Your mother has been working on a lot of interesting projects recently. In fact, she's been involved in most of the minor but widespread innovations that have been cropping up in recent years. You come over just as she and her under- minio- FELLOW RESEARCHERS begin testing a new lens for the lasers. They've been working on further improvements to keeping the beam coherent over longer distances, so that the point defenses of the ships can begin firing earlier, and the lasguns the PDF uses can hit targets from further away.
"Mother, how's the testing going?" you ask. Telepathy does not translate to omniscience, surprisingly enough, even if you were willing to use it on your mother without permission.
"Not very well. That last improvement was about par for our rate of technological development, and forcing another major development at this point is a slow grind." she admits. Apparently the upgrade to the PDF's lasers was about due when it happened, considering how fast they learned/relearned making advanced technology.
At that moment, a buzzer sounded, and through the observation glass. The test laser fired at a block of metal roughly as durable as Orkish hide. It left the block pockmarked, but after the tenth shot, abruptly stopped, it's barrel smoking.
Mother sighed. "You see?"
You consider the laser. "Could I take a look?" You think you might be able to help.
"Alright." Your mother agrees, though she seems a bit upset about something. Odd, the laser shouldn't have gotten this reaction from her if this had happened before. She didn't seem that confident this would work.
Learning Check: 30. Required: 10. Pass.
30: Required: 20. Pass.
30: Required: 30. Pass.
Education: General Check: 110+ 25(Experienced)+ 35(Education Perks)=170: Required: 50. Pass.
170: Required: 75. Pass.
170: Required: 100. Pass.
170: Required: 125. Pass.
Check Fully Passed! +70 Exp. 200/210 Exp.
"Ah, okay, I think I understand where you went wrong." You begin explaining, but halfway through, your mother stops you.
"Serras, I'm barely following you." She thinks something over for a moment. "...Simpler please." She says, seeming... bitter isn't the right word.
You blink, but comply. You explain it more simply, though it takes about ten minutes longer as your mother pauses to write the gist of what you're saying down. She nods, and tells her fellows to make a new lens to your specifications.
She seems upset though. You...
[ ] Confront her over it.
[ ] Leave it be. She should work it out with someone better equipped to deal with people problems.
[ ] Ask, but back off if she doesn't wish to talk.
Check completely passed! Gained 50 Exp! Reached Level 12. 40/220 to Level 13. Gained one Perk point. Currently possess 2.
"Mother, what's bothering you?" Your mother tries to deny it. "Don't tell me there's nothing wrong, because I can tell something is."
Mother is silent for a few moments. "If you don't tell me, then don't, but talk about it with father. I'm going to be honest, I'm not as good with people as father is, so I'm not going to be surprised if you'd rather have him deal with it." you add.
A considering look flows across your mother's face. "... No, that would be too much like running away." she finally says. "I've known you were smarter than me for a long time, and I saw what happened to me start happening to you. When I was younger, I couldn't make any friends, because even other scientists were too... slow for me. I couldn't connect with anyone, because I assumed that if they couldn't keep up with me, they weren't worth spending time with. Then I met your father.
He wasn't as smart as I was, but he didn't care about that. He did his best to help the people, even if he'd never met them, or they weren't thankful, or even if they'd never know. I wanted to get to know him more, so I started to spend time with him.
At first, I wasn't sure. We couldn't talk about anything more complicated than the components of blood without my becoming steadily beyond him. As time went on, I realized I simply enjoyed spending time with him, regardless of what we were doing, or what we were talking about. Just because someone isn't your intellectual equal, doesn't mean you can't form a connection, it's just a little harder.
Of course, that doesn't make relative intellect completely meaningless. If, for example, you have to spend twice as long explaining something to someone because they aren't smart enough to understand you the first time, then they'll probably start to drift away." She was smiling bitterly by the end of her monologue.
You wrap your arms around her from behind and hug her. "I promise, I'm not going to leave you. Not really." You point to her heart. "I'm always going to be there," You point at your own heart. "and you'll always be here. It's going to take work, but every relationship takes work. At least, that's what father says." You promise.
She hugs you back.
Reward: Celestine Salnus SL 3->4. Mentors Stat bonus has increased to 20. +15 to Education: Culture. +20 to Education: General and Education: Esoteric.
Education: General: 120. You have eclipsed all experts in their own fields, and even the most genius of researchers won't know as much as you do. Huge Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General [T]: 130. You have eclipsed all experts in their own fields, and even the most genius of researchers won't know nearly as much as you do. Immense Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: Culture: 110. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Slight increase to speed of integrations.
