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.