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
George Yorev SL 1->2.
+5 to tagged Skills from level-ups.

Perception: People: 35. You can identify people at a distance more significant than 5 feet away. Slight boost to detection rolls.

Perception: People: 40. You can identify people at a distance more significant than 10 feet away. Small boost to detection rolls.

Psyker: Esoteric: 170. You are half-finished with the third draft of your book of ways to disrupt rituals, and can close immense rifts with something resembling ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 30 minutes into the future, and get the occasional flash of events up to 30 days hence. +85 to combat checks. Can disrupt even titanic-scale rituals alone with immense difficulty.

Invention: Necessity: 100. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Moderate reduction in difficulty of Invention Checks.

Invention: Practicality: 100. When faced with a project you lack the materials, you can redraw the blueprints to create something better with very poor materials. Moderate reduction in difficulty of Invention Checks.

Invention: Extravagance: 100. You can actually improve products with little extra investment with great efficiency now. You may double a creation's specs for 0.75 times the cost, triple them for 3.5 times the cost, or quadruple them for 13 times the cost.

Invention All 100 Perk. Inventor. You casually create new gadgets that improve society every month. +100 to Invention Checks. 1 Free Invention Action per turn.

Gained 100 Exp. 130/180 to Level 29.

George Yorev was a Biomancer/Technomancer combination, which made him uniquely suited to appreciating the sheer power and ability behind his pupil's demonstrated powers. He was simply awed to be in the presence of a psyker this strong who hadn't been corrupted, as it as common knowledge that the stronger the psyker, the easier it was to corrupt them, and the more likely they were to be corrupted. ...He wished his mother had that strength.

***​

Intrigue Check: 1 Check passed. Reduces Check difficulty by 75 in total.

Perception: People: 40+ 185(Education Perks)+ 110(Education bonus)+ 25(Experienced)=360. Required: -25.

360. Required: 0.

360. Required: 25.

360. Required: 50.

180/380 to Level 29.

You can tell that he's wistful about something when he sees you, but you're not sure what. George is all smiles, but the problem is that he doesn't show it when he's hurt. So, the question is... what do you do?

You...

[ ] Confront him. He's not going to tell you on his own initiative, so take it.

[ ] Leave him be. He's an adult perfectly capable of making his own decisions, so he should be able to handle this too.

AN: You guys have until 10 tomorrow to vote. I'm going to bed. Emily doesn't have any tragedy or major issues (nailed the background rolls for a stable Delta) so I'm not sure what to write for her.
 
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George Yorev SL 1->2.
You decide not to press your teacher on the matter. You're barely more than acquaintances, so you suspect you wouldn't accomplish much without overcharging the charisma your titanic presence in the Warp grants you or manipulating him, neither of which you're particularly keen on doing. Instead, you simply enjoy his presence, and vice versa.

Reward: SL has advanced to 3. Karma is now 390. +15 to Psyker: Esoteric.

Psyker: Esoteric: 170. You are half-finished with the third draft of your book of ways to disrupt rituals, and can close immense rifts with something resembling ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 30 minutes into the future, and get the occasional flash of events up to 30 days hence. +85 to combat checks. Can disrupt even titanic-scale rituals alone with immense difficulty.


Psyker: Esoteric: 185. You are finished with the third draft of your book of ways to disrupt rituals and have begun the final draft, and can close immense rifts with ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 60 minutes into the future, and get the occasional flash of events up to 60 days hence. +90 to combat checks. Can disrupt even titanic-scale rituals alone with great difficulty.

AN: Sorry this took so long. Switching to a new computer because the old one was dying, and it took longer than I expected.
 
Emily Watts SL 1->2. Part 1.
You surpassed Emily in terms of pure knowledge a long time ago, and you were always stronger, but she was a one in a million genius when it came to rituals. As such, the two of you were working on your book together. You had final say on what actually went in, but she offered a lot of useful advice. Ironically enough, it was during one of these sessions that a cult tried to pull a ritual to summon some Warp Horrors, in the same city too.

