Speech Checks. +100 to Combat and Medicine Checks. Requires 6 of preceding Perks.

Perception: People: 180 Perk. Poker Champion. Anything less than a double-bluff has no hope of fooling you, so unless your opponent has no idea how to play, you can beat them without even cheating. +250 to Perception Checks. +250 to Speech Checks. +125 to Combat and Medicine Checks. Requires 7 of preceding Perks.

Perception: People: 200 Perk. Proper Sherlock Scan. You are a true master of reading people, to the point of low-level pseudo-Divination, which works well with your actual Divination. +500 to Perception Checks. +500 to Speech Checks. +250 to Combat and Medicine Checks. Requires 8 of preceding Perks.

Perception: Environment: 20 Perk. It's Too Quiet... When something's not right, the world around you practically starts shouting it if you're paying attention. +10 to Perception Checks. +5 to detection rolls.

Perception: Environment: 40 Perk. Something's Wrong... Even if it's not happening nearby, you can tell when something's wrong. +20 to Perception Checks. +10 to detection rolls.

Perception: Environment: 60 Perk. You Feel Something... Even if it's happening far away, you can tell if something's not right. +30 to Perception Checks. +15 to detection rolls. Requires 1 of preceding Perks.

Perception: Environment: 80 Perk. Sensitive Ears. One will often hear trouble before they see it. +50 to Perception Checks. +25 to detection rolls. Requires 2 of preceding Perks.

Perception: Environment: 100 Perk. Very Sensitive Ears. You will usually hear trouble before they see it. +75 to Perception Checks. +50 to detection rolls. Requires 3 of preceding Perks.

Perception: Environment: 120 Perk. Extremely Sensitive Ears. You will almost always hear trouble before they see it. +100 to Perception Checks. +75 to detection rolls. Requires 4 of preceding Perks.

Perception: Environment: 140 Perk. Incredibly Sensitive Ears. You will hear trouble before they see it. +150 to Perception Checks. +100 to detection rolls. Requires 5 of preceding Perks.

Medicine: Surgery: 20 Perk. Steady Hands. You are almost supernaturally calm during an operation, probably because a wrong move could kill or cripple the patient. Reduced chance and severity of injuries sustained during medical operations regardless of the situation. +10 to Medicine Checks.

Medicine: Surgery: 40 Perk. Ultra-sterilized Equipment. Sterilization is standard practice, but it is more difficult to keep things microbe free. You just use your powers to heat the equipment as much as you can without warping it, then cool it down to room temperature. The two relative extremes are beyond what the bacteria that can survive in one can handle. Chance of infection from surgery effectively nil. +20 to Medicine Checks.

Medicine: Surgery: 60 Perk. Anatomical Expert. You have extensive knowledge of human anatomy, though with many xenos, you are reduced to educated guesses. Significantly lower difficulty of Medicine Checks among humans. Slightly lower them among non-humans. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: Surgery: 80 Perk. Anatomical Prodigy. You have extensive knowledge of human anatomy, though with many xenos, you are reduced somewhat in accuracy. Significantly lower difficulty of Medicine Checks among humans. Somewhat lower them among non-humans. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: Surgery:100 Perk. Anatomical Pioneer. You have extensive knowledge of human anatomy, and the same with most xenos. Significantly lower difficulty of Medicine Checks among humans. Significantly lower them among non-humans. +75 to Medicine Checks. Requires 3 of preceding Perks.

Medicine: Narcotics: 20 Perk. Expunging Toxins. Most poisons are considered toxins by the body, so things that help the body remove toxins tend to help it deal with the poison on it's own. All but the most deadly poisons have a much higher chance of being fought off with your help. +10 to Medicine Checks.

Medicine: Narcotics: 40 Perk. Drugs, Poisons, They're Not That Different. The main difference between drugs and poisons is the dosage. You know the safe dosage for the vast majority of drugs, but you can intentionally poison someone. +20 to Medicine Checks. +20 to Combat Checks.

Medicine: Narcotics: 60 Perk. Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: Narcotics: 80 Perk. Multiple Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods, such as nasal sprays. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: Narcotics: 100 Perk. Extensive Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods. +75 to Medicine Checks. Requires 3 of preceding Perks.

Medicine: First-Aid: 20 Perk. Thick Bandages. While internal bleeding is harder to deal with, you can stop external bleeding just fine. External blood loss is no longer a problem, which lets you focus your efforts on the internals. +10 to Medicine Checks.

Medicine: First-Aid: 40 Perk. Tourniquet. While cutting off blood flow is... usually really bad, when the alternative is bleeding to death, most people choose to have the blood loss stopped. +20 to Medicine Checks.

Medicine: First-Aid: 60 Perk. First-Responder. While applying first-aid can save lives, it's kind of hard to do it if you aren't actually there. +10 to survival rolls of those near you. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: First-Aid: 80 Perk. Professional Paramedic. Field application of medicine is no challenge for you. +20 to survival rolls of those near you. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: First-Aid: 100 Perk. Expert Paramedic. Field application of medicine is something you can do to multiple people without major trouble. +30 to survival rolls of those near you. +75 to Medicine Checks. Requires 3 of preceding Perks.

Forging: Weapons: 20 Perk. Folded. While folding metal merely spreads the impurities around to prevent a single major weak point from forming, it has its uses, as most metals can only be purified so much before involving the Warp or highly specialized arrays specifically for this purpose. The latter is difficult to maintain, and the former risks introducing far more unpleasant impurities. +10 Forging Checks.

Forging: Weapons: 40 Perk. Double-Edged. What use is a sword you can't use one side to kill people with? +20 to Forging Checks.

Forging: Weapons: 60 Perk. Shot, Lock, Barrel... Or Shot, Lens, Barrel. Guns may be similar in shape, but different types are made in very different ways, especially slug-throwers and lasguns. +30 to Forging Checks. Requires one of the previous Perks.

Forging: Weapons: 80 Perk. Shocking. Metal conducts heat and electricity well, and, lo and behold, most living things don't react well to being super-heated or electrocuted. The problem is the difficulty of making melee weapons that can do this, or at least weapons that don't run out of ammo. +50 to Forging Checks. Requires two of previous Perks.

