An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

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

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

    Votes: 379 44.5%

  • Total voters
    851
Herman Jerun SL 1-> 2 Resolution.
Diplomacy Check: 20: Required: 10. Pass.

20: Required: 20. Pass. Difficulty of Check reduced in difficulty by 50. Further Reduced by 25 by Rhetoric.

Speech: Persuasion: 85: Required: -25. Pass.

85: Required: 0. Pass.

85: Required: 25. Pass.

85: Required: 50. Pass.

Check passed. 250/290 to Level 20.

"Master Herman, I'm not sure I understand. I may be your student, but we're not nearly close enough for you to feel alright teaching me your secrets. It's not the same as handing them out to some stranger, but I know I wouldn't feel comfortable passing on something I cared about enough to agonize over for this long to someone I barely knew. What's really going on?" You ask.

Master Herman is silent for a few minutes, and you worry he's going to make you leave instead of answering, then he speaks. "...I don't have much else left. I've outlived all my friends, and we never had a child. My wife and my work were all I had left. Once I lost my wife, I realized that once I was gone, it would soon be like I'd never existed, which would in turn mean the people I knew would be forgotten. So, I decided to teach what I knew of my work to a worthy pupil, to leave something behind to prove I'd been here.

In that respect, you proved perfect. You picked up everything I taught you with ease, and I only had to say something once before you followed my instructions. The fact that you weren't an unpleasant person was merely a bonus.

I'll be frank. I'm not going to be around for much longer. I'd give it about a decade before I kick the bucket. So, will you let me leave a mark on the world through you?" he asked.

Karma Check: 180. Required: 50. +10 Karma.

"Of course, but I don't think you need to teach someone your skills to leave a lasting mark on the world. Simply leaving an impression on someone else will affect them in some way, which will affect how they interact with people. You've already left an impact on the world through everyone you've ever met, what kind and how much of one is what you can change now.

I can respect wanting to leave a larger impact on the world by having an heir of sorts to carry on your legacy. So, I'll help you do that. Let's get cracking."

Reward: SL 1->3. Karma is now 190. Gained +15 to all Forging Skills.

Forging: Weapons: 75. You know how to make weapons that you would need a truck to haul around, and often of great complexity. Very large decrease in difficulty of related Invention, Explosives, Electronics Checks.

Forging: Armor: 75. You can craft any piece of armor, though they don't tend to get very much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Gear: 80. You can now craft extraordinarily complex pieces of equipment not intended for direct combat, and they actually look pretty nice. Extremely large decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Gear: 90. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look very nice. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
 
Captain Matt SL 1->2.
Captain Matt and yourself have an odd relationship. While you have completely surpassed him in terms of close-combat, he was your teacher, and to be able to disarm him with ease is an odd feeling. Of course, he is still your better to some degree at ranged combat and fighting stealthily, but not for much longer at this rate. You're nearing some kind of breakthrough, which will push you well past his limits.

Of course, that gives you an idea. While you haven't been using it during your bouts, as this was meant to improve your skill rather than your base physical ability, your biomancy can be used to boost others, which should be enough for him to keep up with you, even after your breakthrough.

Education: Culture Check: 150: Required: 30. Pass. 200/290 to Level 20.

The question is if he'll want it. You don't actually know him very well beyond your practice bouts, and many people would consider such an offer an insult to their skills, or at least refuse because it would be admitting they couldn't do it on their own.

You...

[ ] Make the offer. While he might be offended, you won't know for sure until you try.

[ ] Do not. If he's offended, he might have trouble teaching you properly, even ignoring the difference in skill.

You guys have until 3 to vote, because again, I doubt this is a hard choice.
 
Captain Matt SL 1-> 2. Resolution.
Diplomacy Check: 20: Required: 10. Pass.

20: Required: 20. Pass. Difficulty of Check reduced in difficulty by 50. Further Reduced by 25 by Rhetoric.

Speech: Persuasion: 85: Required: -25. Pass.

85: Required: 0. Pass.

85: Required: 25. Pass.

85: Required: 50. Pass.

Check passed. Gained one Level. Gained 2 Perk points. 20/300 to Level 21.

