An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

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

    Votes: 378 44.5%

  • Total voters
    850
RER 3
Random Event Roll: 39+10(FBTW)=49.

The weather is slightly unpleasant, but otherwise it's a quiet year, with nothing especially good or bad happening.

You have 1 Perk point available. Perks are unlocked at every 5 Levels, or every 20 Skill points.

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

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

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

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

Speech: 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.

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.

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: 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.

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.

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.

Psyker: Manipulation: 20 Perk: Biomancer. Manipulating your and others biology is a powerful force multiplier... or reducer. +5 to Combat, Tactics, and Medicine Checks. Malus of 5 to enemy Checks in the same.

Psyker: Manipulation: 40 Perks Locked until relevant Manipulation: 20 Perks selected.

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.

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

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

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

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

AN: Sorry it took so long, Turn 4 options should be up by 1:15.
 
Do we already have these perks, or do we have to buy them using perk points?

And just to stop the argument @ilbgar123 Yay or nay to researching and figuring out the ork genome.
 
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And just to stop the argument @ilbgar123 Yay or nay to researching and figuring out the ork genome.
Eh?

Seems like something that'll take a really long time and be useless.

The Ork Genome isn't especially interesting unless you want to create a self replenishing food source it's the psycic stuff that's interesting.

I don't know, having a will of titanium sounds good.
I dunno getting galactic info right now seems pretty sweet to me.
 
It's useless to us because we can't really act on it though.

I'd say Will of Titanium or one of the Manipulation gateway perks, either Technomancy or Biomancy I think.
 
Hm, I'm thinking Technomancy, Will of Titanium, or Rift Welder.

The latter is really pretty useful. Why go through the trouble of dealing with a sudden Daemonic invasion when you can just close the rift?
 
Eh?

Seems like something that'll take a really long time and be useless.

The Ork Genome isn't especially interesting unless you want to create a self replenishing food source it's the psycic stuff that's interesting.

Only reason for me is so we can figure out how to make a human Kalia. That thing from starcraft that allows the protos to abb be connected to each other, even through space.
 
Only reason for me is so we can figure out how to make a human Kalia. That thing from starcraft that allows the protos to abb be connected to each other, even through space.
What?

For one that's not what the Waargh field is and two an actual Kala is like asking chaos to corrupt your species.

Anyone who got infected with chaos would instantly infect everyone else.
 
Do we already have these perks, or do we have to buy them using perk points?

And just to stop the argument @ilbgar123 Yay or nay to researching and figuring out the ork genome.

You have to pick one with your point.

Figuring out the Ork genome... isn't gonna happen. If you had a century to focus on it, then you'd probably be able to accomplish it to the point you could wipe them out definitively. My plan was basically a hybrid of the Ork Waagh field (which every species has one of, just not as strong or obvious) and the Soul Circuits of the Eldar. The former to prevent corruption in life, the latter for the dead to stay uneaten.
 
[X] Psyker: Manipulation: 20 Perk. Biomancy

Yeah, I think we want this. It was either this or Technomancy--and there's already a couple Technomancers among the available Primarchs, but the only real Biomancer is Mortarion, and fuck that guy.
 
[X] 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.


Well, if we're going into genemodding...Manipulation 40 perk is gated behind this.
 
[X] Psyker: Manipulation: 20 Perk. Biomancy

Lots of great options, but I like this one most.
 
[X] 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.
 
Character Sheet
Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 16
Homeworld: Thernus
Level: 85 [7040/9500]. 350 Perk points currently.
Karma: 4500.
Infamy: 100.

Action Numbers:

Main: 336 +33(C.A.T.)=369.

Minor: 426+42(C.A.T.)=468.

Integration: 456+45(Geneva).

Survey: 549(379*1.45).

Free Invention: 50+5(C.A.T.)=55.

Special Invention Action: R&D Coordination. While you advance technology and research at a ridiculous pace, you are only one person. Therefore, properly coordinating with your fellow scientists can improve the speed of technological advancement even further. Gained Special Invention Action. SIA dependent on total number of planets (1738) multiplied by 10, with a bonus equal to that of Production (16310), multiplied by 1.7(1+0.05 per Education tier), currently totaling 33690*1.7*2.6(ALD Multiplier)*2.1(Largely Improved Scientific Enterprise)*10(Consumption)/100= 31271.058. This may be added to any other Invention action, or divided up between them, if you so choose.




Stats


Stat Base Bonuses Total
Martial 100 +10 (Primarch) 110
Combat 100 +10 (Primarch) 110
Administration 100 +10 (Primarch) 110
Intrigue 100 +10 (Primarch) 110
Diplomacy 100 +10 (Primarch) 110
Power 100 +10 (Primarch) +20 (Powerful Psyker) +2 (Warp Spawn) 132
Control 100 +10 (Primarch) +2 (Warp Spawn) 112
Learning 100 +10 (Primarch) 110
Bonuses

Stat Mentors. For each Stat, add 40 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50, modified depending on SL with relevant tutor. [Turn 1]
Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20. [Turn 1]
Skill training bonus extended to 100 for Psyker Skills. [Turn 2]
Skill training bonus extended to 100 for Medicine Skills. [Turn 3]
Skill training bonus extended to 100 for Invention. [Turn 5]

Genetic Testing. In 5 years, widespread genetic augmentation will begin, which will provide a bonus to project rolls and background rolls involving the population of the system. [Started Turn 2, Finishes Turn 6 Finished Turn 5] / Genetics Research accelerated by 1 year (will finish at the end of Turn 5) and all future Genetics Projects gain a +5 bonus. [Turn 4 RER]

Improved Las-Tech. Laser technology improved via research and special materials. +300 to PDF combat rolls. +175 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll+Improved lasguns from xenos tech]

Largely Improved Plasma Guns. Plasma-firing technology, which has been improved from dedicated research and advanced science. +300 to PDF rolls, in addition to bonus from Improved Lasers.

Psychic Control Gear. Various pieces of equipment which aid psykers in controlling their powers. +175 to allied Psyker Checks/rolls.

Ridiculously Improved Sensors. Sensors improved via adjustments made to their design and, frankly, ludicrously advanced algorithms and almost excessive testing. +1300 to detection rolls. +650 to rolls requiring aiming of ship-based weapons. Malus of 130 to enemy stealth rolls. Range: 50000 km. (Current Check+5 ranks(Mat Sci)*5)

Improved Medical Care. Improvements to medical care from an incredible understanding of human biology and very advanced medical practices. +1.5% population growth from majority of deaths being prevented, and births being essentially risk-free.

Replicators: Massively Improved Atomic Rearrangement. Machines capable of nano-assembly by virtue of literally teleporting the atoms into different configurations. You've drastically improved the speed and efficiency of this process to the point guns and munitions are all but endless. +2635%(1550*1.7) to production for worlds under your control. +1317 to BSF rolls from virtually unlimited ammunition and guns.

Resized Replicators: Massively Improved Atomic Rearrangement. Essentially just replicators scaled up to the size where entire tanks can be assembled from scrap. At this point, it's practically an assembly line the size of a tank all on it's own. 3060%(1800*1.7) increase in production and raw material extraction. +1530 to BSF rolls from rolling out of new vehicles during prolonged engagements.

Universal Translator. Malus to diplomacy actions with cultures with unknown languages removed.

First Stage of Genetic Therapy +20 to Projects involving citizens of Thernus and PDF rolls. Increases by 5 every 4 years until total bonus for each is 60 due to passed Checks. [Turn 5 +10 bonus] [Turn 9 +15 bonus][Turn 13 +20 bonus]

Improved Genetics. A breakthrough in the understanding of genetics has accelerated Genetics testing by 1 Turn, and will provide a +5 bonus to future genetics projects.

Improved PDF Tactics: Permanent +115 to Thernus PDF rolls. [Turn 9]

Improved Body Armor. Strong yet lightweight armor for the general military's use. Unlikely to stand up to anti-tank rounds, but will at least improve survivability. +50 to PDF rolls. Additional +25 when dealing with Daemons or psykers.

Champions. Regiments have their most skilled soldier given special equipment. This fools a surprisingly high number of people into believing they are higher in the chain of command than they actually are. +10 to PDF rolls.

Power Armor Mark VII. Powered armor increases the user's capabilities as well as providing protection, though the most combat capable have the most advanced suits, which is not to say that the lesser fighters have weak suits by any metric besides relative to their betters. Champions gain Mark VII Power Armor. Provides +2500 to Champion rolls. Regular PDF gain Mark V Power Armor. Provides +2300 to PDF rolls. Massive reduction in casualties taken while fighting. Assassination strikes severely reduced in effectiveness. Spies and saboteurs significantly reduced in effectiveness. Infantry groups may carry light vehicle weaponry. Champions may carry medium vehicle weaponry. Massive increase in tactical flexibility.

Improved Building. Special building materials which increase the cost-effectiveness of pretty much every mundane building. -30% cost of building projects.

Impressively Improved Mining/Repair Ship. This ship is designed for mining and conducting low-level repairs, and only these, making it different from any known class of ship. Most planets you know of IC use purely human mining, simply having a Cruiser tow an asteroid to a stable orbit around the planet if they want to use the asteroid belt(s). 13 of the Ship/Shipyard Building actions will be automatically be taken for free each Turn until exhausted, as the resources are gathered automatically and carted over to the shipyards.

Anti-grav Vehicles: Improved. Vehilces capable of utilizing anti-gravity to travel. Additional incentive for many systems to join you. Especially valuable in systems with heavy asteroid numbers or poor resources on the planet itself. Accelerates shipbuilding by 60% due to reduced resource constraints. Allows for far more efficient mining and exploitation of space-bound bound resources. Much greater understanding of Anti-gravity. Malus from limited understanding removed.

Incredibly Improved ALD. A device that drastically slows down the perceived rate at which time flows for the user while examining data from prepared sources. +160 to background project rolls. Lack of study time no longer considered a valid reason to fail. 2.6 multiplier to Research Coordination from drastic reduction to effort necessary to keep up with Serras.

Booster Packs. Short-range jetpacks which provide much of the same utility as a grappling hook without requiring any kind of anchor point. Improves PDF rolls by 50, due to improved mobility.

Personal Shields. Individual soldiers also possess moderate Void Shields. +175 to PDF rolls.

Shielded Fightercraft. Individual fighters and bombers of various types have their apparent durability improved by moderate Void Shields. +175 to fightercraft (fighters, bombers, etc., both in space and in the atmosphere) rolls

Practical Industry. Numerous general improvements to the running of industry, from gadgets to policies. Productivity increased by 210%.

Efficient Military. Numerous general improvements to the performance of the military, from gadgets to policies. +210 to PDF rolls.

Extravagant Lifestyle. Numerous general improvements to the quality of life, from gadgets to policies. +210 to Morale rolls.

Tremendously Improved Transistors. With the advent of incredibly improved transistors, computers are ridiculously efficient, both in space and power, allowing for much more advanced designs. +1200% to efficiency of industry. +1100 to rolls for point defenses and missile launches due to improved targeting. +1000 to hacking rolls, both resisting and attempting, due to immense processing power.

Rad-Block. A special compound which reduces the effects of radiation when rubbed on a person's skin. Improves survival rates in radiation-heavy zones by 10%. Radiation-blasted planets, breached reactors, etc.

Spider Robots. Small scout and espionage units, able to scale walls and climb ceilings. +50 to scout and espionage rolls.

Improved Naval Tactics. A general improvement of the fleet's tactics, from ambushes and raids, to 'brawls' both offensively and defensively. +57 to fleet rolls.

Improved Crops. Millennia of selective breeding on Ored has produced crops that are incredibly efficient, growing in much poorer soil than they normally would, and resisting disease far better. +25% to sustainable population of worlds with these crops, due to strong disease resistance and improved yields.

Cold-Resistant Crops. Meera Yerala has (with some help from you) developed crops that will grow in incredibly low temperatures compared to their relatives. +25% to sustainable population of worlds with pronounced seasons. +100% to sustainable population of ice-worlds.

Excessive Teleporter Network. Your teleporters can send people very large distances (on the infantry scale) which is useful for the military and industry. +1700 to PDF rolls. Flanking/Ambush bonuses negated for ground battles, except for deep-strike combatants. Also provides a boost to industry. +850% to industry. Current range is 11 km.

Miniaturized Reactors. Reactors successfully scaled down to allow for their implantation in machines instead of having entire facilities set aside for them. +175% to industry from improved transports. +400 to PDF rolls from effectively unlimited ammunition.

Improved Reactors Mark II. Massive improvements to the general output of reactors. +1400% to industry from massive increase to available power. +2800 to PDF rolls due to improved vehicles, fighters, etc. +1400 to fleet rolls from effective elimination of power issues.

Excessively Improved Gellar Field Generators. The Gellar Field Generator was created to push back the corrupting energies of the Warp when using it to travel at FTL speeds, and the failure of such devices is a setback at best, and a death sentence at worst. -6.0 to Warp Disaster chance. Requires a 4 or lower currently. 45% increase to ship FTL speed from reduction of 'drag' produced by Gellar Field.

Massively Improved Navigator Gear. You have very advanced talismans and equipment for the Navigators, which drastically improves their effectiveness. Navigator bonus improved to 95.

Further Improved Warp Buoys. Your buoys drastically reduce the chance for Warp Disasters, giving at least some kind of reference point in a radius of 2 light-years around the buoy. Gain a reroll with a +45 bonus for Warp Disasters in areas with the buoys. Should a ship be caught in transit when a Warp Storm rises up while in areas demarcated by the buoys, automatic Warp Disaster is rerolled with a +40 bonus.

Ludicrously Improved Void Shields. Multiple layers of Void Shields normally interfere with each other, but that issue's been eliminated to allow them to cover each other and limit instances of the defenses being completely brought down. These Void Shields are exceptionally powerful as well. +2000 to fleet rolls.

Naval Improved Plasma Weapons. Plasma weapons on the scale of ship-to-ship combat, improved by human ingenuity. +35 to fleet and fighter rolls.

Improved Point Defenses. Point defenses are intended to stop incoming strikecraft and missiles from reaching the shields/hull, though the power and placement of these are major factors in their effectiveness. +50 to interception rolls.

Growth Vats. From the pod you crashed to Thernus in, you've reverse-engineered pods in which organs and small animals and plants can be grown en-masse. This allows for an improvement in organ-acceptance rates, and the creation of the meat-equivalent of a hydroponics bay. +25 to morale rolls due to decreased chance of permanent dismemberment/requiring cybernetics. Increased sustainable population of worlds lacking in viable farmland by 50%.

Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 1000 Integration actions may be taken per Turn. 354 Free Integration actions per Turn. 354 Free Survey action per Turn.

Advanced Juve-nat. Heads of state and similarly important people have their lifespan drastically extended. Currently 100 years if treated in their twenties, decreasing slowly as they age. 75-year extension Juve-nat available to regular population.

Highly Protected Spirit Stones. Humans that aren't Blanks, psykers in general of minor xenos races, and Eldar can both use Spirit Stones, which are now something any minor psyker can make fairly easily, and can now be expected to resist attacks from even Greater Daemons who have entered the Materium to try their luck in the physical realm where the stone's defenses are weaker, at least for a reasonable length (10 minutes) of time.

Willpower Gauges. These talismans gauge how well a person can resist Warp influences, via a scan of their soul. As there is a direct link between this and avoiding more mundane negative influences, this makes finding those with the potential to be Beta-level psykers much faster and easier. Begin training significant number. Currently Further Improved Range.

Largely Improved Medi-Gel. A healing paste which allows for the vastly accelerated healing, or at least staunching, of major wounds. +600 to Champion rolls. +300 to PDF rolls from eased treatment of injured soldiers. +200 to morale rolls.

Amazingly Improved Ship Designs. A massive improvement to the design of your ships, resulting in highly improved performance, both from standardization and more efficient use of space. +1300 to fleet rolls, both combat and counter-boarding. 90% increase to ship-building speed, which translates to 20 additional shipyard berths for each class of ship, totaling 43 with the improvements to shipyards.

Combat Simulators Mark II. While they can't simulate everything, they can certainly help prepare your troops for it. Deathworld Malus quartered. Unfamiliar terrain Maluses removed. Heavy Gravity/Microgravity/Zero-G Maluses removed. Extreme Weather Malus removed. Disoriented Malus halved. Incapacitated Leadership Malus halved. Spatial Tomfoolery Malus halved. Outnumbered Malus halved. Uncertain Loyalties Malus halved. Enemy Superheavies Malus reduced to 65%. Minor improvement to veterancy gains. +550 to PDF rolls.

Combat Simulations Mark X. A huge number of possible situations for soldiers to go through to prepare them for actual combat, or to keep them sharp. Troops now gain veterancy much more quickly and easily, and retain it more easily. +450 to PDF rolls. Major reduction in time necessary in Simulators for Bonuses to apply.

Significantly Improved Grenades. Packing even more of a punch than before, and with both a normal variant and a directed, armor-piercing variant, these grenades are potent enough to stop tanks less advanced than your own in their tracks. +150 to PDF rolls. Enemy Defenses bonus nullified by 150.

Improved Boarding Operations. With the expertise of over a dozen worlds to draw upon, along with the premier tacticians, General Richards and yourself, you manage to write yet another book on military matters. +205 to Boarding/counter-boarding rolls.

Varied Warhound and Warlord Titans. Many subtypes of the scouting-oriented Warhound and the combat-oriented Warolord Titans are available, for a wide range of situations. +650 to PDF rolls. +400 to scouting rolls.

High-Quality Air Purifier STC. A very efficient filter for removing pollutants from the air. +300% to air quality/morale on Hive Worlds and other pollution-ridden or otherwise contaminated planets.

High Quality Water Purifier STC. A very efficient filter for removing pollutants from the water. +300% to water quality/morale on Hive Worlds and other pollution-ridden or otherwise contaminated planets.

30K Astartes Package: Mark 2. While not even comparable to your versions, you have been able to create lesser copies of the glands and organs originally exclusive to you for the common man. However, you've also crafted implantable full organs, which are used to create Astartes. You made some contribution to Father pushing them to his original vision, instead of the quicker but inferior job his followers did under his supervision. +500 to PDF rolls. +500% industrial efficiency. +250 to background project rolls. Non-Astartes bonuses capped due to increased risk of rejection as further alterations are made. 250% increase to Space Marine Bonus. Major reduction in mutation rates. Major increase in Warp resistance. Major strengthening of 'inherited' specialties.

Combat Stimulant. By studying your physiology, you've been able to synthesize a combat drug that sacrifices performance for ease of production. +50 to PDF rolls.

Extremely Improved Cogitators. While they fulfill the same function as computers, they are far more resistant to Warp-related shenanigans. Scrap-code and similar technology-focused psychic manipulations gain a -500 Malus to rolls against your technology. Normal hacking gains a -1000 to rolls against your technology.

Moderately Improved Psychic Choirs. While any psyker could join a choir, they could only do so over 700 cubic meters without a specialized ritual, and the choir needs at least 5 members for the full benefits, though 3 would get some kind of benefit. +700 to allied psykers when in choir. +70 to chances of finding brothers or Space Hulks. Malus for 10K+ lightyears nullified. Search For Brothers Actions may now be taken significant distances beyond Segmentum Solar without penalty.

Psychic Batteries Mark XI. While it doesn't store massive amounts of psychic energy, it allows for essentially risk-free use of psychic power, as they cannot hold Daemonic entities, and do not draw directly from the Warp. This is extremely useful for psykers, who can charge the batteries up comparatively safely. +1700 to allied psyker Checks. Retain Beta psyker powers in places such as godly domains and fragile pocket dimensions with equivalent reserves, or full Alpha or Alpha Plus Psyker powers with a one or two magnitude drop in effective reserves, respectively. Several projects relating to distribution of psychic energy in a safe manner unlocked.

Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +1700 to PDF rolls. +1700% to industry. +1700 to morale rolls. +170% to Food Production. +17% to Medical Care. +1.7% Population Growth.

Incredible Policies Established. With your policies firmly established, the government moves more fluidly, problems are addressed more quickly and thoroughly, even with a whole Segmentum to administrate. +50 Free Integration actions. +25 Free Survey actions. +1000 to PDF and naval rolls. +1000 to morale rolls. +1000% to industry.

Soul Surgery Omake. Unlocks Soul Surgery discipline, opening new options. +500 to psyker Checks.

Land Raider STC. This tank is designed as both a tank and a troop transport, and possesses powerful weapons and armor. Though it's not as powerful as a Titan on an individual basis, they were much easier to make in numbers. +350 to PDF rolls.

Ceramite Composition Rediscovered. Ceramite is one of the best insulators known of. Certainly the best that can be produced on any major scale. +350 to PDF rolls. +175% to industry.

Hydroponic Bay STC. Designed to exist in buildings meant to house large amounts of artificial farms, this STC is very useful for Hive Worlds, making them less dependent on Agri-Worlds. Agri-Worlds, meanwhile, can devote more space to luxury products as the food that is purely necessary for survival can be grown over less square area. Population cap of all planets increased. Civilized Worlds have population cap of 15 billion. Soft-cap hit for Civilized Worlds.

Ludicrously Good Shipyards. A shipyard that, while not miraculous, is incredible. 80% bonus to shipyard capacity. 13 ship berths per class increased to 23. Additional 20 berths supplied by high-end ship design, equaling 43 berths.

Greatly Improved Replicator Energy Efficiency. You've drastically improved how well your replicators use their energy, making them much more economical. +560(350*1.6)% to industry. +560(350*1.6) to naval rolls due to improved ability to produce adamantium.

Indispensable Workshop +1 from Perk. A very advanced personal laboratory for you to use when making or improving various items. +4000 X 17.0156(Extravagant bonus)= 68060 Bonus to innovation actions.

Amazingly Improved Education. Your schools do an amazing job of teaching people compared to most of the independent worlds you know of. +450 to PDF and naval rolls. +450% to industry. +450 to morale rolls. Moderate reduction to strife of all kinds.

Insanely Improved Psyker Education. An insanely better education of psykers when it comes to the exact nature of the Warp is very effective in boosting their effectiveness. +400 to allied psyker Checks.

Greatly Improved Psyker Training Tools. A number of exercises and minor talismans which improve the quality of psyker training. +45 to allied Psyker Checks.

Impressively Improved Forge Ships. These ships are close to Escorts in size, but they're meant to provide for the needs of the military on campaign, or provide materials for newly established colonies/uplifted primitive planets. Low munitions Malus for fleets and ground forces removed assuming they have these and they have the time to resupply. Massive boost to speed at which colonies are built.

Unbelievably Improved Programming. You've worked to improve the programming of the cogitators in your polity, allowing them to resist potent psychic manipulations, nasty viruses from the mundane to scrapcode, and still perform very well. +1300 to PDF and naval rolls, +1300% to industry, -650 Malus to enemy rolls against your technology, such as scrap-code and hackers.

Amazingly Improved Long-Range Teleporters. You have teleporters for very long distances (430 km), though the power cost is exorbitant. +1600 to PDF and naval rolls from much better ability to deep-strike enemy commanders, though it's practically guaranteed to be a suicide mission. Bonus of maximum short-range distance, multiplied by 20. Currently 210+220.

Warp Horror Strategies for Regulars. Psykers and Daemons, especially in environments they've molded to their purposes, are a difficult foe for those lacking these things. You've done your best to mitigate this advantage. Daemon and non-Euclidean geometry bonuses halved.

Tactical Training VI. While certainly no MoS, this VI is equipped with a large number of tactical simulations, and will make intelligent decisions in response to the comander's own. +300 to PDF rolls from standardized minimum quality of tactical officers.

Hive World Camera Network. Hive Worlds are often wracked by cults and rampant savagery in their lower levels. These help at least police them. Drastic reduction in cult activity in Under-Hives.

Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement, providing 230% bonuses to naval and industry, and a 115% bonus to BSF rolls(100*2.3) across a 3 by 3 by 3 cube of sectors surrounding Thernus, and 6 of 9 of one layer closer to Terra. Terran layer remains untouched, currently.

Extremely Improved Materials Science. Your understanding of the production and use of various mundane materials has advanced beyond the average for the newly-founded colonies of the DAoT. +500 to military rolls, +500% to industry, +500 to morale rolls. All Invention, Forging, and Electronic innovations have their requirements reduced by 5 ranks, though this doesn't always apply to Psyker innovations.