Of course, between your and Emily's knowledge on ritual disruption, the local PDF being alerted by the destruction of several Null Runes, and the Witch Hunters being alerted by Emily and yourself, they were put down before they could summon more than a couple Daemons, which you put down without too much trouble. The mutations on the cultists offered you some insight into strengthening the defenses against such things, and seeing the tail-end of the ritual offered it's own insights into the field, so an overall plus to your day, all things considered. Even if it didn't really feel like it.

Reward: Emily Watts SL has advanced to 2. (Emily has no outstanding issues, so you don't get any options at SL 1. On one hand, no chance of messing up, and you won't miss out on SL training. On the other hand, you'll only get one SL level per action.) Karma is now 400. +10 to Sorcery. +15 to Psyker: Esoteric.

Psyker: Sorcery: 10. You have advanced humankind's knowledge of manipulating the natural world using the Warp a bit. +10(110 total) to yourself in combat, +5(55 total) to allies within 11000 meters.

Psyker: Esoteric: 185. You are finished with the third draft of your book of ways to disrupt rituals and have begun the final draft, and can close immense rifts with ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 60 minutes into the future, and get the occasional flash of events up to 60 days hence. +90 to combat checks. Can disrupt even titanic-scale rituals alone with great difficulty.

Psyker: Esoteric: 190. You are half-finished with the final draft of your book of ways to disrupt rituals, and can close immense rifts with great ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 90 minutes into the future, and get the occasional flash of events up to 90 days hence. +95 to combat checks. Can disrupt even titanic-scale rituals alone with some difficulty.

Psyker: Esoteric: 200. You are finished with the final draft of your book of ways to disrupt rituals and have handed some copies over to the Witch Hunters, and can close immense rifts with ease to force Warp Horrors out of those they possess, and even the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 120 minutes into the future, and get the occasional flash of events up to 120 days hence. +100 to combat checks. Can disrupt even titanic-scale rituals alone. +50 to ritual disruption checks by allied psykers.

Psyker: Esoteric has Advanced to Psyker: Navigator.

Psyker: Navigator: 0. You can read and manipulate the Warp around you to a degree beyond anyone not specifically bred for such. Let's fix that.

Psyker All 200. Warp Expert. You're an expert at utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 100 to Psyker Checks. Malus of 100 to enemy Psyker Checks.


Gained 200 Exp. Gained 1 Level. 0/390 to Level 30. Currently possess 5 Perk points. +5 to tagged Skills. No fluff updates currently.
 
Captain Matt SL 3->4.
"Frankly, you're a better fighter than me in close quarters, but you're lacking in ranged or stealthy combat. Most of that can be attributed to your poorer perception, which has a negative impact on pretty much every aspect of fighting. So we'll be training that today." Captain Matt pulled out his gun. "Every time you make a mistake, you get shot in the foot." he said. You had to give him credit for saying that with a straight face.

You shrugged. Current small arms would hurt, but there was no risk of permanent harm or even bruising with your biology and psyker powers. Considering how you seemed to learn especially fast during or shortly after combat situations, it made sense. Of course... "I won't tell mother if you don't." You say.

"Agreed." he nodded.

Intrigue Check: 1 Check passed. Reduced difficulty of Check by 75 in total.

Perception Combined Check: 15+45+15+ 210(Education Perks)+ 110(Education bonus)+ 25(Experienced)=420. Required: 150-75= 75. Passed.

420. Required: 100. Passed.

420. Required: 125. Passed.

420. Required: 150. Passed.

50/390 to Level 30.

You manage to pass most of the tests, though you have to heal your feet a few times. You were slightly concerned your mother would wander in for some reason, but she didn't. The exercise successfully aided you in sharpening your ability to recognize things from further away, and in more detail.

Reward: SL has advanced to 4. +15 to Perception: Objects and Perception: Environment. +20 to Perception: Environment. AN: Matt doesn't have any outstanding issues either, and the Defenders are chosen for mental stability as much as combat ability, as being subverted by a cult would rather defeat the purpose.

Perception: Objects: 15. You can tell the difference between objects that are of the same type, but with minor differences. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks reduced.

Perception: Objects: 20. You can tell the difference between objects that are of the same type, but with minor differences, from a considerable distance. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks removed.

Perception: Objects: 30. You can tell the difference between objects that are of the same type, but with minor differences, from a considerable distance, even when in a panic. Different types of guns or brands of a food, for example. Slight boost to logistics and loot rolls.