"Say, Captain. I've noticed that I'm catching up to you in skill. I could boost your abilities with biomancy, for the duration of the bout at least. Think of it less as me giving you some kind of crutch, and more as my helping you teach me more easily, which any good student should do." You suggest.

The captain, in a silver and blue military uniform, thought the offer over before nodding his acceptance. "As long as it's to teach you better. I'm proud of my skills, but being able to teach a student better is more important than something as self-indulgent as pride. When someone is depending on you for something, you should do your best. If your best isn't enough, then ask for help, because it's better to fail at doing it alone than to fail altogether." he explained.

Karma Check: 190: Required: 50. Pass. +10 Karma.

"That makes sense." You agree with a nod. Failing to do something by yourself was disappointing, but failing to do it at all would be worse.

With the boost you provide him with biomancy, the captain performs much better, able to outperform you in ranged and stealth-based combat even after you had your breakthrough, due to your physiologies performing more similarly. Of course, if you were using biomancy on yourself, he'd have no hope of winning, bu that's beside the point.

Reward: Captain Matt SL 1->3. Karma now 200. +15 to Combat: Stealth and Combat: Stealth. +20 to Combat: Melee.

+5 to tagged Skills.

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 for everyone else. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ridiculously in difficulty due to deep knowledge of combat.

Combat: Melee: 180. You are essentially a demigod of close-range combat, and no one you've ever encountered can be expected to even keep up. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ludicrously in difficulty due to deep knowledge of combat.

Combat: Melee: 190. You are a demigod of close-range combat, and no one you've ever encountered can be expected to even keep up. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ludicrously in difficulty due to deep knowledge of combat.

Combat: Ranged: 50. You have achieved conventional mastery of fire-arms, shooting from extremely unlikely angles and deflecting bullets off of improbable objects. Combat Checks reduced in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.

Combat: Ranged: 60. You are beyond conventional mastery of fire-arms, shooting from incredibly unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced moderately in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.

Combat: Stealth: 50. You are at the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced.


Combat: Stealth: 60. You are above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced moderately.


Combat All: 50. Combatant. You have achieved conventional mastery of all forms of combat. This allows you to perform even better in all of them, thanks to a certain level of skill in one being applicable in the others. +50 to Combat Skill Checks.


General: 180. You have achieved a level above prodigy in all fields, and even a supergenius won't know nearly as much as you. +90 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
 
Albert and Celestine Salnus SL 4->5.
Your parents have wanted a child of their own since they were married, but your mother is effectively infertile, which makes this nearly impossible. However, you have a solution. With biomancy, you could cure your mother's affliction.

Psyker: Manipulation Check: 175: Required: 100. Pass. 30/300 to Level 21.

Of course, just because you could, didn't mean there wouldn't be any problems doing something you'd never done before. So, you tested it on women with conditions similar to your mother, including a few who were actually infertile.

Karma Check: 100. Gained 20 Karma.

Volunteers fully informed of what you were planning on doing, of course. While there weren't any actively negative side effects, the women you performed the procedure on reported greatly increased sex drive for the first month. While there was no biological explanation, and it was not purely mental, you suspected that their souls, their very essence, was having a reaction to sudden fertility that could be summed up as 'Have kids NOW, before we become infertile again just as suddenly!' from being abruptly made fertile by a ludicrously powerful psyker. You supposed the soul's desire to create extending to life itself only made sense.

You got your parents together and informed them of your discovery. While they reacted with some amusement to the side effect, they asked you a question that surprised you.

"Serras, you know that if we have another child, we won't have as much time for you, right? Are you sure you'll be alright with that?" Your mother got right to the heart of the matter, surprisingly.

"We'd very much like another child, but if it makes you feel neglected, then you'd probably start to resent them, which never ends well without tearing the problem out by the root." Your father adds. You suspect he's had experience with this sort of thing. Come to think of it, you've never talked much about your father's side of the family. You actually met your grandparents on your mother's side a couple times. They're in charge of Carnus.

You respond...

[ ] It's not about what I want. Doing this for them, and then resenting them for following through on it would be profoundly selfish.

