An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

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

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

    Votes: 379 44.5%

  • Total voters
    851
[X] Void stalker

Hmm in hindsight it would have been better to get the next speech booster rather than begin on the Elementalism line. Still, this is good news since there appears to be plenty of allies around and presumably, even more, colony locations and high resource areas floating around.


As for invention ideas since we're making power armor, I'll bring up my previously thought up idea on varieties of different exoskeleton and power armor for different situations. Not sure if it will give a bonus but we can hope.
-[][INVENTION] Power Armor for Ground Troops


A cheap non-powered exo-skeleton that takes on loads and reduces the effort to move while carrying them. Low cost, low maintenance, effective. Different models vary between 500g and 1500g, the extremely low cost, high comfort, ease of use and lack of maintenance make the light exo-skeleton an ideal fit for all soldiers that can't be equipped with heavier exoskeletons and armor.

The price is so low and the comfort of the fit is so high it can be expected for this exo-skeleton to leak into the civilian sphere both for practical uses and for fashion.




Medium Exo-skeleton with powered legs. higher cost and higher maintenance but allow for higher loads, bigger guns, and better armor. The medium exo-skeleton is the lightest powered exoskeleton available with a variety of civilian and military applications. The larger load capacity makes this ideal for soldiers expected to deal with heavy weapons and high loads or for those who wish to add high levels of protection.




The complete Heavy Exo-skeleton is high cost and high maintenance, however, the performance is worth it for elite units. While not worthwhile for the common soldier due to the high expense and lack of gains compared to the medium exo-skeleton the heavy exo-skeleton however, shows its worth when used in the hands of elite scouts and infiltrators in short-term, high-risk situations.

Additionally, this armor can be used effectively by elite 'champion' soldiers for which the fully enhanced motive elements can show their worth by allowing humans to fight in close quarters and tight spaces even with Orks or to use otherwise impractical heavy projectile weapons.




Super Heavy Armor. For when you need to absolutely crush everything in your path and don't need to fit inside the company tank because you are the company tank. The MK.1 Serras Combat Power Armor (Project SCAMP) allows for overwhelming power in close quarters combat where larger Armor such as tanks and mechs simply can't fit or be used for other reasons. Designed to allow humans to hunt down Orks hiding in urban areas and in sewers the SCAMP armor allows human combatants to fight safely even against the heavy attacks of Orks and with the powerful sensor suite successfully detect and counter Ork ambushes.


Yeah I like the idea of unleashing a bunch of Scamps on the local Orks to cause mischief.

I imagine that the armor distribution would be
Light: For everyone who doesn't get something heavier
Medium: engineers, medics, heavy weapons, anyone who needs to move a heavy load. commonly used due to utility.
Heavy: comparatively rare due to added expense, used for elite units such Assassins, Champions, baddass SEAL teams, anti-material Snipers.
Super Heavy: Basically tanks for when you can't use tanks, not treated as conventional soldiers but rather as Armor.
 
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mechanicus heavy factory ship ----siphons stars for fuel
rune-----convert fuel/energy to matter
replicator-----takes matter to make into goods en mass

just need to make a rune to make the star forge
It's easy to say...but that doesn't actually mean it will be that easy. Just going off of the comparisons...The race that made the Star-Forge dominated their own galaxy and had extremely advanced technology, and the actual Star Forge was their pinnacle achievement. I don't think we're going to just recreate that in a couple of years of research and no sufficient background, Primarch or not.
 
It's easy to say...but that doesn't actually mean it will be that easy. Just going off of the comparisons...The race that made the Star-Forge dominated their own galaxy and had extremely advanced technology, and the actual Star Forge was their pinnacle achievement. I don't think we're going to just recreate that in a couple of years of research and no sufficient background, Primarch or not.
warp be bullshit yo :V *points at wraithbone*
 
[X] Void stalker

Hmm in hindsight it would have been better to get the next speech booster rather than begin on the Elementalism line. Still, this is good news since there appears to be plenty of allies around and presumably, even more, colony locations and high resource areas floating around.


As for invention ideas since we're making power armor, I'll bring up my previously thought up idea on varieties of different exoskeleton and power armor for different situations. Not sure if it will give a bonus but we can hope.
-[][INVENTION] Power Armor for Ground Troops


A cheap non-powered exo-skeleton that takes on loads and reduces the effort to move while carrying them. Low cost, low maintenance, effective. Different models vary between 500g and 1500g, the extremely low cost, high comfort, ease of use and lack of maintenance make the light exo-skeleton an ideal fit for all soldiers that can't be equipped with heavier exoskeletons and armor.

The price is so low and the comfort of the fit is so high it can be expected for this exo-skeleton to leak into the civilian sphere both for practical uses and for fashion.




Medium Exo-skeleton with powered legs. higher cost and higher maintenance but allow for higher loads, bigger guns, and better armor. The medium exo-skeleton is the lightest powered exoskeleton available with a variety of civilian and military applications. The larger load capacity makes this ideal for soldiers expected to deal with heavy weapons and high loads or for those who wish to add high levels of protection.




The complete Heavy Exo-skeleton is high cost and high maintenance, however, the performance is worth it for elite units. While not worthwhile for the common soldier due to the high expense and lack of gains compared to the medium exo-skeleton the heavy exo-skeleton however, shows its worth when used in the hands of elite scouts and infiltrators in short-term, high-risk situations.

Additionally, this armor can be used effectively by elite 'champion' soldiers for who the fully enhance motive elements can show their worth allowing humans to fight in close quarters and tight spaces even with Orks.




Super Heavy Armor. For when you need to absolutely crush everything in your path and don't need to fit inside the company tank because you are the company tank. The MK.1 Serras Combat Power Armor (Project SCAMP) allows for overwhelming power in close quarters combat where larger Armor such as tanks and mechs simply can't fit or be used for other reasons. Designed to allow humans to hunt down Orks hiding in urban areas and in sewers the SCAMP armor allows human combatants to fight safely even against the heavy attacks of Orks and with the powerful sensor suite successfully detect and counter Ork ambushes.


Yeah I like the idea of unleashing a bunch of Scamps on the local Orks to cause mischief.
Honestly it feels like anything less than the heavy one wouldn't matter on the scale of 40k
 
Honestly it feels like anything less than the heavy one wouldn't matter on the scale of 40k
The Imperial Guard says different, they don't run around in full power armor.


It's about logistics as much as it's about giving soldiers impenetrable armor, the Super Heavy Armor is the only one meant to act like a tank while the others are more about aiding the soldiers in other tasks. Soldiers carry a shitload of gear and exo-skeletons help with that. Also soldiers do a lot more than just shoot people and get shot at, being able to take a lasgun shot to the face is good but it's not the only quality looked for in a soldier.

And as much as I'd love to equip absolutely everyone in Space Marine level Power Armor it simply doesn't appear to be affordable or practical. That sort of armor has always been the domain of the elite and shock troops in WH40k and I don't see why that would change. Additionally if we started equipping everyone in such large armor we'd need to scale up our vehicles and maybe even our buildings, talk about inconvenient.
 
And they get slaughtered in the millions for just ONE battle, not the operation, a single battle.
I'm honestly not quite sure what you're arguing here. The fact that the regular humans of the imperial guard who aren't equipped with power armor are constantly used in the battlefield says that they do in fact make a difference. As such enhancing their capabilities should definitely be a point of concern.

Even a better form of MRE can make a difference for the soldiers on the battlefield so something as world-shaking as effective exo-skeletons and power armors each suited to the different needs of the battlefield should make a very large difference.
 
only because the enemy is that bullshit, a million on earth now would be slaughter on the enemy side, plus helps that they have reserves
Um, are you saying that for all that the PDF and even much of the Imperial Guard are one step short of cannon fodder in 40k, they're still well above the 21st century equivalent man for man?
 
From what i remember Imperial Guard are supposed to be drawn from the Cream of the crop of a planet's PDF in theory at least.
And from what I remember they're drafted enmass as a tithe, given a few months of training and equipment, and then promptly take 80% casualties in their first couple battles. The sources are conflicting.
 
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And from what I remember they're drafted enmass as a tithe, given a few months of traning and equipment, and then promptly take 80% casualties in their first couple battles. The sources are conflicting.

kinda depend on what world

some world send the best ( and they are the freaking best)

some just press the mass recruit button and just send random
 
Something nore useful and cheaper than power armor if we can mass produce it?

Weak shields. Maybe they are conversion shields, maybe something cheaper, but stopping one or two bullets or Las blasts before running out of charge would increase survivability immensely. With replicators, it should be much more feasible than before.
 
Do not underestimate petty STCs. I would do as many as possible ASAP, the industry ones first.
As for an idea: better spaceship wards/gellar field. Or navigation. Warp travel is both critical and dangerous.
 
Frankly there is always going to be time to train, we should focus on ensuring our world can wheather the ork waaagh with minimal damage given it is our power base.
 
We should really look into industrial expansion innovations first, so the planet can make the inventions we create later.