Perception People: 45. You can identify people at a distance more significant than 10 feet away. Small boost to detection rolls.

Perception People: 50. You can identify people at a distance more significant than 10 meters away. Moderate boost to detection rolls.

Perception People: 65. You can identify people at a distance more significant than 20 meters away. Medium boost to detection rolls. Small boost to Speech Checks.

Environment: 15. You are now as perceptive as the average person when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls reduced. Malus to acting as field commander reduced.


Environment: 20. You are now as perceptive as the average soldier when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls removed. Malus to acting as field commander removed.

Environment: 30. You are now more perceptive than the average soldier when it comes to the world around you, which is especially helpful with your superior senses. Slight boost to detection rolls. Slight boost to Combat and Tactics Checks.
 
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Gerald Newton SL 3->5
Gerald was an interesting fellow, even when he wasn't in one his... phases. For one thing, your relatively new ability to create impressive gadgets from practically nothing? He'd always had that. The problem was that his ability to make standardized equipment didn't match up at all. If that weren't the case, he'd be a world-famous inventor. As it was, he was merely well-known among his colleagues.

You, however, had no such problem, so the two of you struck a deal. You'd help him get his ideas out there in a format that can be used on a larger scale than his personal projects, and in return, you'd learn everything he had to teach about inventing.

Learning Check: 3 Checks passed. Total reduction: 125.

Combined Check: Forging: Gear: 90 +Invention: Practical: 105+ 210(Education Perks)+ 110(Education bonus)+ 435(Psyker Perks) +25(Experienced)+ 150(Invention Perks) = 1125. Required: 250-125= 125. Passed.

1125. Required: 150. Passed.

1125. Required: 175. Passed.

1125. Required: 200. Passed.

120/390 to Level 30.

You succeed in making his design for a jet-pack to be used by the military something that was resource efficient. With the nano-assemblers, difficulty of construction was less of a problem than before, though the jet-packs were close to the size limit, even after your modifications to his design. Making them more efficient with their space helped a great deal, and you suspected your efforts to make it lighter than 15 kilograms would be greatly appreciated by the common soldier. In fairness to Gerald, he basically made this thing with a common toolbox and scraps. The fact that it worked at all was a testament to his genius.

It wasn't meant to be used for long periods, more like a grappling hook without the hook in terms of tactical use. He seemed very happy for his design to actually be something that would benefit people, even if he wasn't the one who got it there. You suppose he didn't care who finished it as long as it got to people who need it. You didn't have the heart to tell him you'd probably make a far better one in a month if you tried, even without using this one for a base. Of course, having this would help too...

Reward: Booster Packs. Improves PDF rolls by 10, due to improved mobility. +50 Karma, now 450. +20 to Invention Skills.

Invention: Necessity: 105. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Moderate reduction in difficulty of Invention Checks.

Invention: Necessity: 115. You can create gadgets significantly beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Large reduction in difficulty of Invention Checks.

Invention: Necessity: 125. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Very large reduction in difficulty of Invention Checks.

Invention: Practicality: 105. When faced with a project you lack the materials, you can redraw the blueprints to create something better with very poor materials. Moderate reduction in difficulty of Invention Checks.

Invention: Practicality: 115. When faced with a project you lack the materials, you can redraw the blueprints to create something better with extremely poor materials. Large reduction in difficulty of Invention Checks.

Invention: Practicality: 125. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Very large reduction in difficulty of Invention Checks.

Invention: Extravagance: 105. You can actually improve products with little extra investment with great efficiency now. You may double a creation's specs for 0.75 times the cost, triple them for 3.5 times the cost, or quadruple them for 13 times the cost.


Invention: Extravagance: 115. You can improve products with little extra investment with impressive efficiency now. You may double a creation's specs for 0.5 times the cost, triple them for 3 times the cost, or quadruple them for 12 times the cost.

Invention: Extravagance: 125. You can improve products with little extra investment with amazing efficiency now. You may double a creation's specs for 0.25 times the cost, triple them for 2.5 times the cost, or quadruple them for 11 times the cost.

Edit: Almost forgot. Mentors is your Perk for your parents. The SL 5 at least.