Improved General Med-Scanner. This handheld device allow the user to scan a member of many species, including humans, and discover the causes of their distress, as well as possessing a large database on how to treat the problem. Is extremely user-friendly. +350 to morale rolls. Massive increase to first-responder and isolated teams' ability to handle casualties. Major increase to level of integration of xenos races, and reputation with them.

Reasonable Understanding of Astartes/Primarch Physiology. You have learned a great deal about your physiology, which in turn, aids you in reinforcing yourself, using your powers, using your physiology to create super-soldiers based on it, and potentially fighting anyone using such super-soldiers, or your brothers, if it ever came to that. +500 to Combat and Psyker Checks. Additional 500 when fighting Astartes/Primarchs. Bonus of 5000 to Score during Check to boost grade of Astartes Package.

Gaming Cafes. While restricted, these cafes provide some relief from the daily drudgery of Hiver lives. +50 to Morale rolls for Hive Worlds, +10 to Morale rolls elsewhere in your space.

Mark VII Arcologies: Under-Ecumenopli Available. A highly engineered structure designed to hold a huge number of people in a relatively small space, with relatively little ecological footprint, using Space Runes to increase the space, while Ice Runes negate waste heat and Energy Runes take the brunt of energy demands. Artillery and groundside ortilllery defend even the civilian ones. Currently holds 51,800,000 people(multiplier of 40 from base 350000*3.7 (2.7 Food multiplier)) each due to spatial manipulation, heat regulation, and advanced material sciences. Cannot currently be built on unstable areas, such as purely molten planets, purely watery worlds, etc. Radiation, however, is no object below the scale of gamma ray bursts or supernovas. Population limit of Hive Worlds raised to 647.5 quadrillion. Add 3.885 quintillion on geologically stable worlds, totaling 4.5325. Non-Hive Worlds may have 12.95 quadrillion with no major ecological damage. Add 77.7 quadrillion to non-Hive Worlds increasing maximum capacity without risking environmental damage to 90.65 quadrillion on any worlds that are not volcanic, water, gas, or bearing odd internal geometries. Truly ludicrous population cap on worlds that are geologically dead, generally in the realm of over 100 quintillion.

Significantly Improved Soul-Bearing 'Bot. Combining psycho-reactive materials, soul-shielding items, and, of course, a soul and placing them into a functional humanoid chassis allows psykers to retain some degree of autonomy even while inside a Soulstone, without any loss of senses, though they can't actually eat. Significant boost to reputation among Mechanicus, Eldar, and psykers in general. Can be used with any psyker of even the most minor degree who is placed in a Spirit Stone, though Rho classes have a noticeable delay to their movements and reactions.

Semi-independent Turret with Adaptive Repositioning Systems. Normally a fighter pilot has to choose between three options: shoot (mostly) ahead of the fighter, turn, dodge enemy fire. With the STARS, which acted sort of like fighters for the fighter, that was no longer a problem. +350 to fighter rolls.

Mediumly Shared Culture. The Bastion's culture is, while certainly not even close to homogeneous, much more closely knit than it might otherwise be, and at this stage, truly counts as a single culture, as opposed to a number of nation-states cooperating for their own benefit. +250 to Morale rolls. Medium Malus to infiltration attempts.

Mediumly Reduced Cultural Barriers. The myriad different cultures inducted into The Bastion have had the barriers between them drastically cut back, and the gaps adequately bridged. This encourages cooperation between the member species, which has knock-on effects. +250 to Morale rolls. Medium bonus to background rolls.

Spike Munitions. This is a specialized round intended to penetrate armor and then detonate, rather than to detonate on impact. It requires specialized guns to use, but it should be useful in the right situations. +300 each to PDF rolls and Champions bonus.

Mechanicus/The Bastion gains access to Scrap-code Resistant Industrial Robots. The Drones built by the androids are extremely resistant to Daemonic possession and scrap-code, which in turn fortifies areas where they are used against being overrun by such things. Significant increase in resistance to Warp energies and related phenomena among mechanized forces and industry.

Exotic Items Bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +90 to PDF Rolls. +90 to Morale rolls. +900 to Invention Checks.

Variable/Shift Weapons. Switching between melee and ranged combat has cost many a soldier their life. These weapons, while difficult to maintain in numbers, get around that problem. +350 to Champion bonus.

Lyrium. This mineral is a relatively safe way to restore a Psyker's ability to use their powers if they've been strained. +237.5(Base 50) to allied Psyker Checks. First 8 Exhaustion penalty tiers do not apply to allied Psykers.

Gourmet Cells. These cells can be used to enhance the performance of an organism, Psyker or no. However, they are less than effective without extensive life-threatening events. +50 to Champion bonus.

Dreadnought Models. These redesigned Dreadnoughts drastically expand the ability of the fleet to respond to different situations. +450 to fleet rolls.

Ridiculously Improved Ship-Scale Weaponry. A great deal of improvements have been made to the weaponry ships use, from placement, to fire control, to resistance to ECM, improving the damage ships can deal. +600 to fleet rolls due to improved damage output. Increased resistance to ships overrun by enemy boarders being used against former allies.

Highly Improved Understanding of Ork Biology. You understand enough of Ork biology and psychic properties to understand just how little you really know, and how dangerous Orks could become if left unchecked. +70 to combat rolls against Orks. Halved against Ork ships and large machines such as their equivalent of Titans, as knowing their psychology helps, but isn't a cure-all for Ork infestations. Significant reduction in difficulty of burning Ork infestations out. +15 to PDF rolls from broader understanding of tactics commonly employed by a principle enemy.

Cruiser/Escort Models. These redesigned Cruisers and Escorts drastically expand the ability of the fleet to respond to different situations. +500 to fleet rolls. Model Pioneer and Model Shade reduce garrison requirements. Significant reassignment of allied ships to Bastion Fleet. GDE Survey Actions doubled due to making Survey actions quicker and more efficient.

Stellar Bellows. A system of satellites which use powerful magnets to eject material from stars, essentially controlled novas. The reduction in heavier materials increases the star's lifespan and provides immense quantities of raw material. Provides a base production of 150000(100000*1.5). Currently possess 1.

Skylance Defense System Mark XVIII. A laser battery which has massive firepower, which is generated from placing virtually all of the power used in an entire ship into an anti-capital weapon. It can be used at a variety of ranges due to an advanced algorithm for determining the proper degree of focusing for a given target used by it's cogitator. +3200 to fleet rolls while these are present. Additional permanent +1600 to fleet rolls due to improved Dreadnought main guns.

Special Invention Action: R&D Coordination. While you advance technology and research at a ridiculous pace, you are only one person. Therefore, properly coordinating with your fellow scientists can improve the speed of technological advancement even further. Gained Special Invention Action. SIA dependent on total number of planets (1738) multiplied by 10, with a bonus equal to that of Production (16310), multiplied by 1.7(1+0.05 per Education tier), currently totaling 33690*1.7*2.6(ALD Multiplier)*2.1(Largely Improved Scientific Enterprise)*10(Consumption)/100= 31271.058. This may be added to any other Invention action, or divided up between them, if you so choose.

Improved Fuse. Detonation cord was used in military matters, and civilian ones. The improved fuse reduced the time for the explosives to be detonated, and reduce the difference in time between when multiple explosives were set off. +100 to PDF rolls. +100 to industry.

Genetic Database. The genetic and general medical information of the inhabitants of your polity. Provides a bonus to medical treatments across your polity. Auto-updates as new races/sub-species are added.

Torus Platforms System. A set of space elevators connected by platforms located in low-orbit, which can be used to increase the ease with which goods and people flow across the planet and to and from it thanks to ease of movement to and from the surface from space. Bonus Modified due to Arcology Technology. Upon construction, gain 5 effective planets. A +10000 to industry. +1000 to defensive rolls for that planet and +5 of each type of shipyard. May sacrifice two of these bonuses to craft a ring with triple the bonus in the remaining category, each of the three preceding sentences being a category in this case. 2 year construction initially as space elevators occupy first year. Additional rings require 1 year. Currently possess 0.5 Minstrels (Generalist). Currently possess 0 Edens (Living Space). Currently possess 0 Prometheus (Industrial). Currently possess 0 Safeholds (Defenses and Shipyards). Each 'planet' may hold 6(4 base+2(Metal and Gravity Crystals)) Toruses in orbit. Note that 'planet' refers to any body with sufficient gravitation to form a sphere.

Excessively Improved Ship-Scale Laser Weaponry. Laser weapons are the best where precision and materials with low heat tolerances are the target, and these lasers are very, very good at their jobs. +350 to naval rolls.

Excessively Improved Ship-Scale Plasma Weaponry. Plasma weapons are the middle ground between mass-weapons, which are effective against relatively large areas and materials that are more brittle/fragile, and laser weapons, which are more precise and more effective on materials with less heat resistance. They aren't as good at either, being too spread out to do precise damage or much damage to the areas they do hit, but hit pretty much everywhere, which has it's advantages, and these plasma weapons are good at what they do considering their disadvantages. +350 to naval rolls.

Excessively Improved Ship-Scale Kinetic Weaponry. Kinetic Weapons are best used on materials that are brittle, and don't react to sudden stresses well. They are also very useful for kinetic bombardment. When you want to bombard a well-entrenched foe, and you don't want to go out and collect asteroids of a very specific mass, or you want to use something with a payload besides the initial impact. In addition, they are much easier to direct and maintain than a laser or plasma, as an object with mass will keep going until something stops it, though kinetic weapons are slower than lasers. +350 to naval rolls.

Extremely Improved Replicator Efficiency. The basic structure of the replicator has been modified extremely heavily, using far less energy than the original design did, which in turn allows for far greater quantities of matter to be rearranged with the same amount of energy. 1.6 multiplier to other replicator bonuses.

Immensely Improved Void Shield Emitters. The devices which produce the Void Shields, the refinement of which improves their power, energy efficiency, the speed at which they can be restored if they should happen to be brought down, and reduces the chance of the shield being reduced in capacity until proper repairs can be carried out. +900 to fleet rolls. +90% to speed of re-raising Void Shields. 45% reduction to chances of sustaining damage after being brought down in battle. 4.5% reduction to chances of Void Shields being rendered inoperable.

Immensely Improved Anti-Corruption Cogitator. Specialized Cogitators that trade processing ability for resistance to Warp phenomena and mundane durability from direct attack and EMP waves. Sensitive projects and dedicated forces for the purpose of fighting corrupted technology gain 2.6 multiplier to resistances.

Astartes Legion: Silver Sentinels. Astartes are superhumans created from the implantation of specialized artificially grown organs in youths. The 21st Space Marine Legion, under Serras Salnus. Known for being 99% women and having an extremely high rate of Psykers and higher technologies. +250000 to PDF rolls. Malus of 15/16 due to currently possessing less than one quarter of a full legion, all being converted from Aspirants to Neophytes. Currently: 2500/100000 Astartes*3.5(Primaris)*1.75(Personal Void Shields)*2.4(Astartes Power Armor)*1.5(Techmarine Elite Servo-Harnesses and Mechadendrites)*1.25(Storm Shields Standard Issue)*1.25(Tarantula Sentry Guns and Sabre Gun Platforms)*1.25(Battle Barge)*1.5(Gloriana). +807,495.1171875‬‬(12500*3.5*1.75*2.4*1.5*1.25*1.25*1.25*1.5) to PDF rolls. May be divided amongst multiple theaters if so desired.

500K Mark Drop Pods. As Father intended for the Space Marines to assault planets, this particular piece of technology was freely given. Defended by heavy point defenses and potent cannons as it falls, the Drop Pod can flatten a building and keep it's precious cargo safe until it stops, allowing the Astartes to do their own job. Survival of occupants virtually guaranteed under all but the heaviest of fire, Exterminatus, Daemon World, etc. when conducting planetary assault.

Ridiculously Improved Capacitors. The Capacitor holds energy for later use, much like a battery. Current generation capacitors hold 190 minutes of their counterpart generator's power generation. +190 to PDF and naval rolls. +190% to industry. +190 to morale rolls. Rupturing of reactors will not automatically mean loss of power, not immediately at least. Opened new tactical options.

Minorly Integrated Androids. Appeals to the Mechaniucs on the Androids' behalf have made them back off on destroying them, though they remain stubborn on the issue of making more. Drastically reduced tensions between Androids and Mechanicus.

Moderately Improved Guard Command. The officers and troops of the armed forces alike receive standardized training at dedicated facilities for such. +600 to PDF rolls. +300 to morale rolls.

Moderately Improved Fleet Command. The officers and crewmen of the fleets alike receive standardized training at facilities dedicated for such. +600 to naval rolls. +300 to morale rolls.

Largely Improved Scientific Enterprise. The Scientific Enterprise is a mixture of various tech-sects, who, while not without friction, work well together, combining their various strengths. Gain additional 2.1 multiplier to Research Coordination.

Moderately Improved Internal Security. The Department of Internal Security, founded as The Bastion neared 250 worlds, absorbed several function previously left to the Witch Hunters, and was intended to catch traitors, spies, criminals and counteract sabotage. +600 to anti-sabotage and order-keeping rolls behind own lines. +300 to anti-sabotage rolls on battlefield as some experience is shared with intrigue elements of military.

Moderately Improved Terraforming. Any solid celestial body of mass similar to Earth may be terraformed within a decade, though radiation shields may be required to compensate for weaker magnetic defenses. Massive increase in potential Colony Worlds. Index has terraforming oversight added to it's list of responsibilities.

Moderately Improved Xenos Terraforming. Within 25 years, any celestial body of the correct type to be inhabited by a given race may be transformed into a livable state. Major permanent reduction to inter-species strife, especially in combination with human-oriented Terraforming. Index takes on responsibilities for Xenos Terraforming as well.

Plasma Pellet Anti-material Rifle. A potent plasma weapon with immense anti-infantry effectiveness, though it loses a lot of anti-armor effectiveness. Few outside Astartes can use these among infantry, but vehicles can mount them for increased anti-infantry capabilities. The sheer power of the weapon causes it to degrade rapidly even with proper maintenance, but it gets a lot done with the shots it gets out. +250 to PDF rolls.

Bloody Lore. Obtained from the research of human psykers and Daemons alike in regards to soul translocation, use of psychic power while restricted, construction of materials conducive to use of psychic power and storage of souls, Gained Permanent +10 to Psyker Rolls in Main Turns, and +10000 in Events.

Siege Tank. A tank that can shift between an MBT configuration and one suited for artillery bombardment at will, allowing it to fulfill either role with virtually no loss of efficiency. +500 to BSF rolls.

Arco-Fortress. A modified version of the Arcology developed for warfare, designed by Rogal Dorn. Designed to be modular to some degree, allowing for different weapons and functions to be assigned to different portions depending on the situation when construction is commenced and the local hostile forces. Will be constructed in companionship with normal Arcologies on dangerous worlds automatically. Opens option for such on worlds with established beachheads. Gives +5000 to World Defense (Event) rolls when assaulted, assuming completed construction. Gives major bonus, dependent on number, to holding ground upon construction on hostile world. Minimum of +10 to all defensive rolls when in singular on world being fought over.

Machina. Machina are lesser machines built in imitation of Titans, though their greater numbers make them potent in their own right. There is something to be said for quality in quantity. +100 in all PDF/BSF rolls, regardless of situation. Certain larger ship classes may use Machina in defending against boarding actions.

Small-Scale Turret. A turret intended for use on the battlefield as a form of defensive emplacement for areas intended to be semi-permanent or permanent holdings. They can be in the singular to defend small areas, or in large numbers as part of a military stronghold. +100 to World Defense rolls. +100 to BSF rolls.

Singularity Bellows. Similar in principle to the Stellar Bellows, but used for black holes. The far more extreme nature of these singularities relative to their blazing counterparts makes them much harder to reliably extract resources from. However, they generally possess far more to extract, which makes them much more productive per ring, even with the difficulty in maintaining even a much reduced complement of them and the far more rapid diminishing of returns. Provides a base production of 25000(10000*2.5). Reduced due to extremity of environment. Provides +10% to research into gravity-based effects, spatial manipulation, magnetics, radiation, and propulsion per Singularity around which a Bellows is constructed. Currently limited to Stellar Mass Singularities. No more than 280 Sol Masses.

Geneva-Class Diplomatic Cruiser. A ship designed to uplift/integrate/ and/or set up the infrastructure for colony worlds. +10% Automatic Integration Actions. Massive acceleration of integration/colonization efforts. Major improvements to internal infrastructure.

SHIVs, GREMLINs, and SPARKs. A trio of semi-autonomous platforms created with assistance from the Mechancius to ensure the 'semi-autonomous' part remains true. Essentially, a mobile turret, a support platform, and a lesser version of the Machinas, to simplify matters. Major increase in tactical flexibility. +500 to BSF rolls. +250 to boarding/counter-boarding rolls.

Labor Titans. These small Titans do many of the jobs of heavy machinery at reduced cost, at least on the small-scale, taking advantage of Titans being relatively simple to use compared to most machinery once the problem of scale was adjusted to. They also help to deter opportunists and wildlife, though that is more of a secondary benefit. PatLabor Force created to prevent misuse negates most potential downsides. +1000% industry bonus. -25% to large-scale building project time.

Gravity Manipulation Dampening Mark II. The Orks gain access to more advanced technology the longer they go without having their minor empires broken, and the more they fight and win. Especially when both occur. Manipulation of gravity is one of these technologies. In order to counter their strategy of using gravity-based teleportation to overrun your ships with boarders, dampeners in the form of pylons that emit pulses of gravitons which disrupt any gravity-based technology in the vicinity are to be emplaced on ships. Relatively small, these pylons are highly effective, though not insurmountable. Small ships markedly less vulnerable to gravity-based technologies. Medium ships far less vulnerable to gravity-based technologies. Large ships massively less vulnerable to gravity-based technologies. Enemy tractor beams and gravity-based teleportation crippled.

Blackboxing Mark III. Blackboxing is meant to prevent non-aligned forces from using your technology or copying it. It's nearly impossible to do this perfectly without shooting your own forces in the foot, but the perfect is the enemy of the good, and keeping your weapons out of enemy hands for longer is a good outcome. 100% decrease to enemy military capture effectiveness. 100% increase to time taken by enemy to reverse-engineer technology. Bonuses halved against Orks. Can be doubled without afflicting technology. Can be tripled, though this reduces the effectiveness of technology to 62.5%. Can be quadrupled, though this reduces the effectiveness of technology to 28.75%.

Potent Tunneling and Tunnel Fighting Units. The tunneling industrial complex can rapidly excavate thousands of tons of rock, building entire cities on the new real estate almost as quickly, practically creating a false planetary surface uncaring of oceans on the surface. The Tunnel Fighting Units, meanwhile, can take advantage of the artificial world around them to fight even better than they could above-ground. Under-Ecumenopoli will be constructed automatically at a rapid pace. Minimum 5.75% population growth to keep up. BSF Malus to Tunnel Fighting Eliminated both in garrison forces and offensive army groups, and outright inverted for special Tunnel Units. +3250 to BSF rolls when fighting underground.

Wondrous Bonus to Future Hive Integration. You have literally written a hefty book on integrating Hive Worlds. -50 years on full integration time for Hive Worlds. Hive Worlds at or below 50 billion people will be integrated completely socially and economically within a year of being absorbed. Greater Hive Worlds between 50 and 100 billion people will be fully integrated within 5 years. In a single year any discontent or unrest will be quelled to the point rebellion is unlikely to ever get off the ground barring outside forces fomenting such sentiments. Legendary Hive Worlds between 100 and 250 billion people will be fully integrated within 10 years. In 5, they would be integrated enough to be considered part of The Bastion by the inhabitants, though they would retain a fierce independent streak. Mythical Hive Worlds between 250 and 500 billion people will be fully integrated within 25 years. In 10 they would be integrated enough that they'd bear more resemblance to a vassal than an independent. True Hive Worlds over 0.5 trillion will be fully integrated within 50 years. Within 25 years, they would be inextricably tied to the Bastion. These numbers are applied before any cultural integration bonuses.

Dust Refinement Mark V. Dust is a psychically active material found on the planet known as Remnant, likely a result of the same psychic cataclysm that led to the formation of the Grimm. It comes in many forms, all tied to some sort of physical effect, and can be used in a large number of ways, provided one jumpstart it with psychic energy. 375% increase to effectiveness of Dust, direct use, Dust Infusion, and Dust Weaving. 75% increase to Dust reserves and replenishment rate. Surplus can now be made. Significant stockpile can be used elsewhere, due to Remnant's use having been reduced and production increased. Dust Bonus unlocked.

Dust. Dust is a psychically active material found on the planet known as Remnant, likely a result of the same psychic cataclysm that led to the formation of the Grimm. It comes in many forms, all tied to some sort of physical effect, and can be used in a large number of ways, provided one jumpstart it with psychic energy. Psykers, and anyone with access to a psychic battery or generator of some kind, including sorcerers, can use Dust to accomplish a variety of effects at little risk, unlike common use of the Warp, and they need no worry about their specialty, a problem for many psykers below the Beta level. Known phenomena include: Wind, Fire, Water, Electricity, Earth, Ice, Steam, Gravity, Time, Explosion and Light. +475 to BSF rolls. Large number of combat options opened for even the weakest and/or most specialized Psykers.

Lyrium Refinement Mark V. Lyrium is a crystallized form of the blood of a powerful psychic entity, seemingly with strong ties to nature, if what mythology there is on it's origin is accurate. 375% increase to effectiveness of Lyrium, direct use, Lyrium Imbibing, and Lyrium refinement. 75% reduction in addiction and side effect risk. 75% increase to Lyrium reserves and replenishment rate. Surplus can now be made. Significant stockpile can be used elsewhere.

Psyker Workshop Mark III. Psykers require extensive time and effort to learn all the ins and out of their powers, and psychic power is unreliable enough that reliable psy-tech is exceedingly difficult to make. While neither of these issues are likely to be eliminated soon, these facilities promise to alleviate the symptoms. Massive morale increase among psykers. Significant rise in average Psyker skill levels. +1750% increase in number of Psykers with sufficient skill to create psychic materials, and rate of creation thereof. +1750% increase to psychic innovation. +150% to rate of battle Psyker production. +15% to Psyker pass rates.

C.A.T. Chamber of Accelerated Time. A chamber of accelerated time and stretched space, made using a combination of Space and Time Runes, this chamber allows you to spend a significant portion of your time inside with virtually no time passing outside. 10% increase in Major, Minor, and Invention Actions.

Arbitrium and Fire Drone Models. A small fleet of ships controlled by a single main ship, intended to be used to take proper advantage of the sheer resources a Stellar Bellows grants. +2250 to fleet rolls. Doesn't apply until Stellar Bellows are online.

Mental Shielding Mark II. While Soulstones can shield souls from being taken by Daemons directly, they are of little use against memetic hazards, telepathic domination, or having one's mind searched for secrets. To counter this, mental shielding is developed. A psy-tech circlet, incorporating Mind, Protection, Warding, Willpower, and for trusted personnel or Alpha and up Psykers, Concealment, to shelter, protect, and hide minds from Daemonic and Chaotic influences. +10.5% to minor Psyker pass rate. +105% to major Psyker(Zeta and up) pass rate. Legally required for Alpha Psykers and up. Strongly encouraged in other Major Psykers.

Subspace Drive Mark XVIII. The Subspace Drive is similar to the Warp Drive in the respect that it uses a parallel dimension to move at FTL speeds. While it is slower, it is more stable and safer, and can be used in gravity wells of anything besides a black hole. It can also be used in the atmosphere of planets and stars of lesser density. 4560ly/day top speed(Base: 10ly/day*2.4*190). +5000 to BSF rolls due to enhanced intra-system movement negating travel times between planets in the system and across the planet. +10000 to naval rolls from tactical FTL jumps. +10000% to industry due to incredible jump in merchant shipping giving the economy an equally incredibly shot in the arm. +10000% to morale rolls as visiting one's family and friends across an inhabited system is only marginally more hassle than riding a bus. Tactical FTL jumps available to all forces. Warp Storms and rituals reduced in effectiveness as barriers. Unlocks Subspace-Projects.