Forging: Weapons: 100 Perk. Ammunition. While the making of ammunition is different from making the firing weapon itself, their synergy is one of the most important qualities they have. The ammunition needs to be able to withstand the force of launch provided by the firing mechanism, but the weapon also needs to be able to fire the ammo with enough velocity for a reasonable amount of accuracy in atmospheric conditions. +75 to Forging Checks. Requires 3 of previous Perks.

Forging: Weapons: 120 Perk. Knives, Daggers, Short Swords. While smaller weapons have less reach, they are much easier to hit specific points with, and to conceal. Unfair, but one could argue that's the entire idea behind using things besides your fists to fight. +100 to Forging Checks. Requires 4 of previous Perks.

Forging: Weapons: 140 Perk. Long Swords, Greatswords, Claymores. While longer weapons lack the stealth and accuracy advantage of their smaller counterparts, they aren't meant to hide. They are the weapons of those who want fair fights. Unfortunately, there isn't such a thing as a fair fight. +150 to Forging Checks. Requires 5 of previous Perks.

Forging: Weapons: 160 Perk. Axes, Maces, Hammers. These weapons aren't meant to hide, but the idea behind them is to smash through armor and defenses with sheer force, rather than any notion of fairness. +200 to Forging Checks. Requires 6 of previous Perks.

Forging: Weapons: 180 Perk. Pistols, Rifles, Rocket Launchers. Of course, if you really want to kill your opponent, why do it face to face? +250 to Forging Checks. Requires 7 of previous Perks.

Forging: Weapons: 200 Perk. Cannons, Artillery, Missile Batteries. If you're going to kill someone, you might as well start from as far as possible away. +500 to Forging Checks. Requires 8 of previous Perks.

Forging: Armor: 20 Perk. Alloyed. You can create alloys to take advantage of their properties in armor. +10 to Forging Checks.

Forging: Armor: 40 Perk. Sturdy. Your works are impressively durable. +20 to Forging Checks.

Forging: Armor: 60 Perk. Clang! That broken sword is going to make hurting me a problem, huh? +30 to Forging Checks. Requires one of the previous Perks.

Forging: Armor: 80 Perk. Durable. You make sure your works are extremely difficult to damage. +50 to Forging Checks, 10% increase to status of damaged items made by you upon receiving battle damage. Requires 2 of preceding Perks.

Forging: Armor: 100 Perk. Ablative Armor. While ablative armor works like ammunition, but for defending against attacks, it's effective as long as you don't run out. +75 to Forging Checks. Requires 3 of preceding Perks.

Forging: Armor: 120 Perk. Light Armor. The lightest forms of armor sacrifice most of the protection provided for minimal impact on speed or agility. Of course, if your opponent hits you anyway, you won't have much protection. +100 to Forging Checks. Requires 4 of preceding Perks.

Forging: Armor: 140 Perk. Medium Armor. This is the compromise form of armor, sacrificing some mobility for greater protection. As the most average of the options, it lacks the extremes of either of the other forms. +150 to Forging Checks. Requires 5 of preceding Perks.

Forging: Armor: 160 Perk. Heavy Armor. This is the strongest form of armor. While you'll definitely take more hits, you'll be able to take more hits. +200 to Forging Checks. Requires 6 of preceding Perks.

Forging: Armor: 180 Perk. Shields. Shields, physical or energy-based projections, act like extra armor, letting you act like you're wearing stronger armor as long as they're protecting you. +250 to Forging Checks. Requires 7 of preceding Perks.

Forging: Armor: 200 Perk. Turrets. While technically a weapon, turrets are defensive in nature, and can help with setting up a perimeter a lot. +500 to Forging Checks. Requires 8 of preceding Perks.

Forging: Gear: 20 Perk. Repairsmith. While you can't forge the largest or more complex pieces, you can fix them just fine. You may repair items 30 Skill points beyond you to build, rather than 20.

Forging: Gear: 40 Perk. Accessories. You can make baubles for nobles and similarly high-ranking figures to enjoy. +25 to diplomacy with worlds with ruling classes.

[Taken] 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.

Forging: Gear: 80 Perk. Garbage To Gold. You can create impressive gadgets from even the worst materials in seconds. Adds one half of Invention: Necessity to Combat Checks.

Forging: Gear: 100 Perk. Welding. You know how to perform patch-job repairs, though you much prefer full repairs. Should you lack the materials for full repairs, you can perform patch-job repairs, allowing damaged units to retreat or fight for a few more minutes. Thanks to current extent of psyker powers, this extends to ships as well.

Forging: Gear: 120 Perk. Repairwoman. While you can't create impossibly complex items, you can take a whack at repairing them. Items 50 Skill points beyond you to craft can be repaired. Requires Repairsmith.

Forging: Gear: 140 Perk. Baubles. Not only are they pretty, but they function as weapons and armor as well. +50 to diplomacy with worlds with ruling classes. Said worlds become less vulnerable to decapitation.

[Taken] Forging: Gear: 160 Perk. Mechanic-Bots. They're definitely inferior to a human, but they can help out a lot better than the Toolbots. +4 Free Invention actions.

Forging: Gear: 180 Perk. Garbage to Platinum. You can create amazing gadgets from even absolutely terrible materials in moments. Adds Invention: Necessity to Combat Checks.

[Taken] Forging: Gear: 200 Perk. Equipment Genius. You can create a gizmo for every occasion, even the incredibly improbable ones, while also doing so quickly. +5 Free Invention actions. +500 to Forging Checks.

Electronics: Security: 20 Perk. Anti-Virus Software. Designing your own anti-viral procedures makes them less vulnerable to common viruses. +10 to Electronics Checks.

Electronics: Security: 40 Perk. Firewalls. General purpose protections can be bypassed, but having early warning of assaults is useful in it's own way. +20 to Electronics Checks.

Electronics: Security: 60 Perk. Digital Mines. While they aren't actual firebombs appearing out of a hacker's computer screen, they are the digital equivalent of landmines. They have this nasty habit of making the computer that triggers them shut down, if not fry itself. +10 to security rolls. +30 to Electronics Checks. Requires 1 of preceding Perks.

Electronics: Security: 80 Perk. Digital Walls. Compared to your old firewalls, these things are practically solid walls. +20 to security rolls. +30 to Electronics Checks. Requires 2 of preceding Perks.