SL of 5 with Gerald Newton has generated a Perk. Spark of Genius. In your time with Gerald, some of his creativity has rubbed off on you. Reduces difficulty of Electronics, Forging, and Invention Checks by 25.
 
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Richards SL 3->5.
General Richards has prepared a test for you. Seeing as it will take some time for any changes made to military doctrine to affect the entire military, rather than the newest recruits, and the Orks are due in roughly 5 years. "See if you can rewrite more than half the book this time." He joked.

Martial Check: 2 Checks passed. Total reduction of 175.

Tactics Combined Check: 180+210(Education Perks) +110(Education bonus)+ 185(Psyker Perks)+ 25(Tactician)+ 25(Experienced)=735. Required: 200-50(Martial Check)- 75(Skills)- 50(Perks)=25. 29 Checks Passed. Improved Tactics bonus has increased from 30 to 115.

Gained a Level. Currently possess 7 Perk points. 20/400 to Level 31. +5 to tagged Skills.

General Richards stared at the entire new military handbook you'd written. "...Either you don't understand how jokes are supposed to work, or I should joke more often." He finally responded.

"I just took it as a challenge." You say with a shrug.

"I would like to stress, that was not a challenge." He deadpanned. "On the other hand, the Orks are going to need absolutely insane numbers to overrun our defenses once we get the troops trained in these tactics, so, go ahead and take my jokes as challenges." he added.

Reward: Improvement to Improved Tactics. SL has advanced to 5. +15 to Tactics categories.

Richards SL 5 Perk. Armchair Leadership. While you prefer to lead your troops personally, that's not always viable. You can, however, provide some help when they come across problems. All troops not being personally led still receive half of your leader bonus (+50) to their rolls, provided communication is possible.

Tactics: Preparation: 60. You have exceeded conventional mastery of preparation, having plans in place for even very unlikely scenarios. Greater chance of traps being successful. Even competent commanders will fall for them with some regularity.

Tactics: Preparation: 75. You've vastly exceeded conventional mastery of preparation, having plans in place for even extremely unlikely scenarios. Much greater chance of traps being successful. Even very competent commanders will fall for them with some regularity.

Tactics: Cleverness: 60. You've learned to come up with great plans with no preparation. Difficulty of Tactics Checks somewhat reduced from being able to plan on the fly.

Tactics: Cleverness: 75. You've learned to come up with excellent plans with no preparation. Difficulty of Tactics Checks reduced from being able to plan on the fly.

Tactics: Trickery: 60. You've exceeded conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks somewhat reduced.


Tactics: Trickery: 75. You've gone far beyond conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks reduced.

Perception: People: 65. You can identify people at a distance more significant than 20 meters away. Medium boost to detection rolls. Small boost to Speech Checks.


Perception: People: 70. You can identify people at a distance more significant than 50 meters away. Large boost to detection rolls. Moderate boost to Speech Checks.

Invention: Necessity: 125. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Very large reduction in difficulty of Invention Checks.

Invention: Necessity: 130. You can create gadgets significantly beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Huge reduction in difficulty of Invention Checks.

Invention: Practicality: 125. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Very large reduction in difficulty of Invention Checks.

Invention: Practicality: 130. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Huge reduction in difficulty of Invention Checks.

Invention: Extravagance: 125. You can improve products with little extra investment with amazing efficiency now. You may double a creation's specs for 0.25 times the cost, triple them for 2.5 times the cost, or quadruple them for 11 times the cost.

Invention: Extravagance: 130. You can improve products with little extra investment with incredible efficiency now. You may double a creation's specs for free, triple them for 2 times the cost, or quadruple them for 10 times the cost.
 
Herman Jerun SL 3-5.
Master Herman has been showing you the last of his secrets as of late, and you suspect he's going to just wait around for his own death once he's finished. He's not going to commit suicide, but he's not going to do anything to stave it off either, if your read of him is right. They way he keeps staring off into space is unnerving, but he doesn't seem depressed so much as an odd mix of grim and content. Somehow it's almost worse.

Karma Check: 450. Required: 150. Gained 30.