Plasma Drive Mark XIV. The impulse engine of a ship determines its speed in all known FTL methods, and is the only reliable form of propulsion that allows a ship to bombard a target or dock. The plasma drive is the most common form of propulsion. Current military speed: 0.456c(Base: 0.24c*190). Current civilian speed: 0.0456c(Base: 0.024c*190). 140% increase to speed of all FTL/PL methods. Warp speed: 12048.75ly/day for military ships. 1204.875ly/day for civilian ships. (Base: 53.125ly/day*2.4(70*0.45 due to Gellar Fields subtract 50%, but that's dropped to 27.5% thanks to modifications on that front)*190). Subspace: 2499ly/day for military ships. 249.9ly/day for civilian ships. (Base: 10ly/day*2.4*160/1ly/day*2.4*190). +700 to BSF rolls due to improved shuttling of troops. +1400 to naval rolls from accelerated ship movement. +1400 to industry due to accelerated ship movement helping commerce of even the smallest and cheapest merchant ships. +1400 to morale rolls due to increased interconnectivity of worlds and reduced time spent on ships.

Warp Drive Mark XIII. The Warp Drive is the fastest FTL method available, though there are less than 5 others, however it is also one of the least reliable, being affected by the conditions of the Warp, the gravity of stars and planets, and any large-scale psychic disturbances. Still, if one wishes to cross the galaxy, the Warp is the best way to do so in something resembling a timely fashion. Military speed: 24225ly/day((Base: 53.125ly/day(85*0.625) due to Gellar Fields subtract 50%, but that's dropped to 27.5% thanks to modifications on that front)*2.4*190). Civilian speed: 2422.5ly/day. +650 to BSF rolls from improved deployment speeds. +1300 to naval rolls. +1300 to industry from greater ease of harvest and transport of resources reducing prices. +1300 to morale rolls from greater connectivity and reduced prices on luxury goods. Slight reduction in disturbance gravity causes to Warp drives. Slight reduction to impact of psychic disturbances on Warp drive functionality.

Alcubierre Drive Mark XIX. A Drive that uses fields of altered spacetime to accelerate a ship to relativistic speeds without running into the wall of relativistic mass, and without leaving normal space. Crystals are used to bypass the sensitivity of such fields to strong gravity. Four types are available. Current top speed: 0.456c(Base:0.19c*2.4). Warp speed: 24225ly/day for military ships. 2422.5/day for civilian ships. (Base: 53.125ly/day*2.4(Gellar Fields subtract 50%, but that's dropped to 27.5% thanks to modifications on that front)*190). Subspace: 2499ly/day for military ships. 249.9ly/day for civilian ships. (Base: 10ly/day*2.4*190/1ly/day*2.4*190). +850 to BSF rolls from improved deployment speeds and troop carriers and strikecraft being able to circumnavigate the planet with ease. +1900 to naval rolls due to even strike craft being capable of speeds in excess of 10% of c. +1900 to industry from greater ease of harvest and transport of resources reducing prices. +1900 to morale rolls from greater connectivity and reduced prices on luxury goods. Multiplies Plasma Drive and Plasma Drive multiplier of Warp and Subspace Drives by 190. Main Keel: High Endurance, High Tolerance of Large Masses, Relative Simplicity. 75% Speed, Poor Maneuverability. Nacelles: 150% Speed, Decent Maneuverability, Low Tolerance of Large Masses. Lower Endurance, Delicate Construction. Crescent Wings: Extreme Maneuverability. 50% Speed, Poor Endurance, Lowest Tolerance of Large Masses. Torus: Power Source, Greatest Tolerance of Large Masses, Unlimited Endurance. 25% Speed and Maneuverability. Major tactical options opened by ridiculous speeds of common ships. Even Defense Monitors, fightercraft, etc. capable of significant fractions of lightspeed movement without major difficulty.

Webway Escort: Alcubierre Design Mark XVII. An Escort designed with Alcubierre Drives so they could travel at speeds comparable to experienced Eldar navigators via brute speed in place of knowledge of the Webway's navigation. They come equipped with potent point defenses and Skylance lasers to allow them to simply obliterate armies in small passages, while bearing significant hardening against boarders, particularly Orks and Eldar. +130% to Webway Exploration Actions. +130% to Webway Access Bonus. Major Malus to chances of Webway-based enemy assaults.

Rungworld. A megastructure that can be placed anywhere, from interstellar voids to in close orbit of a star. Each 'rung' is a cylinder 705.75 km in diameter and 2823.53 in length. ‭3,869,783,042,134,680‬ people per cylinder. Multiply by 40 thanks to various Runes and 3.7 due to STC-related boosts, and you have ‭572.7278902359327‬ quadrillion. A Red Dwarf will accommodate 602 cylinders, for a total population of ‭344.7821899220315‬ quintillion. Colonies may be set up in interstellar voids, as the Rungworld has no need for a center of gravity, or in the orbit of a star, be it extremely close or between existing planets. McKendree Cylinders may be constructed in general. Stars orbiting black holes are still off-limits, as they are not rated for the pressures of that.

Planetary Cylinders. A mega-McKendree Cylinder, far, far larger than those found in a Rungworld, and much larger than most terrestrial planets, though on the small side by gas giant standards. Each level has the surface area of a planet, functioning as planet after planet stacked upon each other. While individually roughly 10 times as high in the total population capacity relative to a Rungworld, they can hold nearly 6000 times as many humans as any individual cylinder found in the Rungworld, and are much more defensible than their smaller counterparts if constructed in dark space. At 30000 km long and 30000 in diameter, they possess a surface area of 900 million‬ square kilometers per level. This signifies ‭31.5‬ quintillion people without Runes or STCs, and ‭4.662 sextillion with them.

Astartes Power Armor Mark XIV. Astartes power armor, much like the users, can be (somewhat inaccurately) summed up as normal power armor but moreso, enhancing the senses, speed, strength, reflexes, and of course, toughness, in addition to crafting maps, life support and environmental hardening, hardened local transmissions, a number of specialized medical injections at the ready, and waste recycling systems to drastically extend the time they can spend in the field, even beyond the impressive timeframe their biology allowed, and redundancies thereof, all of this far greater in terms of complexity and potency than power armor meant for normal humans, in part because this technology was meant for orders of magnitude less production. There were a number of major differences, however. First, the Black Carapace negated the need for conventional interfaces, allowing the suit to be nearly skintight, and making the interface directly linked lets it move and react with all the speed of the Astartes themselves. Another example, the Astartes armor was noticeably stronger, using some of the strongest Ceramite and Adamantium alloys, both for increased durability and simply so they could handle the greater strength of their users. A third example was that this type of power armor had only 5 main variants. The Scout, Assault, Devastator, Tactical, and Terminator Marine, though the Apothecaries and Techmarines carried specialized equipment, as did those of the Astartes Pyskana, their armor was fairly standard on its own. 2.4 multiplier to Astartes Bonus. Astartes treated as Machina-Class durability and power with elite infantry maneuverability and military vehicle speed. Heavy vehicle weaponry standard issue. Scouts wield medium vehicle weaponry standard. Devastators wield heavy vehicle weaponry standard, but may wield Machina-class weapons, and, in rare cases, Knight Titan armaments. A rare few high-skill weapons restricted to Tactical and Terminator Marines. Able to operate for roughly three combat-hours if power generation is completely cut off, and three days of lower tempo operations.

Elite Mechadendrites. Unlike the normal Mechadendrite, these artificial limbs/mechanical pseudopods are much stronger and highly customizable, allowing for much greater performance of the cost of much greater, well, cost. Comes in Melee, Ballistic, Reclamation, Medical, Investigation, and Utility models. Melee models consist of blades of the type preferred by the user, though the blade itself can be replaced with a different one or different type, which can be used to simply overwhelm normal opponents with too many angles of attack to be defended against. Ballistic models are much the same with various guns attached which can be fired as they would be in a normal limb. Reclamation models can assist in excavation and archaeological digging in order to reclaim technology or simply dig in a manner almost undetectable via psychic means. Additionally, they come equipped with extremely powerful and specialized sensors to aid in these endeavors. Medical models are intended for situations where the nearest Apothecary is either incpacitated from injury or death, or engaged in triage, and meant for 'quick and dirty' closing of wounds, amputation, and injection of combat stims, though they can also be used to inject toxins into enemies. Investigation models are meant to enhance both mundane senses and provide powerful and specialized sensors to aid in research and piercing of stealth, as well as examination of wargear produced or repaired for any flaws. Finally, the Utility Mechadendrite houses a set of tools and sensors for general work on common equipment, and is likely to see the most use while working on wargear. Limit of 6 per Astartes to avoid major loss of mobility in combat, as they are surgically connected to the spinal column and central nervous system, making their removal a slow and difficult process. Minor bonus to Astartes wargear production and repair rates. Minor bonus to Mechanicus reputation and morale. +250 to BSF rolls due to extra guns Engineers might mount. +250 to industry bonus. Each Initiate Techmarine is worth 2-3 normal Marines in terms of combat power, increasing exponentially as greater skill and technological understanding lead to increased customization and combat ability. Servo-Arms and Servo-Harnesses can be assumed to possess versions of the basic Mechadendrite variants.

Elite Servo-Arm. Unlike the common Mechadendrite, Servo-Arms are often as thicker than even an Astartes' limbs, and meant to be used to aid in tasks one might use industrial equipment for, though these have greater fine manipulation capabilities than the common one, for a greater price. They can 'punch' in combat, or anchor the user to anything heavy enough. Limit of 3 per Astartes due to much greater weight and thus greater impact on mobility compounding concern over potential loss of mobility as they share their smaller brethren's complexity in order to be removed. Moderate bonus to Astartes wargear production and repair rates. Moderate bonus to Mechanicus reputation and morale. +500 to industry bonus. Slight boost to Techmarine combat bonus from Elite Mechadendrites.

Elite Servo-Harness. Unlike Mechadendrites, even the common version of these do not need to be directly connected to the central nervous system, and in Astartes will likely not be so they can alter their speed and mobility according to the situation, with Servo-Harnesses. They are composed of a mixture of advanced weapons, tools, and Mechadendrites, meant to allow for use in both war and peace. They can do battlefield repairs even on vehicles and fortifications, or provide a massive amount of combat power. Ordinarily they'd be restricted to Master-ranked Astartes by virtue of sheer cost and complexity, but you see little reason to do so as long as they're given adequate time to familiarize themselves with their use with the resources of the Stellar Bellows. Mechadendrite limit increased to 12 off the field of battle, as these may be removed without consequence and lack of mobility is of far less concern. Major bonus to Astartes wargear production and repair rates. Major bonus to Mechanicus reputation and morale. +1000 to industry bonus. Has little effect on direct combat performance as the limit of 6 remains in effect in warzones, however, the cumulative effect of more and better wargear for the Legion and the Mechadendrites allowing for more guns/swords to be wielded at once. Terminators are already so slow and heavy it won't be much of a problem to add a little more weight, for example.

Heavy Graviton Cannon. Between the working examples on some Servitors, understanding gleaned from Gravity Crystals, and the research into countering Orkoid gravity technology, it was possible to make production of these possible again, though upscaling or downscaling will require work. Certain units will become more prevalent due to replacement parts being available. Graviton Cannons may now be equipped on vehicles or by Astartes. +500 to BSF rolls. Gravity-related projects available.

Storm Shield. A Power Shield equipped with a gravitic field generator which renders it nigh-impervious to blows below the level of the lascannon. It is large enough that it cannot be mounted on the arm and must be grabbed with a hand. Striking it causes it to crackle with blue lightning, hence the name. +500 to Champions bonus. Bonus to number of high-end Combat Servitors. Bonus to Astartes equipment.

Tarantula Sentry Turret. A small, mobile gun platform capable of a moderate amount of independent action and able to create defensive hardpoints or full defensive lines in large numbers thanks to their Void Shields, and can be produced with specific enemies in mind due to the variety of weapons they can field. Astartes Legions are likely to employ them in large numbers to guard bases and create mobile defensive lines. +500 to BSF rolls. Minor bonus to Astartes bonus.

Sabre Gun Platforms. An immobile gun platform capable of turning 360 degrees intended to guard bases and camps. Extremely cheap in time and material, and capable of being deconstructed for transport outside of combat, they were poorer in terms of defense, and lacked computational power necessary for independent action, meaning they required gun crews. This version was modified with a Void Shield layer, but that merely made them feasible in the face of enemy fire. +500 to defensive BSF rolls.

Turret Emplacement. A highly varied heavy tank gun, set in a permanent position on the ground with major amounts of underground rooms excavated for militant and crew purposes. It was an excellent means of shoring up trench lines, and defending both civilian positions and militarily important ones. They could also be connected via tunnel to allow for greater resistance or cooperation, and be defended topside by other Turrets with complementary weaponry. +1000 to defensive BSF rolls.

Caestus Assault Ram. The Caestus Assault Ram, at 20 meters long, 10 wide, and 5 tall, was smaller than the Boarding Torpedo, and somewhat more specialized. It's smaller profile gave it an easier time avoiding enemy attention, and it's initial breach of the enemy hull was liable to kill everything nearby. It used a Magna-Melta and a flurry of micro-warheads to breach the enemy craft, and then an Assault Frag Launcher to send shrapnel in all directions before opening to deposit it's troops. This craft was intended for elite troops to be deployed on boarding missions, Astartes to be specific. Additionally, it could be used to breach enemy fortifications planetside, using modified gravity plating to manage the strain of the impact and being used a massive Drop Pod with a ramming prow. +1000 to BSF/Astartes boarding actions. May be used to breach enemy fortifications via orbital drop. May deploy 100 Astartes. Possesses a teleporter beacon for rapid deployment of troops if allied ships are near enough, as well as rapid deployment all over the target ship.

Battle Barges. These vessels, half again as large as the common Battleship, were designed to serve Astartes in planetary conquest, and in this they excel, supporting 300 Astartes without any spatial shenanigans. They aren't helpless in proper space battles of course, though they do lose some performance compared to a ship of similar size specialized for such. +5000 to navy rolls. +10000 to BSF rolls. Adds 1.25 bonus to Astartes bonus. Battle Barge-sized (12-18 km vessels, averaging 15) ships unlocked. Repair, maintenance and design of ships this size and larger significantly reduced in difficulty.

Gloriana. A truly massive ship, large enough to possess microgravity at 25 kilometers in length, and meant to be a LEgion flagship able to crush targets a Battle Barge simply couldn't handle. Their armor and weapons were similarly supersized and potent, with 240 basic Lances, 100 each on the longer sides and 20 on each on the front and back, and 8 Nova Cannons replacing the Battle Barge's Bombardment Cannons. Can perform Exterminatus in battle-relevant timeframes without dedicated weapons of mass destruction singlehandedly. +10000 to navy rolls. +20000 to BSF rolls. Adds 1.5 bonus to Astartes bonus. Gloriana-sized (20-30 km vessels, averaging 25) ships unlocked. Repair, maintenance and design of ships this size and larger significantly reduced in difficulty.

Crystal Bonuses:

First-Tier Fire, Ice, Electricity, Water, Earth, Wind, Metal, Magnetism, and Penetration. +10 to BSF. +10 to industry. +10 to morale rolls.

Enhanced Crystal Talismans. A large variety of trinkets incorporating various types and ranks of Crystals. +50 to PDF rolls. +50% to production. +50 to morale rolls.

Universal Booster Crystals. These Crystals, while somewhat difficult to make, are potent, and can increase a person's base talent in any field. The Crystals can be used to improve any Stat, and automatically increase Martial, Combat, Administration, Intrigue, Diplomacy, Power, Control, or Learning by 2 per turn, or 2 separate categories by 1 each. Up to 10 action slots can be used to provide 10 more points for the above Stats for certain, though regular humans are limited to 5 per year. Limited to Stats 74 and lower.

Basic Rune Library. You possess a number of large number of low-level runes, which allows for a large number of applications. +50 to PDF rolls. +50% to industrial production. +50 to morale rolls. Basic runic language created. New runes will automatically have proper runic inscriptions. Runes and Talismans of similar natures can be combined to reinforce each other at full effectiveness. Currently possess Fire, Ice, Electricity, Water, Earth, Wind, Metal, Purity, Order, Navigation, Communication, Space, Time, Magnetism, Detection, Concealment, Organization, Wisdom, Willpower, Speed, Defense, Penetration, and Durability crystals and relevant Runes.

Gellar-like Crystals. Create small fields with effects similar to that of a Blank when Daemons are involved. Makes the use of psychic power in general more difficult, but is much more powerful towards Daemons and rogue psykers. +10 to PDF rolls to resist psychic powers. +5 to difficulty of Psyker Checks on soldiers equipped with such equipment. Project to investigate enhancing existing Gellar devices with these crystals opened.

Crystal Weapons: Basic. Weaponry relying heavily on Crystals to provide psychic/conceptual force behind the attacks. Attacks which are not purely kinetic gain a large boost, and a small boost is provided to the effectiveness of the PDF against Warp entities and psykers. +10 PDF rolls, additional +5 to anti-Daemon rolls. +25 to Champion, Hero, and Paragon unit combat rolls, including yourself.

Basic Null Rune Crafted. Daemonic Incursions can only occur on natural 1s on worlds equipped with these. Basic runes may now be created through Invention actions. Existence of Chaos Gods suspected IC. AN: Residential buildings have them layered on the outside walls of private residences, at least 5 per wall.

Rule Shard-Enhanced Null Runes. Drastically lower chances of Daemons manifesting around very young children or in places like public schools. Cults have a more difficult time indoctrinating youth of a planet without disabling these, which would be very noticeable.

Tenth-tier Navigation Crystal/Rune. A compass of crystalline nature. Grants a massive boon to the efforts of navigators and a lesser one to searchers. +50 to Warp Disaster Rolls, +10 to Search Rolls. +1000 to Psyker Checks.

Tenth-tier Communication Crystal/Rune. A crystalline piece of writing paper with various messages on it. 50LY instant communication, assuming there is either a Rune, crystal, technology or a psyker ready to receive the message. Warp Storms require there be a Rune or Crystal within a 5LY radius of another for communication to work. Will not lose communication within sub-sectors, even with Daemonic interference, and very unlikely to lose communication across an entire sector. +1000 to Psyker Checks for reaching a tenth grade Crystal.

Eleventh-tier Purity Crystals/Runes. A white cloth emitting a faint glow, and purifying all in it's vicinity, even Chaos. +500 to BSF rolls. +50 to industry. +50 to morale rolls. Major increase to Chaos resistance of the people and land alike.

Rune of Self: Amazing. You understand yourself very well, which has quite a few benefits. +1400 to Psyker Checks from self-understanding. +700 to all other Checks. Personal gear enhanced with Rune of Self effectively immune to corruption. Your weapon, for example, would have to be stuffed full of Daemons before it would harm you.

Rune Arrangement (6+5=11). Runes may be combined in arrangements of up to 11. Only Self Runes require Balance Runes, and only if the the arrangement would otherwise be horribly unbalanced. +400 to PDF rolls. +400% to industry. +400 to morale rolls.

Moderately Improved Orichalcix. While not quite as psychically reactive or conductive, nor quite as strong, Orichalcix is a much faster healer, and will slowly grow entirely independent of psyker input. Assuming a specific hunk isn't totally destroyed, it can gain resistance to the specific form of damage responsible, though not total immunity. +450 to allied psyker Psyker Checks and Combat Checks.

Basic Combination. You've designed a placement system for your Order, Purity, Time and Balance Runes, to help ships travel safely through the Warp, which will be necessary as you continue to expand. +40 to Warp Disaster Rolls. +400 to Daemonic counter-boarding rolls.

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

Tenth-tier Organization Runes. These Runes are potent enough to make organizations run like well-oiled machines. +250 to military rolls. 250% bonus to industry. +250 to morale rolls. +1000 to Psyker Checks.

Tenth-tier Order Runes. These Runes feel like Blanks, and have similar effects. +250 to Witch Hunter and related organizations rolls to handle and/or clean up after cult activity. +1000 to Psyker Checks.

Tenth-tier Balance Runes. These Runes provide a powerful balancing effect, preventing individual Runes from being overpowered by stronger Runes or their opposites (Fire and Ice, for example) and therefore provides a boost to the number of Runes that can be safely combined. +5 to Rune Arrangement without increasing necessary Check to increase tiers in it. +1000 to Psyker Checks.

Tenth-Tier Temperance Crystal/Rune. This Rune prevents extremes of emotion or desire, though this can lead to general blandness if overused. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Morality Crystal/Rune. This Rune reinforces existing morality, though there has to still be something there for it to be very effective. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Justice Crystal/Rune. This Rune aids the pursuit of justice, restricting taking it to counter-productive extremes. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Compassion Crystal/Rune. This Rune reinforces acting on compassion, though misguided compassion is still compassion. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Integrity Crystal/Rune. This Rune reinforces one's integrity. Of course, there has to still be something there for it to be very effective. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Willpower Crystal/Rune. This Rune reinforces one's willpower. Of course, being more inwardly focused and less of a general thing than compassion or morality, lacks the range of such, losing strength very quickly a few meters away. +25 to PDF rolls. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Creativity Crystal/Rune. This Rune enhances the chance of epiphany and odd-ball ideas that often lead to new innovations or better tactics. +25 to Industry. +25 to PDF rolls. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Emotion Crystal/Rune. This Rune enhances the emotions of those under it's influence, even if they would normally lack them. Reduction to hidden Stress Stat and permanent reduction to future increases. Permanent boost to effectiveness of actions which reduce Stress. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Memory Crystal/Rune. This Rune restores memories and aids in the retention of them, for good or ill. Getting Skills to 100 is much easier for mortals, essentially a +5 to all Skill training up to that point. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Heart Crystal/Rune. This Rune enhances pseudo-sapients, pushing them towards true sapience. Significant bonus to Mechanicus morale and opinion of you. +25 to naval rolls. +25 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Mind Crystal/Rune. This Rune enhances the workings of the mind. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks. +10000 to Education/Invention Checks due to enhanced IQ.

Tenth-Tier Patience Crystal/Rune. This Rune reinforces one's patience, though true inaction is almost always a negative overall. Reduced rate of Infamy gain. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Perseverance Crystal/Rune. This Rune reinforces one's perseverance, though stubbornness worsens as a consequence, as trying and failing is less likely to convince someone of their being wrong. Reduced rate of Infamy gain. +25 to PDF rolls. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Bravery Crystal/Rune. This Rune reinforces one's bravery, though there is a fine line between bravery and stupidity. Reduced rate of Infamy gain. +25 to PDF rolls. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Humanity Crystal/Rune. This Rune enhances humankind. A general boost of every parameter. Strength, speed, everything. Boosts Skill caps in humans to 150. +250 to PDF rolls. +500 to Champions bonus. +250 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Wisdom Crystal/Rune. This Rune reinforces one's wisdom, though just because you're wiser doesn't mean you are incapable of being wrong. Reduced rate of Infamy gain. +250 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Learning Crystal/Rune. This Rune enhances a person's ability to learn, reducing the amount of effort required to do so. +20 to Stat improvement rolls. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Improvement Crystal/Rune. This Rune enhances a person's ability to improve, reducing the amount of effort required to do so. +20 to Stat improvement rolls. Working in concert with the Learning Crystals, boosts +5 to training actions to 150 mark. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Speech Crystal/Rune. This Rune reinforces one's rhetoric and ability to communicate in general, though it's not to the level of making someone do something they'd never consider doing. +25 to PDF rolls. +25 to Industry. +250 to Morale Rolls. +1000 to Psyker Checks. +10000 to Speech Checks.

Tenth-Tier Perception Crystal/Rune. This Rune reinforces one's ability to perceive things correctly. Though their knowledge is a limiting factor. +250 to PDF rolls. +25 to naval rolls. +250 to Industry. +25 to Morale rolls. +1000 to Psyker Checks. +10000 to Perception Checks.