Electronics: Security: 100 Perk. Digital Fortress. You have very impressive digital security. +30 to security rolls. +30 to Electronics Checks. Requires 3 of preceding Perks.

Electronics: Wiring: 20 Perk. Circuitry. Circuits work pretty much the same no matter what kind of computer you use. +10 to Electronics Checks.

Electronics: Wiring: 40 Perk. Circuit Boards. Circuit boards let you 'mix-and-match' functions from different computers, though there comes a point where it's more efficient to make your own OS than use the original. +20 to Electronics Checks.

Electronics: Wiring: 60 Perk. Better Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +30 to Electronics Checks. Requires 1 of preceding Perks.

Electronics: Wiring: 80 Perk. Great Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +50 to Electronics Checks. Requires 2 of preceding Perks.

Electronics: Wiring: 100 Perk. Impressive Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +75 to Electronics Checks. Requires 3 of preceding Perks.

Electronics: Wiring: 120 Perk. Amazing Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +100 to Electronics Checks. Requires 4 of preceding Perks.

Electronics: Programming: 20 Perk. Code Monkey. Hey, just because a monkey could do it doesn't mean it doesn't need doing. +10 to Electronics Checks.

Electronics: Programming: 40 Perk. Code Jokearo. Apparently there are some very smart monkeys out there. +20 to Electronics Checks.

Electronics: Programming: 60 Perk. Language Design. You are officially proficient enough to create an original programming language! ...It's barely functional, but still, major achievement! +30 to Electronics Checks. +10 to security rolls. Requires 1 of preceding Perks.

Electronics: Programming: 80 Perk. Proper Language Design. You have officially created a functional original programming language! +50 to Electronics Checks. +20 to security rolls. Requires 2 of preceding Perks.

Electronics: Programming: 100 Perk. Complex Language Design. You have modified your programming language to accommodate higher-end programs. +75 to Electronics Checks. +30 to security rolls. Requires 3 of preceding Perks.

Explosives: General: 20 Perk. Molotov Cocktail. Making a simple, low-power bomb is actually pretty simple. +10 to Explosives Checks.

Explosives: General: 40 Perk. Safeties. Much like the pin on a grenade, explosives that aren't meant to be used within a minute or so of being made should have safety precautions, to ensure a timely explosion. +20 to Explosives Checks.

Explosives: General: 60 Perk. Grenades. A regular old grenade is pretty simple to make if you have the right materials, and it's a tried-and-true explosive any idiot could use. Considering their use in pretty much every military with the technology, that's likely on purpose. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: General: 80 Perk. Artillery Shell. If you're dealing with any sort of hardened target, you'll want to have this ready. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: General: 100 Perk. Block-Buster Missile. A grade of explosive meant to wipe out city blocks worth of area, but not entire cities. +75 to Explosives Checks. Requires 3 of preceding Perks.

Explosives: Extravagant: 20 Perk. Vortex Grenade. The shortest lived and smallest AoE Void weapon. Still very dangerous. +10 to Explosives Checks.

Explosives: Extravagant: 40 Perk. Vortex Safeties. As Void munitions are ridiculously dangerous, it seems best have very thorough checks against accidental or early detonation. +20 to Explosives Checks.

Explosives: Extravagant: 60 Perk. Vortex Missile. A more powerful Void weapon. Still has a negligible chance of opening a rift for more than a few seconds. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: Extravagant: 80 Perk. Powerful Vortex Missile. An even more powerful Void weapon. Still has a negligible chance of opening a rift for more than a minute, but that's enough time for Daemons to emerge. As such, they're only used on Dreadnoughts and large Space Hulks. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: Extravagant: 100 Perk. Super-Vortex Missile. An even more powerful Void weapon. Still has a negligible chance of opening a rift for more than a few minutes, but that's enough time for Daemons to emerge. As such, they're only used on very large Space Hulks. +75 to Explosives Checks. Requires 3 of preceding Perks.

Explosives: Preparation: 20 Perk. Fuse. It's difficult to set off your bombs by accident, which reduces accidents. +10 to Explosives Checks.

Explosives: Preparation: 40 Perk. Proper Powder. While the exact agent isn't always a powder, having the proper amount of 'boom' in your bomb is almost more important than making sure that it goes off when you want it to, but not quite. +20 to Explosives Checks.

Explosives: Preparation: 60 Perk. Proper Shell. The container for the actually explosive part of the explosive has to strike a careful balance of not letting the explosive be detonated prematurely, while allowing the energy to be released properly. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: Preparation: 80 Perk. Frag Shell. The container for the actually explosive part of the explosive has to strike a careful balance of not letting the explosive be detonated prematurely, while allowing the energy to be released properly. This one also creates metal shards that impale things caught in the blast radius. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: Preparation: 100 Perk. Trigger. The explosive is actually a smaller explosive that kick-starts the real thing. +75 to Explosives Checks. Requires 3 of preceding Perks.

Education: General: 20 Perk. Knowledgeable. You know a thing or two about... everything. Provides a +10 bonus to Tactics and Speech from outside knowledge.

[Taken] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.

[Taken] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.

[Taken] Education: General: 80 Perk. 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.

[Taken] Education: General: 100 Perk. 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.

[Taken] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.

[Taken] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.

[Taken] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.

[Taken] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.

[Taken] Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.

[Taken] Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.

[Taken] Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.

Education: Advanced: 60 Perk. Multi-Doctorate. You have the kind of intellect and knowledge that the majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +700 to all Checks. Must have Intellectual.

Education: Advanced: 80 Perk. Omni-Doctorate You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +800 to all Checks. Must have Multi-Doctorate.

Education: Culture: 20 Perk. Basic Etiquette. You know the manners expected from many different hosts and can determine which set is appropriate unless taken by total surprise. Malus from 'snobbery' or supposedly looking down on those present (depending on the group) removed when dealing with humans.

Education: Culture: 40 Perk. Diplomatic Training. By emulating the great diplomats in (uncensored) vids, you can deflect minor insults and are more difficult to draw a reaction from. Gain Minor Mental Resistance. +10 to Speech Checks.