"Master Herman. You say you've been teaching me to leave some kind of mark on the world. Well, I think you should keep going. I'll certainly leave an impact, but why stop with me? I could get killed, and there's no guarantee I'll have taught anyone everything you taught me by then. If you want to leave an impact, teach more apprentices. Ensure that your knowledge is passed down for a thousand generations. I'll do my best, but I think this is something you should do yourself. Otherwise, well, it wouldn't be the same, would it?" you ask him.

Diplomacy Check: 2 Checks passed. Total reduction to Check difficulty of 175 total.

Speech Check: Persuasion: 115. Required: 150-175=-25. Passed.

115. Required: 0. Passed.

115. Required: 25. Passed.

115. Required: 50. Passed.

Check Passed. 80/400 to Level 31.

Master Herman considered this. "...Heh, you're right. Here I was throwing in the towel. My master would be yelling at me right now, and my wife would probably slap me upside the head." He cracked his knuckles. "Well, if I'm going to take on more students, I should finish up with you first. More time to focus on the students that would actually need the help." He grins.

Reward: Karma now 480. SL has advanced to 5. +15 to all Forging categories.

Herman Jerun SL 5 Perk. Blacksmith. In your studies with Master Herman, you've learned how to create a large variety of items, and work with a large number of metals and alloys. +25 to Invention, Forging, and Electronics Checks.

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: Weapons: 80. You know how to make weapons that you would need a truck to haul around, and often of impressive complexity. Huge decrease in difficulty of related Invention, Explosives, Electronics Checks.

Forging: Weapons: 90. You know how to make weapons that you would need a truck to haul around, and often of incredible complexity. Massive 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: Armor: 80. You can craft any piece of armor, even pieces much larger than your current size without losing more than a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Forging: Armor: 90. You can craft any piece of armor, even pieces much larger than your current size without losing any of their quality, or extremely complex in comparison to the body armor used by Captain Matt, though not both at once. Massive 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.


Forging: Gear: 105. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look really nice. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
 
Perk Selection 8.
You have 6 Perk points, and 2 tags to move.

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: Melee: 180 Perk. Superhero. You can call yourself human all you want. Very few people believe you. Your mere presence on the battlefield rallies your troops, not the least because you actually do make your allies stronger when you are nearby, and your enemies weaker. Daemonic armies will run back to the Warp rather than fight you. Fleets and armies may simply give up and wait to be imprisoned or boarded. +90 to Combat Checks. +200 to Morale rolls for your forces. Malus of the same to enemy Morale rolls. Applies to all forces in nearby sectors. Requires 7 of preceding Perks.

Combat: Melee: 200 Perk. Goddess of War. You keep having to tell people you aren't a god of war. Even the ones that aren't part of the cults that keep popping up are doubtful of your claim. +100 to Combat Checks. +250 to Morale rolls for your forces. Malus of the same for the enemy. Applies to all forces within 5 sectors of you. Requires 8 of preceding Perks.

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

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

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

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

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

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

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.

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

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

Evasion: Trickery: 20 Perk. Fooled You! There's just something satisfying about tricking someone into hitting their own allies. +10 to Evasion 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: Persuasion: 100 Perk. Source of Hope. You can bring hope back to those who have lost it. +50 to Speech Checks.

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

[Taken] Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. Requires one of the previous Perks.

Forging: Weapons: 80 Perk. Shocking. Metal conducts heat and electricity well, and, lo and behold, most living things don't react well to being super-heated or electrocuted. The problem is the difficulty of making melee weapons that can do this, or at least weapons that don't run out of ammo. +40 to Forging Checks. Requires two of previous Perks.

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

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

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

Forging: Armor: 80 Perk. Durable. You make sure your works are extremely difficult to damage. +40 to Forging Checks, 10% increase to status of damaged items made by you upon receiving battle damage. Requires 2 of preceding Perks.

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

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

[Taken] Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.

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

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

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

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

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

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

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

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

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

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

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

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

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

[Taken] Education: Esoteric: 60 Perk. Patterns In The Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to Psyker Checks. Additional +10 to Esoteric Checks.