With the possible exception of psi-tech to improve psyker stability and control, like psychic hoods.
 
Speaking of, the homeworld seems like a really nice place. It has good administration, a non-corrupt police and anti-psyker police force, decent PDF and naval crews and even without the Primarch, was evidently something of a scientific hub. Ork outbreaks and minor cults aside, which barely register on the 40k scale, it seems like a decent place to live.
 
Speaking of, the homeworld seems like a really nice place. It has good administration, a non-corrupt police and anti-psyker police force, decent PDF and naval crews and even without the Primarch, was evidently something of a scientific hub. Ork outbreaks and minor cults aside, which barely register on the 40k scale, it seems like a decent place to live.

Well, it was a natural hundred on the planet roll, IIRC. It's literally the best possible planet to have landed on.
 
Well, it was a natural hundred on the planet roll, IIRC. It's literally the best possible planet to have landed on.
Ah, as far as I remember the only 100 we rolled was for the Sin. Because of that, we got mostly positive qualities from it.

E: Also;
[X] Plan Diplomacy, Trade and SL

E2: Also, updated my sheet;
So, just for the lols, I decided to throw this together.

Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 9
Homeworld: Thernus
Level: 30 [300 / 400]
Karma: 480
Infamy: 0


Stats
Martial: 15 + 10 (Primarch) = 25.
Combat: 10 + 10 (Primarch) = 20.
Administration: 18 + 10 (Primarch) = 28.
Intrigue: 8 + 10 (Primarch) = 18.
Diplomacy: 10 + 10 (Primarch) = 20.
Power: 19 + 10 (Primarch) + 14 (Powerful Psyker) + 2 (Warp Spawn) = 45.
Control: 18 + 10 (Primarch) + 2 (Warp Spawn) = 30.
Learning: 20 + 10 (Primarch) = 30.

Boni
Mentors. For each Stat, add 30 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50. [Turn 1] [Improved Turn 9]
Skill training bonus extended to 100 for Medicine Skills. [Turn 3]​
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]
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. [Turn 4 RER]
First Stage of Genetic Therapy: +15 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] [Improved Turn 9]
Improved Las-Tech. +25 to PDF combat rolls. +25 to attempts to shoot down missiles and boarding craft. [Turn 2 RER] [Improved Turn 8]
Improved PDF Tactics: Permanent +115 to Thernus PDF rolls. [Turn 6] [Improved Turn 9]
Improved PDF Body Armour: +5 to PDF rolls. Additional +5 when dealing with Daemons or psykers. [Turn 6 RER]
Crystal Talismans. +10 to PDF rolls. +10% to production. +10 to morale rolls. [Turn 8]
Booster Blocks. May automatically increase Combat, Power, or Control by 1 per turn. Up to four action slots can be used to provide four more points for the above Stats for certain. Works up to 50. [Turn 8]
Improved Sensors. +50 to detection rolls. +25 to rolls requiring aiming of ship-based weapons. [Turn 8]
Improved Medical Care. +1% population growth from majority of deaths being prevented, and births being essentially risk-free. [Turn 8]
Replicators. +10% to production for worlds under your control. [Turn 8]
Universal Translator. Malus to diplomacy actions with cultures with unknown languages removed. [Turn 8]
Champions. +10 to PDF rolls. [Turn 8]
Improved Building. -5% cost of building projects that do not require high temperature resistance. [Turn 8 RER]
Gellar-like Crystals. +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. [Turn 9]
Crystal Weapons: Basic. +10 PDF rolls, additional +5 to anti-Daemon rolls. +25 to Champion, Hero, and Paragon unit combat rolls, including yourself. [Turn 9]
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. [Turn 9]
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. [Turn 9]
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). One of the Ship 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. [Turn 9]
Improved Crops. Harvest yield is 10% larger from a combination of fewer losses to disease and larger yields in the first place. [Turn 9 RER]

Social Links
Albert Salnus: 6 of 10. (Speech / Stat Tutor) [Skill training bonus extended to 200 for Speech. Skill training bonus extended to 100 for Speech {Advanced}.] [Stat Bonus increased to 30]
Celestine Salnus: 6 of 10. (Education / Stat Tutor) [Skill training bonus extended to 200 for Education. Skill training bonus extended to 100 for Education {Advanced}.] [Stat Bonus increased to 30]
??? Cazanus: 3 of 10. (Evasion tutor) [Skill training bonus extended to 150 for Evasion.]
Samantha ???: 3 of 10. (Psyker: Willpower Tutor) [Skill training bonus extended to 150 for Psyker: Willpower.]
George Yorev: 3 of 10. (Psyker: Manipulation Tutor) [Skill training bonus extended to 150 for Psyker: Manipulation.]
Emily Watts: 2 of 10. (Psyker: Esoteric Tutor) [Skill training bonus extended to 100 for Psyker: Esoteric.]
General Richards: 5 of 10. (Tactics Tutor) [Skill training bonus extended to 200 for Tactics. Skill training bonus extended to 50 for Tactics {Advanced}.]
Captain Matt of the Defenders : 4 of 10. (Combat / Perception Tutor) [Skill training bonus extended to 200 for Combat & Perception.]
Isker ???: 1 of 10. (Explosives Tutor) [Skill training bonus extended to 50 for Explosives.]
Meera Yerala: 1 of 10. (Medicine Tutor) [Skill training bonus extended to 50 100 for Medicine.]
Herman Jerun: 5 of 10. (Forging Tutor) [Skill training bonus extended to 200 for Forging. Skill training bonus extended to 50 for Forging {Advanced}.]
Percy Clements: 3 of 10. (Electronics Tutor) [Skill training bonus extended to 150 for Electronics.]
Gerald Newton: 5 of 10. (Invention Tutor) [Skill training bonus extended to 200 for Invention. Skill training bonus extended to 50 for Invention {Advanced}.]
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.
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.
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.

Perks & Flaws
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. All Tagged Skills gain +5 per Level. 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. [Until +20]
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.

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.

Martial: 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.
Administration: 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.
Power: 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.
Control: 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.
Learning: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.

Combat All 50: Combatant: You have achieved conventional mastery of all forms of combat. This allows you to perform even better in all of them, thanks to a certain level of skill in one being applicable in the others. +50 to Combat Skill Checks.
Tactics All 50: 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.
Speech All 50: 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: 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.
Forging All 50: Journeyman Smith: You are no master, but you're certainly no apprentice either. +50 to Forging Checks.
Education All 50: 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: 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: 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: 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.
Psyker All 50: 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: 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 25 to Psyker Checks. Malus of 25 to enemy Psyker Checks.
Psyker All 150: 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: 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.
Invention All 50: Innovative: You can see solutions to most problems with the sort of ease associated with savants. +50 to Invention Checks.
Invention All 100: Inventor: You casually create new gadgets that improve society every month. +100 to Invention Checks. 1 Free Invention Action per turn.

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: Culture. Education: Esoteric. Psyker: Willpower]
Level 10 Perk: Experienced: While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.
Level 15 Perk: Time Management: By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.
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.
Speech: Diplomacy: 40: Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma equal to half of it. Current bonus: 240.
Forging: Gear: 60: 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.
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: 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: 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: 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: 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: 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. Jump the Gap. Even Delta-level psykers are possible for you to create or destroy at this point. +250 to Psyker Checks. +200 to allied Psyker Checks. [6 of preceding Perks must be taken.]
Psyker: Manipulation: 20. 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: 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: 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: 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: 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: 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: 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: 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: 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: Flesh Mastery: You can alter dozens of people in any way you wish in an instant. You want to turn them into a monkey? You can do that. You want to cure their cancer? You can do that, and make it so none of their descendants get cancer, barring Warp Horror-intervention. +100 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Manipulator.
Psyker: Willpower: 60: Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.
Psyker: Esoteric: 60: 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. 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. Warp Chats. You can hold conversations with any psyker within a few sectors of you, though the greater the distance, the more likely someone will overhear. Changes Warp Messages action to allow for real-time conversations with nearby (by galactic standards) systems. Must have taken WM.
Invention: Necessity: 120. 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.

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 the Armour is on]​

Skills
Combat:
Melee [T]: 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: 60. You are beyond conventional mastery of firearms, shooting from incredibly unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced moderately in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.
Stealth: 60. You are above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced moderately.

Combat {Advanced}:
Warrior: 0. You are far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out.
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Tactics:
Preparation: 75. You've vastly exceeded conventional mastery of preparation, having plans in place for even extremely unlikely scenarios. Much greater chance of traps being successful. Even very competent commanders will fall for them with some regularity.
Cleverness: 75. You've learned to come up with excellent plans with no preparation. Difficulty of Tactics Checks reduced from being able to plan on the fly.
Trickery: 75. You've gone far beyond conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks reduced.