[ ] Sin: Gluttony. ...Maybe. I can't expect you to simply avoid doing anything to upset me. That's not a healthy relationship.

AN: You guys have until 5 to vote.
 
Albert and Celestine Salnus SL 4->5 Resolution.
AN: Seeing the massive lead the latter option has, I'll call it now.

Diplomacy Check: 20: Required: 10. Pass.

20: Required: 20. Pass. Difficulty of Check reduced in difficulty by 50. Further Reduced by 25 by Rhetoric.

Speech: Diplomacy: 85+90(Education bonus)+110(Education Perks)+25(Experienced)=310: Required: 50. Pass. AN: Diplomacy also refers to dialogue in general, rather than hammering out a compromise.

310: Required: 75. Pass.

310: Required: 100. Pass.

310: Required: 125. Pass.

Check Passed. 90/300 to Level 21.

"I... might." You admit. "I'm not going to lie to myself or you and say that I wouldn't feel any resentment if I thought you two were paying more attention to your new child, but it would be wrong of me to deny you both the opportunity simply because I might feel unhappy over being something besides the center of attention."

Your father smiled and laid a hand on your shoulder. "That's good enough for now. Trying to deny you have a problem is no better a solution than trying to purge yourself of any selfish desires at all. While it's best to be selfless, doing nothing but acting for the good of others and pretending you don't want or need anything for yourself is an absolutely terrible idea, and will ultimately function more as a pressure cooker than anything else. Of course, that doesn't mean that the opposite extreme is any better. Balance is key, and the first step is admitting you aren't this perfect person that never feels any selfish desires."

Karma Check: 220: Required: 150. Passed. +20 Karma.

Of course, they'd also be your new sibling, so you could shower them in attention yourself, which would handily solve the problem of not being the sole object of their affections, because you would also be present. Come to think of it, you should probably get started on some kind of artifact that can protect them from Warp Horrors without them having to wear it, because trying something on them to get at one of the three most important people in the system is exactly the sort of thing they would try, and they won't be able to wear armor or use weapons or anything like that for years after birth. Some kind of selectively permeable barrier perhaps? They won't circumvent your defenses so easily!

Reward: SLs for Albert and Celestine Salnus advanced to 5. Mentors bonus to Stat rolls increased to 25. +15 to all Speech categories. +20 to Education categories.

Speech: Persuasion: 90. You can convince even the most fanatical of people of your viewpoint with great reliability. Even the greatest fanatics can be persuaded of your views being correct with relative ease.

Speech: Persuasion: 100. You can convince even the most fanatical of people of your viewpoint with ease. Even the greatest fanatics can be persuaded of your views being correct easily.

Speech: Diplomacy: 90. Compromising between two groups of howling fanatics is actually pretty easy for you. Compromises you broker will stick even if the governing body is entirely replaced, quite possibly even after mass executions carried out at your order.

Speech: Diplomacy: 100. Compromising between two groups of howling fanatics is easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass executions carried out at your order.

Speech: Intimidation: 90. You are beyond terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrible morale debuff when fighting you and will probably break immediately upon losing their champion.

Speech: Intimidation: 100. You are a paragon of terror when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will probably break immediately upon losing their champion.


Speech All: 100: Rational Demagogue. While it may seem a contradiction in terms, you can use a person's logic against them in one instant, then puppet their emotions the next. Similar efforts against you are more likely to amuse or insult you than anything else. Reduce difficulty of Speech Checks by 50. Malus of 50 to difficulty of Speech Checks on you.

Gained 100 Exp. 190/300 to Level 21.

Education: General: 190. You have achieved a level far beyond prodigy in all fields, and even a supergenius won't know nearly as much as you. +95 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.

Education: General: 200. You have achieved the sum total of human knowledge in all fields. Any further discoveries will be on you. +100 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.

Education: Culture: 165. You have a knowledge of culture comprehensive enough to figure out various ways to expedite additions to a united humankind. Major increase to speed of integrations.

Education: Culture: 175. You have a knowledge of culture comprehensive enough to figure out many ways to expedite additions to a united humankind. Large increase to speed of integrations.