[Taken] Education: Esoteric: 80 Perk. Found The Pattern. Interesting, being a psyker does have something to do with one's DNA, but it also has to do with the makeup of one's soul. Of course, you have no idea how to go about making someone into a psyker, or the reverse, but identifying one is trivial. +40 to Psyker Checks. Additional +20 to Esoteric Checks. Either 40 or 60 Education: Esoteric Perk must be taken.

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

[Taken] Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.

[Taken] Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.

[Taken] Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.

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

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

[Taken] 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.

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

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

[Taken] Psyker: Manipulation: 40 Perk. Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.

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

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

[Taken] Psyker: Manipulation: 60 Perk. Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.

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

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

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

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

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.

[Taken] Psyker: Esoteric: 60 Perk. Warp Whispers. You can hear whispers of things to come, or things long past. Gain Galactic Rumor Mill. Add visions of the distant past and future to RER table.

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Taken 3/3] Level 5 Perk. Talented. You are a talented individual. This is reflected in the growth of your Skills. May tag an additional Skill. This Perk may be selected up to three times.

[Taken] Level 10 Perk. Experienced. While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.

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

[Taken] Level 20 Perk. Sleep Is No Longer Required. You've noticed that you seem to need less sleep as you age. Based on your analysis of your DNA, you suspect your body is adjusting to the all-nighters you pull with some regularity, as your growth has not slowed. +2 Major Actions.

[Taken] Level 25 Perk. Difficult... But I've Done It Before. You've accomplished things most would write-off as impossible. All Checks have their difficulty reduced by 50.

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

AN: Sorry this took so long. I did NOT sleep well last night. You have until 6 to vote. Also, yes, Learning 50 gives you 5 minor actions.
 
Turn 10 Options.
Level 30 Perk. Seen It All. *As undead cucumbers assault your compound.* This reminds me of the time... +50 to all Checks. +10 to all rolls.

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

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

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.

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.

Tags have been moved to Forging: Weapons and Forging: Armor.

Seeing as you'd be working on infrastructure for a while, you decided to set up some 'assistants' to help you in your work. They weren't people the same way a human was, but they could pass for them in their programmed areas of expertise, as long as they weren't being judged too stringently. Similarly, you were thinking about checking out nearby systems and speaking with them about the incoming Waagh, to avoid the Orks fighting you in your system, and maybe even jump-start your... empire didn't sound right, but you'd work on it. You'd boosted your ability to reach long distances with your powers, both telepathically and, thanks to that boost, via teleportation.

AN: Governance of systems beyond the one you're in will not require additional actions, at least within your own sector.

You have 11 Major Actions available.​

[ ] Ship Building. After your feat of all but building the Dreadnought and Cruisers yourself, and with the knowledge that the Orkish Waagh is coming straight for you, you think it best to fill out the ranks of the fleet a bit. Of course, you have to use the asteroid belt that makes up the ring around the system's sole gas giant, and there's a limit to how much material is there, but there's enough for a fairly large fleet. Chance of Success: 100%. This action may be taken up to 15 times. Will build one Battleship, 5 Cruisers, or 10 Escorts almost fully. The former takes 2 years to complete after the action is taken. Currently 1/15 have been used. One will be taken for free due to Mining Ships. Dreadnought construction finishes this Turn. Cruiser and Escort berths currently empty.

[ ] Diplomacy. Just because the Waagh is headed for you doesn't mean it won't make stops along the way, and letting the Orks build up resources by stealing from humans is a no-win situation. Spending some time talking with the other human-held systems in the sector should let you learn about the Orks' movements, and possibly begin building your coalition if you manage to win them over well enough. Combined Score Speech Check. Averages: 50 for information. 500 for defense pact. 1000 for alliance. Reward: Dependent on Check passed. Each use of this action is directed at one system with a significant human presence.

[ ] Trade. As you now possess a much greater ability to find people and places and make contact in the Warp, you've tracked down the Craftworld where the Eldar you met on the Space Hulk returned to. You suspect they possess a great deal of knowledge of psychic arts, and they might be willing to trade for the crystals you can produce. Chance of Success: 75% (Base 10+10 from Experienced+10 from Seen It All+ 20 from Diplomacy+ 25 Goods) Reward: Trade options.

You have 12 Minor Actions available.
AN: You guys have until tomorrow at 3 P. M. to vote, because I'll be working.​
 
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