Tenth-Tier Sophont Crystal/Rune. This Rune enhances sophonts in general. A general boost of every parameter. Strength, speed, everything, though not to the extent Humanity does, due to dilution. Boosts Skill caps in sophonts to 150. +50 to PDF rolls. +50 to Industry. +50 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Diplomacy Crystal/Rune. This Rune reinforces diplomacy, increasing people's likelihood of negotiation over force, though it doesn't force people to give in to each others demands. +250 to Morale rolls. +1000 to Psyker Checks.

Tenth-Tier Education Crystal/Rune. This Rune reinforces the effects of education, causing students to retain it longer and with less effort. Additional +5 for first 50 in all Skills for those in your polity. +25 to PDF rolls. +25 to naval rolls. +250 to Industry. +25 to Morale Rolls. +1000 to Psyker Checks. +10000 to Education Checks.

Tenth-Tier Healing Crystal/Rune. This Rune reinforces healing, both natural and induced by medical technology, and even allows for it in non-living things. Although there is an upper limit. Repair work is far cheaper. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +250 to Morale rolls. +1000 to Psyker Checks.

Tenth-Tier Medicine Crystal/Rune. This Rune boosts the effectiveness of medical technology, though not into the realms of absolute impossibility. +250 to PDF rolls. +250 to Industry. +250 to Morale rolls. +1000 to Psyker Checks. +10000 to Medicine Checks.

Tenth-Tier Evasion Crystal/Rune. This Rune boosts the effectiveness of efforts to avoid things, whether they be the truth, or physical blows, though not into the realms of absolute impossibility. Boosts Intrigue actions. +125 to PDF rolls. +1000 to Psyker Checks. +10000 to Evasion Checks.

Tenth-Tier Defense Crystal/Rune. This Rune boosts an object's resistance to damage, reducing the amount of damage the same amount of force will do. It is somewhat dependent on the object's base statistics however. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +1000 to Psyker Checks.

Tenth-Tier Combat Crystal/Rune. This Rune boosts the effectiveness of combatants, though not into the realms of absolute impossibility. +250 to PDF rolls. +125 to naval rolls. +1000 to Psyker Checks. +10000 to Combat Checks.

Tenth-Tier Control Crystal/Rune. This Rune boosts the effectiveness of self-control, most noticeable among psykers, for whom loss of self-control is both more likely and more dangerous. Boost to Psyker pass rates and reduction to corruption chances. +250 to allied Psyker rolls. +125 to PDF rolls. +1000 to Psyker Checks.

Tenth-Tier Power Crystal/Rune. This Rune boosts the effectiveness of sheer might, most noticeable among psykers, for whom power is constrained more by their ability to control it than the depths of the well they can draw upon. Boost to Psyker pass rates and reduction to corruption chances. +250 to allied Psyker rolls. +125 to PDF rolls. +1000 to Psyker Checks.

Tenth-Tier Invention Crystal/Rune. This Rune boosts the speed at which people innovate, though it doesn't make it any safer to experiment. +1000 to Research Coordination. +250 to industry. +1000 to Psyker Checks. +10000 to Invention Checks.

Tenth-Tier Psyker Crystal/Rune. This Rune boosts the effectiveness of psychic powers in general, though it doesn't increase their numbers or make them less prone to dying of things like old age. Boost to Psyker pass rates. +250 to allied Psyker rolls. +125 to PDF rolls. +11000 to Psyker Checks.

Tenth-Tier Forging Crystal/Rune. This Rune boosts the potency of the forging of arms, armor, and machinery alike, boosting their performance when made under the influence of these Runes, though they still require just as much, if not more in the way of resources. Bonus to Mechanicus Opinion/Morale. +125 to PDF rolls and naval rolls due to improved production of weapons, armor, and vehicles. +250 industry. +1000 to Psyker Checks. +10000 to Forging Checks.

Tenth-Tier Administration Crystal/Rune. This Rune boosts the efficiency of the bureaucracy, much like the Organization Crystal. +250 to PDF rolls. +250 to naval rolls. +250 industry. +250 to Morale rolls, due to reduced dissent over leadership decisions. +1000 to Psyker Checks. +10000 to Tactics Checks.

Tenth-Tier Mobility Crystal/Rune. This Rune boosts the agility of man and machine alike, though their direct speed is much the same. +250 to PDF rolls. +125 to naval rolls. +1000 to Psyker Checks.

Tenth-Tier Cleanse Crystal/Rune. This Rune pushes back contamination and disease, much like soap causing grease to be forced away. Bonus to anti-cultist rolls/actions. +1000 to Psyker Checks.

Tenth-Tier Detection Crystal/Rune. This Rune cancels out stealth, both of the skill and technological varieties. Provides a Malus to enemy assassination, scouting, and hiding/fleeing rolls, both on the ground, and in space. Surprise Malus generally negated, or at least reduced. +1000 to Psyker Checks.

Tenth-Tier Survival Crystal/Rune. This Rune grants people and vehicles greater survivability, which is a mix of perseverance, durability, and luck. +250 to PDF rolls. +1000 to Psyker Checks.

Tenth-Tier Time Crystal/Rune. This Rune alters the flow of time more or less however the user wants, though it burns out if overused. +250 to PDF rolls due to greater training time. +250 to naval rolls. +250 to Industry rolls. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Space Crystal/Rune. This Rune alters the fabric of space more or less however the user wants. +250 to PDF rolls due to greater training experience. +250 to naval rolls. +250 to Industry rolls due to improved cargo capacity. +250 to Morale Rolls. +1000 to Psyker Checks.

Tenth-Tier Durability Crystal/Rune. This Rune boosts the durability of man and machine alike, though their damage threshold is much the same. +250 to PDF rolls. +250 to naval rolls. +250 to Industry. +1000 to Psyker Checks.

Tenth-Tier Energy Crystal/Rune. This Rune produces energy both from conversion of psychic energy from the Warp and a tenth from absolutely nothing. Delay of universe's heat death, potentially indefinitely. Large bonus to Arcology Offense and Defense. +250 to PDF rolls. +250 to naval rolls. +250 to industry. +250 to Morale rolls. +1000 to Psyker Checks.

Tenth-Tier Light Crystal/Rune. This Rune is a source of light and a wellspring of positive emotion. Bonus to Witch Hunter actions. +250 to Morale rolls. +1000 to Psyker Checks.

Tenth-Tier Holy Crystal/Rune. This Rune has anti-corruption effects, driving back the influence of Daemons, scrap-code, etc. Though if there is nothing left to save, it functions as a purifying flame. Bonus to Witch Hunter actions. +1000 to Psyker Checks.

Tenth-Tier Structural Integrity Crystal/Rune. This Rune boosts the durability and damage threshold of objects in equal measure, though it doesn't do either as well as the Defense and Durability Crystals, it's overall benefit is equal. +250 to PDF rolls. +250 to naval rolls. +250 to industry. +1000 to Psyker Checks.

Tenth-Tier Luck Crystal/Rune. This Rune boosts the fortune of man and machine alike, though this causes luck to swing more to extremes. +10 to RER, however, crit fails will receive -10 Maulses to the critical roll. +250 to PDF rolls. +125 to naval rolls. +125 to Morale rolls. +1000 to Psyker Checks.

Tenth-Tier Concealment Crystal/Rune. This Rune actively prevents the recognition of anyone using it. Bonus to Intrigue actions in general. +250 to PDF rolls. +125 to naval rolls. +1000 to Psyker Checks.

Tenth-Tier Stealth Crystal/Rune. This Rune helps active attempts to avoid notice. Boosts Intrigue actions in general. +250 to PDF rolls. +125 to naval rolls. +1000 to Psyker Checks.

Tenth-Tier Warding Crystal/Rune. This Rune creates barriers against pychic energies, though it can also be used to block more mundane ones. Boosts Witch Hunter actions. Reduces spread of Warp-based diseases and aids in holding back corruption of the land. +1000 to Psyker Checks.

Tenth-Tier Speed Crystal/Rune. This Rune boosts the speed of man and machine alike, though the amount of work they accomplish with the same amount of energy is roughly the same, merely requiring a shorter period to accomplish it in. +250 to PDF rolls. +250 to naval rolls. +250 to industry. +1000 to Psyker Checks.

Eleventh-Tier Protection Crystals/Runes. These crystalline chestplates project barriers, varying from 10 centimeters equivalent to poor flak armor, to 10 meters of anti-missile armor, reacting to intent and potential for harm alike for the psychic equivalent of smart shielding. Naturally, they are a massive boon to the military, however, they also have uses in industry, acting as forcefields around dangerous machinery, and in civilian life as secondary platforms around high places such as high-rises. +500 to BSF rolls. +50 to industry. +50 to morale rolls from reduced number of accidents and successful suicides. Major increase to average troop and armor durability.

Eleventh-Tier Accuracy Crystals/Runes. These archery targets formed of crystal provide a major boost to the user's accuracy, making feats of impossible marksmanship merely difficult for the uninitiated, and simple for the experts. Sensors, similarly, are much improved, even if there is some overlap with previous Crystals. +500 to BSF and navy. +50 to industry. +50 to morale rolls. +1500 to Psyker Checks. Provides a bonus to assassination of enemies and scouting. Provides a Malus to enemy hiding/fleeing rolls, both on the ground, and in space.

Eleventh-Tier Gravity Crystals/Runes. These black orbs, resembling artistic takes on black holes with the swirling bands of color in a disc around them, can make any permutation of gravity or anti-gravity up to 15 times Terran gravity, in any variety in the sphere of such fields surrounding it. +500 to BSF/naval rolls. +500 to industry due to major advances in manipulation of materials. +500 to morale rolls due to modulated-gravity-based recreation being cheap and exotic. +1500 to Psyker Checks. Extreme increase to training rate of Astartes due to controlled simulation of extreme gravity, and drastic reduction in time necessary to train soldiers to function in unusual levels of gravity. Eases creation of, or outright unlocks creation of new materials. +50% increase to Singularity Bellows Bonus. +1 Torus slot unlocked.

Eleventh-Tier Electricity Crystals/Runes. A forked lightning bolt formed of crystal. Much like Energy Crystals, this Crystal naturally produces energy, twice as much in fact, though limited to specifically electricity. +500 to BSF/naval rolls. +500 to industry. +50 to morale rolls. +1500 to Psyker Checks. Electrical weapons gain massive power boost and longevity due to increased control over their output.

Eleventh-Tier Metal Crystals/Runes. These crystalline metal ingots enhance the properties of metal. Tensile strength, conductivity, everything. The military gains major fighting power from these, as virtually all of their technology benefits a great deal. +500 to BSF/naval rolls. +500 to industry. +50 to morale rolls. +1500 to Psyker Checks. +15% increase to shipyard production. +50% increase to Singularity Bellows Bonus. +1 Torus slot per planet.

Eleventh-Tier Penetration Crystals. A spearhead Crystal, which allows weaponry to penetrate substances more easily, though this can be a problem when dealing with lightly armored foes. More heavily armored ones have a drastic reduction in effective durability. +500 to BSF/naval rolls. +50 to industry. +50 to morale rolls. +1500 to Psyker Checks. Enemy Armor reduced by one effective rank. Light and Unarmored targets may survive shots they otherwise wouldn't due to overpenetration.

Eleventh-Tier Fire Crystals/Runes. These artistic flame symbols, crafted from crystal, enhance heat and flame. From the flamethrower, to the plasma weaponry of the navy, and theoretically even a star. +500 to BSF rolls. +250 to naval rolls. +500 to industry. +500 to morale rolls. Major boost to flamethrowers and moderate boost to plasma weaponry. Combines with Ice Crystals to regulate planetary temperatures and provide a major bonus to Arcology capacity.

Eleventh-Tier Magnetism Crystals. These bar magnets made of crystal exude magnetic fields whose intensity and size are completely customizable. Though they cannot match the Gravity Crystals in range, they excel in their niche. +500 to BSF. +250 to naval rolls. +500 to industry. +500 to morale rolls. Conditional pseudo-Ion Shields available to all forces, with the caveat that they only function against metal and plasma. +50% to Stellar Bellows and Singularity Bellows Production. Stellar Bellows can now be built around Neutron and Magneto Stars. Arcologies and Toruses enjoy improved radiation shielding, allowing them to be safely constructed on planets without magnetospheres and/or in orbit of volatile stars.
Perks

Racial

Primarch: The Emperor created 20 sons, who rivaled him in physical, mental and psychic might. Roll 1d20 instead of 1d10 during character creation, add 10 to result. All Skill Caps are set to 150, with Tagged Skills [T] set to 200. Gain a Perk point every Level, instead of every other Level.
Warp Spawn: As a being spawned from the Warp, you are an anomaly, with the potential to severely screw up everyone's plans. +2 to Power and Control. Due to the power of your psyker nature, psyker abilities are automatically unlocked. Converts Piety to Power and Control.
Powerful Psyker. As a Warp anomaly, you have a stronger connection to it than even most other Primarchs. +5 to Power, and automatic +1 per year until maturity (15/25).
Favored By the Warp. +10 to Random Event Rolls (RER) and similarly luck-based rolls. +20 to rolls against Warp-based entities. You were 'born' lucky. Things would go your way when logic dictated they really shouldn't.

Karma

Karma 500 Perk. Karmic Backlash. While doing evil things can seem like the easy way out, you've never really understood that. How is hurting people easy? Well, you suppose you'll have to teach people who think like that a lesson... Adds half of Karma to Combat Checks.
Karma 1000 Perk. Karmic Retribution. A simple lesson will not always suffice... Adds Karma to Combat Checks.
Karma 1500 Perk. Karmic Armament. The nature of your soul has an effect on your abilities, though some of it is likely echoes from people who've witnessed your deeds. Bonus to Combat Checks equaling Karma times 2.
Karma 2000 Perk. Karmic Judgement. Sometimes, a lesson is not enough. There a those who simply refuse to learn, or who just don't care. Adds Karma X 3 to Combat Checks.
Karma 2500 Perk. The Judge. At this point your soul is noticeably different in 'texture' (for lack of a better word) than others. Against those who have done more harm than good, your abilities swell to unprecedented heights, while they weaken considerably. On occasion, you can almost make out a blade hanging over the heads of certain individuals with particularly bad deeds to their name. Adds Karma X 4 to Combat Checks. Hits enemies with Maluses equal to their Infamy when opposing you directly.

Level

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. [3/3] [Education: Esoteric. Psyker: Willpower. Education: Culture]
Level 10 Perk: Experienced. While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.
Level 15 Perk. Time Management. Level 15 Perk. Time Management. By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.
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.
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.
Level 35 Perk. Timing Is Everything. By strict regimenting of your time, you can accomplish far more. +4 Minor Actions.
Level 40 Perk. Sleep? Oh Yeah That Thing... Apparently you only need 4 hours of sleep per night to function at 100% now. More time for other things! +3 Major Actions.
Level 45 Perk (Karma). Judge. Every wrongdoing leaves a stain on your soul. TIME TO PAY YOUR DEBT. Adds enemy Infamy to Checks.
Level 50 Perk. Is That All? I've literally done that in my sleep. -250 to difficulty of all Checks. +5 Minor Actions.

Speech

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. Current bonus: 1850.
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. Current bonus: 3700.
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. Current bonus: 7400.
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. Current bonus: 11100.
Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance. Current bonus: 14800.
Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.
Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience. Current bonus: 18500.
Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation. Current bonus: 22200.

Forging

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: 160 Perk. Mechanic-Bots. They're definitely inferior to a human, but they can help out a lot better than the Toolbots. +4 Free Invention actions.
Forging: Gear: 200 Perk. Equipment Genius. You can create a gizmo for every occasion, even the incredibly improbable ones, while also doing so quickly. +5 Free Invention actions. +500 to Forging Checks.

Education

General

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.
Education: General: 80: 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.
Education: General: 100: 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.


Culture

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.
Esoteric

Education: Esoteric: 60: 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.
Education: Esoteric: 80: Found the Pattern. Interesting, being a psyker does have something to do with one's DNA, but it also has to do with the makeup of one's soul. Of course, you have no idea how to go about making someone into a psyker, or the reverse, but identifying one is trivial. +40 to Psyker Checks. Additional +20 to Esoteric Checks. Either 40 or 60 Education: Esoteric Perk must be taken.
Education: Esoteric: 100 Perk. Force The Door. You think you've figured out how to widen the 'doorway' or close it a bit. You can't make someone who wasn't a psyker in the first place into one, but you can provide a small permanent boost to those with the control to remain uncorrupted, or the reverse to those who are at risk or corrupted. Huh, is this how Warp Horrors strengthen corrupted psykers? + 80 to Psyker Checks, and +10 to allied Psyker Checks. 2 of Education: Esoteric Perks 40, 60 or 80 must be taken.
Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.
Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.
Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.
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.
Advanced

Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.
Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.
Education: Advanced: 60 Perk. Multi-Doctorate. You have the kind of intellect and knowledge that the majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +700 to all Checks. Must have Intellectual.
Education: Advanced: 80 Perk. Omni-Doctorate. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +800 to all Checks. Must have Multi-Doctorate.
Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.
Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.

Cultural Analysis

Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.
Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.
Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.
Education: Cultural Analysis: 60 Perk. Benevolent Absorber. You can absorb polities that aren't much larger than your own with great ease. +5 Free Integration actions. Requires Linking Up.
Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted! You can absorb polities that aren't much larger than your own with extreme ease. +10 Free Integration actions. Requires Benevolent Absorber.
Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!
Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.
Seer

Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.
Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.
Education: Seer: 60 Perk. Esoteric Techniques. Your knack has developed into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1400 to Psyker Checks. Requires Esoteric Technique.
Education: Seer: 80 Perk. Esoteric Skillset. Your knack is developing into a full-fledged set of techniques for creating things from/using Warp energy, and discovering new ways to do so. +1600 to Psyker Checks. Requires Esoteric Knack.
Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.
Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.

Psyker

Manipulation

Elemental

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: 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.
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.
Psyker: Manipulation: 80 Perk. Elemental Control. You can reliably control elements under hostile control, even if there's an entire ritual or some of the strongest Warp Horrors backing it. +100 to Combat, Tactics, and Medicine Checks. Must have Elemental Manipulation.
Psyker: Manipulation: 100 Perk. Elemental Mastery. You have control of the elements strong enough to cloak a continent in day or night, cause earthquakes and volcanic eruptions, create tsunamis, alter the weather from pleasant to a hurricane and reverse all of the above. +250 to Combat, Tactics, and Medicine Checks. Must have Elemental Control.
Psyker: Manipulation: 120 Perk. Elemental Skill. You are very skilled in manipulating the elements, from changing electrical charges, to changing the shape of a star ship's worth of metal. +300 to Combat, Tactics, and Medicine Checks. Must have Elemental Mastery.
Psyker: Manipulation: 140 Perk. Elemental Dexterity. Rather than attempting to increase the extremes at which you can manipulate the elements, you instead boost how finely you can affect them. Changing what isotope an element is, for example. +350 to Combat, Tactics, and Medicine Checks. Must have Elemental Skill.
Psyker: Manipulation: 160 Perk. Elemental Familiarity. The more you learn about the interactions between various materials and forms of energy, the greater your ability to manipulate the elements. +400 to Combat, Tactics, and Medicine Checks. Must have Elemental Dexterity.
Psyker: Manipulation: 180 Perk. Elemental Proficiency. You have power, but that doesn't mean much without skill. You solve that problem when the elements are involved. +450 to Combat, Tactics, and Medicine Checks. Must have Elemental Familiarity.
Psyker: Manipulation: 200 Perk. Elemental Comprehension. You understand the elements well enough to make them do things most would consider impossible. You laugh at the word. +500 to Combat, Tactics, and Medicine Checks. Must have Elemental Proficiency.
Technomancy

Psyker: Manipulation: 20 Perk. Technomancy. Technology can be controlled with psychic might directly, surprisingly enough. The more advanced the technology, the closer it is to possessing a mind like a sentient being, which in turn makes it vulnerable to mental domination. This is distinct from telekinesis. +10 to Electronics, Invention, and Explosives Checks.
Psyker: Manipulation: 40 Perk. Tech User. Tech User. You possess a deep understanding of technology, gleaned from your control over it, which in turn allows you to control it more efficiently. +25 to Electronics, Invention, and Explosives Checks. Must have Technomancy.
Psyker: Manipulation: 60 Perk. Technological Manipulation. Technological Manipulation. You have a great understanding of technology, and an even greater control over it. You can steal control over nearby vessels and defenses, turning them against their former masters. +50 to Electronics, Invention, and Explosives Checks. Must have Tech-user.
Psyker: Manipulation: 80 Perk. Technological Control. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Medicine Checks. Must Technological Manipulation.
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: 120 Perk. Technological Skill. You are very skilled in manipulating technology, both in assuming control, and in enhancing the tech. +300 to Electronics, Invention, and Explosives Checks. Must have Technological Mastery.
Psyker: Manipulation: 140 Perk. Technological Dexterity. Rather than attempting to increase the extremes at which you can manipulate pieces of technology, you instead work on the breadth you can affect them, altering their behavior and abilities. +350 to Electronics, Invention, and Explosives Checks. Must have Technological Skill.
Psyker: Manipulation: 160 Perk. Technological Familiarity. With more and more knowledge of the inner workings of various forms of technology, you can manipulate them with greater ease and dexterity over greater distances. +400 to Electronics, Invention, and Explosives Checks. Must have Technological Dexterity.
Psyker: Manipulation: 180 Perk. Technological Proficiency. You have power, but it means little without control. So you solve that problem where technology is involved. +450 to Electronics, Invention, and Explosives Checks. Must have Technological Familiarity.
Psyker: Manipulation: 200 Perk. Technological Comprehension. You understand the inner workings of technology better than anyone in the sector, which aids you in manipulating it. +500 to Electronics, Invention, and Explosives Checks. Must have Technological Proficiency.
Biomancy

Psyker: Manipulation: 20: Biomancer. Manipulating your and others biology is a powerful force multiplier... or reducer. +5 to Combat, Tactics, and Medicine Checks. Malus of 5 to enemy Checks in the same.
Psyker: Manipulation: 40: Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
Psyker: Manipulation: 60 Perk. Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
Psyker: Manipulation: 80 Perk. Flesh Manipulator. Flesh Manipulator. You can change people wholesale, if you wish. Even the brain, the most delicate organ, can be modified without too much difficulty. +50 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks. Must have Fleshchanger.
Psyker: Manipulation: 100 Perk. Flesh Mastery. Flesh Mastery. You can alter dozens of people in any way you wish in an instant. You want to turn them into a monkey? You can do that. You want to cure their cancer? You can do that, and make it so none of their descendants get cancer, barring Warp Horror-intervention. +100 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Manipulator.
Psyker: Manipulation: 120 Perk. Flesh Skill. You are very skilled in manipulating flesh, from individual cells, to changing entire organisms. +150 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Mastery.
Psyker: Manipulation: 140 Perk. Flesh Dexterity. Rather than attempting to boost your limits, you instead make more and more fine alterations. Minor alterations such as different shades of hair color, or other slight tweaks to the subject's DNA. +200 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Skill.
Psyker: Manipulation: 160 Perk. Flesh Familiarity. As you discover more about genetics and biochemistry, your manipulation of such grows more fine. +300 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Dexterity.
Psyker: Manipulation: 180 Perk. Flesh Proficiency. You possess power, but it means little without control. You rid yourself of that weakness. +350 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Familiarity.
Psyker: Manipulation: 200 Perk. Flesh Comprehension. You understand genetics and biochemistry well enough to utterly rewrite most organisms. +400 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Proficiency.