Evasion:
Lying: 30. You can tell lies with some ability to make anyone who isn't an idiot fall for it. Similarly, you are better at discerning the lies of others, as you know what to look for. Slight bonus to Intrigue actions.
Dodging: 30. You can dodge projectiles and/or strikes, and it's more planned than instinctive. This can be a bad thing if you don't have time to consciously react, but it makes planning a fight less difficult since you can more or less guarantee your own position. Slight bonus to Combat Checks.
Trickery: 30. You can manipulate most people into harming themselves or their causes without them realizing, as well as hide relatively small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright mundane compared to the experts in the Witch Hunters. Slight bonus to attempts to hide small objects and disguising your intentions.

Speech:
Persuasion: 115. You can convince even the most fanatical of people of your viewpoint with great ease. Even the greatest fanatics can be persuaded of your views being correct pretty easily.
Diplomacy: 115. Compromising between two groups of howling fanatics is pretty easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order.
Intimidation: 115. You are an unholy terror when you want to be, despite seeming like a peaceful giant under most circumstances.. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will probably break immediately upon losing their champion.

Perception:
Objects: 30. You can tell the difference between objects that are of the same type, but with minor differences, from a considerable distance, even when in a panic. Different types of guns or brands of a food, for example.Slight boost to logistics and loot rolls.
People [T]: 70. You can identify people at a distance more significant than 50 meters away. Large boost to detection rolls. Moderate boost to Speech Checks.
Environment: 30. You are now more perceptive than the average soldier when it comes to the world around you, which is especially helpful with your superior senses. Slight boost to detection rolls. Slight boost to Combat and Tactics Checks.

Medicine:
Surgery: 30. You can now perform most surgeries (removing small organs such as the appendix, implanting replacement organs) on your fellow man. Malus to extrication and/or implantation of pre-existing organs removed. Less likely to cause damage in the process.
Narcotics: 15. You know most of the common poisons on the planet, and the best ways to deal with them. Chance of misdiagnosing a poison or drug and harming your subject reduced. Increased effectiveness of attempts to cure common poisons.
First-Aid: 15. You know the common practices for halting loss of blood, binding wounds, tourniquets, and the use of rubbing alcohol to prevent infection. Chance of those with injuries dying under your watch reduced.

Forging:
Weapons [T]: 90. You know how to make weapons that you would need a truck to haul around, and often of incredible complexity. Massive decrease in difficulty of related Invention, Explosives, Electronics Checks.
Armor [T]: 90. You can craft any piece of armor, even pieces much larger than your current size without losing any of their quality, or extremely complex in comparison to the body armor used by Captain Matt, though not both at once. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Gear: 105. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look really nice. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.

Electronics:
Security: 30. You have learned how to defend against hacking attempts by any besides rank amateurs, and can even attempt it yourself, though only an amateur defender will fall to you. Slight reduction of difficulty of hacking, both offensively and defensively.
Wiring: 45. You can identify the vast majority of problems, aren't stumped if fixing the primary and secondary problems doesn't work, and you know their weak points. Small decrease in difficulty of Electronics Checks.
Programming: 30. You lack the sheer skill of your teacher, but you are certainly beyond the level of the layman. Slight reduction in difficulty of building or destroying digital infrastructure.

Explosives:
General: 15. You know the basics of using explosives, such as the pin on the grenade generally requiring pulling before you throw it. Unless it's on fire, in which case, run like hell if you can't put it out. Malus to use of explosives and prevention of their going off when you don't want them to reduced.
Extravagant: 15. You have learned the basics of using Void munitions, which are actually a lot like regular munitions other than their effects and the extra safety precautions taken by sane human beings (you know, pretty much everybody who isn't possessed or corrupted) when using them. Malus to use and dealing with Void munitions, landmines, explosives on a timer, etc, reduced.
Preparation: 15. You know how to safely make grenades, provided you have the proper materials, or somewhat less safely create a makeshift one if you have no other option. Malus to creation of small explosives removed. Malus to creation of large or complicated explosives reduced. Makeshift small explosives probably won't explode as you make them.

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

Education {Advanced}:
Advanced: 10. You have increased the sum total of human knowledge by a small but significant amount. Education bonus has increased to 110 for General.
Cultural Analysis: 10. You can analyze an unknown culture to the point of matching an experienced 'home-grown' analyst on their own turf. Can assimilate extremely friendly xenos cultures.
Seer: 10. You possess the greatest understanding of the Warp of anyone in the sector, or any of the adjacent sectors. Education: Esoteric bonus has increased to 110.

Psyker [T]:

Manipulation [T]: 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 were 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 [T]: 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 [T]: 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 you 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: 10. You have advanced humankind's knowledge of manipulating the natural world using the Warp a bit. +10 (110 total) to yourself in combat, +5 (55 total) to allies within 11000 meters.
Spirit: 0. Your soul rejects Daemons who do nothing more than become too close, but you've reached the limit of known psychic resistance among humans.
Navigator: 0. You can read and manipulate the Warp around you to a degree beyond anyone not specifically bred for such. Let's fix that.

Invention [T]:
Necessity [T]: 130. You can create gadgets significantly beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Huge reduction in difficulty of Invention Checks.
Practicality [T]: 130. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Huge reduction in difficulty of Invention Checks.
Extravagance [T]: 130. You can improve products with little extra investment with incredible efficiency now. You may double a creation's specs for free, triple them for 2 times the cost, or quadruple them for 10 times the cost.