Education: Esoteric: 110. You have an understanding of the Warp deep enough to outstrip even other experts. Immensely Large bonus to Psyker Skill Checks.
Education: Esoteric [T]: 120. You have an understanding of the Warp deep enough to outstrip even some Warp Horrors. Huge bonus to Psyker Skill Checks.
AN: Her problem wasn't that you were better, it was that she couldn't keep up. You're the only kid she has, and may ever have. Losing you would devastate her, and dying isn't the only way to lose someone.
Combat: Melee: 130. You are much better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for pretty much everyone else. Difficulty of Combat Checks stupendously reduced from greater understanding of direct combat. Tactics Checks reduced hugely in difficulty due to deep knowledge of combat.
Education: General: 140. You have achieved the level of prodigy in more or less every field, and even the most genius of researchers won't know nearly as much as you do. +70 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: Esoteric: 130. You have an understanding of the Warp deep enough to outstrip even many Warp Horrors. +65 bonus to Psyker Skill Checks.
Psyker: Manipulation: 130. You are able to fine-tune your body and those around you to a degree far beyond the limits of most psykers. +65 modifier to yourself in combat, and +30 to allies within 400 meters.
Psyker: Willpower: 110. You have set vicious traps within your mind making it easier to fend off huge numbers of weaker Warp Horrors, while personally dealing with the strongest ones, and can root around in the minds of non-psykers as you please, though Beta-levels may notice the intrusion. +55 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and may very well get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul very difficult to take by force.
You have 2 Perk points available. Perks are unlocked at every 5 Levels, or every 20 Skill points.
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. +40 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. +50 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. +60 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: 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: 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.
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.
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.
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.
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: Diplomacy: 20 Perk. Charismatic. You possess strong charisma, which helps convince others to agree with your demands. +10 to Speech Checks.
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.
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.
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.
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: 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 highground.
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.
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.
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.
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: 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.
Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double.
Education: General: 20 Perk. Knowledgeable. You know a thing or two about... everything. Provides a +10 bonus to Tactics and Speech from outside knowledge.
Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Psyker: Manipulation: 80 Perk. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Medicine Checks. Must Technological Manipulation.
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.
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.
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 Medicine Checks. Must have Technological Control.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: 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: 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.
[Taken 2/3] 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.
Invention actions are Minor Actions, which come in three types. There's Works, which would be pretty much anything that is a recognizable blueprint of form of technology. Then there are Minor Works, the equivalent of creating a petty STC.
The first requires a write-in for what you're focusing on inventing. A broad goal works, but a detailed plan may get you a bonus. You might not necessarily finish the project with the first action, but you begin filling a progress bar, which will give you something impressive at the end. How much progress you make is determined by the relevant Invention Check, combined with the relevant Education bonus, plus whichever main Skill would be involved. If you're designing a supercomputer, for example, Extravagant, because it's not something to be made whenever, Education: General, because for all it's impressiveness it has nothing to do with the Warp, and is highly unlikely to go off like anti-matter if something goes wrong, and Electronics, because duh.
The second is a little different. Rather than some major innovation, you'd be looking for a lot of minor innovations. A combined Check between Education: General, and one of the three Innovation categories to be decided on by the voters. Necessity would be for arms and armor. Practicality would be minor increases to overall tech-level, better automation, better building materials, etc. Extravagant would be for various luxuries. Making them cheaper, easier to make, etc. The first Check would be, ignoring the reduction from Learning 50, with an additional 'STC' for each further 25 you pass by.
The first provides an additional +1 to the PDF for every Check you pass. The second provides a bonus to the system's (and any worlds under your control) productivity. The third provides a morale bonus of +1 for each Check passed. You can take the actions again, and the bonuses stack from previous actions, but the bonus for each cannot exceed the relevant Invention Skill.
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 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. Has tagged Education: Culture.
[X] Join Expedition. With your combat skills having seen major improvement since you fought your way through an Ork-infested city, you could probably convince your parents to let you join the expedition to survey the 5 km cubed hulk. Of course, this carries risks, and even you wouldn't survive in the vacuum of space for prolonged periods of time. Rewards: Event. Boost to Loot rolls, help deal with any nasties onboard and thus make it easier to clear out.
Diplomacy Check: 19. Required. 10. Pass. Difficulty of Speech Check reduced to 125. Further reduced to 100 by Rhetoric.
Check Passed. Parents allow you onto expedition. Gained 20 Exp. 60/220 to Level 13.