Willpower

Psyker: Willpower: 60: 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: Willpower: 120 Perk. Solid Soul. While you aren't completely infallible where corruption is involved, you're pretty close. +100 to rolls/Checks against Daemons and the corrupted. Must have ME.
Psyker: Willpower: 140 Perk. Presence. Your presence pushes back corrupting energies and Warp entities hostile to you. Nothing they can't get past, but it's not pleasant. +150 to rolls/Checks against Daemons and the corrupted. Must have SS.
Psyker: Willpower: 160 Perk. Powerful Presence. Your presence forces corruption away. +200 to rolls/Checks against Daemons and the corrupted. Must have Presence.
Psyker: Willpower: 180 Perk. Fortifying Presence. Your mere presence reduces corruption in your environs as your soul rejects the Warp's influence. +250 to rolls/Checks against Daemons and the corrupted. Must have PP.
Psyker: Willpower: 200 Perk. Purifying Presence. Your presence fortifies those around you, as you yourself are a bastion against Warp Horrors. +500 to rolls/Checks against Daemons and the corrupted. Must have FP.
Esoteric

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: Esoteric: 120 Perk. Rift Sealer. When you close a rift, you work to keep it closed. When a rift is sealed, +50 to difficulty of opening more, and +25 to closing more. Requires ME.
Psyker: Esoteric: 140 Perk. Rift Healer. When you close a rift, it stays closed. +200 to Checks to close Rifts.
Psyker: Esoteric: 160 Perk. Storm Calmer Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular systems can be calmed. Requires RH.
Psyker: Esoteric: 180 Perk. Storm Queller. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around sub-sectors can be calmed. Requires SC.
Psyker: Esoteric: 200 Perk. Storm Ender. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular sectors can be calmed. Requires SQ.
Sorcery

Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.
Psyker: Sorcery: 40 Perk. Omni-Manipulation II. While enough to make you an Omnimancer by itself, that is only a technically. +1200 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Omni-Manipulation.
Psyker: Sorcery: 60 Perk. Omni-Manipulation III. You are just barely a real Omnimancer. +1400 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation II.
Psyker: Sorcery: 80 Perk. Omni-Manipulation IV. You've nearly reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1600 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation III.
Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.
Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.


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

Necessity

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: Necessity: 140 Perk. Efficient Space. You can use space very efficiently, cramming more into the same area without sacrificing performance. +200 to Forging, Electronics, and Invention Checks. Requires 1 of preceding Perks.
Invention: Necessity: 160 Perk. Brainstorm. You can quickly come up with ideas for improvements that are at least somewhat feasible. +3 Free Invention actions. Requires 2 of preceding Perks.
Invention: Necessity: 180 Perk. Compact. You can modify the parts of your devices to take up less space. +250 to Forging, Electronics, and Invention Checks. Requires 3 of preceding Perks.
Invention: Necessity: 200 Perk. Inspiration. You receive the flashes of genius that most people only obtain very rarely with startling regularity. +500 to Forging, Electronics, and Invention Checks. +4 Free Invention actions. Requires 4 of preceding Perks.
Practical

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: Practical: 140 Perk. Mass Production. You can make inventions that can be mass-produced without sacrificing performance. Reduces resources required to mass-produce inventions. Requires one of preceding Perks.
Invention: Practical: 160 Perk. Eyeballing. You can create a stopgap to solve problems in the factories or mining facilities while you work on a more permanent one. 10% boost to productivity for the world you are on. Requires 2 of preceding Perks.
Invention: Practical: 180 Perk. Rapid Assembly. Not only can you make good products cheaply, but you can do it fast. 10% boost to productivity for worlds under your control. Requires 3 of preceding Perks.
Invention: Practical: 200 Perk. Practical Inventing. You focus on what you can do with what you have to solve long-term problems, rather than what you absolutely need. +5 Free Invention actions. Requires 4 of preceding Perks.
Extravagance

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: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.
Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.
Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.
Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.

Hero

Martial 25 Perk. Commander. You have a strong talent for commanding soldiers in battle, allowing them to accomplish nearly impossible feats. All troops under your command gain a +50 modifier in battle.
Martial 50 Perk. General. You possess great skill in leading, from squads to hordes of troops bearing more resemblance to an ocean than a militant force. +100 to rolls for troops under your command.
Martial 75 Perk. Tactical Genius. Even those chosen to lead armies based on merit falter when faced with you. +150 to rolls for troops under your command.
Martial 100 Perk. Supreme Tactician. No ordinary tactical mind stands a chance against you. +200 to rolls for troops under your command.
Combat 25 Perk. Warrior. You are a talented warrior, with great skill in combat. +50 Combat Checks.
Combat 50 Perk. Champion. Lesser warriors instinctively know they are facing their better, and frequently avoid direct clashes, save those lost to bloodlust. Orks, for instance. +100 to Combat Checks.
Combat 75 Perk. Superior Combatant. Most lesser warriors are doomed to failure in open combat. Particularly those that rely on brute strength, as opposed to skill, which all Primarchs come with in spades. +150 to Combat Checks.
Combat 100 Perk. Ultimate Combatant. Even amongst your peers, your combat skills are nearly peerless. +200 to Combat Checks.
Administration 25 Perk. Organized. You always have parchment with you, for taking notes. One failed project, barring a critical failure, may be rerolled per turn. Critical failures don't reduce success chances for reattempts.
Administration 50 Perk. Backups. Having copies of the notes, both digital and in paper, reduces the chance of anything being lost to effectively nil. The same applies to prototypes. 2 rerolls of failed projects are possible per Turn. These rerolls are bankable.
Administration 75 Perk. Redundancies. Taking notes is a good first step, but having something in place to take on the workload in place of the original is necessary to avoid inefficiencies cropping up in the event of a failure somewhere. Critical Failures may be rerolled.
Administration 100 Perk. Charts and 3-D Holograms. Simple written word is not always enough to adequately encompass what you've recorded. Territory, battlefields, etc. Seeing it laid out is helpful. 4 additional bankable rerolls available per Turn. Critical Failures may be rerolled.
Intrigue 25 Perk. Informant. While you would hesitate to call yourself a full-fledged spy, you are certainly a very good gatherer of information. +50 to Evasion and Perception Checks.
Intrigue 50 Perk. Spy. Though you are no master, you are competent in both retrieving and denying assets, whether that be by countering enemy infiltration attempts, denial charges, or simply bribing corrupt officials to look the other way. Regardless, you possess basic competence in all matters of intrigue. +100 to Evasion and Perception Checks.
Intrigue 75 Perk. Saboteur. Even if you knew nothing of sabotage, raw talent would allow you to rival a professional sapper. +150 to Evasion and Perception Checks.
Intrigue 100 Perk. Raven. Even if you knew nothing of sabotage, raw talent would allow you to rival an Astartes whose specialty was such. +200 to Evasion and Perception Checks.
Diplomacy 25 Perk. Diplomat. Your inherent charisma is well beyond most people, but not incredible. It's still very helpful in convincing others to listen to you. +10 to Diplomacy rolls, and +50 to Speech Checks.
Diplomacy 50 Perk. Speaker. Your inherent charisma is beyond most trained speakers and leaders. An angry mob can be turned to your side with an eloquent speech. +10 to Diplomacy rolls, and +100 to Speech Checks.
Diplomacy 75 Perk. Negotiator. Even the greatest of speakers struggle to match your abilities, and leaders feel threatened by your presence on the political playing field, as your reputation for brokering impossible deals precedes you. +10 to Diplomacy rolls, and +150 to Speech Checks.
Diplomacy 100 Perk. Mediator. Even the greatest of speakers struggle to match your abilities without supernatural help, decades of 'home ground' experience, enhanced mental abilities, or some combination of the above, You are considered a walking board clear in political circles. +20 to Diplomacy rolls, and +200 to Speech Checks.
Power 25 Perk. Brute Force Backing Finesse. Finesse has it's place, but sometimes forcing your way through with sheer power is the best strategy. Apply Power bonus during Psyker rolls regardless of whether it would normally be applied.
Power 50 Perk. Warp Lighthouse. Your overwhelming psychic might can be used as a lighthouse for allied forces, though it also attracts Warp Horrors. Luckily you can handle that. Allied ships will have a reroll to having a Warp disaster due to your 'landmark' provided they are within the same sector.
Power 75 Perk. Warp Harbor. The Warp is never truly calm. Not naturally. There are periods of relative 'calm' and areas where it is less turbulent, but nowhere is there a naturally occuring place where the Immaterium is safe. Well, in that case, you'll just have to make one. Allied ships within 5 sectors will have an additional reroll on Warp Disasters due to forced calming of the Warp.
Power 100 Perk. Warp Break Island. A constant battering hurricane. That is what a Warp Storm is to those who are not Daemons, and even to those are if they are not aligned with the storm's patron. Should you wish it, however, you can take the brunt of the burden off the Gellar Field, preventing the ship from being left exposed and it's crew slaughtered. Allied ships within 10 sectors will have an additional reroll on Warp Disasters due to forced calming of the Warp.
Control 25 Perk. Who's In Control? While training in the use of your powers, you were briefly able to influence your tutor's manipulation of Warp energy. Of course, it only worked in close proximity (roughly 5 meters), but it should prove an excellent aid in disrupting rituals. +50 to ritual disruption checks, and minor boost to resistance to Warp energy.
Control 50 Perk. Experienced Practitioner. Your experience in studying, using, fighting against, and simply witnessing a wide variety of powers with an equally wide variety of intensities has greatly reduced the effort necessary to pick one apart and increased your ability to weather psychic phenomena. +100 to checks for enemy psychic power disruption, and moderate boost to resistance to Warp energy.
Control 75 Perk. Spiritual Influence. Every decision, thought, and emotion has an effect on one's soul, but so do events that happen in a place. An abusive household will gradually become a place of anger, fear, and dread. The site of a massacre will fester with negativity. These impressions in the Warp fade with time, but often the only reliable means of clearing it out without waiting generations is to eradicate the structure or item associated with the feelings, or, in the case of being a place rather than a building or some kind of keepsake, rearrange the landscape so thoroughly a verdant land would be reduced to a wasteland, or the reverse. You can exert such influences and clear or change them via your mastery of psychic energy. +150 to checks for enemy psychic power disruption, and major boost to resistance to Warp energy.
Control 100 Perk. Spiritual Control. The soul is known to be the defining threshold between a sentient and a sapient. Much like complexity of the brain, how complex the soul is almost universally measures how much free will and intelligence a being is in possession of. As such, manipulating souls directly is considered taboo amongst most non-Chaotic societies, and is incredibly difficult to do properly. The heights of engineering souls are the Primarchs such as yourself. The depths are hideous things that even Daemons regard with pity and disgust. You are capable of twisting or healing souls that are nearby, either for an instant or permanently. This is a power that must be held in reserve for the most dire circumstances. Father and Magnus, while not often in agreement on exactly how much psychic knowledge and power is acceptable in any given society or situation, agree that this is incredibly dangerous and quite possibly inherently corrupting if overused. +200 to checks for enemy psychic power disruption, and extreme boost to resistance to Warp energy.
Learning 25 Perk. Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
Learning 50 Perk. Speed Reader. Where others would only have time to skim, you have time to read and reread. Provides 1 extra Main Action slot and 5 extra Minor Action slots.
Learning 75 Perk. Scholar. You're more likely to pick out minor errors than to learn something from most documents. Provides 1 extra Main Action slot and 7 extra Minor Action slots.
Learning 100 Perk. Sage. Generally speaking, you're the one who wrote the documents being read in the first place. Provides 2 extra Main Action slots and 10 extra Minor Action slots.
All 25 Stat Perk. Well-Rounded. While you are not epicly talented in any one area, your wide range of talents shore up your weaknesses. +1 Perk per Level. +1 bankable reroll. +3 Skill tags.
All 50 Stat Perk. Prodigy. While you are not a legendary talent in any one area, you are an impressively talented person in every conceivable field. +1 Perk per Level. +1 bankable reroll. +3 Skill tags.
All 75 Stat Perk. Genius. You are a legendary talent in every single area. Not a field exists where you are somehow deficient, and it shows in everything you do. +1 Perk per Level. +1 bankable reroll. +3 Skill tags.
All 100 Stat Perk. Master of All. Many say that geniuses are once in a generation. A perfect storm of opportunity, talent, and drive. Well, that means someone like you doesn't appear very often at all. A genius in every conceivable field means a generation per field, and that's quite a few fields. +1 Perk per Level. +1 bankable reroll. +3 Skill tags.
Social Links

Albert Salnus SL 10 Perk. Speaker of the House. While sheer skill at your job can take you far, a government agent of any kind, including a governor, needs good people skills to be truly effective. +100 to Speech Checks. Doubled when speaking to the public.
Celestine Salnus SL 10 Perk. Job Experience. You learn by doing, as your mother does. Experience gained from Passed Checks doubled.
Roger Cazanus SL 5 Perk. Disguises, Surprises, Hidden Knives... Roger has taught you some tricks that aren't part of the standard package for infiltrators and covert operations. +25 to Combat, Evasion and Perception Checks.
Roger Cazanus SL 10 Perk. Infiltration, Assassination, Stolen Information... Roger has taught you a lot of tricks that aren't part of the standard package for infiltrators and covert operations, and ones he normally reserves for his top agents. +50 to Combat, Evasion and Perception Checks.
Samantha SL 5 Perk. Willful. You possess a strong will. This allows you to both direct and resist the Warp beyond what your immense psychic power would normally allow. +50 to Psyker Checks. Memetic hazards are somewhat reduced in effectiveness.
George SL 5 Perk. Manipulative. You can manipulate the world and the Warp near you with relative ease
. +50 to Psyker Checks.
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.
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.
Richards SL 10 Perk. Coordinated Military. Your military is exceedingly well managed, even to the point it can function with something resembling the same performance without your direct supervision, or even without any supervision. Personal leadership bonus increased to 150. All troops receive high leadership bonus (+100) to rolls when not under direct supervision, and retain +50 to rolls if communication is not possible.
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.
Percy Clements SL 5 Perk. Electrical Engineering. While you lack the experience Percy has, you are starting to catch up. +25 to Invention, Forging and Electronics Checks.
Percy Clements SL 10 Perk. Electrical Architect. You are Percy's peer when it comes to programming and the designing and building of the physical hardware of electronics. +50 to Electronics, Forging, and Invention Checks.
Captain Matt SL 5 Perk. Soldier. As a trained soldier, you excel at combat, and discerning details. +25 to Combat, Perception, and Evasion.
Captain Matt SL 10 Perk. Professional Soldier. As an experienced soldier, you excel at combat, and discerning details. +50 to Combat, Perception, and Evasion.
Isker Vagahen SL 5 Perk. Bomb Maker. You know a great deal about the making of bombs. +25 to Explosives, Tactics, Medicine Checks.
Isker Vagahen SL 10 Perk. Bomb Crafter. You know a great deal about the making of bombs, from the largest to the smallest, hardened or delicate. +50 to Explosives, Tactics, Medicine Checks.
Meera Yerala SL 5 Perk. Practitioner. You know a great deal about the making and use of medicine. +25 to Medicine, Tactics, Explosives Checks.
Meera Yerala SL 10 Perk. Head Practitioner. You know a great deal about the making and use of medicine, to the point of running your own clinic not being a problem. +50 to Medicine, Tactics, Explosives Checks.
Mehtrya SL 5 Perk. Psychic Researcher. You work to further understanding of both the physical and immaterial realms. +50 to Education, Psyker, and Invention Checks.
Hydaelyn SL 5 Perk. Conceptual Backing. The Crystal Deity has a wide range of domains, stemming from the highly varied nature of conceptual Crystals. As the progenitress of this entity, some of this feeds back to you. +5000 to all Checks.

Threshold Skills

Combat

Combat All: 50 Perk. 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.
Combat All 100 Perk. Woman-At-Arms. You can perform at a professional level at any direct combat task. This doesn't mean you have no specialties, but your weak areas are still at least average when direct combat comes into play. +100 to Combat Checks.
Combat All 150 Perk. Contender. You can perform at the level of special forces at any direct combat task. This doesn't mean you have no specialties, but your weak areas are still at least average when direct combat comes into play. +150 to Combat Checks.
Combat All 200 Perk. Champion. You qualify as a 'Hero Unit' in all areas of combat, allowing you to challenge most enemy Heroes and likely win, and turn the tide of battle with ease when unopposed by an enemy able to at least delay you. +200 to Combat Checks.
Education

Education All 50 Perk. Educated. You are well-versed in every conceivable topic, from the most commonly known, to the most obscure. This allows you to call up relevant information when attempting almost any task. +10 to all Checks. Gain additional Minor Action.
Education All 100 Perk. Expert. You have knowledge of every topic imaginable, and a few not, that exceeds virtually any in living memory, save those who have devoted their entire lives to the accumulation of knowledge. +25 to all Checks. +1 Major Action.
Education All: 150 Perk. Academic. You have deep knowledge of every topic imaginable, and some not, that exceeds any in living memory, including those who have devoted their entire lives to the accumulation of knowledge. +50 to all Checks. +1 Major Action. +1 Minor Action.
Education All: 200 Perk. Academic Prodigy. All information you come into contact with is absorbed, much like a black hole. +100 to all Checks. +2 Major Actions. +2 Minor Actions.
Education Advanced All: 50 Perk. Knowledge Seeker. You've begun to expand upon human knowledge to a noticeable degree. +150 to all Checks. +3 Major Actions. +3 Minor Actions.
Education Advanced: All 100 Perk. Knowledge Collector. You seek to collect as much knowledge as possible, expanding the horizons of such amongst humankind. +200 to all Checks. +4 Major Actions. +4 Minor Actions.
Education Advanced: All 150 Perk. Knowledge Claimer. You actively seek out ancient texts and the most out-there experiments to glean new knowledge from. +250 to all Checks. +5 Major Actions. +5 Minor Actions.
Education Advanced: All 200 Perk. Knowledge Hunter. You have a keen instinct for what leads will get you the knowledge you seek, which in turn informs of the best path forward. +300 to all Checks. +6 Major Actions. +6 Minor Actions.
Education Exotic All 50 Perk. Young Scholar. While not the most learned person in the world, you were certainly well ahead of the curve. +350 to all Checks. +7 Major Actions. +7 Minor Actions.
Education Exotic All 100 Perk. Acclaimed Scholar. You were barred from anything that might influence the curve, because everyone else would fail if you were given influence on it. +400 to all Checks. +8 Major Actions. +8 Minor Actions.
Education Exotic All 150 Perk. Resident Expert. You always had answers, no matter the subject. They might not explain everything to the common man, but they were helpful nonetheless. +450 to all Checks. +9 Major Actions. +9 Minor Actions.
Education Exotic All 200 Perk. Secret Scientist. When others didn't even realize there was a problem that needed dealing with, you felt the satisfaction of a job well done. +500 to all Checks. +10 Major Actions. +10 Minor Actions.
Education Relic All 50 Perk. Super Scientist. Where the normal scientist balks at a task as an impossibility, your skill (and experience with the Warp's impossible nature) made the idea of anything being impossible a paradoxical mix of laughable and a personal affront. You sought to rectify such affronts. +750 to all Checks. +15 Major Actions. +15 Minor Actions.
Education Relic All 100 Perk. Omnidisciplinary Scientist. Where a normal scientist specialized in a chosen field, due to the necessity of both studying to become an expert in the field and working to retain that edge barely leaving time for actual research, you were a specialist's equal in everything. From glitches in the periodic table resulting in impossible elements under very specific circumstances, to the quantum fields that determined all things via their interactions, to masterworks of psychic bio-engineering.+1000 to all Checks. +20 Major Actions. +20 Minor Actions.
Education Relic All 150 Perk. Scientist Supreme. To call you a scientist was to call a star an ongoing fusion reaction. Technically correct, but completely lacking in context and scope. You achieved in hours what other worked decades fruitlessly to even attempt. All but the greatest minds were paltry in comparison. Even advanced AIs could barely keep up if you decided to get serious. +1500 to all Checks. +25 Major Actions. +25 Minor Actions.
Education Relic All 200 Perk. Requires A Scribe. You were literally assigned a scribe to write down everything you said, as your drowsy speculation was still revolutionary, ignoring your actual scientific pursuits. There was some debate about multiple assigned scribes, though having a Servitor monitor your speech whilst asleep was aggravating. +2000 to all Checks. +30 Major Actions. +30 Minor Actions.
Education Divine All 50 Perk. Quantum Substrate. To say that the dimensions outside the Materium are monolithic would be a gross mischaracterization. Any psyker, sane or Chaotic, could tell you the Warp was a layered thing, with Chaos residing in one of the deepest layers, needing the support of the Warp to even exist, so much as anything in the Warp existed. The entire Webway was built in the skein between reality and the Warp based on this principle. However, this applied to subspace as well. A honeycomb of dimensional layers and sub-dimensions. The difficulty in accelerating subspace travel lay in accessing and moving in and out of these layers without ripping tears in reality that would turn into subspace anomalies or accidentally creating nonsensical sub-dimensions or anything similar via folding spacetime too many times. Warp travel was similar, though the dangers generally manifested as actual Daemons rather than the matter the ship and crew were composed of ceasing to exist. +2500 to all Checks. +35 Major Actions. +35 Minor Actions.
Education Divine All 100 Perk. Chaotic Nature. Chaos is counting down. The question is, to what? According to Eldar records, each Chaos god wears down the barrier between the myriad fantasies and horrors that made up the psychic realm and objective reality. While from their perspective they always existed and were simply unable to act before the moment of their 'birth' from the material world's perspective, Tzeentch is very slightly the eldest, born of the scattered psychic races' impressions of Cegorach and the Deceiver, as well as the general ones they left on the Warp as the Nightbringer did the form Death takes in most species' mythology, Khorne is more closely tied to Khaine than you'd ever suspected, Nurgle a mix of Isha's motherly nature and the horrific plagues the C'Tan and Necrons unleashed to accelerate the extinction of life on worlds they'd sucked dry, and you knew very well where Slaanesh had come from. Any sort of extreme would result in a Chaos God sooner or later, though it had to be incredibly extreme, in theory at least. Centuries of debauchery were necessary to form Slaanesh, while the other three had been born of the psychic scars of a war that had all but destroyed the galaxy. This suggested that the weakening of the Veil also reduced the necessary psychic energy to birth a Chaos God. On the upside, the number of free concepts would also dwindle with each new Chaos God, reducing what any such entity could draw on to form. Hydaelyn would also serve as a buffer, sapping any snowballing psychic manifestations that would result in a Chaos God due to said crystalline deity drawing on the unaligned psychic energies of the Warp, the psychic equivalent of background radiation. This was a very good thing, as reality would swiftly cease to make sense were it to sink into the Warp, and Chaos would essentially be guaranteed a victory. +5000 to all Checks. +40 Major Actions. +40 Minor Actions.
Education Divine All 150 Perk. Nex. The true horrifying nature of the Warp. At its deepest level, a place even Daemons refer to as the Realm of Nightmares, lies a sleeping deity. That was to the Chaos gods what they were to their Exalted. A being of such immense cruelty, malice, and horror, that simply going near it corrupted anything not specifically designed to suppress psychic activity, be it soul or physical object. This was the case even in its current dormant state. Were it to awaken, all would be lost. It would most likely either force all beings to relive their lives over and over, growing progressively worse, surgically remove their empathy, or some of both, as a warm-up. It would only get worse from there. There were two methods to stop it. Prevent any Chaos God from ever forming again, or 'reform' the Chaos gods to align more with their positive aspects. +7500 to all Checks. +45 Major Actions. +45 Minor Actions.
Education Divine All 200 Perk. Knowledge of the Void. What you now know has broken even gods. The true nature of the Well of Eternity. A mass of millions of minds, splintered from an original, crafting the multiverse and toying with it's inhabitants not out of malice, loneliness, or a desire to create, but out of boredom. Sometimes benevolent, sometimes malevolent, which somehow made it worse, as it demonstrated that the Well most assuredly did not consider it's toys people. However, there was no way to tell which type and what mood would overtake them, so in the end, it changed nothing. You were going to be doing everything you planned on doing either way, so what did it matter? You suspect Father came to the exact same conclusion.+10000 to all Checks. +50 Major Actions. +50 Minor Actions.
Electronics

Electronics All 50 Perk. Computer Repairwoman. You know everything you need to to fix most computers that haven't been turned to slag, though you aren't capable of apparent miracles or ridiculous feats like turning a tin can and a paper clip into a computer. +50 to Electronics Checks.
Electronics All 100 Perk. Computer Designer. Well, you still can't make computers out of a tin can and a paperclip, but with actually serviceable materials you can build a perfectly serviceable computer from scratch. +100 to Electronics Checks.
Electronics All 150 Perk. Computer Creator. Well, you still can't make computers out of a tin can and a paperclip, but with actually serviceable materials you can build a great computer from scratch. +150 to Electronics Checks.
Electronics All 200 Perk. Computational Mastery. Turns out, you can build a computer from a paperclip and tin can, though there isn't a monitor. +200 to all Electronics Checks.
Evasion