Education: Culture: 60 Perk. Cultural Diffusion. From what you've seen of the diplomatic corps, they tend to pick up a few mannerisms and ideas from the cultures they interact with, but not to the point of identifying with said culture. Gain Minor Mental Resistance. Considered Major when resisting attempts at indoctrination. Gain +10 to Speech Checks.

Education: Culture: 80 Perk. Cultural Significance. There are many historical examples of diplomacy failing, not because of malice or stupidity, but of ignorance of the cultural significance of some item or person. You are determined to avoid such mistakes. When dealing with unfamiliar cultures, no chance of accidentally causing an incident by doing the equivalent of burning down the Statue of Liberty (somehow) or similar levels of cultural insult.

[Taken] Education: Culture: 100 Perk. Cultural Analysis. In a similar vein, you believe that one should know as much as possible about cultures you are interacting with, as a number of small insults can pile up. When dealing with unfamiliar cultures, you quickly compile a simple database of their mannerisms and avoid causing insult.

[Taken] Education: Culture: 120 Perk. Cultural Compiler. Not only can you quickly compile a database on a culture, but you can make it simple enough to form some general guidelines for your diplomats, so you don't have to do the negotiation personally every time. Allows for additional integration actions to be done at one time.

[Taken] Education: Culture: 140 Perk. Cultural Dissection. You can take advantage of a culture's foibles to safely accelerate their assimilation. Greatly accelerates integration of cultures under or near your domain.

[Taken] Education: Culture: 160 Perk. Deep Analysis. You quickly discover the underlying nature of the culture you are dealing with, which lets you make great strides in understanding it. Remove all Maluses from unfamiliar cultures. Must have CA.

Education: Culture: 180 Perk. Cultural Assembly. You can make detailed reports on cultures you interact with, aiding your diplomats. Doubles the number of integration actions that can be taken per turn. Must have CC

[Taken] Education: Culture: 200 Perk. Cultural Disassembly. You can take advantage of an existing culture to vastly accelerate the assimilation of said culture. Immensely accelerates cultures within your sphere of influence being integrated. Must have CD.

[Taken] Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.

Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.

Education: Cultural Analysis: 60 Perk. Benevolent Absorber. You can absorb polities that aren't much larger than your own with great ease. +5 Free Integration actions. Requires Linking Up.

Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted! You can absorb polities that aren't much larger than your own with extreme ease. +10 Free Integration actions. Requires Benevolent Absorber.

Education: Esoteric: 20 Perk. Warp Student. You've learned quite a bit about the Warp, though you have much more to learn. +10 to Psyker Checks.

Education: Esoteric: 40 Perk. Arcane Knowledge. The Warp has some logic to it, but there is a certain amount of mysticism as well. You suspect it's because most people attribute said mysticism to the psychically-reactive dimension. +10 to Psyker Checks. Additional +10 to Esoteric Checks.

[Taken] Education: Esoteric: 60 Perk. 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.

[Taken] Education: Esoteric: 80 Perk. 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.

[Taken] Education: Esoteric: 100 Perk. Force The Door. You think you've figured out how to widen the 'doorway' or close it a bit. You can't make someone who wasn't a psyker in the first place into one, but you can provide a small permanent boost to those with the control to remain uncorrupted, or the reverse to those who are at risk or corrupted. Huh, is this how Warp Horrors strengthen corrupted psykers? + 80 to Psyker Checks, and +10 to allied Psyker Checks. 2 of Education: Esoteric Perks 40, 60 or 80 must be taken.

[Taken] 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.

[Taken] 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.

[Taken] 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.

[Taken] Education: Esoteric: 180 Perk. Jump the Gap. Even Delta-level psykers are possible for you to create or destroy at this point. +250 to Psyker Checks. +200 to allied Psyker Checks. 6 of preceding Perks must be taken.

[Taken] Education: Esoteric: 200 Perk. Bridge the Gap. You can create or destroy Beta-level psykers now, but you doubt you'll accomplish anything more in this field. Any greater of a connection would risk simply destroying a soul which did not originally possess it. Besides, Beta-levels are already one in a million, for people that have the willpower to stay uncorrupted, so it's not like you'd be able to make a whole lot of Alpha-levels if you could.

[Taken] Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.

[Taken] Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.

Education: Seer: 60 Perk. Esoteric Techniques. Your knack has developed into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1400 to Psyker Checks. Requires Esoteric Technique.

Education: Seer: 80 Perk. Esoteric Skillset. Your knack is developing into a full-fledged set of techniques for creating things from/using Warp energy, and discovering new ways to do so. +1600 to Psyker Checks. Requires Esoteric Knack.

[Taken] Psyker: Manipulation: 20 Perk. Technomany. Technology can be controlled with psychic might directly, surprisingly enough. The more advanced the technology, the closer it is to possessing a mind like a sentient being, which in turn makes it vulnerable to mental domination. This is distinct from telekinesis. +10 to Electronics, Invention, and Explosives Checks.

[Taken] Psyker: Manipulation: 20 Perk. Elementalist. Controlling the elements can be a potent weapon. Lightning, water, air, earth, fire, ice, light, and darkness all have their uses. +10 to Combat, Tactics, and Medicine Checks.

[Taken] 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.

[Taken] Psyker: Manipulation: 40 Perk. Tech User. You possess a deep understanding of technology, gleaned from your control over it, which in turn allows you to control it more efficiently. +25 to Electronics, Invention, and Explosives Checks. Must have Technomancy.

[Taken] Psyker: Manipulation: 40 Perk. Element User. Simply waving a hand and sending a similar wave of earth or fire at an enemy has a certain visceral satisfaction, but finer control, for small, delicate operations such as setting off explosives without destroying a ship, has it's uses. +25 to Combat, Tactics, and Medicine Checks. Must have Elementalist.

[Taken] Psyker: Manipulation: 40 Perk. 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.

[Taken] Psyker: Manipulation: 60 Perk. Technological Manipulation. You have a great understanding of technology, and an even greater control over it. You can steal control over nearby vessels and defenses, turning them against their former masters. +50 to Electronics, Invention, and Explosives Checks. Must have Tech-user.

[Taken] Psyker: Manipulation: 60 Perk. Elemental Manipulation. You have a very strong control over the elements, enough to take control from other psykers. +50 to Combat, Tactics, and Medicine Checks. Must have Element User.