Education: Esoteric: 185. You have an understanding of the Warp deep enough to outstrip even the most knowledgeable Warp Horrors, ones dedicated to the preservation of knowledge. +90 bonus to Psyker Skill Checks.

Education: Esoteric: 195. You have an understanding of the Warp deep enough to outstrip virtually all Warp Horrors. +95 bonus to Psyker Skill Checks.

Education Advanced Skill has been unlocked. Education: General has advanced to Education: Advanced.

Advanced Skills are unlocked upon completely filling out a basic skill. SLs of 5 and up are required to train these skills at a rate faster than 5 per training action, as ordinarily, there are no tutors to provide insight at this level of skill. Advanced Skills are worth twice as much as their basic counterparts per point, meaning that Education: Advanced provides a bonus to other Checks equal to it's value, save for psyker checks, which is the purview of the advanced skill for Education: Esoteric.

As Education: General has been filled, it's tag may be removed and placed on a new skill. However, Advanced Skills may not be tagged until all basic skills have been tagged or filled.
 
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Percy Clements SL 1->2.
You have been learning how to build electronic devices, including how to program them, and shield them from efforts to hack them, from a man named Percy Clements. He's a gray-haired man, who uses a cane to walk without having to pause at every step. His hands, however, work just fine. If anything, he's grown more dexterous with age. This lets him program with the sort of speed you operate on, and finely manipulate things in ways you generally need telekinesis to do due to your larger hands.

Today, however, he seems to be stumped with a problem outside his area of expertise as you arrive at his office to find him performing the electrical-equivalent of surgery. He needs some parts to make a special model of computer he's been working on for a while, for his own personal use, but can't find them in the current market at a price he can afford. This is really high-quality stuff.

You...

[ ] Ask your parents. You could simply ask your parents for some money. You haven't once spent beyond your allowance, so you figure you've got some credit if you claim you won't spend any more money until you've paid it off. Of course, Percy might take this charity badly, as it's his personal project.

[ ] Create a work-around. You possess a great deal of skill in areas your tutor doesn't. Perhaps you could simply build something he could use instead. Invention: Practicality and Forging: Gear combined Check. Unlocked by having All: 50 Perk in both.
 
Percy Clements SL 1->2 Resolution.
Learning Check: 30. Required: 10.

30: Required: 20.

30: Required: 30.

Check reduced in difficulty by 75.

Forging: Gear: 90+ Invention: Practicality: 60+ 100(Education bonus)+110(Education Perks) + 50(Journeyman Smith)+ 50(Innovative)+25(Experienced)=385. Required: 125.

385. Required: 150.

385. Required: 175.

385. Required: 200.

385. Required: 225.

385. Required: 250.

385. Required: 275.

385. Required: 300.

385. Required: 325.

385. Required: 350.

385. Required: 375.

Check passed. Gained a Level. Gained 1 Perk point. +5 to tagged Skills. 30/310 to Level 22.

Education: Culture: 180. You have a knowledge of culture comprehensive enough to figure out many, many ways to expedite additions to a united humankind. Very large increase to speed of integrations.

Education: Esoteric: 200. You have an understanding of the Warp deep enough to outstrip all Warp Horrors. +100 bonus to Psyker Skill Checks.

Tagging of Education: Esoteric may now be moved to another skill.

Education Advanced
Advanced: 0. You have the sum total of human knowledge, now let's see about expanding it.
???
Seer: 0 You possess the greatest understanding of the Warp of anyone in the sector, human or Warp Horror. Let's see about making that true for a larger area.

Psyker: Manipulation: 180. You are able to fine-tune your body and those around you to a degree almost everyone would consider impossible. +90 modifier to yourself in combat, and +45 to allies within 2500 meters.

Psyker: Willpower: 160. 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 very 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. +80 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 nearly impossible to take by force.

You look over the guts of the computer, the parts scattered around his office from previous failed attempts to create a device like the one he wants, and inspiration strikes. "Sir, I have an idea."

It takes nearly an hour, and three failed attempts, but the two of you come up with something amazing. It's twice as good as military cutting-edge computers in terms of pure, ultra-hardened to EMPs, 20% more power efficient than would be expected for such a high-performance computer, and nearly impregnable to outside hacking.