Your parents begin setting up an expedition to search the Space Hulk and either secure it or destroy it. You convince them that between your fighting abilities and powers, you will make a powerful addition to the force, particularly if there are Warp Horrors. Speaking of which, they put you in charge of the military complement, as 'ground-side' leader, as you are both a better tactician than General Richards, and essentially his personal protege.
You settle in on the bridge of the Cruiser serving as the fleet's flagship, ready to use your powers to repel any weaponry onboard the Hulk.
Hitchhiker Critical Fail Roll: 1. Critical Fail. AN: How even-?! I didn't take Sage's dice, I swear!
Hitchhiker Critical Fail Roll: 1. Critical Fail. AN: Alright, who sacrificed a million people to have Tzeentch assassinate RNGesus?!
Hitchhiker Critical Fail Roll: 4+ 30(Experienced X 3)+ 30(FBTW X 3)=64. AN: Okay, before anyone complains, the scenario that follows was mostly on the table as a joke.
While the fleet was cautious on it's approach, there wasn't any fire from the mass of ship debris clumped together. Now, either the defenses weren't working, there wasn't anything alive on there, or the defenders were thoroughly occupied. Considering she could sense a number of intelligences and souls down there, she was going to assume the last one.
Once a cordon had been established, the boarding shuttles were launched, with her aboard one. They managed to board the craft just fine, but then things got weird. Different scouting forces reported different enemies at different locations. To the 'east' were Orks, to the 'west' some xenos race no one was familiar with, to the 'north', Eldar, though these seemed less fond of spikes than the usual raiders, and finally, Warp Horrorrs to the 'south' of your position.
The odd thing, was that they were all fighting the same enemy, which appeared to be living shadows. The Orks and Eldar seemed terrified of the things, but unusually (for the Orks) they were terrified in the 'Take as many of the bastards with you as you can.' sort of way. The Warp Horrors, save the blue mollusk-like ones, seemed merely unnerved, though the way they ignored the PDF scouts in favor of the shadows was telling. Though the way the blue ones kept screaming "NOT AS PLANNED!" was itself a dead giveaway that they hadn't expected these things to be here.
The question is, what do you do? While none of the known foes were friends of humanity, something that terrified all of them wasn't necessarily a good thing. Not to mention the Warp felt... tense, like a rubber band about to snap. Usually, this signaled a rift in the process of forming, but why would Warp Horrors be upset about that? On the other hand, that didn't make the others your allies. So what policy did you take here?
[ ] Common Enemies. If even Warp Horrors were frightened of these things, then they were likely abominable even by their standards. Ignore other forces in favor of the shadows in directions you deploy.
[ ] The Enemy of My Enemy... Is Still My Enemy. Just because they were fighting an unknown foe did not make them your friends. Kill them all. Fight both sides in directions you deploy.
With that decided, you also needed to decide which directions to send forces in. With the recent improvements to the PDF, they can hold out in three directions, if you deploy to a 'theater' on your own, though this will deprive one group from receiving your direct leadership. Alternatively, you could personally lead one group, while another assaults a different direction, or even have the entire force attack one direction, though that last may be overkill, and risks your original position being overrun if the other factions collapse.
[ ] Assault Direction
-[ ] With Half or Whole PDF and/or yourself.
AN: Sorry it took so long to write relatively little, but those crit fails made it so I had to rewrite the whole scenario, and make some long-term changes.
[X] Common Enemies. If even Warp Horrors were frightened of these things, then they were likely abominable even by their standards. Ignore other forces in favor of the shadows in directions you deploy.
[X] Assault North
-[X] With Half PDF
[X] Assault East
-[X] With Half PDF and your presence
While you would normally never work with Waro Horrors, this is a very odd situation. For one thing, Orks usually break and run when they're scared, and the Eldar are one of the more casualty-averse species. Now, they're fighting these shadows without trying to fall back while being subjected to grinding attrition. What's more, the Warp Horrors were, for once, not working against the races of the material realm, and were technically aiding them.
So, just this once, you gave the PDF under your command orders to focus fire on the living shadows, ignoring the other forces onboard. Half of them went to aid the human-like xenos to the north. You personally lead the other half to aid the eastward Orks (and wasn't that a strange thought) against what seemed to be a mutual enemy.
Northern PDF Roll: 8+5(Improved Las-tech)+10(Genetic Therapy)+30(Improved Tactics)+5(Improved Body Armor)+20(Skill)+50(Commander=128+97(Additional 1d100 for allied force)=225.