[Taken] Psyker: Manipulation: 60 Perk. 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.

[Taken] Psyker: Manipulation: 80 Perk. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Explosives Checks. Must Technological Manipulation.

[Taken] Psyker: Manipulation: 80 Perk. Elemental Control. You can reliably control elements under hostile control, even if there's an entire ritual or some of the strongest Warp Horrors backing it. +100 to Combat, Tactics, and Medicine Checks. Must have Elemental Manipulation.

[Taken] Psyker: Manipulation: 80 Perk. Flesh Manipulator. You can change people wholesale, if you wish. Even the brain, the most delicate organ, can be modified without too much difficulty. +50 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks. Must have Fleshchanger.

[Taken] Psyker: Manipulation: 100 Perk. Technological Mastery. You can take control of multi-kilometer vessels in seconds, including all their defense turrets, weapons, and fighter/bomber complement. Not only that, but you can enhance their performance. The idea came to you not long after you realized that controlling technology was like dominating a mind. Maybe you could enhance them, like you could a person's biology. Of course, you haven't been able to do it until now. +250 to Electronics, Invention, and Explosives Checks. Must have Technological Control.

[Taken] Psyker: Manipulation: 100 Perk. Elemental Mastery. You have control of the elements strong enough to cloak a continent in day or night, cause earthquakes and volcanic eruptions, create tsunamis, alter the weather from pleasant to a hurricane and reverse all of the above. +250 to Combat, Tactics, and Medicine Checks. Must have Elemental Control.

[Taken] Psyker: Manipulation: 100 Perk. Flesh Mastery. You can alter dozens of people in any way you wish in an instant. You want to turn them into a monkey? You can do that. You want to cure their cancer? You can do that, and make it so none of their descendants get cancer, barring Warp Horror-intervention. +100 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Manipulator.

[Taken] Psyker: Manipulation: 120 Perk. Technological Skill. You are very skilled in manipulating technology, both in assuming control, and in enhancing the tech. +300 to Electronics, Invention, and Explosives Checks. Must have Technological Mastery.

[Taken] Psyker: Manipulation: 120 Perk. Elemental Skill. You are very skilled in manipulating the elements, from changing electrical charges, to changing the shape of a star ship's worth of metal. +300 to Combat, Tactics, and Medicine Checks. Must have Elemental Mastery.

[Taken] Psyker: Manipulation: 120 Perk. Flesh Skill. You are very skilled in manipulating flesh, from individual cells, to changing entire organisms. +150 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Mastery.

[Taken] Psyker: Manipulation: 140 Perk. Technological Dexterity. Rather than attempting to increase the extremes at which you can manipulate pieces of technology, you instead work on the breadth you can affect them, altering their behavior and abilities. +350 to Electronics, Invention, and Explosives Checks. Must have Technological Skill.

[Taken] Psyker: Manipulation: 140 Perk. Elemental Dexterity. Rather than attempting to increase the extremes at which you can manipulate the elements, you instead boost how finely you can affect them. Changing what isotope an element is, for example. +350 to Combat, Tactics, and Medicine Checks. Must have Elemental Skill.

[Taken] Psyker: Manipulation: 140 Perk. Flesh Dexterity. Rather than attempting to boost your limits, you instead make more and more fine alterations. Minor alterations such as different shades of hair color, or other slight tweaks to the subject's DNA. +200 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Skill.

[Taken] Psyker: Manipulation: 160 Perk. Technological Familiarity. With more and more knowledge of the inner workings of various forms of technology, you can manipulate them with greater ease and dexterity over greater distances. +400 to Electronics, Invention, and Explosives Checks. Must have Technological Dexterity.

[Taken] Psyker: Manipulation: 160 Perk. Elemental Familiarity. The more you learn about the interactions between various materials and forms of energy, the greater your ability to manipulate the elements. +400 to Combat, Tactics, and Medicine Checks. Must have Elemental Dexterity.

[Taken] Psyker: Manipulation: 160 Perk. Flesh Familiarity. As you discover more about genetics and biochemistry, your manipulation of such grows more fine. +300 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Dexterity.

[Taken] Psyker: Manipulation: 180 Perk. Technological Proficiency. You have power, but it means little without control. So you solve that problem where technology is involved. +450 to Electronics, Invention, and Explosives Checks. Must have Technological Familiarity.

[Taken] Psyker: Manipulation: 180 Perk. Elemental Proficiency. You have power, but that doesn't mean much without skill. You solve that problem when the elements are involved. +450 to Combat, Tactics, and Medicine Checks. Must have Elemental Familiarity.

[Taken] Psyker: Manipulation: 180 Perk. Flesh Proficiency. You possess power, but it means little without control. You rid yourself of that weakness. +350 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Familiarity.

[Taken] Psyker: Manipulation: 200 Perk. Technological Comprehension. You understand the inner workings of technology better than anyone in the sector, which aids you in manipulating it. +500 to Electronics, Invention, and Explosives Checks. Must have Technological Proficiency.

[Taken] Psyker: Manipulation: 200 Perk. Elemental Comprehension. You understand the elements well enough to make them do things most would consider impossible. You laugh at the word. +500 to Combat, Tactics, and Medicine Checks. Must have Elemental Proficiency.

[Taken] Psyker: Manipulation: 200 Perk. Flesh Comprehension. You understand genetics and biochemistry well enough to utterly rewrite most organisms. +400 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Proficiency.

Psyker: Willpower: 20. Strong-willed. Your will is like iron to the common man's bronze. Gain Minor Mental Resistance. +5 to Psyker: Willpower Checks.

Psyker: Willpower: 40 Perk. Will of Steel. Your will is like steel. Gain Minor Mental Resistance. +10 to Psyker Skill Checks.

[Taken] Psyker: Willpower: 60 Perk. Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.

[Taken] Psyker: Willpower: 80 Perk. Will of Adamantium. Your will is beyond titanium. Gain Major Mental Resistance. +25 to Psyker Skill Checks. Must have Will of Titanium.

[Taken] Psyker: Willpower: 100 Perk. Unbreakable Will. Your will is in the realm of heroes. Gain Extreme Mental Resistance. +50 to Psyker Skill Checks. Must have WoT and WoA.