Your teacher has a wide smile on his face. Seeing as he usually reacts to something pleasant with the barest hint of one, you suspect he's the happiest he's been in years.

Reward: Percy Clements SL 1->3. +15 to Electronics categories.

Electronics: Security: 20. You have learned how to defend against hacking attempts, and can even attempt it yourself, without relying on your accelerated thought processes as a crutch, though they certainly help. Malus to hacking, both offensively and defensively, removed.

Electronics: Security: 30. You have learned how to defend against hacking attempts by any besides rank amateurs, and can even attempt it yourself, though only an amateur defender will fall to you. Slight reduction of difficulty of hacking, both offensively and defensively.

Electronics: Wiring: 45. You can identify the vast majority of problems, aren't stumped if fixing the primary and secondary problems doesn't work, and you know their weak points. Small decrease in difficulty of Electronics Checks.

Electronics: Programming: 20. You aren't a master by any means, but you're competent at programming. Malus to building or destroying digital infrastructure removed.


Electronics: Programming: 30. You lack the sheer skill of your teacher, but you are certainly beyond the level of the layman. Slight reduction in difficulty of building or destroying digital infrastructure.
 
Gerald Newton SL 1->2.
Gerald Newton is a very... interesting man.

"TREE SALT! WE MUST USE THESE CIRCUIT BOARDS TO MAKE COFFEE ROBOTS!" Gerald shouts, in one of his weird fugues again, hoisting circuit boards in ways that should break them or at least introduce a lot of flaws, but they will once again prove miraculously unharmed somehow.

He's normally just a little bit kooky. That's part of what make him so good at seeing connections and thinking outside of the box. Of course when he gets like this, usually when he goes without sleep for too long, he doesn't so much think outside the box as blow a hole in the box's side and let the outside in.

Nevertheless, you oblige him. Coffee robots shouldn't cause too much destruction, unlike the last three times he tried to build something when he was like this. You still didn't know why he kept calling you that.

He wasn't a psyker... you think. His soul was weird, especially when he got like this. He had one, so he wasn't a blank. You honestly weren't sure what was going on with it. Of course, most of the psykers who got like this were corrupted in short order, so unless he was something really, really weird, he couldn't be one, since this was the fifth time this had happened in the last year.

Learning Check: 30: Required: 10.

Learning Check: 30: Required: 20.

Learning Check: 30: Required: 30. Check reduced in difficulty by 75.

Forging: Gear Check: 90. Required: -25. Passed.

90. Required: 0. Passed.

90. Required: 25. Passed.

90. Required: 50. Passed.

100/310 to Level 22.

You manage to build the... coffee robots to his specifications, before he collapsed from exhaustion. This is getting ridiculous. He keeps doing this, and you still don't know why.

[ ] Confront him. If he's going to keep doing this, then you want to know WHY.

[ ] Do not. If he hasn't told you by this point, then you probably shouldn't pry into his personal life.
 
Gerald Newton SL 1->2 Resolution.
You decide to give him the benefit of the doubt. However, you do stay the night to make sure he actually gets something to eat in the morning. When he wakes up, and immediately shovels down the food you prepared, you take the opportunity to speak with him. "Mr. Newton, I'm not going to ask why..." You vaguely gesture at the coffee robots. "all this keeps happening, but I'd like to point out that I'm not always going to be around to help you with whatever project you're raving about, so I think you should get a full-time assistant."

Diplomacy Check: 20: Required: 10.

20: Required: 20. Reduced difficulty by 50.

Speech: Persuasion: 100. Required: 0.

100. Required: 25.

100. Required: 50.

100. Required: 75.

160/310 to Level 22.

"Hm, you may have a point. I'll have a look for potential candidates." He agreed. "I appreciate the show of trust, however. I'll tell you the specifics some day."

Reward: +10 Karma. SL 1->3. +15 to Invention categories.

Necessity: 75. You can create top-of the line gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Slight reduction in difficulty of Invention Checks.

Practicality: 75. When faced with a project you lack the materials, you can redraw the blueprints to create something better with other materials. Slight reduction in difficulty of Invention Checks.