While your troops performed decently, their main accomplishment was taking pressure off of the xenos, who apparently took enough pressure off for their scientists to begin working to close the rift. Apparently they had experience with space-time anomalies.
Unfortunately, they were having trouble because of the somewhat metaphysical nature of the rift, which they had much less experience with. They hadn't made it any worse, but the shadows were getting agitated by their proximity to their entry point.
Eastern PDF Roll: 73+5(Improved Las-tech)+10(Genetic Therapy)+30(Improved Tactics)+5(Improved Body Armor)+20(Skill)+100(Leader: Primarch)+50 Commander+30(Psyker bonus)+10(Experienced)=333+86(1d100 from allied force)=419.
Meanwhile, you led half of your forces in battle alongside the Orks, rallying their flagging morale. You were treated the profoundly odd sight of an Ork Stormboy and a PDF soldier covering each other after the shadows... absorbed their respective squadmates.
As for yourself, you headed deeper in, to close the rift where the shadows were spawning from.
Combat Check: 20. Required: 10. Pass.
20. Required: 20. Pass. Difficulty of Combat Check reduced by 50.
Despite the shadows' seemingly endless numbers, despite the fact that many of the larger ones begin to visibly pull themselves back together after being destroyed, and despite the host of odd abilities they possess, you tear through them like paper. Finally, you reach the rift they've been pouring out of, and attempt to close it.
+10 Exp. 190/220 to Level 13. Rift sealed! +10 to future attempts to seal Heartless' rifts by all factions!
You succeed in closing the rift, immediately halting the flow of shadows from the other dimension. Between the Orks and your own forces, the uncoordinated, but numerous shadows were swiftly cut down, and without the rift nearby, only a minimal guard was required to keep them under control. Their regeneration, while still terrifyingly quick, was no longer nigh-instantaneous.
Speech Check autopassed due to existential threat. +10 Exp. 200/220 to Level 13.
The Orks agreed to follow you and your troops, other than the group of soldiers you left behind to keep the shadows already here from reforming. Though you suspected your sheer size and power might have something to do with it, you'd take any allies you could get at this point. These things could not be allowed to spread.
Eldar Rift Roll: 57+10(Psychic Might)+10(One Rift Sealed)=77. Rift Partially Sealed.
The Eldar and Warp Horrors have managed to partially seal their rifts, though the shadows seem increasingly agitated by the success of the attempts.
Now, the question is, how do you deploy? You don't particularly trust the Orks not to fuck things up if left to their own devices, so you kind of have to join them. On the other hand, the half of the PDF that accompanied you here can reinforce the direction you don't
How do you redeploy? Note: Orks must be accompanied by yourself if you don't want to risk them turning on their 'allies' or the reverse if the rift is sealed.
[ ] Direction.
-[ ] Force Composition.
AN: With the eastern rift sealed, and the Orks acting as auxiliaries, you can now deploy forces to all three remaining directions with rifts. Original rift lies beyond the one being contested by Daemons.
While the human members of your forces either guarding remnant shadows, helping the human-like xenos, or, most recently, the Eldar, fight them, you took the Orks (this is a really weird day) to help the Warp Horrors fight them. Something you never expected to do under any circumstances.
Northern PDF Roll: 90+5(Improved Las-tech)+10(Genetic Therapy)+30(Improved Tactics)+5(Improved Body Armor) +20(Skill) +50(Commander =210+ 82 (Additional 1d100 for allied force)=292.
Your forces perform very well, and take over containment duty for the most part as the xenos work on closing the rift.
Engineer Roll: 64+50(Bullshit Science)+10(???)+10 One Rift Closed=124. Critical Success!
Rift closed. +10 to other attempts to close rifts.
This also goes very well, with the rift closing, causing the number of shadows streaming in from that direction to dwindle to nothing.
Meanwhile, the other half of the PDF joins the fight in the west.
PDF Roll: 79+5(Improved Las-tech)+10(Genetic Therapy)+30(Improved Tactics)+5(Improved Body Armor)+20(Skill)+50(Commander=199+45(Additional 1d100 for allied force)=243.
It's a good thing they did, because the Eldar were on the verge of crumbling when they arrived. However, with the PDF holding the front lines and taking pressure off the Eldar, they were able to successfully seal the third rift.
The conflict with the shadows alongside the Orks, meanwhile, is different than what you are used to. The Orks lack higher technology, but they manifest their powers differently from any of the other races here, which you might want to investigate later.