Evasion All 50 Perk. Informant. While no spymaster, you are part of the network. +50 to Evasion Checks.
Evasion All 100 Perk. Undercover Bartender. It's surprising how loose most people's lips get when they're intoxicated, provided they're still coherent. Seeing as bars are generally gossip-heavy anyway... +100 to Evasion Checks.
Evasion All: 150 Perk. Intrigue Adviser. You are qualified to advise a spymaster on their job. This necessitates being nearly as qualified as they are in matters of intrigue. +150 to Evasion Checks.
Evasion All 200 Perk. Spymaster. You are a master of Intrigue, every aspect something you are top-tier in, to the extent where you could easily serve as the leader of a spy organization on skill alone. +200 to Evasion Checks.
Explosives

Explosives All 50 Perk. Bomb-builder. You are a competent maker of bombs, both small and large. +50 to Explosives Checks.
All 100 Explosives Perk. Bomb Producer. You are an expert at producing bombs. +100 to Explosives Checks.
Explosives All 150 Perk. Bomb Craftswoman. You are a well-renowned maker of bombs, both small and large. +150 to Explosives Checks.
Explosives All 200 Perk. Super Bomb Builder. You are a master of bomb-making, from a grenade the size of a fingernail meant to ruin a hard drive upon falling into enemy hands, to a continent-scouring superweapon that could cause every volcano on the planet to erupt at once. +200 to Explosives Checks.
Forging

Forging All 50 Perk. Journeyman Smith. You are no master, but you're certainly no apprentice either. +50 to Forging Checks.
Forging All 100 Perk. Master Smith. You have achieved the level of skill where you are considered qualified to teach students of your own. +100 to Forging Checks.
Forging All 150 Perk. Grandmaster Smith. You aren't a legend among the smithing community, but you're beyond a mere master. +150 to Forging Checks.
Forging All 200. Forgemaster. You are the stuff of legends among smiths, rejecting what most would consider master works as junk by your standards. +200 to Forging Checks. +1 Free Invention Action.
Invention

Invention All 50 Perk. Innovative. You can see solutions to most problems with the sort of ease associated with savants. +50 to Invention Checks.
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.
Invention All 150 Perk. Industrial Revolutionary. You can create a gadget to solve the current problem in minutes. +150 to Invention Checks.
Invention All 200 Perk. One-Woman Renaissance. You can create a gizmo to solve the current problem in seconds. +200 to Invention Checks.
Invention Advanced All 50 Perk. Designer. Not only do your devices, which you can innovate in moments, solve the current problem, but they take potential mass production into account. Well, the ones you'd ever want mass-produced at least. +250 to Invention Checks.
Invention: Advanced All 100 Perk. Builder. Everything you make can be made en masse, if with a few tweaks for the truly dangerous examples such as nanites, which you intentionally sabotage the designs of. +300 to Invention Checks.
Invention Advanced All 150 Perk. Discoverer. You work to unlock new secrets to wield against the laws of physics and in turn improve the lot of your people and non-malicious sentients in general. +400 to Invention Checks.
Medicine

Medicine All 50 Perk. Doctor. You are a licensed professional in the field of medicine, though you aren't exceptional compared to any college graduate with some field experience. +50 to Medicine Checks.
Medicine All 100 Perk. Surgeon. You have steady hands even when someone's life depends on you, and experience in removing and replacing organs. +100 to Medicine Checks.
Medicine All 150 Perk. Physician. You are the sort of doctor usually portrayed as the lead in medical dramas, if significantly less abrasive and, you know, actually a doctor. +150 to Medicine Checks.
Medicine All 200 Perk. Walking Hospital. Where you tread, those barely clinging to life are restored to wakefulness, while those with lesser ailments are made whole again. +200 to Medicine Checks.
Medicine Advanced All 50 Perk. Surgeon-Lieutenant. Career hospital staff defer to your judgement of medical matters, because you're just that good. +250 to Medicine Checks. +1 Slight Wound.
Medicine Advanced All 100 Perk. Surgeon-Captain. Healing is something you do very well. Failing that, easing the pain is also something you do well. +300 to Medicine Checks. +1 Slight Wound.
Medicine Advanced All 150 Perk. Surgeon-Colonel. Rumor has it that you're always right about medical matters. You're not, but very few outside of career specialists can out-do you in any area. +350 to Medicine Checks. +1 Slight Wound.
Medicine Advanced All 200 Perk. Surgeon-General. In fiction, the leader of an organization is usually the best. Were that true of medical expertise, you'd be the head of the organization in a heartbeat. +400 to Medicine Checks. +2 Slight Wounds.
Perception

Perception All 50 Perk. Perceptive. You are a very perceptive person, which synergizes well with many other skills. +50 to Perception Checks. Assassination and Scouting rolls against you receive a malus of 25.
Perception All 100 Perk. Observant. Even very minor details can tip you off to something amiss, or to a bit of information that might prove relevant. +100 to Perception Checks. Malus of 50 to enemy assassination and scouting rolls.
Perception All 150 Perk. Watson. You aren't quite at the peak of human perception, but you can draw general conclusions from even very small details. +150 to Perception Checks. Malus of 75 to enemy assassination and scouting rolls.
Perception All 200 Perk. Sherlock. You are at the peak of human perception, able to draw very specific conclusions from even very small details. Further advancement is only as simple as it is due to your brain functioning beyond that of a normal human.+200 to Perception Checks. Malus of 100 to enemy assassination and scouting rolls.

Psyker

Psyker All 50 Perk. Well-versed In Warp Matters. You are very skilled with utilizing the Warp to accomplish all kinds of effects and prevent others from doing the same. Foes must pass a Check when using the Warp near you. Should they fail, they will be unable to use the power they were attempting to use while near you.
Psyker All 100 Perk. Warp Scholar. You're greatly skilled in utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 50 to Psyker Checks. Malus of 50 to enemy Psyker Checks.
Psyker All 150 Perk. Warp Prodigy. You're immensely skilled in utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 75 to Psyker Checks. Malus of 75 to enemy Psyker Checks.
Psyker All 200 Perk. 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.
All 50 Psyker: Advanced Perk. Warp User. You frequently utilize the Warp for many things, which leads to a certain familiarity with its workings in a way that simply studying it from the writings of others wouldn't allow. +250 to Psyker Checks.
Psyker Advanced All: 100 Perk. Warp Practitioner. You use the Warp's energies for a wide variety of tasks, large and small, simple and complex, granting a great deal of skill through that most ancient of methods: practice. +300 to Psyker Checks.
Psyker Advanced All: 150 Perk. Warp Holder. A dangerous exercise, but a simple and useful one. Taking as much Warp energy as you can hold, and holding it for as long as you can without mutagenic effects or being overwhelmed, rather than letting it in and then pushing it out as quickly as possible. Good for building a tolerance to it, though most psykers are not able to do this without major risks, as they lack a Primarch's inherent resistance to the Warp's whims. May be useful for certain high-tolerance Astartes. +350 to Psyker Checks.
Psyker Advanced All 200 Perk. Warp Molder. Incredibly fine manipulation, such as manipulating individual blades of grass, is excellent practice. Power is something you do not have a deficit of, so most improvements will be in terms of pure skill. +400 to Psyker Checks.

Psyker Exotic All 50 Perk. Warp Methods. There are many methods of using psychic power drawn from the Warp. The feeling of drawing water from a well is common, as is meditation, then there are the less common metaphors of drawing heat from flame, or mimicking the simple act of breathing in through your mouth and out your nose. No method is wrong, but specific methods will work better for different souls. Your is instinctive to the point where it takes some time to identify it, but the well metaphor is closest. You just have a bigger bucket than normal most of the time. +450 to Psyker Checks.
Psyker Exotic All 100 Perk. Warp Techniques. Techniques for use of psychic power vary from telepathy, to armoring one's soul in the conceptual equivalent of a knight's armor, to stealing vitality from one person and giving it to another. You make a habit of collecting techniques and practicing them to a minimum of competency. Who knows when some party trick might prove useful where a firestorm fails. Sure, some require alien mindsets and will be forever reduced in efficiency for you, but there's a difference between inefficient and useless. +500 to Psyker Checks.
Psyker Exotic All 150 Perk. Warp Rituals. While Chaos frequently gives rituals a bad name among sane psychics, there's nothing restricting them to Chaos. The Rune Priests of Fenris practice them extensively to carry out their duties, for instance, and you doubt Leman would tolerate Chaos any more than you would. While ritual sacrifice is the most well-known of rituals, there exist rituals that follow every school of psykery, from divination to pyromancy, and even a few that exist independently of common psykery. Rituals draw deeply on concepts, so this is no surprise. +750 to Psyker Checks.
Psyker Exotic All 200 Perk. Warp Connections. Connections are tied to many psychic feats, much of the psychic might of a priest, no matter their god, is tied to their connection to that god. The priest's worship is used as a conduit, allowing their normal role as supplier of psychic energy to be reversed, and for them to be granted power from their god, usually with some ability tied to that god's domains. Something similar applies with concepts and the Waagh! Field. Similarly, telepathy, from communication to control, is all about forming a link between the target's mind and one's own. Sympathetic links are an entire school of psychic power based upon this principle. Your own use of them has barely begun tapping their true potential, though you suspect that's as much the fault of the lack of deep research into them by non-Chaotic forces willing to share as anything else. As it stands, you've developed a great deal from what you've found. +1000 to Psyker Checks.
Psyker Relic All 50 Perk. Psychic Symbolism. Everything has meaning to someone. These impressions resonate in the Warp, tieing images to concepts. The potency varies with how widespread the association is. Simply put, an obscure meme is less impactful than a well-known one. From the combative nature of a sword, to the grandeur of a golden cathedral evoking awe and feelings of relative insignificance, the emotions they invoke and how the Warp responds to the concepts implied by an image. Memetic hazards are an extreme form of this, the concepts the image is tied to corrupting the weak-willed from a glance. Generally, this is because of how potent the concepts involved are, eroding one's sense of self from overexposure. +1500 to Psyker Checks.
Psyker Relic All 100 Perk. Swirling Time. The Warp's relationship with time is even stranger than it's relationship with gravity. While the dangers of gravity interacting with Warp travel are well known to the layman, the temporal effects are less well-known. They aren't relegated to rumors, but they are certainly less understood. The general rule is that less time passes for ships in the Warp than outside it. This is by no means a hard rule, either in magnitude or direction. There are reports of ships arriving at their destinations decades after they were supposed to, or years before on rare occasions. Time does not flow in the Warp as it does in the Materium, and so Daemons are essentially immortal unless True Death is inflicted, provided the emotions and concepts their patrons embody exist. It is likely that, assuming the mutagenic effects of Warp energy could be countered, one could spend far longer in the Warp with less corresponding aging than the Materium. Theoretically, time travel via the Warp is possible, but directing it would be nearly impossible. +2000 to Psyker Checks.
Psyker Relic All 150 Perk. Inescapable Gravity. Gravity is an odd fundamental force. Unlike the others, it reaches across dimensions to affect the Warp independent of belief. This is a common theme with gravity. It's effects are the farthest reaching of the fundamental four, both in terms of distance and in terms of dimensions. This has always been puzzling, as none of the other forces do this without psychic assistance. Still, the fact that gravity affects the Warp is well-documented. Any idiot will tell you that jumping into or out of the Warp any significant distance inside of a gravity well is a coin toss at best, and suicidal at worst. It's a bit more complicated than that, but the above statement is broadly correct. As such, Warp travel grows less reliable close to gravity wells of any real strength. Any body large enough to form a sphere from gravitation will have a no-go zone for Warp travel due to this principle. It's one of the fundamental roadblocks for extremely large Warp ships. Even if they were built, it would be incredibly difficult to move them through the Warp because their own gravity would interfere with the transit. Another interesting fact, the no-go zone increases exponentially with the field's strength. A planetoid barely large enough to form a sphere would have a zone barely past it's surface, while an inhabited planet would have one extending some distance past it's atmosphere, and a star would have one dozens, hundreds, even thousands of times it's own diameter. +2500 to Psyker Checks.
Psyker Relic All 200 Perk. Divine Attributes. Gods are formed in a number of ways, have massively varied domains, and agendas to match that variety. There are commonalities however. Every god is empowered by worship, though ritual sacrifice is another method used by most. The more primal Chaos gods can feed off of the emotions and actions of the unaligned, and even those outright aligned against them. Still, this raises the question of whether disbelief is an effective tactic. After all, when does a lack of faith in spite of evidence become a different kind of faith? Regardless, gods come about in 3 ways. They gain psychic might until they are more psychic entities than mortal, either by their own merits or a s a reward from a patron deity. This method, while the quickest in most cases, paradoxically, offers both the highest and lowest degrees of personhood at the end of the process, as the former is often essentially a human soul with powerful psychic might and a strong specialty or specialties, while the latter is little more than a servitor for their patron, not unlike a normal Daemon. Gods can also be created through sheer belief. While the time this takes varies depending on the number of believers, a century is generally the minimum, and the odds of the gestating Minor God surviving until then without a Daemon happening upon them and devouring them were slim before Slaanesh' birth/awakening. On the other hand, this method essentially creates an allied Honored Daemon in terms of psychic might for the people who worship it. It's important to note that while they will do their best to take care of their followers, the degree to which benevolence is involved is not guaranteed, as these gods possess minds more akin to Daemons and their masters than a human's. The final method is a coalescence of emotion and mindsets. This is the origin of Chaos and Gork and Mork, and technically Hydaelyn, though the Crystals streamlined her creation. Generally, this takes the longest, centuries to millennia at minimum, or events of galactic proportions, such as the War in Heaven. Usually some of both is necessary. The major downside it that this results in some of the most alien mindsets, and permanently wears down the barriers between the Warp and Materium, in addition to the semi-permanent increase in Warp turmoil. The binding of a major facet of mortal psyches to an insane parasitic entity doesn't exactly appeal either, but that's unlikely to come up unless the Warp is cut off from the Materium, and then you have bigger problems. Chaos' memetic hazards are the result of the Chaos Gods embodying their concepts so strongly the mortal mind cannot comprehend it properly, and it shows in their behavior. Even the most stable moods of the Chaos Gods are irrevocably insane. To ascribe malevolence to them might be too much credit, as that implies the ability to choose or think in the way even a 10-year-old might. They possess titanic intellects, to be sure, but lack the ability to grow or change without assistance, and cannot, therefore, be considered sapient. Minor Gods can at least pretend to be people, and sometimes even are, while Ascended mortals are sometimes nearly identical to their original selves. Domains, meanwhile, are the specialties of a god, like the specialties of a psyker, only tied to a specific task or concept, such as smithery or justice. A Domain is something integral to the god, and cannot be removed or changed without damaging them. +5000 to Psyker Checks.
Psyker Divine All 50 Perk. Conceptual Interactions. Psychic power works on thoughts, beliefs, emotions. Concepts, in other words. This is the reason Daemonic attacks are so difficult to heal, as they are as much direct assaults on the soul as physical force, even in the Materium. In the Warp, psychic energy is all there is, so the Daemons, no longer requiring any anchoring, use attacks that are solely conceptual whether they attack material beings trapped there or each other. Even the least of summoned Daemons is a danger to material beings for this reason, even if they are often little more than masses of congealed souls, twisted by their circumstances and the Warp's conflicting confluence of corruptive influences. On their home ground, Daemons are an order of magnitude more dangerous, as their conceptual attacks are not weakened by the purely mundane existence of their targets. Similarly, psychic powers often work as their user wishes because the power responds to the concepts in their mind and desires of the user, assuming sufficient power. The Waagh! Field of Orks is merely an enhanced version of this effect, as used by their Psykers. Hence the ridiculous feats they can pull off at higher levels. +7500 to Psyker Checks.
Psyker Divine All 100 Perk. Archetypes. Archetypes so closely resemble Chaos in their workings that you triple-checked to be sure there wasn't some kind of Chaotic long-con lurking in the background, and you still aren't completely comfortable. Sure, there are similarities to mundane Minor Gods, but the parallels with Chaos are even stronger. For clarity's sake, and the relevance to Astartes, the Heroes Archetype would be used as an example. Every person who could be considered someone of import or significant power, and any great deed accomplished by anyone, went towards the Hero Archetype's power, as did the recognition of such deeds. Much like a Chaos God. Also like a Chaos God, those who could be called Heroes were empowered by this Archetype, essentially being rewarded for feeding a psychic entity. It's to the point you're surprised the Archetypes don't have their own gods by default. Speaking of which, the final similarity is that, as the follower of whatever path the Archetype lays out advances along that path, they accumulate power, but start to grow more rigidly aligned with it. While the slow path of Transcendence lets them retain most of their personal autonomy, the quick path, much like the ritual for becoming a Daemon Prince, leaves them as little more than an extension of their attached concepts. A transcended mortal who took the quick path to Minor god of Heroism is unlikely to arise, both because of how at odds taking the easy way out is with the Archetype, but also because of how many candidates there are. This is partially due simply to the number of people there are in the galaxy, in part because of the Astartes all being candidates simply by nature of the link Father forged between them and the Archetype, and in part because being a Hero is something almost everyone aspires to at some point, so more than a few actively work towards that lofty goal. For this reason, the Archetype of Heroism is one of the most powerful, and ancient, indelibly linked to the consciousness of most races in a manner not dissimilar to Chaos' emotional links, though there isn't usually any issue if any existing transcended mortal is killed off, unlike what would likely happen if something were to happen to a Chaos God. +10000 to Psyker Checks.
Psyker Divine All 150 Perk. Know Thy Self. The Warp is an immensely powerful dimension. Theoretically, one can access unlimited energy, as it does not consider the law of conservation or it's related laws to be anything more than a suggestion. The dangers are myriad, but much lost or undiscovered knowledge can be retrieved if you know what to look for and how to protect yourself. The best method for the latter is to know who you really are. Shrouding yourself in psychic might is as much a beacon as a shield, attempting to pass unnoticed is unreliable at best, especially against a native, million-year-old denizen. Knowing who you truly are provides a measure of defense all by itself. A stronger sense of self reduces the impact of memetic hazards and other conceptual damage, makes one more resistant to active Daemonic sabotage, and even removes inefficiencies and blockages in the soul resulting in an increase in psychic energy produced by the person in question, which in turn makes processing more Warp-based power possible due to better anchoring. An effective order of magnitude increase to psychic power is no laughing matter if the philosophical implications and reduced risk are not enough incentive. On the other hand, truly knowing oneself requires immense effort, or being repeatedly throwing into thrive or die situations. Most simply can't muster the interest or effort to really travel deeply, and in all honesty, it's hard to blame them. It's a lot of work to see every side of yourself, and most don't like everything they find. Most simply work on their willpower and self-discipline, as that is comparatively easier both mentally and emotionally. Both approaches are necessary for optimal results, as self-knowledge is only so helpful and the greatest foundation in the world without anything standing on it means just as little as a huge fortress built over a rickety foundation. Still, you believe you've tapped this avenue out. You're essentially at your peak of self-knowledge, and likewise concerning psychic might without a steady diet of souls, simple passage of time to allow soul-growth, Chaotic pacts, or some combination of the three. Alpha Plus power is more than enough for your purposes however, and psychic safety and knowledge are of greater import as of now. +15000 to Psyker Checks.
Psyker Divine All 200 Perk. Worlds Unknown. At this point, you've completely exhausted the psychic knowledge it is possible to accrue in less than 50 years. It is simply impossible to discover more without learning things unknown to all but a select handful who would never share. Most of these tidbits cannot be learned without experiments that are impossible to perform in less than a decade, unethical, or require conditions you simply don't have. A pure, undisturbed Warp, the Realm of Souls, for example, is never gonna happen in this universe. If a portal were opened to a dead one, the building blocks of reality decayed into nothingness, the last living thing a quadrillion years dead so even the sensations of the lowliest of lifeforms had long since evaporated into psychic nothingness, then it would be possible, but you lack the technology to do that on purpose with anything resembling reliability, even if you suspect a few methods that might be available without more than a few decades of work, and it would probably be a magnet for trouble regardless, drawing attention like the shadows in all likelihood. Still, the benefits of being present for the end of time would be immense. Insights into the decay of psychic energy, so difficult to measure because of how difficult true isolation is, insights into what happens to the denizens of the Warp when the potential for life is reintroduced after trillions of years of dormancy. A pre-War in Heaven universe would be best, but a Warp returned to it's calmed state would also provide much insight into what the Warp was like before it's corruption, which could aid in returning it to a heavenly place, as the oldest records of the Eldar indicated it had been. Then there was the true nature of the shadows, something you couldn't test without test subjects, and was therefore unethical in the extreme. Similarly, the exact mechanics of ritual sacrifice were a fuzzy area for you since you weren't exactly doing it yourself. Attempting to determine Nex's degree of corrupting influence relative to mundane Chaos or Chaos Undivided was an exercise in futility with the former unconscious and inaccessible without traversing layers of the Warp even deeper than the Chaos Gods, and the difference between the latter two was, while more easily quantified, still difficult to put a hard number on. Then there was the idea of how difficult it would be to make a Minor God with varying levels of worship and time. Is the volume of space with worshipers a factor as well? Does the complexity of their legend matter? The number of Domains? You aren't sure, but you aren't going to start fake religions just to find out. The point is that there's still a great deal you don't know. Some of it may never be known. What matters, is that you'll never stop looking for those answers, and you already know enough to be called an expert. To aid humanity in pushing psychic knowledge and technology to the point where it's not something to be feared. +20000 to Psyker Checks.
Speech

Speech All 50 Perk. Rhetoric. Different people react differently to different arrangements of words, tone, and posture. You have, through a mix of study and trial and error, learned how best to utilize this, and avoid it happening to you. Reduce difficulty of Speech Checks by 25. Malus of 25 to difficulty of Speech Checks on you.
Speech All: 100 Perk. 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.
Speech All 150 Perk. Silver-tongued. You can talk down (or up if you really want to) almost anyone, and it's very difficult to do the same to you. -75 to difficulty of Speech Checks by you. +75 to difficulty Speech checks on you.
Speech All 200 Perk. Gold-tongued. You can manipulate or convince anyone with your words, at least among beings with true sapience and lack of strong mental conditioning to resist such. -100 to difficulty of Speech Checks by you. +100 to difficulty Speech checks on you.

Tactics

Tactics All 50 Perk. Tactician. You have learned the most commonly used strategies, as well as who usually uses them, and how best to counter them. +25 to Tactics Checks. Malus of 25 to Tactics Checks for enemies.
Tactics All 100 Perk. Master Tactician. You've literally written your own strategy book. +50 to Tactics Checks. Malus of 50 to enemy Tactics Checks.
Tactics All 150 Perk. General. You have command over battle you are present for by simple dint of your tactical genius. +75 to Tactics Checks. Malus of 75 to enemy Tactics Checks.
All 200 Tactics Perk. Two-Star General. As the greatest tactician for sectors around, and an extremely powerful combatant, you are considered the preeminent military authority at any battle you are present for. +200 to Tactics Checks.