Combat: Melee: 0. You're pretty sure that simply charging at the enemy is a bad idea from how derisively everyone talks about it when the Orks do it, though you're not sure why.
Combat: Melee: 10. Ah, you understand now. Malus to direct combat from lack of proper knowledge on the basic do's and don't reduced.
Combat: Melee: 20. Oh, so many things about General Richards orders make so much more sense! Malus to direct combat from lack of proper knowledge on the basic do's and don't removed. Malus to Tactics Checks from lack of understanding of how direct combat works removed.
Combat: Melee: 30. You aren't an expert, but you're definitely better than most melee fighters. Difficulty of Combat Checks slightly reduced from greater understanding of direct combat.
Combat: Melee: 40. You are very close to the level of an expert in direct combat. Difficulty of Combat Checks somewhat reduced from greater understanding of direct combat.
Combat: Melee: 50. You are on the level of an expert in direct combat. With your enhanced physique, most foes lack the ability to stand against you in a close-range fight. Difficulty of Combat Checks reduced from greater understanding of direct combat.
Combat: Melee: 60. You are above the level of an expert in direct combat. With your enhanced physique, nearly all foes lack the ability to stand against you in a close-range fight. Difficulty of Combat Checks reduced from greater understanding of direct combat. Tactics Checks reduced slightly in difficulty due to deep knowledge of combat.
Combat: Melee: 70. You are officially better at CQC than anyone besides some of the more talented members of the Defenders, who were handpicked for the greatest combat ability. With your enhanced physique, most foes without some sort of enhancement lack the ability to stand against you in a close-range fight. Difficulty of Combat Checks greatly reduced from greater understanding of direct combat. Tactics Checks reduced in difficulty due to deep knowledge of combat.
Combat: Melee: 80. You are the equal or better of anyone besides Captain Matt when fighting in close quarters. Difficulty of Combat Checks massively reduced from greater understanding of direct combat. Tactics Checks reduced somewhat in difficulty due to deep knowledge of combat.
Combat: Melee: 90. You are the equal of Captain Matt when fighting in close quarters, which makes you the second best fighter on the planet in terms of pure skill. Difficulty of Combat Checks immensely reduced from greater understanding of direct combat. Tactics Checks reduced moderately in difficulty due to deep knowledge of combat.
Combat: Melee: 100. You are the better of Captain Matt when fighting in close quarters, though you have to depend on your superior physiology in any other area of combat, which makes fighting you in CQC a lost cause for pretty much anyone else. Difficulty of Combat Checks incredibly reduced from greater understanding of direct combat. Tactics Checks reduced greatly in difficulty due to deep knowledge of combat.
Combat: Melee: 110. You are somewhat better than Captain Matt when fighting in close quarters, though you have to depend on your superior physiology in any other area of combat, which makes fighting you in CQC a lost cause for pretty much anyone. Difficulty of Combat Checks stupendously reduced from greater understanding of direct combat. Tactics Checks reduced hugely in difficulty due to deep knowledge of combat.
Combat: Melee: 120. You are much better than Captain Matt when fighting in close quarters, though you have to depend on your superior physiology in any other area of combat, which makes fighting you in CQC a lost cause for anyone else. Difficulty of Combat Checks immensely reduced from greater understanding of direct combat. Tactics Checks reduced incredibly in difficulty due to deep knowledge of combat.
Combat: Melee: 130. You are much better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for pretty much everyone else. Difficulty of Combat Checks stupendously reduced from greater understanding of direct combat. Tactics Checks reduced hugely in difficulty due to deep knowledge of combat.
Combat: Melee: 140. You are far better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for everyone else. Difficulty of Combat Checks ridiculously reduced from greater understanding of direct combat. Tactics Checks reduced enormously in difficulty due to deep knowledge of combat.
Combat: Melee: 150. You are incredibly better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced immensely in difficulty due to deep knowledge of combat.
Combat: Melee: 160. You are ridiculously better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for pretty much everyone else.Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced incredibly in difficulty due to deep knowledge of combat.
Combat: Melee: 170. You are ludicrously better than Captain Matt when fighting in close quarters, and at least able to keep up in other areas of combat, which makes fighting you in CQC a lost cause for everyone else. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ridiculously in difficulty due to deep knowledge of combat.
Combat: Melee: 180. You are essentially a demigod of close-range combat, and no one you've ever encountered can be expected to even keep up. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ludicrously in difficulty due to deep knowledge of combat.
Combat: Melee: 190. You are a demigod of close-range combat, and no one you've ever encountered can be expected to even keep up. Difficulty of Combat Checks ludicrously reduced from greater understanding of direct combat. Tactics Checks reduced ludicrously in difficulty due to deep knowledge of combat.
Combat: 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.
Combat: Ranged: 0. Why isn't this gun working? Oh... what's a 'safety'?
Combat: Ranged: 10. Ah, that's what the safety's for. Malus to ranged combat from lack of understanding of firearms reduced.
Combat: Ranged: 20. You have achieved basic competency in using fire-arms, which also helps with your hand-eye co-ordination and aim in general. Malus to ranged combat from lack of understanding of fire-arms removed.
Combat: Ranged: 30. You have exceeded the level of the average member of the PDF in terms of using fire-arms, shooting successfully from odd angles. Having a mind that can process the various minor shifts in the environment that can affect it's trajectory helps immensely. Combat Checks slightly reduced in difficulty thanks to greater understanding of use of fire-arms. Opens sniping options.
Combat: Ranged: 40. You are nearing conventional mastery of fire-arms, shooting from extremely unlikely angles and deflecting bullets off of improbable objects. Combat Checks reduced somewhat in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.
Combat: Ranged: 50. You have achieved conventional mastery of fire-arms, shooting from extremely unlikely angles and deflecting bullets off of improbable objects. Combat Checks reduced in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.
Combat: Ranged: 60. You are beyond conventional mastery of fire-arms, shooting from incredibly unlikely angles and deflecting bullets off of extremely improbable objects. Combat Checks reduced moderately in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets.
Combat: Stealth: 0. Stealth? Why would you need to be stealthy about killing someone? Isn't that the least stealthy thing you can do to someone?
Combat: Stealth: 10. Oh, to keep from alerting the rest of the army and bringing it down on your head. Okay, but... wouldn't that let you kill off their bodyguards, the best troops in the army? Malus to assassination kills reduced.
Combat: Stealth: 20. You are now a competent stealth-killer. You can sneak up on the unwary, bored, or drowsy with ease, though anyone more alert is problematic. Malus to assassinations and stealth kills removed.
Combat: Stealth: 30. You can sneak around easily enough, but dedicated anti-stealth measures can still get you to reveal yourself. Slight decrease to difficulty of Evasion and Combat Checks from sneaking experience.
Combat: Stealth: 40. You are roughly at the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced somewhat.
Combat: Stealth: 50. You are at the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced.
Combat: Stealth: 60. You are above the level expected of the average stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced moderately.
Combat: Warrior: 0. You are far beyond the peak of humankind's combat ability when fighting hand-to-hand, but any further advancement will require you train on your own, partially because no one can teach you anything, and partially because you can't progress while holding back, and they'd die if you went all-out.
Tactics: Preparation: 0. Prepare? Prepare for what?
Tactics: Preparation: 10. You have learned the importance of preparation when planning anything, especially battle. Traps may now be set, though only the poorest of commanders would fall into them. Malus to dealing with surprises and traps reduced.
Tactics: Preparation: 20. You have learned the importance of preparation when planning anything, especially battle. Traps may now be set, though only the poorer commanders would fall into them. Malus to dealing with surprises and traps removed.
Tactics: Preparation: 30. You have learned the importance of preparing for anything. Complex traps may now be set, though only the mediocre commanders would fall into them. Malus to dealing with competent commanders.
Tactics: Preparation: 40. You have been making contingencies for most situations, including orbital bombardment. Very complex traps may now be set, though only the somewhat incompetent commanders would fall into them. Malus to dealing with competent commanders removed.
Tactics: Preparation: 50. You have achieved conventional mastery of preparing for various circumstances. Extremely complex traps may now be set, and even competent commanders might fall into them.
Tactics: Preparation: 60. You have exceeded conventional mastery of preparation, having plans in place for even very unlikely scenarios. Greater chance of traps being successful. Even competent commanders will fall for them with some regularity.
Tactics: Preparation: 70. You've vastly exceeded conventional mastery of preparation, having plans in place for even extremely unlikely scenarios. Much greater chance of traps being successful. Even very competent commanders will fall for them with some regularity.
Tactics: Cleverness: 0. You're not very good at making thing up as you go, even if it's your usual fall-back.
Tactics: Cleverness: 10. You've learned how to incorporate your previous experiences into you plans when making things up as you go. Malus to actions without a plan, or going off-rails reduced.
Tactics: Cleverness: 20. You've learned how to incorporate your previous experiences into your plans when making things up as you go, as well as what you know the enemy's mindset and capabilities. Malus to actions without a plan, or going off-rails removed.
Tactics: Cleverness: 30. You've learned how to make up decent plans with absolutely no preparation. Malus to changing plans mid-battle reduced.
Tactics: Cleverness: 40. You've learned how to come up with good plans with absolutely no preparation. Malus to changing plans mid-battle removed.
Tactics: Cleverness: 50. You've achieved conventional mastery of making plans without any prep-time. Difficulty of Tactics Checks slightly reduced from being able to plan on the fly.
Tactics: Cleverness: 60. You've learned to come up with great plans with no preparation. Difficulty of Tactics Checks somewhat reduced from being able to plan on the fly.
Tactics: Cleverness: 70. You've learned to come up with excellent plans with no preparation. Difficulty of Tactics Checks reduced from being able to plan on the fly.
Tactics: Trickery: 0. Why would you trick someone? Isn't honesty, both verbal and in action, the best policy?
Tactics: Trickery: 10. You've learned the why of tricking others, minimizing harm to you and yours while maximizing theirs, and the basics of accomplishing it. Malus to attempts to trick others reduced. Malus to others attempts to trick you.
Tactics: Trickery: 20. You've learned the how of tricking others, minimizing harm to you and yours while maximizing theirs, and how to accomplish it. Malus to attempts to trick others removed. Malus to others attempts to trick you removed.