Southern PDF Roll: 94+10(Skill)+50(Individually Powerful)+100(Leader: Primarch)+50 Commander+30(Psyker bonus)+10(Experienced)=344+85(1d100 from allied force)=429.
The Orks and Daemons fight with ferocity and strange powers in equal measure, allowing for a victory even without your presence. Of course, with you there, it's even more crushing.
Combat Check: 20. Required: 10. Pass.
20. Required: 20. Pass. Difficulty of Combat Check reduced by 50.
+130 Exp. Gained a Level. 20/240 to Level 15. Gained one Perk Point. Rift sealed! +10 to future attempts to seal Heartless' rifts by all factions! AN: Forgot the Stat Check Exp last time, I'll just put it here.
With the last of the four rifts you knew of closed, you expected the shadows to stop spilling forth, but that was not the case. More poured from a location past the rift you'd just sealed personally.
"It seems that the original rift lies beyond." The leader of the Eldar aboard the Space Hulk said, approaching at the head of the majority of the Eldar and unknown xenos species. "I foresaw that you would bandage the wound in reality at around this time, and the others were already coming. Apparently their instruments can detect the tears despite their lack of psychic power, and they realized the last wound's location a short time ago. Just this once, I'll defer to your superior tactical ability, as now is no time for pride." he said.
You couldn't help but notice he hadn't introduced himself, which was either a mark of disrespect, or suggested he didn't plan on sticking around once the hole in reality was sealed, possibly both. However, he was right about pride having no place here. You nodded your assent, and while you didn't trust the Daemons an instant longer, you felt they wouldn't work against you until the last portal was blocked.
You and your strange coalition began fighting your way past the shadows. While this portal wasn't massive compared to the others, it was still larger, so the shadows were larger, and more powerful.
PDF Roll: 66+5(Improved Las-tech)+10(Genetic Therapy)+30(Improved Tactics)+5(Improved Body Armor)+20(Skill)+100(Leader: Primarch)+50 Commander+30(Psyker bonus)+10(Experienced)=286+100+62+17+(3d100 from allied force)=465.
While the other... entities dealt with the rank-and-file shadows, you fought their leaders, and managed to disperse them long enough to grant the opportunity for attempting to weld the rift shut.
With the aid of Eldar psykers, a few Ork Warpheads, the strange science of the third set of xenos, and, most off-putting of all, the Warp Horrors, the rift is successfully sealed, with the shadows that are killed staying dead this time from the moment the portal is closed.
Karma Check: 20. Required: 10. Passed.
+10 Karma. Currently 30.
Before you can wonder whether you should turn on the Warp Horrors now that you no longer possess a common enemy, or wait for them to attack you first due to their nature, they surprise you by willingly returning to the Warp. Apparently even Warp Horrors have a point where they consider it a better idea to simply go back to bed. The Orks similarly depart without causing trouble, apparently having something along the lines of an existential crisis about being happy not to be fighting something anymore.
The Eldar and xenos begin to withdraw back to their respective areas, while you have your men begin sweeping the Space Hulk. While the shadows don't seem to be the mimetic threat that Warp Horrors are, they probably left some kind of contamination behind, so they're given strict orders not to touch anything they find directly.
As the xenos need some time to carry out repairs to their ship, damaged in the altercation and simply by arrival as it was, the Eldar would likely leave soon. You sought to talk with them about what the greater galaxy was like. You sincerely doubted they would be willing to part with any technology they had, and they noted they were leaving for their own world shortly, having only been here because the seer foretold a great calamity for the entire galaxy if they did not.
Apparently, an Orkish Waagh is building a dozen systems away, while a number of smaller human-led states are forming nearby. They are likely to be attacked by the Waagh and join forces against it. You do manage to get a non-aggression pact out of their leader however.
Diplomacy Check: 19. Required. 10. Pass. Difficulty of Speech Check reduced by 25. Further reduced by 25 by Rhetoric.
Check Passed. Non-Aggression Pact. Gained 20 Exp. 190/240 to Level 15. AN: You can't have a trade agreement unless you have something they want, and they can't really spare the psykers to teach yours to do any of the things they must very carefully do, even if they trusted you with their secrets. Which they don't. Give them some time to get used to the idea before proposing anything more than being able to use each other's space in an emergency and avoiding hostilities if possible.
As the Eldar leave, you speak with the leader of the unknown xenos, a Captain Herman.
Diplomacy Check: 19. Required. 10. Pass. Difficulty of Speech Check reduced by 25. Further reduced by 25 by Rhetoric.