Skill All 50. Competence. You are competent in every field. Your skills synergize well, shoring each other up. You find yourself getting more done as you take shortcuts available thanks to your breadth of knowledge. +100 to all Checks (applies multiple times if multiple Skills are involved). +5 Minor Actions. +5 Perk points.
Skill All 100 Perk. Proficiency. You are proficient in every field. Your skills synergize very well, shoring each other up. You find yourself getting much more done as you take shortcuts available thanks to your huge breadth of knowledge. +200 to all Checks (applies multiple times if multiple Skills are involved). +1 Major Action. +10 Minor Actions. +10 Perk points.
Skill All 150 Perk. Extreme Proficiency. You are extremely proficient in every field. Your skills synergize extremely well, shoring each other up. You find yourself getting far more done as you take shortcuts available thanks to your huge breadth of knowledge. +300 to all Checks (applies multiple times if multiple Skills are involved). +1 Major Action. +15 Minor Actions. +15 Perk points.
Skill All 200 Perk. Incredible Proficiency. You are incredibly proficient in every field. Your skills synergize incredibly well, shoring each other up. You find yourself getting far more done as you take shortcuts available thanks to your incredible breadth of knowledge. +400 to all Checks (applies multiple times if multiple Skills are involved). +2 Major Actions. +20 Minor Actions. +20 Perk points.
Items/Wargear

'Simple' Charms: The first series of Wargear ever created by the Primarch Serras Salnus, these sets were given out to every Head of State on her Homeworld of Thernus along with those close to her and feature:
An Anti-Warp Combat Knife: Keyed to the Bearer's very Soul, this enables them to deal out permanent damage to Warp Horrors. [+25 to rolls against Daemons]
An Amulet of Divination: Worn as a necklace or simply kept on the bearer's person, it provides a limited form of divinatory abilities and will warn it's owner of their imminent demise on it's own, though it lacks the power or independence to do so repeatedly. [+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls]
Personalized set of PDF Body Armour: A modified form of the body armor worn by the PDF of Thernus. It's too bulky to be worn all the time, but if the owner is given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects. [+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided they get the armor on]

Incredible Wraithbone Wargear. An impressive set of weapons and armor, forged by a Primarch for their personal use, and made with an alloy of the psychically conductive Wraithbone and the rapidly regenerating Orichalcix materials known as Mythril. It could turn even a pitiful fighter into death walking. With self-healing abilities and the ability to add 9 Runes besides the Self and Balance Runes to it, it's boost to combat ability was immense. (650(+450 from 9 Runes besides Self and Balance)*17(Extravagant Bonus)*2(Self Rune)*4.5(Mythril)= +168300 Combat modifier.

Skills

Combat

Melee: 200. You are having trouble keeping some of the denizens of Thernus from calling you a goddess of war, at least when close-combat is involved. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ludicrously in difficulty due to deep knowledge of combat.
Ranged: 200. You are at the absolute pinnacle of ranged combat among mortals, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced unbelievably in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets ludicrously. Incredible bonus to avoiding assassination and hidden strikes.
Stealth: 200. You are at the height of stealthy combat as humans know it. The sort of skill among the leaders of assassin guilds. The type folk stories arise of. Difficulty of Evasion and Combat Checks reduced unbelievably. Difficulty of assassinations extremely reduced.
Combat Advanced

Warrior: 90. You are nearing another new tier of combat ability, beyond even what Grandmaster's achieve. Combat Checks reduced very largely in difficulty.
Sniper: 60. The art of long-distance strikes, generally for assassination purposes. You're reached the first tier notable tier in it. Large bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets moderately in addition to Combat: Ranged bonus. Medium bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.
Ghost: 0. In most cases, the only hint of your existence is the corpses left in your wake...
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.
Culture: 200. You have a knowledge of culture comprehensive enough to figure out every way to expedite additions to a united humankind. Massive increase to speed of integrations.
Esoteric: 200. You have an understanding of the Warp deep enough to outstrip all Warp Horrors. +100 bonus to Psyker Skill Checks.
Education Advanced

Advanced: 200. Your knowledge is nearly googleplexic, even by the standards of those being educated with curriculum created from what you've discerned. Education bonus is now 300 for General.
Cultural Analysis: 200. No xenos races that aren't Chaos worshippers require your personal intervention to acquire their allegiance to the greater state, but you can assimilate the virtually all of them without problems. Can assimilate xenos cultures which are extremely hostile towards you.
Seer: 200. You have surpassed the second tier of mystic knowledge and are entering the realm of legend as opposed to Heroes. Education: Esoteric bonus has increased to 300.
Education Exotic

Exotic: 200. The peak of the Dark Age of humanity's knowledge is now yours. Beyond is knowledge few beyond Father have ANY grasp of. Education bonus is now 700 for General.
Psychohistory: 200. The art of manipulating entire civilizations. The larger the group, the more effective this method is, as individuals are unpredictable, but the group is a formless mass. Understanding has dawned upon you of the deepest levels of the collective psyche of the masses. The ability to engineer massive social projects without active intervention or significant upheaval and resist major political/social campaigns is within your grasp.
Mystic: 200. The realm of legends and myths can sometimes bear grains of truth, or provide illumination, and often do. After all, there are common themes across cultures and even species for a good reason beyond the resonance of concepts in the Warp. The trick is discerning what is actually a Daemon and thus unsafe to draw lessons from beyond how to kill whatever the story is of, what is a result of different minds interpreting things they receive either from the Warp or from the depths of their own minds differently due to their nature or culture, and what can be used to discover new things and teach old ones. Your judgement of these things is firmly reliable. Education: Esoteric bonus has increased to 700.
Education Relic

Relic: 200. Even the esoteric has it's limits. Knowledge that even sages consider lost or unreachable. Only a handful know information like this, as those who do guard it jealously to avoid it falling into hands they dislike, or diluting the power of knowing it, but you've exhausted even this tier. Education bonus is now 1700 for General.
Philosophy: 200. There's something to be said for influencing groups without actually interacting with them directly, as opposed to intentionally engineering things into a culture. It's uncomfortably close to how memetic hazards work when done properly, but if it's ultimately for the betterment of all… you'll have to work on avoiding cancerous growth in the long-run. Ways of thinking capable of spreading independently may be developed with incredible effectiveness. Low chance of developing into cancerous parodies in the long-term if left without maintenance. Extreme resistance to hostile/corrupting philosophies amongst populations loyal to you.
Lore: 200. The most exotic fields, such as the workings of time and the manipulation of quantum fields whose interactions govern reality are not secrets reality or the very few who know part with easily, but the rewards are immense for simply knowing. You have achieved the absolute pinnacle of this level of knowledge and only the reaches considered the realm of the divine yet remain untouched. Education: Esoteric bonus has increased to 1700.
Education Divine

Divine: 200. There are secrets locked in the deepest depths of the Warp, things few who still live know, if any ever did. Others are hidden in the most infinitesimal of the particles which make up reality, the fields whose interactions are the physical laws that govern the material realm. This is the realm of the gods, and those bearing power sufficient to claim that title. A mortal with such knowledge could rule a planet well without any understanding of leadership by dint of knowing the principles behind the workings of everything from systems with a hundred planets, to the optimal building structure for everything in a city, to mass production of weapons and armor that would put the old Eldar to shame, to weapons capable of killing stars. You benefit a great deal more from the huge portion you've collected. Education bonus is now 6700 for General.
Mundane Memetics: 200. There are thoughts, images, and concepts that resonate across cultures, sometimes even across species. These can be used to influence their thoughts, feelings, and even long-held beliefs and psychoses. The problem is that it is also incredibly easy to abuse or to appear as such, not to mention that subtlety is usually the weak point of this domain. Trying to avoid notice generally defeats the purpose, even if you can do so extremely well at this point. Still, the benefits of knowing how it works are immense, and you've gained the ability to be both subtle and impactful with barely any impact on the effort involved. Large purely mundane offensive and defensive abilities regarding memetic hazards are within your grasp with your total grasp of knowledge on this subject.
Mystical Arts: 200. An old saying states that sufficiently advanced technology is indistinguishable from magic. Well, knowledge is the basis of all technology, so it only makes sense that something similar would apply. At this point, what are minor parlor tricks by your standards, things you don't even think about doing in the same way breathing does not require thought, could revolutionize civilizations of the sort that spanned entire galactic arms, and look more like miracles than anything else to even the experts in the relevant field. Meanwhile, what you put actual effort into makes technological marvels built by civilizations at their height seem more like embarrassingly simple toys than anything else. Education: Esoteric bonus has increased to 6700.
Electronics

Security: 200. You have reached the absolute top-tier of purely mortal digital combat. The level of skill found only in once-in-a-century geniuses, or those who were already prodigies and then gained decades of experience. Insane reduction of difficulty of hacking, both offensively and defensively.
Wiring: 200. You have achieved mortal mastery of the construction, diagnosis, and repair of the physical components of electronics, from wires, to circuits, to resistors and dealing with things like heating issues. Insane decrease in difficulty of Electronics Checks.
Programming: 200. You have reached the realm of mundane mastery of the manipulation of digital architecture, from huge edits to a background process, to building an entire new OS, attributed to prodigies in the field. You are majorly your tutor's superior. Ridiculous reduction in difficulty of building or destroying digital infrastructure.
Electronics Advanced

Ward: 0. Merely being able to effectively circumvent digital security and prevent the same being done to you is no longer enough. You must become able to cause permanent damage, leave taps, backdoors, making further breaches easier, and become more able to detect subtle intrusions such as these, even if the system came with them.
Circuitry [T]: 15. Merely being able to ensure all the wires are in place is not the only hardware concern. Ensuring all the parts work together properly is also one. From the bolts, to the circuits, to the arrangement of the boards. You have to make sure nothing magnetizes or is prone to shorts, and make sure that the casing is protective against everything from dust to welding torches, while keeping it something that can be repaired by a proper technician. Machines built with extensive time, resources, and care will be long-lasting slightly beyond the norm.
Data-Forging [T]: 15. At a certain point, it becomes less like an application, and more like a distinct tool optimized for the operating system, hardware, and even the local climate in some cases, generally extreme ones. Rudimentary learning capability included. Nothing able to progress faster than a human in skill-learning or directly improve itself, but it won't repeat the same mistakes over and over in response to outside changes or programming errors after the first week or so. Complex programs, though nothing like a dog or cat, can be created with time and effort.
Evasion

Lying: 200. You are as good a liar as humanly possible. Amazing bonus to Intrigue actions.
Dodging: 200. You are at the absolute peak of what is considered physically possible for normal humans as far as dodging is concerned. You've even managed to combine conscious actions and reflexes into a seamless whole. Amazing bonus to Combat Checks.
Trickery: 200. You are the absolute pinnacle of mortal trickery. Amazing bonus to attempts to hide small objects and disguising your intentions. Ludicrous bonus to attempts to hide medium-sized objects. Impressive bonus to attempts to hide large objects. Small bonus to hiding extremely large objects.
Evasion Advanced

Dissismulation: 0. While it is best to inject as much truth into one's lies as possible, disguising your lies properly is paramount to avoid the loose thread being spotted.
Evasion: 0. Merely avoiding incoming fire is not enough, foreseeing and actively preventing it is necessary to counter strategic and prophetic fighters.
Dissemble: 0. Concealment of one's self, from simple poker faces to completely different personas, can allow one to accomplish much.
Explosives

General: 200. You are a Paragon amongst explosive-using soldiery. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Insane bonus to use of explosives and prevention of their going off when you don't want them to.
Extravagant: 200. You are the pre-eminent expert among the humans of your polity when working in the field at a given battlefield when dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Insane bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.
Preparation: 200. You have achieved true mastery of the preparation of mundane explosives. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make even somewhat larger explosives, even without all the proper materials, with utter certainty of their safety. Large explosives, as well. Truly enormous explosives, of the type known to destabilize continental plates, are not something you can make without dedicated facilities unless you wish to roll the dice with every kilometer you move it, but with them, it's without risk. Impossible bonus to creation of small explosives. Insane bonus to creation of large or complicated explosives. Ludicrous bonus to the creation of large and complicated explosives. Immense bonus to the creation of mantle-cracker explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives won't explode as you make them. Makeshift large explosives won't explode as you make them. Makeshift huge explosives have won't explode as you make them if you have dedicated facilities.
Explosives Advanced

General Use: 0. While the common grenade is relatively humble in the face of bunker busters and weapons capable of wiping cities off the map, it's often the heaviest weapon the average soldier can call upon in the field.
Special Tools: 0. Sometimes, the common grenade is not enough. Maybe the enemy is too tough, maybe they aren't a solid object, maybe they can phase into another dimension. Regardless, something more exotic is necessary.
Creation: 0. The creation of an explosive device has to take into account that while the device must not explode before it reaches its destination, it must explode immediately upon doing so. Any exotic effects or special components can exacerbate this, as can unsuitable workspaces such as a ship in the middle of a boarding operation.
Forging

Weapons: 200. You know how to make weapons that you would need a dedicated transport to haul around, and of such complexity most people would simply fail to comprehend the design. Insane decrease in difficulty of related Invention, Explosives, Electronics Checks.
Armor: 200. You can craft any piece of armor, even pieces that would be used on buildings, or even star ships and the walls for entire cities. Insane decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Gear: 200. You can now craft impossibly complex pieces of equipment not intended for direct combat, and they actually look like useless baubles, while fully retaining their very impressive functionality. Insane decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging Advanced

Arms [T]: 15. While personal weapons are great, ones for defending cities and ships are better. Not to mention Titans. From cannons capable of razing city blocks or even entire cities, to titanic adamantium blades for carving open buildings when attempting to break open a compound without killing the target or fending off assaults from similarly gigantic weapons. Very slight reduction in difficulty of forging weapons meant for house-sized and larger war machines, structures, and buildings.
Protection [T]: 15. Armor for cities and ships is just as important as arms for them, otherwise they'd be decimated with only the deterrent of receiving a bit of damage in the process shielding them. One has to into account far different stresses when dealing with Titan armor, ship armor, or shielded cities using actual physical domes, as opposed to a tank or human's protective gear. The scale involved makes what would be a rounding error in a human's armor potentially catastrophic on a Titan, for example. Very slight reduction in difficulty of forging armor meant for house-sized and larger war machines and buildings.
Machinery [T+]: 30. Gadgets are one thing, but full on machinery is a whole different animal. From factory assembly lines, to plows. It is no exaggeration to say that advanced civilizations depend on machinery to exist, as humans simply can't perform labors like digging canals in a timely fashion. Mining machinery provides the raw materials used in the assembly line to make the farming equipment to grow the food the workers who man all of these machines eat. Meanwhile, simple tools are built.
Invention

Necessity: 200. You can create extremely impressive gadgets incredibly far beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Insane reduction in difficulty of Invention Checks.
Practicality: 200. When faced with a project you lack the materials, you can redraw the blueprints to create something immensely better with materials worse than garbage. Insane reduction in difficulty of Invention Checks.
Extravagance: 200. You can improve products with little extra investment with incredible efficiency now. You may double a creation's specs for free, triple them for free, or quadruple them for 7.5 times the cost.
Invention Advanced

Military [T+]: 160. You can make a weapon or defense against one for almost any situation, providing incredible force multipliers. It's almost like organic adaptation, but with guiding intelligence behind it. -130 to difficulty of Invention Checks.
Industry [T+]: 160. You have a reputation for making them look like enormous idiots among industrial leaders. It's richly deserved even by tycoon standards. -130 to difficulty of Invention Checks.
Luxury: 200. You have mastered the realm of heroes of those who forge masterpieces and work for kings, and are now on the cusp of the realm of legendary works amongst the rare and one-of-a-kind. You may double a creation's specs for free, triple them for free, quadruple them for 2.5 times the cost, or quintuple them for 10 times the cost.
Invention Exotic

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Affluence [T+]: 25. There's luxurious, then there's the sort of item you'd need to spend a significant portion of a planet's GDP to procure. On the scale of the galaxy, even this much is a pittance if you truly need something so expensive, particularly with a Stellar Bellows pumping out a thousand planets' GDP out, and you can always make more. You may be starting to understand Father's obsession with gold. Just a little. You may double a creation's specs for free, triple them for free, quadruple them for 2 times the cost, quintuple them for 9 times the cost, or sextuple them for 39 times the cost.
Medicine

Surgery: 200. You are in the realms of medical genius by human standards, a land only those possessing both talent and experience in spades can tread. Even trained professionals can barely fathom the complexities and feats of medicine you routinely perform. Time and resources are easily your greatest concerns, as opposed to not knowing the procedure. Ludicrous bonus to extrication and/or implantation of pre-existing organs removed. Ludicrously unlikely to cause damage in the process.
Narcotics: 200. You are at the conventionally acknowledged upper limit of mastery of the production, use, and dosage of various drugs, and the treatments and symptoms of a huge variety of poisons amongst humankind. However, you wish to achieve higher tiers of knowledge and skill still, and can see methods of doing so. Chance of misdiagnosing an obscure poison or drug insanely reduced. Insanely increased effectiveness of attempts to cure common poisons.
First-Aid: 200. You are capable of providing the sort of first-aid that moves into the territory of full-on doctors, without either proper facilities, the same level of support, or the same kind of time to work in. In short, first-aid that is at the limit of what can be properly called first-aid. Simple surgeries can be performed in less than a minute, and the damocles swords of life-threatening injuries can be fended off for a significant period of time. Can quickly stabilize those with injuries both internal and external, barring instantly lethal maiming, such as total failure of important organs such as the brain, heart, though even then you can restore at least partial functionality to anyone who retains the majority of the brain, at least for a short time, and even delay brain-death should there be a problem with the lungs/blood flow.
Medicine Advanced

Procedures: 200. The body will often develop problems from a variety of factors, ranging from bacteria to allergies among the natural, and many, many manmade elements, such as toxic building materials, industrial waste, and of course weapons, some of which can only be solved by cutting it open and dealing with the problem's source to prevent further damage with minimal collateral harm, whether it's a quick-fix or an organ in need of replacement. Of course, correctly identifying the problem quickly, cutting it out without causing any further damage or other complications, and ensuring the problem doesn't reoccur are different things, but you're working to make it 3 for 3 every single time, as opposed to most of them. Mostly by increasing your knowledge of even the most esoteric medical procedures so you always have some idea of what to do, even with the most unusual diseases and physiologies. Even energy beings and balls of gas and liquid aren't going to the equivalent of a random joe who happens to have enhanced senses where you're concerned. In fact, you're the equivalent of a career doctor. Unbelievably improved chance of preventing future medical problems. Profoundly improved diagnosis of illness. Gigantically improved chance of avoiding complications, even with unfamiliar diseases and/or physiology.
Pharmaceuticals: 200. Merely knowing how to use known drugs only helps in combating known problems with known solutions, it is of little help to, for example, a xenos race of radically different biology, just coming out of the feudal age, or in dealing with a new illness, or both. Therefore, you must learn not only how to use and treat the ill effects of various drugs and poisons, but how to create entirely new ones, and though testing will always carry some risk, work to minimize potential negative effects from the start. Cures and preventative measures for diseases take priority of course, though treatments for allergens also receive significant attention. An entire battery of tests are being created for different races to determine any dangers present on a potential colony, from minor allergens, to 'zombie fungus'. Essentially, simulating the biochemistry of the potential inhabitants and visitors. Seeing if they have negative reactions to any of the elements in the environment, or vice versa. Then there's Juve-nat. While some races do not possess conventional biology, the golemoid race, for instance, and therefore have no need of it, the vast majority do. However, their radically different physiologies make the current versions inefficient at best. At worst, Juve-nat is toxic, potentially deadly. Some species have more problems getting in the way of longer lifespans, usually the already short-lived. Of course, the longer-lived species often have more difficult problems, as the problems generally have existing solutions, but run into diminishing returns on them. Then there are any social biases against extending lifespans, usually in societies that venerate the elderly, but that's a separate issue, though there being a good reason such as someone attempting it in the past and causing a zombie outbreak is not unprecedented. Regardless, there is no reason not to extend their lifespans as much as possible as well, and you see no reason not to devote medical resources to solving all these other issues which will slow or halt the effects of aging even without Juve-nat treatments for those who wish to live their lives without it. You believe it won't be that difficult for you to accomplish. Impossible reduction in necessary testing, risk, and time to develop new medicines. Impossible reduction to malus from unknown/alien biology.
Treatment: 200. Going beyond merely staunching the injuries of the wounded, but outright fixing those who have been injured, if usually only lightly, and acting as an on-site doctor, can do wonders, both for morale, the general survival rate of those around you, and the number of patients the doctors have to deal with, saving even more lives as triage is reduced. Not always a lot, but even one can make quite a difference. Just appearing to do something will calm a lot of nerves. It's also good at preventing people from doing stupid things, though giving them tasks of their own helps. Good intentions are only a substitute for medical training in the most dire of circumstances. Such as having holes large enough to see internal organs ripped in someone by shrapnel passing right through them or losing an entire limb with an uncauterized wound and thus in imminent danger of dying of blood loss. There are limits to what on-site supplies can do, but flash-boiling via psykery improvised medical instruments does wonders for hygiene, as can enforcing stasis on organs being transplanted via temporal effects and fine cryomancy certainly doesn't hurt. Simply making your own tools is also an option with ferromancy. Of course, you have to know exactly what you need, otherwise you're generally just adding unnecessary complexity to improvising. Ensuring they live comes before any concerns of comfort, including retaining use of their digits and limbs, especially since those can usually be replaced within a few months, and 6 months after losing an arm and undergoing physical therapy, it's like nothing happened. Slight Wounds can be fixed impossibly more quickly. Minor Wounds can be fixed amazingly more quickly. Moderate Wounds can be fixed gigantically more quickly. Major Wounds can be healed moderately more quickly. Excessive Wounds can be healed slightly more quickly. Impossible reduction in time required to fix organs and general damage.
Medicine Exotic

Massed Medical: 0. The problem was not lack of equipment, it was lack of doctors. There are, quite simply, more people than could be quickly dealt with. You were working on it.
Chemical Processes: 0. Biology was really just a subset of chemistry when you laid everything out.
Battlefield Surgey: 0. Technically, it was possible for you to perform proper surgery mid-battle, though you weren't very good at it.
Perception

Objects: 200. You can tell the difference between objects that are of the same type, but with atomic differences, from a huge distance, even when in a panic. Different guns of the same model and maker, but with slight differences in their environment while being made, or the same food from the same supplier, but from neighboring groves/acres, for example. Unbelievable boost to logistics and loot rolls. Incredible boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.
People: 200. While reading people's minds allows you to learn things that they know, reading their body language lets you predict what they'll do before they know, taking advantage of their instincts and emotions. +100 to detection rolls. Large boost to Speech Checks.
Environment: 200. You are at the level of environmental awareness the average expert scout. +100 to detection rolls. Ludicrous boost to Combat and Tactics Checks.
Perception Advanced

Inventory: 0. Cataloging a single item, or a few items, is entirely different from analyzing a large group and finding their relative characteristics, from strengths to weaknesses.
Image: 30. People have 'images' they present to others, but you have can see past them on very rare occasions, to who they really are. You are also learning to guard against this yourself. +130 to detection rolls. Very large boost to Speech Checks.
Situation: 0. The environment provides quite a few clues as to what has, is, and may happen, but a truly keen observer must be able to put all those pieces together, and do so in the moments they have to make decisions, as windows of opportunity are often gone before they can be capitalized on otherwise.
Psyker

Manipulation: 200. You are regarded as an anomaly in the fabric of reality for the level of biomancy and technomancy you can accomplish, to the point Samantha privately informs you that their plan for if you wee to go rogue is bomb the planet from orbit, and pray. +100 modifier to yourself in combat, and +50 to allies within 10000 meters.
Willpower: 200. You have set unbelievably horrible traps within your mind, sending memetic junk into those who try to pierce your defenses, or simply annihilating them depending on the degree of assault and power of the offender. Tens of thousands of lesser Warp Horrors working in concert don't make it past your passive defenses, while it would take thousands of Greater Warp Horrors to break through, by which time you'd be alerted to the attempt. You can root around in the minds of anyone who isn't an Alpha-level psyker completely at your leisure, but they have a very small chance of noticing if they're of Alpha-level. +100 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and may get themselves killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in.
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 Advanced

Sorcery: 200. You are an excellent sorcerer, with abilities that leave even above-average sorcerers awestruck. +200(300 total) to yourself in combat, +100(150 total) to allies within 50000 meters.
Spirit: 200. Your soul rejects Daemons who do nothing more than enter your personal space or 5 meters of that radius. +300 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, with an immense chance of dying to them if they attempt subterfuge. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be utterly destroyed simply from coming into contact with you.
Navigator: 200. You can read and manipulate the Warp around you with slightly greater precision than a senior members of a Navigator House. You can reliably predict events 2000 200 minutes into the future, and get some flashes of events up to 2000 200 days hence. +300 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +150 to ritual-disruption Checks among allied psykers.
Psyker Exotic