Tactics: Trickery: 30. You've learned how to manipulate the more simple-minded or strongly driven of people, including in battle, such as enemy commanders. Malus to manipulation attempts reduced.
Tactics: Trickery: 40. You've learned how to manipulate the somewhat simple-minded or moderately driven people, including in battle, such as enemy commanders. Malus to manipulation attempts removed.
Tactics: Trickery: 50. You've achieved conventional mastery of manipulating your opponent in battle. Slight decrease in difficulty of Tactics Checks from greater understanding of enemy psychology.
Tactics: Trickery: 60. You've exceeded conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks somewhat reduced.
Tactics: Trickery: 70. You've gone far beyond conventional mastery of manipulating your opponent, and even enemies who go in knowing you're manipulative will fall for your tricks in many cases. Difficulty of Tactics Checks reduced.
Evasion: Lying: 0. You are told your complete inability to lie is a liability. You don't understand. From what you've seen, keeping secrets almost never ends well. Surely sharing knowledge from all but those you are certain will abuse it is the best path?
Evasion: Lying: 10. You recognize that there are those you simply can't be sure of either way, and information too dangerous to allow the possibility of falling into the wrong hands. How to make Void munitions, for example, as it can get the planet destroyed if it goes wrong. You still have trouble with the whole 'telling untruths' thing, but you won't simply tell people the answer to a question if you have reason to doubt them. Malus to Intrigue actions reduced.
Evasion: Lying: 20. You recognize that there are those you simply can't be sure of either way, and information too dangerous to allow the possibility of falling into the wrong hands. How to make Void munitions, for example, as it can get the planet destroyed if it goes wrong. You no longer have trouble with the whole 'telling untruths' thing, and you won't simply tell people the answer to a question if you have reason to doubt them. Malus to Intrigue actions removed.
Evasion: Lying: 30. You can tell lies with some ability to make anyone who isn't an idiot fall for it. Similarly, you are better at discerning the lies of others, as you know what to look for. Slight bonus to Intrigue actions.
Evasion: Dodging: 0. What do you mean, I'm not supposed to stand there and take it?
Evasion: Dodging: 10. You can dodge projectiles and/or strikes, but it's more instinctive than planned. This can be a good thing if you don't have time to consciously react, but it makes planning a fight even more difficult since you can't even guarantee your own position. Malus to Combat Checks reduced.
Evasion: Dodging: 20. You can dodge projectiles and/or strikes, but it's equally instinctive and planned. This can be a bad thing if you don't have time to consciously react, but it makes planning a fight less difficult since you can somewhat guarantee your own position. Malus to Combat Checks removed.
Evasion: Dodging: 30. You can dodge projectiles and/or strikes, and it's more planned than instinctive. This can be a bad thing if you don't have time to consciously react, but it makes planning a fight less difficult since you can more or less guarantee your own position. Slight bonus to Combat Checks.
Evasion: Trickery: 0. You can manipulate someone into doing as you wish through your words, but you have difficulty hiding it from people who are actually looking. Similarly, you have trouble with disguises and hiding things on your person.
Evasion: Trickery: 10. You can manipulate some people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright crude compared to the experts in the Witch Hunters. Malus to attempts at hiding small objects and disguising your intentions or even yourself reduced.
Evasion: Trickery: 20. You can manipulate many people into harming themselves or their causes without them realizing, as well as hide somewhat small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright simple compared to the experts in the Witch Hunters. Malus to attempts at hiding small objects and disguising your intentions or even yourself removed.
Trickery: 30. You can manipulate most people into harming themselves or their causes without them realizing, as well as hide relatively small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright mundane compared to the experts in the Witch Hunters. Slight bonus to attempts to hide small objects and disguising your intentions.
Speech: Persuasion: 0. You couldn't persuade someone of something they were already going to do.
Speech: Persuasion: 10. You can persuade someone of something if it's in their best interest. Opens up diplomatic options.
Speech: Persuasion: 20. You may now persuade people of things that are in their long-term best interest, as opposed to merely convincing them of the immediate merits of an action. Opens more diplomatic options, allows you to convince others to do as you say more easily and with slightly less grumbling.
Speech: Persuasion: 30. You have gained enough knowledge in the art of convincing others to your viewpoint that you can reliably talk down someone who isn't a fanatic. Attempts to convince others of something are more likely to succeed, barring the most die-hard believers.
Speech: Persuasion: 40. You can convince even a fanatic of your viewpoint, under some circumstances. Even a die-hard fanatic can be persuaded, under some circumstances.
Speech: Persuasion: 50. You have achieved conventional mastery of silver-tongued speech, allowing you to convince most people who aren't programmed robots (or effectively reduced to such) of your point of view. Even a die-hard fanatic can be persuaded under most circumstances.
Speech: Persuasion: 60. You can convince even the most fanatical of people of your viewpoint. Even the greatest fanatics can be persuaded of your views being correct.
Speech: Persuasion: 70. You can convince even the most fanatical of people of your viewpoint with some reliability. Even the greatest fanatics can be persuaded of your views being correct fairly easily considering their mindset.
Speech: Persuasion: 80. You can convince even the most fanatical of people of your viewpoint with reliability. Even the greatest fanatics can be persuaded of your views being correct fairly easily.
Speech: Persuasion: 90. You can convince even the most fanatical of people of your viewpoint with great reliability. Even the greatest fanatics can be persuaded of your views being correct with relative ease.
Speech: Persuasion: 100. You can convince even the most fanatical of people of your viewpoint with ease. Even the greatest fanatics can be persuaded of your views being correct easily.
Speech: Persuasion: 110. You can convince even the most fanatical of people of your viewpoint with great ease. Even the greatest fanatics can be persuaded of your views being correct pretty easily.
Speech: Diplomacy: 0. You're more likely to insult someone than reach a compromise with them.
Speech: Diplomacy: 10. You can compromise with others, though generally that just makes you both equally unhappy. You are more likely to be able to reach a compromise others can agree with, if not necessarily be happy with.
Speech: Diplomacy: 20. You have an easier time creating compromises with others, and they're more likely to be, if not happy with the agreement, then at least not unhappy enough to try and get out of it at the first opportunity. Compromises you broker are more likely to stick long-term.
Speech: Diplomacy: 30. You can easily compromise between all but the most hard-line of positions. Compromises you broker will stick barring major upheaval, such as the original leadership dying or being replaced under suspicious circumstances.
Speech: Diplomacy: 40. Compromising between anyone but two groups of howling fanatics is possible for you. Compromises you broker will stick barring the governing body being entirely replaced.
Speech: Diplomacy: 50. You are a master diplomat by almost any metric. Compromises you broker may stick even if the governing body is entirely replaced.
Speech: Diplomacy: 60. Compromising between two groups of howling fanatics is possible for you. Compromises you broker will probably stick even if the governing body being entirely replaced.
Speech: Diplomacy: 70. Compromising between two groups of howling fanatics is more than just possible for you. Compromises you broker will stick even if the governing body is entirely replaced, unless via mass executions carried out at your order.
Speech: Diplomacy: 80. Compromising between two groups of howling fanatics is more than just possible for you, it's actually not that hard. Compromises you broker will stick even if the governing body is entirely replaced, possibly even after mass executions carried out at your order.
Speech: Diplomacy: 90. Compromising between two groups of howling fanatics is actually pretty easy for you. Compromises you broker will stick even if the governing body is entirely replaced, quite possibly even after mass executions carried out at your order.
Speech: Diplomacy: 100. Compromising between two groups of howling fanatics is easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass executions carried out at your order.
Speech: Diplomacy: 110. Compromising between two groups of howling fanatics is pretty easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order.
Speech: Intimidation: 0. For someone so physically intimidating, you aren't very good at coming off threatening on purpose.
Speech: Intimidation: 10. You can intimidate others, though generally only by (somewhat literally) throwing your weight around. Also, by learning to do it on purpose, you can recognize what is likely to come off as threatening to others and avoid it if you wish. Less likely to come as threatening by accident.
Speech: Intimidation: 20. While you aren't exactly a fan of using the common man's nervousness towards you against him for fear of reinforcing it, you can do it if the situation calls for it. You only come off as threatening if you wish to, and can debuff enemy morale in most sane enemies without a similar champion.
Speech: Intimidation: 30. You can menace those around you if you so choose, though mostly through threat of force (and social repercussions to a limited degree). You cause a debuff to morale in all but the most fanatical of enemies, or those without a champion. Should they lose this champion, the morale loss will be worse than normal.
Speech: Intimidation: 40. You can exude an aura of menace towards those who... displease you. At least, that's what they say. Only die-hard fanatics, rallying around some kind of champion, will avoid a morale debuff when fighting you, and may break immediately upon losing their champion.
Speech: Intimidation: 50. You can exude an aura of menace towards those who... displease you. You yourself have noticed an almost visible aura of malice emanating from yourself when you are especially angry, which you theorize to be your psyker power affecting the Warp around you. Even die-hard fanatics, rallying around some kind of champion, won't avoid a slight morale debuff when fighting you and may break immediately upon losing their champion.
Speech: Intimidation: 60. You are officially terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a major morale debuff when fighting you and may break immediately upon losing their champion.
Speech: Intimidation: 70. You are absolutely terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a massive morale debuff when fighting you and will probably break immediately upon losing their champion.
Speech: Intimidation: 80. You are the epitome terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid an extreme morale debuff when fighting you and will probably break immediately upon losing their champion.
Speech: Intimidation: 90. You are beyond terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrible morale debuff when fighting you and will probably break immediately upon losing their champion.
Speech: Intimidation: 100. You are a paragon of terror when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will probably break immediately upon losing their champion.
Speech: Intimidation: 110. You are an unholy terror when you want to be, despite seeming like a peaceful giant under most circumstances.. Only die-hard fanatics, rallying around some kind of champion, will avoid a horrendous morale debuff when fighting you and will probably break immediately upon losing their champion.