[Taken] Psyker: Willpower: 120 Perk. Solid Soul. While you aren't completely infallible where corruption is involved, you're pretty close. +100 to rolls/Checks against Daemons and the corrupted. Must have ME.

[Taken] Psyker: Willpower: 140 Perk. Presence. Your presence pushes back corrupting energies and Warp entities hostile to you. Nothing they can't get past, but it's not pleasant. +150 to rolls/Checks against Daemons and the corrupted. Must have SS.

[Taken] Psyker: Willpower: 160 Perk. Powerful Presence. Your presence forces corruption away. +200 to rolls/Checks against Daemons and the corrupted. Must have Presence.

[Taken] Psyker: Willpower: 180 Perk. Fortifying Presence. Your mere presence reduces corruption in your environs as your soul rejects the Warp's influence. +250 to rolls/Checks against Daemons and the corrupted. Must have PP.

[Taken] Psyker: Willpower: 200 Perk. Purifying Presence. Your presence fortifies those around you, as you yourself are a bastion against Warp Horrors. +500 to rolls/Checks against Daemons and the corrupted. Must have FP.

Psyker: Esoteric: 20 Perk. Diviner. You possess greater talents than normal in seeing the near-future, and can see both more accurately and further than most human diviners. +5 to Combat and Psyker Checks.

Psyker: Esoteric: 40 Perk. Rift Welder. You can force rifts any smaller than the planetary scale closed with some time and effort. Checks for closing rifts moderately reduced in difficulty.

[Taken] 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.

[Taken] Psyker: Esoteric: 80 Perk. Warp Messages. You can project messages across the Warp if you are willing to risk it, and overhear messages from others. Adds Warp Messages action to Minor Actions options. This allows you to send messages across the galaxy similar to an astropath. (Currently you have no one to direct the message to.) Must have taken WW.

[Taken] Psyker: Esoteric: 100 Perk. Warp Chats. You can hold conversations with any psyker within a few sectors of you, though the greater the distance, the more likely someone will overhear. Changes Warp Messages action to allow for real-time conversations with nearby (by galactic standards) systems. Must have taken WM.

[Taken] Psyker: Esoteric: 120 Perk. Rift Sealer. When you close a rift, you work to keep it closed. When a rift is sealed, +50 to difficulty of opening more, and +25 to closing more. Requires ME.

[Taken] Psyker: Esoteric: 140 Perk. Rift Healer. When you close a rift, it stays closed. +200 to Checks to close Rifts.

[Taken] Psyker: Esoteric: 160 Perk. Storm Calmer Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular systems can be calmed. Requires RH.

[Taken] Psyker: Esoteric: 180 Perk. Storm Queller. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around sub-sectors can be calmed. Requires SC.

[Taken] Psyker: Esoteric: 200 Perk. Storm Ender. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular sectors can be calmed. Requires SQ.

[Taken] Psyker: All: 100 Perk. Murphy's Enforcer. Through use of divination, elemental manipulation, technomancy, and telekinesis/telepathy, you can foresee chains of events that lead to catastrophe befalling your enemy and set them into motion. -250 to enemy Checks. -100 to enemy rolls. Must have all other Psyker: 100 Perks. Unlocks further Pysker Perks.

[Taken] Psyker All 200 Perk. Murphy's Biased Enforcer. Not only can you cause virtually impossible disasters to befall your enemies, unnatural 'good luck' occurs to your own force, for much the same reason. +250 to allied Checks. +100 to allied rolls. Requires Psyker 200 Perks.

[Taken] Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.

Psyker: Sorcery: 40 Perk. Omni-Manipulation II. While enough to make you an Omnimancer by itself, that is only a technically. +1200 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Omni-Manipulation.

Psyker: Sorcery: 60 Perk. Omni-Manipulation III. You are just barely a real Omnimancer. +1400 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation II.

Psyker: Sorcery: 80 Perk. Omni-Manipulation IV. You've nearly reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1600 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation III.

Psyker: Spirit: 20 Perk. Anti-Daemon Presence. Weaker Daemons weaken in your presence. +1000 to rolls/Checks against Daemons and the corrupted. Requires Purifying Presence.

Psyker: Spirit: 40 Perk. Anti-Daemon Presence II. Weaker Daemons weaken greatly in your presence. +1200 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence.

Psyker: Spirit: 60 Perk. Anti-Daemon Presence III. Weaker Daemons fade in your presence. +1400 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence II.

Psyker: Spirit: 80 Perk. Anti-Daemon Presence IV. Daemons weaken in your presence. +1600 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence III.

Psyker: Navigator: 20 Perk. Fleet Navigator. You can navigate for entire fleets, though large ones may cause strain. +10 to fleet travel rolls. Requires Storm Ender.

Psyker: Navigator: 40 Perk. Fleet Navigator II. You can navigate for entire fleets, though very large ones may cause strain. +20 to fleet travel rolls. Requires Fleet Navigator I.

Psyker: Navigator: 60 Perk. Fleet Navigator III. You can navigate for entire fleets, though extremely large ones may cause strain. +30 to fleet travel rolls. Requires Fleet Navigator II.

Psyker: Navigator: 80 Perk. Fleet Navigator IV. You can navigate for entire fleets, though ridiculously large ones may cause strain. +40 to fleet travel rolls. Requires Fleet Navigator III.

Invention: Necessity: 20 Perk. Where Did You...? Pockets! You always have Crude Tools on hand, even if you don't have pockets. Don't think about it too hard. +5 to Forging, Tactics: Preparation, Electronics: Wiring, Explosives: Preparation, and Invention Checks.

Invention: Necessity: 40 Perk. Found It. You always have tools stashed nearby, or can make some of your own. You are always considered to have a Crude workshop, which provides a +10 bonus to Forging, Electronics, Explosives, and Invention Checks.

Invention: Necessity: 60 Perk. Toolkit. You can quickly assemble a toolkit for yourself, if not a great one. You are always considered to have a set of Simple Tools. +10 to Forging, Tactics: Preparation, Electronics: Wiring, Explosives: Preparation, and Invention Checks. Must have one of the preceding Perks.