Ritualism: 200. There are two ways to use the Warp. Drawing directly from it, and connecting to Warp entities to use their power, generally through some form of artifact imbued with said power. The latter is safer, but more limiting due to the limited minds of most Warp creatures, since it's, for example, much harder to burn something better than the psychic manifestation of the concept of fire. On the other hand, the things the latter does allow for tend to be far more effective than if done alone, often by an order of magnitude even with a very poor connection. With a strong connection, provided the 'patron' is powerful, feats one would need multiple magnitudes more psychic might to accomplish become possible. This is one of Chaos' main lures, and the reason why Chaos' followers are often so much more dangerous than a normal human of similar skill or power. Mundane psychic power, on the other hand, is not inherently corrupting, unlike Chaotic artifacts and pacts, but carries the risk of exploding, either into a Daemon or a shower of gore, but has no specific limitations of what the power is used for beyond the talents of the psyker in question, and stronger psykers can frequently simply brute-force the issue. +400(700 total) to yourself in combat, +200(350 total) to allies within 300000 meters.
Soul: 200. The true nature of the soul remains unknown, but you're making quite a bit of progress in that area. The lack of ethical means of advancing in this field is your main roadblock, but your understanding of mundane sciences allows for work-arounds so you don't need to spend a few centuries on it even with hundreds of planets to work with. Of course, much of it is simply examining as wide a variety of different psykers, both sane and Chaotic to see what basic differences might have led to the latter coming about, and examining a wide array of telepathic and other purely mental powers and resistances thereof. Souls aren't exactly the same even among those connected via hiveminds or approximations theroef like the Waagh! Field, so why would the powers be any different? Of course, this makes a universal defense or offense impossible, but a large number of wide ones is perfectly viable as a stand-in for such. +700 to attempts at mind-reading/domination, and to defending against such attempts. Lesser 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 and Named Lesser Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, and subterfuge will be of no more help to them. Minor chance of killing Named Greater Daemon or Honored Daemons on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be utterly destroyed simply from coming into contact with you, or within a radius of 25 meters. Well, Unnamed ones at any rate.
Mystic: 200. The most deeply held secrets of the Warp remain out of your reach, but some of the middling ones are coming into your grasp despite the plane's state of flux. This will in turn make diving far deeper safer, allowing more esoteric knowledge to be retrieved, in a vicious cycle to your benefit. They should prove especially useful when combined with what you've gleaned of the Materium and the other facets of the Immaterium. For example, your knowledge of more mundane Warp-tech and mundane tech should make it possible to create interfaces for those lacking in psychic potential. They'd be hideously expensive and likely inefficient even if given solely to those who are required to deal with Chaos, but you could. Another example is the interactions with the Materium and the Warp and how they can be used to your benefit most efficiently, which requires a wide knowledge of the Materium and it's own interactions amongst itself. From industry to leisure, and of course the military. It's certainly going to make making new improvements similar to the slew of Minor STCs you keep coming across easier, though the greater ease in making more major improvements is of more interest to you. After all, there wasn't exactly a limit on how far society could advance if the knowledge base was strong enough, but psychic calamity upon psyker emerging was a leading cause of unnatural extinction events. So it was in your best interest to dive deep, to ensure the Age of Strife couldn't reoccur. You can reliably predict events 500000 50000 minutes into the future, and get some flashes of events up to 500000 50000 days hence. +1200 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +600 to ritual-disruption Checks among allied psykers.
Psyker Relic

Totems: 200. Certain imagery and objects carry inherent meaning in the Warp. Owls symbolize wisdom, rats are linked to plague, dogs are aligned with loyalty, etc. This can lead to places gaining relevance in the Warp entirely by accident, which is dangerous due to the general temperament of its inhabitants. However, it can also be used to create calm areas or beneficial effects, or even some of both, tied to the nature of those affected. You've learned virtually all the differences and incorporated them into your building plans, though you've hit a wall beyond the planetary-scale due to the empty void of space spreading the effects too thin to work beyond an inhabited solar system, at least with your current population, as there are limits to the amplification that can be done with a set population. Your cities themselves are well-protected from Warp-based nonsense, mostly by virtue of resonant frequencies already present in the extremely localized Warp of the cities overriding most hostile ones due to symbols and designs embedded into the entire city as a standard part of it, including or excluding Arcologies seamlessly depending on presence. Regions, similarly, have synergy with each other, regardless of the differences between size and culture of the cities in them. Planetary networks as well, care little if the weather, size, culture, and/or population density are similar or wildly different, retaining their synergistic effects regardless. Your Crystals benefit a great deal from this branch now that you have it down. +1400(1700 total) to yourself in combat, +700(850 total) to allies within 20000000 meters.
Discipline: 200. You've reached the limits of what outside knowledge and basic calming exercises can grant you. Well, you haven't, but you've hit diminishing returns, even for one like yourself. Self-discipline will be your sword and shield from this point on. If willpower is the muscle behind psychic power, offensively and defensively, self-discipline is the equipment used in pursuit of those objectives. Of course, that's not to say willpower is not tied to self-discipline, but willpower is essentially simply continuing in the face of adversity. Discipline requires a certain taming of self. Striking a delicate balance between oneself and the importance they place on everything else. Between their logical and illogical sides. It is, after all, unreasonable to expect someone, anyone to be reasonable all the time under every circumstance. The trick is to give yourself constructive or at least safe outlets, and otherwise remain in control at all times. This is not to say emotions are something to be ashamed of, even the negative ones, but letting them control you is a recipe for disaster, especially with a psyker beyond the Beta classification. Imagine if a human connected their mind to an ant. The slightest hint of irritation in the former would fill the latter with rage fit to make them burst, while the human might not even notice much of anything the ant felt or thought. Something similar applied with Alpha psykers and beyond. They could overturn the Warp in a solar system with the same trivial ease a child might knock down some blocks, but with far more dire consequences. Hence the need for iron discipline. You consider yourself lucky no significant emotional turmoil such as the loss of a family member or close friend occurred before you got this far along, as the simple meditation exercises and logical knowledge of Warp matters might not have been enough to prevent your foul mood from affecting the entire planet you stood on. +1650 to attempts at mind-reading/domination, and to defending against such attempts. Lesser 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 and Named Lesser Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, and subterfuge will be of no more help to them. Impressive chance of killing Named Greater Daemon or Honored Daemons on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be utterly destroyed simply from coming into contact with you, or within a radius of 7500 meters. Named Lesser Daemons and Unnamed Greater Daemons will be destroyed upon direct contact or entering a radius of 22.5 meters.
Arcane: 200. Even the deepest depths of the Warp has some degree of internal logic. For all that the Immaterium is regarded as a collective psychic seizure, there are laws here too. Many of them have links to the Materium, which makes sense given the reflective nature of the Immaterium. Even the Chaos Gods are not exempt from them, though they can bend them pretty far. Like how you need to give something to get something. This is the reason sacrifices are a common thing among Chaos' followers. It's hard to get more psychic power from someone than by sacrificing their soul, save willing sacrifice, so it's a quick path to power if you lack moral standards. Another is the law of narrative, where, for example, the knight has an advantage against the dragon. How well they match these archetypes matters for how much the law of narrative weighs in, and there are limits on the advantage it can give even with perfect matches. If the dragon is too powerful, or the knight too weak, then the law doesn't matter, even for purely psychic beings. A third common thread is that gravity doesn't care whether you're in the Warp or not. That's not to say that Daemons can't override it fairly trivially, but 'Things get pulled down.' is a basic part of how most species view the world, and gravity actually does affect the Warp on it's own merits, which means that anywhere that isn't pure Warp will have them working against gravity like anyone else. This is why Warp-based FTL doesn't work in gravity wells, as the ships can't enter or exit without risking catastrophic damage within a few billion miles or something on the order of 5 billion kilometers of your average yellow dwarf, and any less than a half that risks getting shoved into the Materium by force. Then there's the lack of time's flow in the Warp. In theory one could spend a thousand years in the Warp only to find a few days had passed in the Materium, though usually the time dilation isn't that extreme, and often in the opposite direction. The last major commonality to the Warp and it's creatures is that they exist as reflections of the thought, emotions, and beliefs of the soul-bearing material races, tainted though they may be by the last spiteful acts of the Old Ones, and therefore depend upon them utterly to remain in existence. To call Chaos parasitic is a gross understatement, but it is merely a more extreme example than most gods. Perhaps this is part of why Father is so dismissive of religion. After all, they derive their power from the very beings they are supposedly superior to. It's paradoxical and pathetic in equal measure. You can reliably predict events 100000000 1000000 minutes into the future, and get some flashes of events up to 100000000 1000000 days hence. +3200 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +1600 to ritual-disruption Checks among allied psykers.
Psyker Divine

Archetypes: 200. Where totems channel certain concepts, not unlike your Crystals except naturally occurring, archetypes have the concept, or a small set of concepts, channeled into those who embody them, allowing them to perform feats akin to a Minor God in that area, if not outright become one either by advancing along that path until they embody that archetype to the point it's an intrinsic part of their soul or via a ritual not unlike a Daemon Prince's ascension, in results if not methods, though the latter has the downside of causing them to be both generally weaker due to a quick-fix method not having the same returns on psychic power that working towards embodiment of some concept yourself would, and to have less potent archetype-related abilities because they simply don't represent the archetype as strongly. For example, the concept of Swordsman is tied to Heroes more strongly than Axman, partially due to an ax being used for butchery with far greater frequency than a sword, and partially because the sword is simply associated with Heroes more frequently in the minds of most races. Even Ork Heroes are more likely to use a sword over an ax, if by a very generous definition of sword. Although there are archetypes with overlapping concepts, as the Knighthood and Hero archetype share several weapons, though Heroes seems to be in the ancient sense of a person of import and/or power rather than one of noble intentions and deeds so Nobility is a Knighthood-specific concept, save the Black Knight which is more of a permutation of Fallen Hero than a Knighthood concept. Of course, there are a very limited number of these archetypes relative to the population of the galaxy or even an inhabited world, and they're not exactly given out like candy even to the worthy, mostly due to the stiff competition for things often very basic to the psyche of most psychic races such as Blacksmith or Teacher, but also because there's a certain minimum threshold before an archetype will latch on. Archetypes won't simply default to whoever is closest to their ideal unless they actually embody the archetype if, for example, literally every other candidate is dead. Still, learning about this has made interacting with such concepts, attacking them or channeling them, far more efficient, which will have uses in suppressing Chaos, as well as in enhancing Crystals and the Astartes, who seem to draw from Heroes, which might be why there's a chance of death even with all the precautions you take as becoming a Hero is difficult even for the talented, requiring time and effort even with every advantage imaginable, save for an existence on the level of a Primarch, and Father could easily be argued to have taken care of that in your stead. In addition, it does much to explain the relative frequency of Astartes gaining ranks of psychic potential after the process is complete. It also explains how Father had so much more difficulty making geneseed for your brothers compared to your efforts in making your own. He must have bound it to Heroes somehow, allowing for the closest thing the universe is likely to see to mass production of Heroes, which would have taken a massive effort, even for someone like him, while you merely had to follow the existing blueprint already created and embedded into the Warp. You can scarcely imagine how much power and time he must have poured into this. On the other hand, he's made it almost impossible for someone to claim the archetype with so many competing claims, but given it's relatively neutral nature, that might not be a bad thing. +3400(3700 total) to yourself in combat, +1700(1850 total) to allies within 5000000 kilometers.
Persona: 200. Some people are fairly simple, the faces they show being who they really are, some are rather complex, hiding bits of themselves deep down where no one can find them, but their souls always match who they really are. One might say the fastest way to get past a person's persona is to gaze upon their soul, invasion of privacy though it may be. That is, the parts of themselves they allow the world to see. It serves as a shield for their anima, the parts of themselves that lie deeper, and a mask for their shadow, the parts of themselves they reject, be they positive or negative, though only together do they truly represent who they are. It is incredibly uncommon for people to have their persona, anima, and shadow working in concert, though it is not difficult to maintain enough of a balance to remain functional in spite of that. However, this leaves cracks, weaknesses and insecurities that can be exploited by any capable manipulator, or perceptive socialite. Daemons are little more than automatons meant to take souls for their master and spread their relevant concepts as far as possible. This is an art they've mastered. Still, simply knowing these weaknesses in-depth is enough to cut the legs out from this strategy in most cases, even without any major efforts to actually fix them. If one does put forth the effort, their shield becomes a fortress, with no hidden passages inside, or foundations that could be dug out or through. Their shadow becomes a supporter, shoring up the weaknesses of the other two instead of sapping their strength, and the anima binds them together and lets them make something greater than the sum of its parts, though that would still be an improvement to the previous relationship of barely tolerated rivals constantly sabotaging each other. +3650 to attempts at mind-reading/domination, and to defending against such attempts. Lesser 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 and Named Lesser Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses if they try force anyway, and subterfuge will be of no more help to them. Certainty of killing Named Greater Daemons or Honored Daemons on your passive defenses. Named Honored Daemons and even Exalted have a minor chance of being killed on your passive defenses. Even a Chaos God wouldn't be able to just waltz in without a very noticeable struggle. Lesser Daemons will be utterly destroyed simply from coming into contact with you, or within a radius of 750000 meters. Named Lesser Daemons and Unnamed Greater Daemons will be destroyed upon direct contact or entering a radius of 2500 meters. Named Greater Daemons and Unnamed Honored will evaporate on contact with you or entering a radius of 1.5 meters.
Psyker: Supernatural: 200. Most phenomena that don't fit with normal reality have a perfectly… understandable explanation in the Warp. Some, however, don't fit. Much can be explained by it's unusual rules, like the fact that time doesn't flow in the Warp as it does in the Materium, but not all. Minor Gods who survived without any protection, and formed without any worship, for instance. Why proper Daemonworlds persist with or without active worship, seeing as their gravity should eject them from the Warp without specialized drives designed around that handicap. Why Daemon Stars do not exist, even as a project simply to see if it is possible, may be linked. Sure, there isn't a convenient native populace to sacrifice, but you highly doubt any Chaos sorcerer or scholar couldn't figure out a way around that if they really wanted to. Surely Tzeentch could, and from what your Eldar contacts claim, Daemonworlds are as much a mark of prestige as anything else, and yet the stars are more or less untouched across the Eye of Terror. It's not just the sheer relative mass and volume, though that is a factor based on your observations. Some basic aspect of the stars themselves? The Warp is a soup of emotions though, not just the Chaos Gods' personal playground of corruption, so the purifying nature of fire cannot be all there is to it. Something to do with the C'Tan's predilection for stellar meals when no souls can be found? Then there's the Retconnian, an empty plane you'd barely managed to discover even a hint of even with your deepest dives into the Warp and the library alike. Anything cast into it is cast out of existence. Beings without strong ties to the Warp will not even recall the casting out having taken place, let alone the entity in question, and even that much is only because the potential for them to escape the Retconnian one day exists, which is something that registers in the Warp. Still, the question must be asked, where did it come from? The Retconnian's interactions with the normal Materium reek of some kind of prison, and though the Old Ones are likely are likely candidates, you cannot confirm their involvement or lack thereof. The frequency with which your associates forget previous conversations on it's nature bodes ill however. Then there's Archetypes, a method of empowerment via embodiment of certain characteristics and/or figures, from the Archer to the Witch. How does that work? Should they not manifest as minor gods on their own if they are so important? As well, how does it work that they can so greatly empower so many candidates on a finite amount of psychic energy? The Eldar had sometimes made contests of attempting to gain power over an Archetype, before their civilization became consumed in it's own decadence, as much shows of skill in whatever profession they were working to embody as earnest attempt to further those skills, and yet they know little about how Archetypes actually work. Finally. There's the Warp itself. Psychic energy does not follow the laws of conservation, so it dissipates over time and can be created anew, and yet even the most isolated of systems in the most lifeless sectors are awash with energy. Certainly, the difference is notable, but even accounting for the tendency of energy to move to the emptiest place it can find, those areas should be nearly empty, instead of 'just' half-full. This mystery might be easier to solve if you could compare extragalactic star systems to those you know of, but some form of psychic shaping seems to be what the evidence points to. Even the Old Ones couldn't have managed a project on this scale though. Nex could be responsible, but you see no benefit to it in spreading the Warp thinner, and it's not truly conscious as of yet. You can reliably predict events 15000000000 150000000 minutes into the future, and get some flashes of events up to 15000000000 150000000 days hence. +7200 to ritual-disruption Checks and similar esoteric uses of psychic power such as divination and guiding ships through the Warp. +3600 to ritual-disruption Checks among allied psykers.
Speech

Persuasion: 200. Your are the pinnacle of mortal persuasion, convincing even the most skeptical hard-liners of your views unless they are being artificially made to disagree.
Diplomacy: 200. You are the pinnacle of mortal diplomacy, allowing you to negotiate with people who've been at war with each other for centuries and talk them into lasting peace.
Intimidation: 200. You are the peak of mortal intimidation. Few beings capable of feeling fear can succeed in remaining fearless if you desire to instill such an emotion.
Speech Advanced

Seller: 30. You can sell someone on something they would normally only do under dire circumstances with great difficulty. +30 to Speech Checks.
Barter: 30. You are acceptable at determining when to go along with pomp and ceremony, and when to be blunt and direct, in every conceivable setting, and can negotiate a somewhat better deal than is strictly fair if you so choose. +30 to Speech Checks.
Fear: 30. You are preternaturally skilled as engendering fear. In a very few cases, you don't need to move a muscle or take advantage of your psychic abilities to leave the average sentient paralyzed with terror. +30 to Speech Checks.
Tactics

Preparation: 200. You have achieved the pinnacle of mundane preparatory tactics. Ludicrous chance of traps being successful. Even prodigy commanders will always fall for them.
Cleverness: 200. You've reached the pinnacle of purely mundane planning on the go. Difficulty of Tactics Checks reduced ludicrously from being able to plan on the fly.
Trickery: 200. You are the focus of some tall tales for how tricky your plans can get. Difficulty of Tactics Checks ludicrously reduced.
Tactics Advanced

Fortification: [T]: 35. You're at the second-to-bottom rung of building fortifications quickly, taking a day to set up fortifications meant to hold 3 months, and a week to build fortifications meant to last 3 years. +135 to Tactics Checks.
Cunning: [T]: 35. You've utterly surpassed the peak of 'winging it' among the vast majority of humans, and have entered the realm of legends. Even the supernaturally cunning may find themselves outmatched if they rely overmuch on their unnatural gifts. +135 to Tactics Checks.
Guile: [T]: 35. You have begun studying tactics of mind-bending complexity, the realm of legend within your grasp. Lesser tacticians can go mad simply trying to figure out your strategy. +135 to Tactics Checks.

Flaws

Sin: Gluttony. This manifests as a strong desire to spend time with those you like, even if it would require that they rearrange their schedules around your needs.
Fleets

Fleet Status: 28 Dreadnoughts. 1262 Cruisers. 3673 Escorts.
Allied Ships available: 29 Dreadnoughts. 1743 Cruisers. 5057 Escorts.
Shipyards available: 123*1.8*1.9*1.15=483 Dreadnought-Class. 483 Cruiser-Class. 483 Escort-Class. 9 Dreadnoughts will be built automatically.


Homeworld Background Information: Thernus was relatively lucky when the Age of Strife began. They managed to hang on to their general knowledge of the sciences despite losing their technology during the Warp storms. When the storms ended, they began rebuilding their civilization, eventually recolonizing the world of Carnus, whose inhabitants had died from massive tectonic shifts following the destabilization of reality.

Approximately 50 years before the arrival of Serras Salnus, they regained the capacity to build small spaceships regularly, allowing them to start building up a small fleet of Escort-class vessels to defend the system in case of outside attack. By the time an Ork Waagh attacked, 40 years later, nearly 100 of these vessels were in the system, with plans being made to begin scouting nearby systems for resources or other humans.

More than half the Escorts were destroyed breaking the back of the Ork fleet, 50 Roks and a Space Hulk strong. 20 Escorts were lost destroying the Space Hulk alone, along with one of the three Cruisers. The remaining 2 Cruisers successfully kept the Orks off Carnus, and mostly prevented them from reaching Thernus.

Only a token effort was made to keep them off Fernus, as it was expected the wildlife would kill them off. Fernus possessed a Planet-mind, which would cause the organisms on it's surface to work together when outside forces tried to interfere. Sure enough, the 19 Roks that landed on the surface were wiped out with their Orks within the month.

The single Ork Rok which successfully reached the surface of Thernus was destroyed, but the Ork spores were scattered across the planet by the slipstream winds, causing them to spawn all over the world. The PDF, having seen little combat in living memory, took heavy losses in the first years as they got their feet fighting foes who were vastly superior in direct combat.

As time went on, the Thernus PDF grew hardened against Ork attacks, though clearing out the sewers was always a meat-grinder, as while the Orks had difficulty leveraging their superior numbers, the blind corners and tight passages made close-quarters combat more or less a guarantee, and it was the perfect place for the smaller examples of squiggators to hunt.

Recently, an Ork horde attacked the capitol, causing large casualties among the PDF before the rest of the armed forces came to their aid. Casualties and damage would have been much worse without the direct aid of the Governor's adopted daughter, a physical, mental, and pyschic giant.

A few years after the attack by Orks, a Space Hulk appeared in the system. When the governor's daughter left with the expedition to clear it, they encountered an omnicidal foe, with the ability to assimilate any who fell to them. Orks, xenos, Eldar, and even Warp Horrors worked alongside Serras Salnus to prevent them from breaking into the Materium.

They successfully stopped the creatures from breaking into the material world. After the battle concluded, the non-humans left peacefully, allowing the people of Thernus to claim the Hulk for themselves, with plans being made to forge a Dreadnought and 5 Cruisers from the wreck. In addition, the battle left a number of useful items scattered across the Hulk, which were gathered up and taken back to Thernus for analysis.

These items produced a massive boost to the planet's productivity and military effectiveness both on the ground and in space. Much of it was technology, but some of it was of use in forging talismans through psychic might, which also provided a boost across the board.

Just when it seemed things couldn't get any better, Serras Salnus pulled off a miracle. She used her mastery of the Materium to all but reforge the Space Hulk into the Dreadnought and Cruisers planned. It would take a few years to finish them, but more than a decade had been shaved off of the time allotted towards creating these ships.

After several more years, Serras Slanus began uniting local human worlds, in preparation for combating a local Waagh, and then beginning the process of uniting the human race once more. While less than a dozen worlds currently owe their allegiance to her banner, she has more or less dominated the sub-sector by virtue of being the largest human-held polity.

What's more, she successfully allied with a small group of Eldar, who may lack in numbers, but have a large amount of knowledge of psychic engineering. As such, human forces will aid them in guarding their small world, while they will aid humanity in psychic research.

Shortly after she returned from negotiations with the Eldar, a rogue planet appeared on the edge of the system. While it was not on a collision course with any of the existing planets, initial surveys of the dead rock indicated it was mineral rich, just lacking in things like breathable air that would make a colony sustainable, as it's gravity was roughly within the human norm.

Recently, another small polity was found and absorbed, and with the Coalition of Ten Worlds absorbed, The Bastion has nearly doubled in size. While your dominance of the known sector hasn't changed since the polity was completely unknown, you have a gateway to the next sector over..

With a massed fleet over Therog, The Bastion was victorious over a Ork Waagh of every major body of Orks in the sector capable of leaving their planet. Serras personally killed the leader of the Waagh, Metalbitah, on their flagship. The Space Hulks provided a pair of STCs for environmental purifiers, and the asteroids and other 'ships' the Orks had been using provided the materials for a massive expansion of the fleets. This led to a very large amount of exploration of the sector, as many of the ships were free from garrison duty, and thus a large number of new worlds added to The Bastion.

As time passed, Serras contacted four of her brothers, as well as her Father, the Emperor. Her holdings continued to grow, as she worked to contain the looming threat of an Ork WAAGH from every direction. However, as she was working with conceptual Crystals, a mainstay of the civilization she'd built, she detected an echo in the Warp whenever the Crystals grew stronger. Following it, she found a nascent Warp entity that seemed to represent the Crystals' imprint on the Warp.

Naturally, she grew cautious about empowering an entity of unknown temperament and likely capable of stunting the ability to create and use the Crystals, so she resolved to discuss the matter with her brother Magnus, and the Emperor of Mankind.

Skill Training

Skill Check Bonuses

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

I want to be resistant to chaos as much as possible.
 
Thank you. Going without a character sheet on a numbers heavy game was a genuine problem.
 
[X] 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.
 
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