+110 Exp. Gained a Level. Gained a Perk point, now 3. 60/250 Exp to Level 16.
It goes very well. In return for some varied displays of psychic power for the sake of their sensor logs, you gain a translator that can effectively translate an entire language in minutes, a nano-assembler/disassembler called a replicator, a set of sensors and medical diagnosis technology that is more advanced than anything you currently possess, and, in return for providing them a boost back to their dimension without risking a hole being torn in reality again, which you probably would have done anyway, an example of their lasgun, much more sophisticated than current models on Thernus. You fulfill your end of the bargain minutes afterward, and find yourself and your forces the sole occupants of the Space Hulk.
It seems that the abominations from another dimension where another universe's equivalent of Warp entities, though Daemons don't usually drop crystallized Warp energy, which these creatures seem to have done. While the crystals of their essence have been kept in containers made of the anti-Warp metal that was recently discovered, which seems to have some effect, while other crystals have all kinds of strange properties. Some hold heat unnaturally, or cold, or electricity, etc. There are also a few odd blocks whose properties you are unsure of.
Reward: Crystallized Concept Crystals, requires investigation action. Mysterious blocks of matter, requires investigation action. Several advanced technologies. 1 Cleared Space Hulk of 5 cubic kilometers. 90% of material is useable. +150 Karma(50 from fighting an existential threat, 100 from doing so with allies who you did not molest on withdrawal). +1000 Exp.
Gained 4 Levels. 0/290 Exp to Level 20. Gained 4 Perk points, now 7.
AN: Those blocks aren't Gummi blocks, unless there's an overwhelming support for it. They'll probably be those crystals that provide a permanent boost to strength, defense, or magic in their home universe.
Combat: Melee: 140. You are far better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for everyone else. Difficulty of Combat Checks ridiculously reduced from greater understanding of direct combat. Tactics Checks reduced enormously in difficulty due to deep knowledge of combat.
Combat: Melee: 150. You are incredibly better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced immensely in difficulty due to deep knowledge of combat.
Combat: Melee: 160. You are ridiculously better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for pretty much everyone else. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced incredibly in difficulty due to deep knowledge of combat.
Combat: Melee: 170. You are ludicrously better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ridiculously in difficulty due to deep knowledge of combat.
AN: At this point, if you're not the Emperor, Angron, or Leman, you're probably screwed in a direct fight with her once you get into melee range.
Education: General: 150. You have achieved the level of prodigy, and even the most genius of researchers won't know nearly as much as you do. +75 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 160. You have achieved the level of prodigy in every field, and even the most genius of researchers will seem ignorant by comparison. +80 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 170. You have achieved a level above prodigy in most fields, and even a supergenius won't know as much as you. +85 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
General [T]: 175. You have achieved a level above prodigy in most fields, and even a supergenius won't know as much as you. +85 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: Culture: 120. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Minor increase to speed of integrations.
Education: Culture: 130. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Small increase to speed of integrations.
Education: Culture: 140. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Moderate increase to speed of integrations.
Education: Culture: 150. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Medium increase to speed of integrations.
Education: Esoteric: 140. You have an understanding of the Warp deep enough to outstrip most Warp Horrors. +70 bonus to Psyker Skill Checks.
Education: Esoteric: 150. You have an understanding of the Warp deep enough to outstrip all but the most knowledgeable Warp Horrors. +75 bonus to Psyker Skill Checks.
Education: Esoteric: 160. You have an understanding of the Warp deep enough to stand as an equal to the most knowledgeable Warp Horrors. +80 bonus to Psyker Skill Checks.
Education: Esoteric: 170. You have an understanding of the Warp deep enough to outstrip even the most knowledgeable Warp Horrors. +85 bonus to Psyker Skill Checks.
Psyker: Manipulation: 140. You are able to fine-tune your body and those around you to a degree far beyond the limits of almost all psykers. +70 modifier to yourself in combat, and +35 to allies within 500 meters.
Psyker: Manipulation: 150. You are able to fine-tune your body and those around you to a degree far beyond the limits of any psyker in living memory. +75 modifier to yourself in combat, and +35 to allies within 750 meters.
Psyker: Manipulation: 160. You are able to fine-tune your body and those around you to a degree far beyond the limits of any psyker on record. +80 modifier to yourself in combat, and +40 to allies within 1000 meters.
Psyker: Manipulation: 170. You are able to fine-tune your body and those around you to a degree most would consider impossible. +85 modifier to yourself in combat, and +40 to allies within 1500 meters.