Invention: Necessity: 80 Perk. Improvised Workshop. You can quickly set up a workshop, using your psyker powers to hash something together from your surrounding, or improve upon them. Workshop always considered one grade above it's actual level.

Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.

[Taken] Invention: Necessity: 120 Perk. Assistant VIs. You have to check them over regularly, and you're not going to attempt anything more advanced until you can figure out the scrap-code problem, but you get more time out of the day with them, and you kind of need it. +2 Free Inventing actions.

[Taken] Invention: Necessity: 140 Perk. Efficient Space. You can use space very efficiently, cramming more into the same area without sacrificing performance. +200 to Forging, Electronics, and Invention Checks. Requires 1 of preceding Perks.

[Taken] Invention: Necessity: 160 Perk. Brainstorm. You can quickly come up with ideas for improvements that are at least somewhat feasible. +3 Free Invention actions. Requires 2 of preceding Perks.

[Taken] Invention: Necessity: 180 Perk. Compact. You can modify the parts of your devices to take up less space. +250 to Forging, Electronics, and Invention Checks. Requires 3 of preceding Perks.

[Taken] Invention: Necessity: 200 Perk. Inspiration. You receive the flashes of genius that most people only obtain very rarely with startling regularity. +500 to Forging, Electronics, and Invention Checks. +4 Free Invention actions. Requires 4 of preceding Perks.

Invention: Practicality: 20 Perk. Close Enough. Sometimes you have to make do with 'good enough' and you are decent at doing so. Crude materials are considered Simple for the purposes of crafting items.

Invention: Practicality: 40 Perk. Just As Good. You are fully capable of making do with terrible materials, but you prefer to substitute for ones that perform similarly to what the blueprints ask for. Invention Check difficulty reduced by 20.

Invention: Practicality: 60 Perk. Maybe Better. You can sometimes provide materials even better than what was asked for. Simple Materials are considered Normal for crafting purposes.

Invention: Practical: 80 Perk. Definitely better. You can almost always provide better materials than what was asked for, or make them. All materials below Complex are considered one grade higher than they actually are.

Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.

[Taken] Invention: Practical: 120 Perk. Economical. You can make things both well, and cheaply, not one or the other. All Invention/Forging actions cost 10% less.

[Taken] Invention: Practical: 140 Perk. Mass Production. You can make inventions that can be mass-produced without sacrificing performance. Reduces resources required to mass-produce inventions. Requires one of preceding Perks.

[Taken] Invention: Practical: 160 Perk. Eyeballing. You can create a stopgap to solve problems in the factories or mining facilities while you work on a more permanent one. 10% boost to productivity for the world you are on. Requires 2 of preceding Perks.

[Taken] Invention: Practical: 180 Perk. Rapid Assembly. Not only can you make good products cheaply, but you can do it fast. 10% boost to productivity for worlds under your control. Requires 3 of preceding Perks.

[Taken] Invention: Practical: 200 Perk. Practical Inventing. You focus on what you can do with what you have to solve long-term problems, rather than what you absolutely need. +5 Free Invention actions. Requires 4 of preceding Perks.

Invention: Extravagance: 20 Perk. That Must Have Been Expensive. While investing more into a project makes it better, that doesn't mean you should be wasteful. Reduces cost of Extravagant builds by 10%, or 1, whichever is more, barring reducing the cost below 1 of the necessary materials.

Invention: Extravagance: 40 Perk. How Much Did You Pay!? Not as much as you'd expect. Reduces cost of Extravagant builds by an additional 10% or 1, whichever is more, barring reducing the cost below 1 of the necessary materials.

Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.

Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.

Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.

Invention: Extravagance: 120 Perk. Not that Expensive. You wonder if making Extravagant items practical is against some sort of rule... Nah. Additional 10% reduction of Extravagant build costs.

Invention: Extravagance: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.

Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.

Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.

Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.

[Taken 3/3] 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.

[Taken] 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.

[Taken] Level 15 Perk. Time Management. By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.

[Taken] 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.

[Taken] 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.

[Taken] Level 30 Perk. Seen It All. *As undead cucumbers assault your compound.* This reminds me of the time... +50 to all Checks. +10 to all rolls.

[Taken] Level 35 Perk. Timing Is Everything. By strict regimenting of your time, you can accomplish far more. +4 Minor Actions.

[Taken] Level 40 Perk. Sleep? Oh Yeah That Thing... Apparently you only need 4 hours of sleep per night to function at 100% now. More time for other things! +3 Major Actions.

[Taken] Level 45 Perk (Karma). Judge. Every wrongdoing leaves a stain on your soul. TIME TO PAY YOUR DEBT. Adds enemy Infamy to Checks.

Level 45 Perk (Infamy). Karma Houdini. Every wrongdoing leaves a stain on your soul... but you won't be paying anyone anything. Adds enemy Karma to Checks.

Level 50 Perk. Is That All? I've literally done that in my sleep. -250 to difficulty of all Checks. +5 Minor Actions.

I think I'll give you guys until Monday to vote. I think you might have problems deciding on some of these, considering what happened last time.
 
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Shooting Stars (Canon)(+10 to roll of your choice)(Addittional Bonus)
Pretty much what you just said on the shooting, yeah. They look like X-Wings.

Sweet, that was exactly what I was picturing already.

Omake: Shooting S.T.A.R.S

A red and black ship, almost identical to the standard fighter ship but, at a second glance, a little bulkier, it has a few extra parts, flies straight at a larger foreign ship only to turn away at the last second. There might have been only an inch between the two ships at the end there, so close that you could almost hear the screech of the metal fighter being dragged along the bigger ship. As the turn is made a volley of blasts hits into the bigger ships, narrowly dodged by the fighter. Fire from the enemy.

"Hi there, my name is Jamie Randor, Ace Pilot extraordinaire."

A smile from a handsome man. Blond hair, gleaming teeth, looks like the hero of a pulp story.

"You might be wondering why I'm talking to you today."

He gently adjusts the angle of the central lever, making his ship tilt the slightest bit, shots going straight the spaces where the wings of his ship where just moments ago.

"Well, as you might or might not know, not all of the military's gear is made by the government, some of it is bought and supplied by companies and private contractors. Now, usually it's just the smaller pieces, the windshield of a lot of ships, for instance, is made by the Crystal Visor Corporation, we don't usually have a lot of things made wholesale by an outside group but we are always open to someone who thinks they can help us do our job better."