Perception: Objects: 0. What exactly is the difference between a person and an object? They're both composed of matter aren't they?
Perception: Objects: 10. You can tell the difference between objects that are of the same type, but with minor differences. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks reduced.
Perception: Objects: 20. You can tell the difference between objects that are of the same type, but with minor differences, from a considerable distance. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks removed.
Perception: Objects: 30. You can tell the difference between objects that are of the same type, but with minor differences, from a considerable distance, even when in a panic. Different types of guns or brands of a food, for example.Slight boost to logistics and loot rolls.
Perception: People: 0. What does a 'person' look like? You don't know.
Perception: People: 10. Ah, you can recognize a person reliably, being able to tell the difference between them and all but the most lifelike of simulacrums. Malus to detection rolls reduced. Malus to diplomacy from accidental ignorance of diplomats reduced.
Perception: People: 20. You have finally learned to tell the difference between people and fakes with the competency of an adult. Malus to detection rolls removed. Malus to diplomacy from accidental ignorance of diplomats removed.
Perception: People: 30. You can identify people at a distance more significant than 5 feet away. Slight boost to detection rolls.
Perception: People: 40. You can identify people at a distance more significant than 10 feet away. Small boost to detection rolls.
Perception: People: 50. You can identify people at a distance more significant than 10 meters away. Moderate boost to detection rolls.
Perception: People: 60. You can identify people at a distance more significant than 20 meters away. Medium boost to detection rolls. Small boost to Speech Checks.
Perception: People: 70. You can identify people at a distance more significant than 50 meters away. Large boost to detection rolls. Moderate boost to Speech Checks.
Perception: Environment: 0. You know the world around you exists from your studies, but you've never paid much attention to it. Surely most of what you really need to know can be taught to you?
Perception: Environment: 10. You are now as perceptive as the average person when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls reduced. Malus to acting as field commander reduced.
Perception: Environment: 20. You are now as perceptive as the average soldier when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls removed. Malus to acting as field commander removed.
Perception: Environment: 30. You are now more perceptive than the average soldier when it comes to the world around you, which is especially helpful with your superior senses. Slight boost to detection rolls. Slight boost to Combat and Tactics Checks.
Medicine: Surgery: 0. How do you cut someone open without killing them?
Medicine: Surgery: 10. You can now perform basic surgeries (removing shrapnel or bullets) on your fellow man. Malus to removal of objects that shouldn't be in the body reduced. Less likely to cause damage in the process.
Medicine: Surgery: 20. You can now perform most minor surgeries (removing shrapnel or bullets, minor amputations or removals) on your fellow man. Malus to removal of objects that shouldn't be in the body removed. Unlikely to cause damage in the process.
Medicine: Surgery: 30. You can now perform most surgeries (removing small organs such as the appendix, implanting replacement organs) on your fellow man. Malus to extrication and/or implantation of pre-existing organs removed. Less likely to cause damage in the process.
Medicine: Narcotics: 0. Why would you need to know about poisons and drugs? With your metabolism and resistance to such things, you'd probably be screwed either way.
Medicine: Narcotics: 10. You know most of the common poisons on the planet, and the best ways to deal with them. Chance of misdiagnosing a poison or drug and harming your subject reduced. Increased effectiveness of attempts to cure common poisons.
Medicine: First-Aid: 0. How do bandages stop blood loss?
Medicine: First-Aid: 10. You know the common practices for halting loss of blood, binding wounds, tourniquets, and the use of rubbing alcohol to prevent infection. Chance of those with injuries dying under your watch reduced.
Forging: Weapons: 0. You know how to use a sword, but you don't know how to make a sword, or even a nail.
Forging: Weapons: 10. You know how to make small, crude weapons, though with your powers, you can do it anywhere by providing the rapid heating and cooling necessary. Malus to crafting weapons reduced.
Forging: Weapons: 20. You know how to make small, simple weapons, or large crude ones, though with your powers, you can do it anywhere by providing the rapid heating and cooling necessary. Malus to crafting weapons removed.
Forging: Weapons: 30. You know how to make most weapons that you wouldn't need a truck to haul around, though some of the more complex ones are beyond you. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Weapons: 40. You know how to make almost all weapons that you wouldn't need a truck to haul around, though some of the most complex ones are beyond you. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Weapons: 50. You have achieved conventional mastery of smithing weaponry. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Weapons: 60. You know how to make all weapons that you wouldn't need a truck to haul around, and some you would. Large decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 70. You know how to make weapons that you would need a truck to haul around, and often of great complexity. Very large decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 80. You know how to make weapons that you would need a truck to haul around, and often of impressive complexity. Huge decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Weapons: 90. You know how to make weapons that you would need a truck to haul around, and often of incredible complexity. Massive decrease in difficulty of related Invention, Explosives, Electronics Checks.
Forging: Armor: 0. You know armor is useful to people who can't regenerate at a visible rate, and for preventing wounds in the first place, but not how to make it.
Forging: Armor: 10. You can craft simple pieces of armor, though they compare favorably only to Orkish attempts at the same. Malus to crafting armor reduced.
Forging: Armor: 20. You can craft simple pieces of armor, though they compare favorably to beginners at the craft and few others. Malus to crafting armor removed.
Forging: Armor: 30. You can craft most pieces of armor, though they don't tend to get much larger than your current size without losing significant amounts of quality, or much more complex than the body armor used by the PDF. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 40. You can craft almost any piece of armor, though they don't tend to get much larger than your current size without losing some of their quality, or much more complex than the body armor used by the Defenders. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 50. You have achieved conventional mastery of forging armor. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 60. You can craft almost any piece of armor, though they don't tend to get much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by the Defenders. Large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 70. You can craft any piece of armor, though they don't tend to get very much larger than your current size without losing a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 80. You can craft any piece of armor, even pieces much larger than your current size without losing more than a little of their quality, or extremely complex in comparison to the body armor used by Captain Matt. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Armor: 90. You can craft any piece of armor, even pieces much larger than your current size without losing any of their quality, or extremely complex in comparison to the body armor used by Captain Matt, though not both at once. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 0. You have seen things like rings and earrings that the Witch Hunters have woven psychic might into to provide aid and protection. You can even do the weaving part, but the forging of the items themselves eludes you.
Forging: Gear: 10. You can now craft simple, somewhat ugly pieces of equipment not intended for direct combat. Malus to crafting of various bits and bobs, from rings to tools, reduced.
Forging: Gear: 20. You can now craft simple pieces of equipment not intended for direct combat, and they don't look terrible either! Malus to crafting of various bits and bobs, from rings to tools, removed.
Forging: Gear: 30. You can now craft moderately complex pieces of equipment not intended for direct combat, and they don't look too bad. Minor decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 40. You can now craft very complex pieces of equipment not intended for direct combat, and they don't look bad. Moderate decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 50. You have achieved conventional mastery of creating tools, jewelry, etc. Major decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 60. You can now craft very complex pieces of equipment not intended for direct combat, and they don't look bad. Large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 70. You can now craft extremely complex pieces of equipment not intended for direct combat, and they actually look kind of nice. Very large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 80. You can now craft extraordinarily complex pieces of equipment not intended for direct combat, and they actually look pretty nice. Extremely large decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 90. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look very nice. Huge decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Forging: Gear: 100. You can now craft incredibly complex pieces of equipment not intended for direct combat, and they actually look really nice. Massive decrease in difficulty of related Invention, Explosives, and Electronics Checks.
Electronics: Security: 0. You are not sure why someone would wish to steal from your computer, or how they would do it without physically accessing said computer.
Electronics: Security: 10. You have learned how to defend against hacking attempts (as well as what hacking means) and can even attempt it yourself, though you rely more on you accelerated processing than skill at this point. Malus to hacking, both offensively and defensively, reduced.
Electronics: Security: 20. You have learned how to defend against hacking attempts, and can even attempt it yourself, without relying on your accelerated thought processes as a crutch, though they certainly help. Malus to hacking, both offensively and defensively, removed.
Electronics: Security: 30. You have learned how to defend against hacking attempts by any besides rank amateurs, and can even attempt it yourself, though only an amateur defender will fall to you. Slight reduction of difficulty of hacking, both offensively and defensively.
Electronics: Wiring: 0. You don't know how to make any of the devices you use, which can be a problem when they break down from the stresses of what you put them through.
Electronics: Wiring: 10. You can identify common problems, and aren't stumped if turning the device off and on again doesn't work, and you know their common weak points. Malus to attempts to break or repair broken electronics reduced.
Electronics: Wiring: 20. You can identify most problems, and aren't stumped if turning the device off and on again doesn't work, and you know the majority of their weak points. Malus to attempts to break or repair broken electronics removed.
Electronics: Wiring: 30. You can identify the majority of problems, and aren't stumped if fixing the obvious problem doesn't work, and you know their weak points. Slight decrease in difficulty of Electronics Checks.
Electronics: Wiring: 40. You can identify the vast majority of problems, aren't stumped if fixing the primary and secondary problems doesn't work, and you know their weak points. Small decrease in difficulty of Electronics Checks.
Electronics: Programming: 0. You know that computers communicate with 1's and 0's, but nothing else.