Psyker: Willpower: 120. You have set vicious traps within your mind making it easier to fend off immense numbers of weaker Warp Horrors, while personally dealing with multiple stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels will notice the intrusion. +60 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will probably get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul incredibly difficult to take by force.
Psyker: Willpower: 130. You have set vicious traps within your mind making it easier to fend off incredible numbers of weaker Warp Horrors, while personally dealing with the strongest ones of the group, and can root around in the minds of non-psykers as you please, though Alpha-levels will probably notice the intrusion. +65 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will usually get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul immensely difficult to take by force.
Psyker: Willpower: 140. You have set vicious traps within your mind making it easier to fend off ridiculous numbers of weaker Warp Horrors, while personally dealing with the strongest group, and can root around in the minds of non-psykers as you please, though Alpha-levels will usually notice the intrusion. +70 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will almost certainly get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul ridiculously difficult to take by force.
Psyker: Willpower: 150. You have set vicious traps within your mind making it easier to fend off ludicrous numbers of weaker Warp Horrors, while personally dealing with a large number of stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels may notice the intrusion. +75 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 ludicrously difficult to take by force.
AN: The Emperor is at 200 if you're curious.
You have 8 Perk points to use.
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. +40 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. +50 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. +60 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. +70 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. +80 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: 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: 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.
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.
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.
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.
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: Diplomacy: 20 Perk. Charismatic. You possess strong charisma, which helps convince others to agree with your demands. +10 to Speech Checks.
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.
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.
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.
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: 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 highground.
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.
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.
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.
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: 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.
Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double.
Education: General: 20 Perk. Knowledgeable. You know a thing or two about... everything. Provides a +10 bonus to Tactics and Speech from outside knowledge.
Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Psyker: Manipulation: 80 Perk. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Medicine Checks. Must Technological Manipulation.
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.
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.
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 Medicine Checks. Must have Technological Control.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: 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: 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.
[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.
Level 15 Perk. Time Management. By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.
[X] Plan Tech Dominance
-[X] Psyker: Manipulation: 20 Perk. Technomancy. 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.
-[X] Psyker: Manipulation: 40 Perk. Tech User. 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.
-[X] Psyker: Manipulation: 60 Perk. Technological Manipulation. 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.
-[X] Psyker: Manipulation: 80 Perk. Technological Control. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Medicine Checks. Must Technological Manipulation.
-[X] 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 Medicine Checks. Must have Technological Control.
-[X] Psyker: Manipulation: 80 Perk. Flesh Manipulator. 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.
-[X] Psyker: Manipulation: 100 Perk. Flesh Mastery. 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.
-[X] Level 15 Perk. Time Management. Level 15 Perk. Time Management. By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.
Education All: 150. Academic. You have deep knowledge of every topic imaginable, and some not, that exceeds any in living memory, including those who have devoted their entire lives to the accumulation of knowledge. +50 to all Checks. +1 Major Action. +1 Minor Action.
Gained 150 Exp for achieving Education All: 150 Skill. 180/290 to Level 20.
Perhaps it is your proximity to a large amount of varied, and in many cases advanced, technology that is the trigger, or maybe the contact with the shadows triggered something, but you've gained the ability to take control of technology. Not only that, but you can affect it to an impressive degree, taking control of entire ships in seconds, then enhancing their performance. You noticed on the way back from the Space Hulk. After a few tests, you also experimented with biomancy, and sure enough, that had also advanced. You can weaken hostile forces within range to the point where most of them can't even move, let alone fight. Of course, your elemental control is now lagging behind quite a bit, but that's relative to your immense power.
Of course, you'll have to investigate the materials and technology you obtained from the... incident on the Space Hulk personally if you wish to make efficient use of it in a timely manner. Not to mention the Orkish Waagh may come this way soon if the Orks from the Hulk happen to go the direction of the Waagh and inform them that you would make for a good fight, and you should prepare for it regardless.
You have 7 Major Actions.
[ ] Investigate Crystals. Your forces found a number of odd crystals in the wake of the destroyed shadows, and while the ones that were essentially their essence in a concentrated form are too dangerous to meddle with and are only being kept around to ensure psykers that can be trusted know how to detect them should another rift form, the others should be investigated to see if their properties can be used in creating talismans, or at very least if you can make more. Chance of Succes: ??? Reward: Potential talisman blueprints. AN: You need to pass a combined check for Education: Esoteric and Invention: Practical for reverse-engineering, and a Psyker: Esoteric+ Forging: Gear Check for creating talismans.