As he sees a new group of enemy ships ahead of him he quickly jerks the stick, making a hard turn downwards. The two groups of ships meet in the middle and turn to follow him.

"So, when we were recently contacted by a new corporation, Dyne Enterprises, saying that they had made a better fighter ship for us, the brass was skeptical but willing to listen."

The ships bucks and weaves, narrowly avoiding being shot by what seemed to be 16 ships.

"In fact, they were so skeptical that they told Dyne that they were so sure that nothing could beat our best ships that, if they were wrong, they'd have one of their top men say so in a commercial that we'd pay for them."

A smirk as he pilots into an asteroid belt for cover.

"I bet you see where this is going now, don't you? Now, for the most part, this ship isn't really any better, in fact, it's pretty much identical. It just has a new feature, but let me tell you, it's a hell of a feature. Do you see how it looks like there are four extra gun barrels on my ship, at the intersection of my cockpit and the thrusters?"

He leaves the asteroid belt and a few seconds later the other ships follow him, a little ground lost but still on his tale.

"Well, these aren't ordinary Gunbarrels. This ship is the Shooting Star and these, these are the S.T.A.R.S."

He presses a switch and the gun barrels are disconnected at the same time engines start and the barrels continue moving at the same speed as the fighter. Thrusters on the side of the barrels push them away from the ship so they maintain a safe distance.

"You see, I'm an amazing pilot, if I wasn't I wouldn't have been chosen to test this, and our fighter ships are just stellar, but if there's one flaw I'd have to say it's that, until now, you had to sort of choose between piloting and shooting. You see, in an average fighter ship you can pretty much only shoot in the direction you are going, straight ahead, so if you are dodging fire or trying to get somewhere and there's a target just 15% to your left, you can't always afford to readjust your ship to shoot at it or you might get shot down. That why these S.T.A.R.S, the Semi-independent Turret with Adaptive Repositioning Systems, are so amazing."

He presses a red button in front of him and, as he does so, the main thruster of the gun barrels turns off for just a fraction of a second as the thrusters on the side of the barrel intensify, spinning the barrels completely around where the quickly light up, shooting down three ships while one barrel misses, and continue spinning so they are perfectly straight with Jamie's ship again. The main thruster turns back on and the barrels quickly catch back up.

"Their so amazing because they can do that. Their movements are based on mine, they are programmed to maintain a certain distance from my ship and keep up with it at all times, they can dodge out of the way of fire and objects but are to quickly return as soon as possible. If I weave they weave, if I turn they make the exact same turn, and, all the while, they can fire at enemies regardless of where I'm facing. Thanks to their side thrusters they can keep pace with me even if they're positioned at a 45-degree angle, so as long as I can see a ship they can fire at it. 46 degrees or more and they start to lose pace, though as you just saw they can quickly catch back up. If they need to go past the 45 degrees I have to press down a button, I tap it once and they do a quick shot and return as you just saw, tap it twice and they just give up on the 45 degree thing entirely and instead just shoot enemies at whatever angle they can while still trying to keep up with me, though they will lose pace. If I hold it down for three seconds it just gives up on following me and acts as a small weapons platform that can dodge."

Jamie pulls down and does a hard 180-degree turn to face the enemy squadron. He fires and the S.T.A.R.S follow, between the 5 of them the remaining 12 ships are taken down.,

"So yeah, Dyne made us a better ship, these STARS are amazing and, one of the best parts is, once you are in the air and activate the system the ship returns to our previous ships specs, it doesn't lose a step despite all of the extra equipment. Go buy Dyne is what I'm saying, they do good work. I think they also make sunglasses or something? Look it up, I'm not expecting average civilians to buy fighter ships obviously."

A last glimpse of the Ace pilot smiling at us before the ship zooms off and disappears.



................................................................




1,108 word. Let me know what you think.
 
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Aliens
List of Alien Species within our Polity

Celesian <Physical> Psychic race <Technology> Space Faring

Image Unknown

Squesh - <Physical> Bipedal mollusk humanoids <Technology> Space-faring


Eldar - <Physical> Tall, lithe, psychic humanoids <Technology> Advanced, details forbidden.

Drenzi
<Physical> Silicon based, rock-like, gestalt psychic race <Technology> Space-Faring

Quarian
<Physical> Immuno-compromised, purple, humanoid race <Technology> Space-Faring

Hoppylite
<Physical> Leporidae, bipedal, humanoid <Technology> Industrial Age



Worrbill
<Physical> Avian, bipedal, humanoid <Technology> Multi-system space race

Protoss
<Physical> Telekenetic, bipedal, Psychic-humanoid <Technology> Space Faring race

Automata
<Physical> Robots, Abominable Intelligence <Technology> Space Faring race

Thedian
<Physical> Mutated Humanoid, Squat sub species, Quinari sub species, Elvish Sub Species
Bipedal, traces of warp energy found in certain individuals, higher psyker potential
<Technology> Feudal warp based society

Narn
<Physical> Reptilian Humanoid, bipedal, durable <Technology> Nuclear Age

Mimbari
<Physical> Bipedal Humanoid, Durable, Increased Strength, latent Psyker
<Technology> Unknown

Faunus
<Physical> Humanoid animal hybridization, latent psykers, varied characteristics
<Technology> Nuclear Age

Malleus Vampire
<Physical> Bipedal Humanoid, Psyker, Increased Physical Strength, Durability, severe UV allergy, Hemophagic
<Technology> Dilapidated Necron Technology

Malleus Zombie
<Physical> Bipedal Humanoid, Ogryn Intelligence, Increased Physical Strength, Durable, Severe mobility issues, Increased Regeneration
<Technology> Dilapidated Necron Technology

Malleus Werewolf
<Physical> Bipedal Humanoid, Increased Physical Strength, Durable, Severe silver allergy, Increased Regeneration, Increased Speed, Prone to Aggression
<Technology> Dilapidated Necron Technology

Malleus Cyborg
<Physical> Bipedal Humanoid, Increased Physical Strength, Durable, Prone to breakdown
<Technology> Dilapidated Necron Technology
 
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