Extravagance: 75. You can actually improve products with extra investment with great efficiency now. You may double a creation's specs for 1.5 times the cost, triple them for 5 times the cost, or quadruple them for 16 times the cost.
 
Turn 8 Project Results
[X] 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.

The conceptualized crystals are very interesting objects. They exhibit properties that they likely shouldn't, from a purely chemical perspective, but the Warp reacts to them in the same way every time when power is channeled through them. Every other object you've ever encountered provoked a slightly different reaction with each 'use.'

Learning Check. 3 Checks passed. -75 to Check difficulty.

Education: Esoteric: 200+Invention: Practical: 75+ 100(Education bonus)+110(Education Perk bonus)+ 50(Innovative)+ 435(Psyker Perks)+25(Experienced)=995. Checks passed: 32.

Gained 1 Level. Currently have 4 Perk points. 200/320 to Level 23.

You delve deep into the crystals, gaining an understanding that allows you to not only create even the largest and most complex of them, but teach other psykers how to do so. Of course, then you have to work on making them useful for something.

Learning Check. 3 Checks passed. -75 to Check difficulty.

Psyker: Esoteric: 115+ Forging: Gear: 90+ 200(Education bonus)+ 280(Education Perks)+ 50(Journeyman Smith)+ 50(Psyker Perks) +25(Experienced)= 695. Checks passed: 10.

Gained 1 Level. Currently have 5 Perk points. 10/330 to Level 24.

You discover a large number of talismans that can be made from the crystals, though the crystals themselves are generally consumed in the process, and have tutored a number of other psykers on making the basic ones. Rings that provide resistance to heat, cold, electricity, or corruption-effects, various accessories that provide safe boosts to strength, endurance, and/or psychic might, etc.

Reward: Crystals may now be mass-produced by any 'safe' psyker. Low-level accessories can now be mass-produced which provide myriad small benefits. Firefighters, for example, will now wear rings which greatly increase their resistance to heat and flames. Soldiers will have strength and durability-boosting talismans. Psykers will have talismans that allow for more power to be drawn safely. None of these are game-changers for individuals, but the PDF gains an additional +10 due to the boost to their basic physical capabilities, productivity increases by 10% due to enhanced strength and endurance increasing each individual's contribution by a noticeable amount. Morale rolls gain a +10, due to increased survival rates of both Ork attacks and accidents, and a much increased opinion of psykers for providing the means for these.

[X] 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 Success: ??? 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.

The other crystal blocks prove trickier, but you are confident that you can figure out how to make them.

Learning Check: 3 Checks passed. -75 to difficulty of Check.

Education: Esoteric: 200+ Invention: Extravagant: 75+ 100(Education bonus)+ 50(Innovative)+ 435(Psyker Perks)+ 85(Education Perks)+ 25(Experienced)= 970. 21 Checks passed.

250/330 to Level 24.

Indeed, you figure out how to make them. The question is how easily you can make them, and their potential uses.

Learning Check: 3 Checks passed. -75 to difficulty of Check.

Psyker: Esoteric: 115+ Forging: Gear: 90+ 485(Psyker Perks)+ 50(Journeryman Smith)+ 200(Education bonus)+ 110(Education Perks)+ 25(Experienced)= 960. 11 Checks passed.

Gained 1 Level. Currently have 6 Perk points. 50/340 to Level 25.

These crystals are, in fact, meant to be eaten, like rock candy. What makes them special is that each of the four forms provide a permanent increase to strength, durability, power/control over the Warp, or skill, though only in combat for the last. While they require concentrated effort over the course of a week to make, they are considered a wise investment for 'champion' fighter and/or psykers. You fall into this category.

Reward: Once per year, automatically raise Combat, Power, or Control by 1 point, up to 50. Additional raises of these Stats still require use of an action, but 5 or fewer will automatically succeed per turn, counting the original. Additionally, Champion units will now be created. There are always soldiers who lack the leadership ability to move up the ranks, but are talented combatants. These units will be provided these crystals, as well as the best equipment, to become juggernauts of battle. One champion per regiment, due to resource constraints. Provides a +10 to PDF rolls.

[X] 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.

Learning Check: 3 Checks passed. -75 to difficulty of Check.