[ ] Investigate Block. Your forces also recovered some especially odd blocks of crystal. While the others were fairly common in form, these crystals resembled things like starbursts, or had crystal in the shape of lightning bolts, or similar things, sprouting from them. These were clearly different from the others, and should be considered a separate project. Chance of Succes: ??? Reward: Potential Relic Good. AN: You need to pass a combined check for Education: Esoteric and Invention: Extravagant for reverse-engineering, and a Psyker: Esoteric+ Forging: Gear Check for creating talismans.
[ ] Investigate Technology. While the humanoid xenos only left a few examples of their technology, it is very advanced stuff. The lasgun alone, comes with over a dozen settings, ranging from non-lethal, to able to punch through tank armor with repeated strikes, though with a corresponding power drain. Clearly, this needs more investigation, with end-goal being understanding the technology well enough to reliably make more. Chance of Succes: ??? Reward: New technology fully integrated. AN: You need to pass a combined check for Education: General and Electronics: Wiring for reverse-engineering, and an Invention: Practical + Forging: Gear Check for creating the tech.
[ ] Aid Space Hulk Refining. While the shipyards are working overtime to process the refined metal from the Space Hulk, in preparation for turning a significant chunk of it into a Dreadnought (A Battleship in W40K terms) along with a few smaller capital ships, mostly cruisers. Of course, the Dreadnought isn't going to be as wide as the Space Hulk, partially because that would be incredibly unwieldy, partially because most of the unusable metal is near the center, so the thing has to come apart anyway. This means that your personal attention would greatly increase the speed of things, as while you know little of building ships beyond the academic, you can take things apart just fine with your powers. Chance of Success: ??? Reward: Dreadnought construction vastly accelerated. Several cruisers have their timetables moved up. AN: A Psyker: Manipulation and Education: General Check for how much you accelerate the process.
[X] Plan: There's Gold in that Hulk! Social Link Edition
-[X] Major: Investigate Crystals
-[X] Major: Investigate Block
-[X] Major: Investigate Technology
-[X] Major: Aid Space Hulk Refining
-[X] Major: Power Training
-[X] Major: Diplomacy Training
-[X] Major: Control Training
-[X] Minor: Train Electronics: Wiring
-[X] Social Link: Herman Jerun
-[X] Minor: Train Forging: Gear
-[X] Social Link: Captain Matt
-[X] Minor: Social Link: Celestine Salnus
-[X] Minor: Social Link: Albert Salnus
-[X] Minor: Train Control
-[X] Minor: Social Link: Percy Clements
-[X] Minor: Social Link: Gerald Newton
Power Roll: 34+20(Mentors)-41(Power)=13. Failed.
Power automatically gains 1, now 42.
Diplomacy Roll: 50+20(Mentors)-19(Diplomacy)=51. Success. Diplomacy now 20.
Control Roll: 5. Failed.
Control Roll: 91+20(Mentors)-26(Control)=85. Success. Control now 27.
In preparation for your efforts to investigate the items you received from the Space Hulk and dismantle the Space Hulk itself, you spend a little time learning more about several relevant fields.
Electronics: Wiring: 20. You can identify most problems, and aren't stumped if turning the device off and on again doesn't work, and you know the majority of their weak points. Malus to attempts to break or repair broken electronics removed.
Electronics: Wiring: 30. You can identify the majority of problems, and aren't stumped if fixing the obvious problem doesn't work, and you know their weak points. Slight decrease in difficulty of Electronics Checks.
Forging: Gear: 75. You can now craft extremely complex pieces of equipment not intended for direct combat, and they actually look kind of nice. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Herman Jerun SL 1->2.
Master Herman was doing much better now, and while you weren't a master like him, he seemed unsure of whether he should teach you his personal secrets or not. At least, until now.
"Serras." he began gruffly, as usual. "I've been thinking about it, and I've decided. I'm willing to teach you my master's secrets."
You blink in surprise. While you weren't sure of the logic behind various traditions, nor were you particularly emotionally invested in them, you did know that this sort of thing was a massive show of trust, and usually only done with someone who was essentially family, if not actual family. You were pretty sure you weren't that close. You were friends, you'd say, but not even close to that kind of bond.
You...
[ ] Accept. He is the teacher here. He probably knows what he's doing.
[ ] Confront Him. He might be your teacher, but he's also your friend, and while you aren't that close compared to, say, your parents, you can tell something's bothering him about this.
AN: I'll be doing the SLs and training actions before the projects this time.