Electronics: Programming: 10. Turns out it's a little more complicated than that, but you've got the basics down. Malus to building or destroying digital infrastructure reduced.
Electronics: Programming: 20. You aren't a master by any means, but you're competent at programming. Malus to building or destroying digital infrastructure removed.
Electronics: Programming: 30. You lack the sheer skill of your teacher, but you are certainly beyond the level of the layman. Slight reduction in difficulty of building or destroying digital infrastructure.
Explosives: General: 0. You know little of using explosives in general, other than 'Throw it, and pray nobody throws it back in time.' as a general rule.
Explosives: General: 10. You know the basics of using explosives, such as the pin on the grenade generally requiring pulling before you throw it. Unless it's on fire, in which case, run like hell if you can't put it out. Malus to use of explosives and prevention of their going off when you don't want them to reduced.
Explosives: Extravagant: 0. You nothing of the use of Void explosives or explosives more complicated than 'explodes when hit too hard' instead of on a timer, or when a sensor goes off, or when a weight is pressed...
Explosives: Extravagant: 10. You have learned the basics of using Void munitions, which are actually a lot like regular munitions other than their effects and the extra safety precautions taken by sane human beings (you know, pretty much everybody who isn't possessed or corrupted) when using them. Malus to use and dealing with Void munitions, landmines, explosives on a timer, etc, reduced.
Explosives: Preparation: 0. You know nothing of creating explosives beyond what chemicals explode when mixed together.
Explosives: Preparation: 10. You know how to safely make grenades, provided you have the proper materials, or somewhat less safely create a makeshift one if you have no other option. Malus to creation of small explosives removed. Malus to creation of large or complicated explosives reduced. Makeshift small explosives probably won't explode as you make them.
Education: General: 0. You literally know nothing about the underlying sciences of the world, which can make you come off as an idiot.
Education: General: 10. You have a rudimentary grasp of physics, math, chemistry, and biology. Maluses to acts of creation and attempts at performing medicine from ignorance of the basics of biology, chemistry and physics reduced.
Education: General: 20. You have a decent grasp of physics, math, chemistry, and biology, and have some insight into geology, meteorology, etc. Maluses from ignorance removed.
Education: General: 30. You have a strong grasp of the regular sciences, and have been gaining knowledge of the less commonly used branches, such as mineralogy and architecture. Minor bonus across the board from education.
Education: General: 40. You are only slightly less educated than a highschool teacher at this point, and that's in general rather than some kind of specialty. Bonus to Invention, Explosives, Medicine, Electronics, etc. from greater understanding of background knowledge.
Education: General: 50. You are now roughly as educated as a college professor would be expected to be in order to be hired. This includes a wide variety of fields, from lasers to material sciences. Small bonus to Invention, Explosives, Medicine, Electronics, etc. from deep understanding of background knowledge.
Education: General: 60. You can confidently say you are starting to discover new information by extrapolating from existing data and your own experiments on various theories you craft. Moderate bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 70. You have begun to eclipse even experts in their own fields, and all but the most genius of researchers are unlikely to know as much as you do. Large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 80. You have eclipsed many experts in their own fields, and all but the most genius of researchers likely don't know as much as you do. Very large Bonus to Invention, Explosives, Medicine, Electronics,etc. from deeper understanding of background knowledge.
Education: General: 90. You have eclipsed most experts in their own fields, and all but the most genius of researchers probably don't know as much as you do. Extremely large Bonus to Invention, Explosives, Medicine, Electronics,etc. from deeper understanding of background knowledge.
Education: General: 100. You have eclipsed experts in their own fields, and all but the most genius of researchers won't know as much as you do. Enormously large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 110. You have eclipsed all experts in their own fields, and all but the most genius of researchers won't know nearly as much as you do. Immensely large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 120. You have eclipsed all experts in their own fields, and even the most genius of researchers won't know as much as you do. Huge Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 130. You have eclipsed all experts in their own fields, and even the most genius of researchers won't know nearly as much as you do. Immense Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 140. You have achieved the level of prodigy in more or less every field, and even the most genius of researchers won't know nearly as much as you do. +70 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 150. You have achieved the level of prodigy, and even the most genius of researchers won't know nearly as much as you do. +75 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 160. You have achieved the level of prodigy in every field, and even the most genius of researchers will seem ignorant by comparison. +80 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 170. You have achieved a level above prodigy in most fields, and even a supergenius won't know as much as you. +85 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
General: 180. You have achieved a level above prodigy in all fields, and even a supergenius won't know nearly as much as you. +90 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 190. You have achieved a level far beyond prodigy in all fields, and even a supergenius won't know nearly as much as you. +95 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: General: 200. You have achieved the sum total of human knowledge in all fields. Any further discoveries will be on you. +100 Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Education: Culture: 0. You know literally nothing about culture, human or otherwise.
Education: Culture: 10. You know the basics of human culture, allowing you to interact with others more easily. Malus to diplomacy from lack of cultural knowledge removed when interacting with humans from the Thernus , and reduced with those from outside the system.
Education: Culture: 20. You know as much about human culture as most people pick up from a lifetime of osmosis. Malus to diplomacy with humans from outside the system removed.
Education: Culture: 30. You have begun to learn what humanity knows of xenos cultures. Malus to diplomacy with non-humans slightly reduced.
Education: Culture: 40. You now know the basics of the culture possessed by each race humanity regularly encounters. That is, Orks, Eldar... pretty much it really. Most of the others haven't spread to many systems, though you aren't likely to accidentally commit a major faux pas with the ones who are nearby. Malus to diplomacy with non-humans reduced.
Education: Culture: 50: You have learned even the most inane bits of human culture, and have a good grasp of xenos culture, including a few local races. Malus to diplomacy with non-humans removed.
Education: Culture: 60. You have a knowledge of xenos culture comprehensive enough to make a few basic assumptions about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with slightly reduced.
Education: Culture: 70. You have a knowledge of xenos culture comprehensive enough to make a number of assumptions about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with reduced.
Education: Culture: 80. You have a knowledge of xenos culture comprehensive enough to make a large number of assumptions about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with greatly reduced.
Education: Culture: 90. You have a knowledge of xenos culture comprehensive enough to all but discern everything about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with almost completely removed.
Education: Culture: 100. You have a knowledge of xenos culture comprehensive enough to discern everything about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with removed.
Education: Culture: 110. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Slight increase to speed of integrations.
Education: Culture: 120. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Minor increase to speed of integrations.
Education: Culture: 130. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Small increase to speed of integrations.
Education: Culture: 140. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Moderate increase to speed of integrations.
Education: Culture: 150. You have a knowledge of culture comprehensive enough to figure out ways to expedite additions to a united humankind. Medium increase to speed of integrations.
Education: Culture: 160. You have a knowledge of culture comprehensive enough to figure out various ways to expedite additions to a united humankind. Major increase to speed of integrations.
Education: Culture: 170. You have a knowledge of culture comprehensive enough to figure out many ways to expedite additions to a united humankind. Large increase to speed of integrations.
Education: Culture: 180. You have a knowledge of culture comprehensive enough to figure out many, many ways to expedite additions to a united humankind. Very large increase to speed of integrations.
Education: Culture: 180. You have a knowledge of culture comprehensive enough to figure out many, many ways to expedite additions to a united humankind. Very large increase to speed of integrations.
Education: Culture: 190. You have a knowledge of culture comprehensive enough to figure out a huge number of ways to expedite additions to a united humankind. Huge increase to speed of integrations.
Education: 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.
Education: Esoteric: 0. While you know a great deal about the regular world, you know little about the Warp, or similarly metaphysical or theoretical knowledge.
Education: Esoteric: 10. You have learned the basics of the Warp and advanced math and physics. Malus to construction of Void munitions reduced. Malus to... literally everything if trapped in the Warp reduced.
Education: Esoteric: 20. While the Warp is nothing if not unstable, there are certain patterns to it. Additionally, your knowledge of complex maths such as those in astrophysics and quantum physics has grown. Malus to construction of Void munitions removed. Malus to... literally everything if trapped in the Warp removed.
Education: Esoteric: 30. There are definite patterns to the Warp, and you suspect this study will aid you in using your powers. Slight bonus to psyker Skill checks.
Education: Esoteric: 40. While on the small-scale, the Warp is almost unpredictable, as you scale up, the inconsistencies normalize. Small bonus to psyker Skill Checks.
Education: Esoteric: 50. You've learned all there is to know from your tutors on the nature of the Warp, and further improvements in any large quantities will require experimentation and observation. Moderate bonus to psyker Skill Checks.
Education: Esoteric: 60. Even on the small scale, the Warp can be predicted to follow certain generalities. For instance, stronger emotions and beliefs have more of an impact, but a large number of people who are exhibiting similar emotions will quickly overtake such an individual. Medium bonus to psyker Skill Checks.
Education: Esoteric: 70. Even on the small scale, the Warp can be predicted to follow certain generalities. For instance, stronger emotions and beliefs have more of an impact, but a large number of people who are exhibiting similar emotions will quickly overtake such an individual. However, the stronger the individual's beliefs, the more difficult this is, in an exponential curve. Large bonus to Psyker Skill Checks.