Education: General: 200+ Electronics: Wiring: 45+ 435(Psyker Perks)+ 100(Education bonus)+ 85(Education Perks)+ 25(Experienced)= 890. 6 Checks passed.

140/340 to Level 25.

While the technology is advanced, you have relatively little trouble reverse-engineering it, and teaching others how to make the existing examples. Now to see about understanding the underlying principles.

Learning Checks: 3 Checks passed. -75 to difficulty of Check.

Invention: Practical: 85+ Forging: Gear: 90+ 100(Education bonus)+ 435(Psyker Perks)+ 50(Journeyman Smith)+ 110(Education Perks)+ 25(Experienced)= 810. 5 Checks passed.

220/340 to Level 25.

The first piece of technology you decipher is the sensor technology, which is more than ten times as precise as current models at the same distance. The medical technology is also extremely advanced, effectively wiping out deaths from anything besides sudden lack of a head provided it's treated in a timely manner. Similarly, the nanoassemblers provide a massive boost to productivity. They can't turn lead into gold, but rearranging molecules is well within their purview. Similarly, they can't make things larger than an engine for a tank or car without reworking the entire device. Also, they're massive powerhogs.

However, making everything from guns to car parts has abruptly become a matter of supplying the raw materials and sufficient power, then pressing a button. Literally, they come with a function for analyzing anything placed on them, and making it into a programmable pattern. There is some worry that this will lead to degeneration of the skills to make them independent of the replicators, but a few factories are kept using standard practices, just in case.

The translators are difficult to test on truly alien languages, but they can translate any known human language just fine.

Last, the lasgun. It actually contains a plasma battery, which allows for a massive amount of charge to be held. However, rather than an instrument of destruction, it is an instrument of precision, possessing settings designed for non-lethal take-downs of humans (though an Ork would barely feel it) settings roughly on par with the common lasgun, and settings apparently meant for destroying tank armor and similar barricades.

Reward: +20 to PDF rolls from more advanced guns, stacking with Improved lasers bonus to +25, also applies to point defenses. +10% to productivity from replicators. +1% to population growth from improved medical technology preventing the majority of unnatural deaths and making pregnancies essentially risk-free. +50 to detection rolls when avoiding ambushes in space, +25 to rolls with aiming involved from vastly improved sensors. Malus to diplomacy actions with cultures with unknown languages removed by universal translator.

[X] 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.

You use your relatively new technomancy discipline to get a feel for the ships that make up the Space Hulk. You find yourself a little awed at the sheer breadth of the spirits occupying these machines, by far the closest to true sentience of any you'd encountered, though still nowhere near sapience. They actually react to your presence beyond vague impressions and flashes of what might be emotion.

You catch glimpses of battles, both victories and defeats. Each ship had a measure of pride in it's existence, but each also wished to fulfill their original purpose, defending humanity. They use the link you forge between them to come to a consensus, which they address to you. "WE WISH TO FIGHT FOR HUMANITY ONCE MORE."


Learning Check: 3 Checks passed.

Power: Check: 4 Checks passed.

Control Check: 2 Checks passed. -175 to difficulty of Check.

Psyker: Manipulation: 180+ Education: General: 200+ 100(Education bonus)+ 495(Psyker Perks)+ 225(Education Perks)+ 25(Experienced)=1225. 16 Checks passed.

Gained one Level, currently possess 8 Perk points. 130/350 to Level 26.

You oblige them. Using your psychic might and knowledge of shipbuilding from your studies, you turn the Space Hulk into the majority of a Dreadnought, the structure and weapons already constructed, with only the more delicate and/or unavailable items not already being placed, such as a functioning reactor. Similarly, you turn the remainder of the Space Hulk into the majority of 5 Cruisers. This takes the entirety of a day. When you finish, you feel a profound sense of gratitude from the reconstituted ships, at being all but ready to fight once more. They are thankful for this second chance.

Reward: Dreadnought 2 years from completion (end of Turn 10). Cruisers 1 year of completion (end of Turn 9). Space Hulk consumed.

AN: Nevermind, I'll have Perk Selection out tomorrow at noonish instead. Also, Primarchs be bullshit.
 
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