Education: Esoteric: 80. On the other hand, a million believers will have far more impact than any one person could hope to have on the Warp, save perhaps an individual such as yourself, who has a stronger connection to the Warp than almost any other living being imaginable, save for the titanic presence of Fernus' Planet-mind. Very Large bonus to Psyker Skill Checks.
Education: Esoteric: 90. On the other hand, a million believers will have far more impact than any one person could hope to have on the Warp, save perhaps an individual such as yourself, who has a stronger connection to the Warp than almost any other living being imaginable, save for the titanic presence of Fernus' Planet-mind. Of course, the planet-mind is more or less unresponsive unless something invades it's space. Extremely Large bonus to Psyker Skill Checks.
Education: Esoteric: 100. You have a comprehensive understanding of the Warp, or as it was once called, the Realm of Souls. Enormously Large bonus to Psyker Skill Checks.
Education: Esoteric: 110. You have an understanding of the Warp deep enough to outstrip even other experts. Immensely Large bonus to Psyker Skill Checks.
Education: Esoteric: 120. You have an understanding of the Warp deep enough to outstrip even some Warp Horrors. Huge bonus to Psyker Skill Checks.
Education: Esoteric: 130. You have an understanding of the Warp deep enough to outstrip even many Warp Horrors. +65 bonus to Psyker Skill Checks.
Education: Esoteric: 140. You have an understanding of the Warp deep enough to outstrip most Warp Horrors. +70 bonus to Psyker Skill Checks.
Education: Esoteric: 150. You have an understanding of the Warp deep enough to outstrip all but the most knowledgeable Warp Horrors. +75 bonus to Psyker Skill Checks.
Education: Esoteric: 160. You have an understanding of the Warp deep enough to stand as an equal to the most knowledgeable Warp Horrors. +80 bonus to Psyker Skill Checks.
Education: Esoteric: 170. You have an understanding of the Warp deep enough to outstrip even the most knowledgeable Warp Horrors. +85 bonus to Psyker Skill Checks.
Education: Esoteric: 180. You have an understanding of the Warp deep enough to outstrip even the most knowledgeable Warp Horrors, ones dedicated to the preservation of knowledge. +90 bonus to Psyker Skill Checks.
Education: Esoteric: 190. You have an understanding of the Warp deep enough to outstrip virtually all Warp Horrors. +95 bonus to Psyker Skill Checks.
Education: Esoteric: 200. You have an understanding of the Warp deep enough to outstrip all Warp Horrors. +100 bonus to Psyker Skill Checks.
Education: Advanced: 0. You have the sum total of human knowledge, now let's see about expanding it.
Education: Advanced: 10. You have increased the sum total of human knowledge by a small but significant amount. Education bonus has increased to 110 for General.
Education: Cultural Analysis: 0. You have achieved full knowledge of the known cultures of the known universe. Any further knowledge will have to be discovered by you.
Education: Cultural Analysis: 10. You can analyze an unknown culture to the point of matching an experienced 'home-grown' analyst on their own turf. Can assimilate extremely friendly xenos cultures.
Education: Seer: 0 You possess the greatest understanding of the Warp of anyone in the sector, human or Warp Horror. Let's see about making that true for a larger area.
Education: Seer: 10 You possess the greatest understanding of the Warp of anyone in the sector, or any of the adjacent sectors. Education: Esoteric bonus has increased to 110.
Psyker: Manipulation: 0. You rely entirely on brute-force when attempting to change the world around you with your powers, and you're honestly more likely to destroy what you're trying to manipulate.
Psyker: Manipulation: 10. You can reliably move large or durable objects with your mind, and provide a minor boost to your physical abilities. In combat, gain additional +5 modifier.
Psyker: Manipulation: 20. You can reliably move medium-sized or moderately durable objects with your mind, and provide a small boost to your physical abilities. In combat, gain an additional +10 combat modifier.
Psyker: Manipulation: 30. You have gained a great deal of control over the world around you, allowing you to confer minor benefits to those around you, as well as moderate ones to yourself. +15 modifier to yourself in combat, and a +5 modifier to nearby allies.
Psyker: Manipulation: 40. Even small objects can be reliably moved via telekinesis, and you can manipulate energy in small quantities to produce heat, cold, or electric shocks of low intensity. +20 modifier to yourself in combat, opens up long-range options with or without a gun, and allows the inflicting of 'status effects' on enemies.
Psyker: Manipulation: 50. You are able to do the sort of fine manipulation you can do with your hands from 50 meters away, and cause small fires, electric shocks, or coldsnaps from a similar distance. +25 modifier to yourself in combat, opens up long-range options with or without a gun, and allows the inflicting of 'status effects' on enemies.
Psyker: Manipulation: 60. You are able to fine-tune your body and those around you to a limited degree. +30 modifier to yourself in combat, and +10 to allies within 50 meters.
Psyker: Manipulation: 70. You are able to fine-tune your body and those around you to a moderate degree. +35 modifier to yourself in combat, and +15 to allies within 50 meters.
Psyker: Manipulation: 80. You are able to fine-tune your body and those around you to an impressive degree. +40 modifier to yourself in combat, and +20 to allies within 100 meters.
Psyker: Manipulation: 90. You are able to fine-tune your body and those around you to an incredible degree. +45 modifier to yourself in combat, and +20 to allies within 100 meters.
Psyker: Manipulation: 100. You have achieved what was previously thought to be as far as a psyker could go in terms of flesh manipulation. From this point onward, anything you learn will be completely new territory to the Witch Hunters. +55 modifier to yourself in combat, and +25 to allies within 150 meters.
Psyker: Manipulation: 110. You are able to fine-tune your body and those around you to an amazing degree. +55 modifier to yourself in combat, and +25 to allies within 200 meters.
Psyker: Manipulation: 120. You are able to fine-tune your body and those around you to a degree that makes what is normally considered mastery seem simple and sloppy. +60 modifier to yourself in combat, and +30 to allies within 300 meters.
Psyker: Manipulation: 130. You are able to fine-tune your body and those around you to a degree far beyond the limits of most psykers. +65 modifier to yourself in combat, and +30 to allies within 400 meters.
Psyker: Manipulation: 140. You are able to fine-tune your body and those around you to a degree far beyond the limits of almost all psykers. +70 modifier to yourself in combat, and +35 to allies within 500 meters.
Psyker: Manipulation: 150. You are able to fine-tune your body and those around you to a degree far beyond the limits of any psyker in living memory. +75 modifier to yourself in combat, and +35 to allies within 750 meters.
Psyker: Manipulation: 160. You are able to fine-tune your body and those around you to a degree far beyond the limits of any psyker on record. +80 modifier to yourself in combat, and +40 to allies within 1000 meters.
Psyker: Manipulation: 170. You are able to fine-tune your body and those around you to a degree most would consider impossible. +85 modifier to yourself in combat, and +40 to allies within 1500 meters.
Psyker: Manipulation: 180. You are able to fine-tune your body and those around you to a degree almost everyone would consider impossible. +90 modifier to yourself in combat, and +45 to allies within 2500 meters.
Psyker: Manipulation: 190. You are able to fine-tune your body and those around you to a degree everyone would consider impossible. +95 modifier to yourself in combat, and +45 to allies within 5000 meters.
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.
Psyker: Willpower: 0. You rely entirely on power when attempting to enter someone's mind or resist attempts to do the same to you.
Psyker: Willpower: 10. You can locate weaker areas of defense in a target's mind, and easily read the surface thoughts of non-psykers. In addition, your psychic presence is significantly less 'loud' which will make you more difficult to read. Gain small bonus to efforts to discover information from others, and slight malus to others efforts to discover your thoughts. Daemons find you slightly more difficult to discover.
Psyker: Willpower: 20. You can reliably locate loopholes in the defenses of others' minds, while having a reasonable amount of resistance to pinpoint strikes, and can quickly expunge most successful attempts. Minor bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul rather difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 30. You have expunged most of the weaknesses in your defenses, and can root around in the minds of non-psykers more or less as you please, though strong-willed individuals will at least notice the intrusion. Moderate bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul very difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 40. You have expunged almost every weaknesses in your defenses, and can root around in the minds of non-psykers as you please, though strong-willed individuals may notice the intrusion. Medium bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul extremely difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 50. You have expunged every weaknesses in your defenses, and can root around in the minds of non-psykers as you please, though minor psykers will notice the intrusion. Moderate bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul extremely difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 60. You have begun turning your mind into the equivalent of a fortress, and can root around in the minds of non-psykers as you please, though minor psykers may notice the intrusion. Large bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul extremely difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 70. You have turned your mind into the equivalent of a fortress, and can root around in the minds of non-psykers as you please, though Zeta-level psykers may notice the intrusion. Very Large bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul nearly impossible to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 80. You have begun strengthening your mental fortress further, and can root around in the minds of non-psykers as you please, though Epsilon-level psykers may notice the intrusion. Extremely large bonus to attempts at mind-reading/domination, and to defending against such attempts. Greater Daemons will find your soul difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 90. You have begun turned your mind into the equivalent of an impregnable fortress, and can root around in the minds of non-psykers as you please, though Delta-level psykers may notice the intrusion. Huge bonus to attempts at mind-reading/domination, and to defending against such attempts. Greater Daemons will find your soul rather difficult to take by force, and almost as hard to slide past your defenses.
Psyker: Willpower: 100. You have begun setting vicious traps within your mind to make it easier to fend off large numbers of weaker Warp Horrors, while personally dealing with any stronger ones, and can root around in the minds of non-psykers as you please, though Beta-levels will notice the intrusion. Immense bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul effectively impossible to take by force, and may very well get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul very difficult to take by force.
Psyker: Willpower: 110. You have set vicious traps within your mind making it easier to fend off huge numbers of weaker Warp Horrors, while personally dealing with the strongest ones, and can root around in the minds of non-psykers as you please, though Beta-levels may notice the intrusion. +55 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and may very well get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul very difficult to take by force.
Psyker: Willpower: 120. You have set vicious traps within your mind making it easier to fend off immense numbers of weaker Warp Horrors, while personally dealing with multiple stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels will notice the intrusion. +60 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will probably get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul incredibly difficult to take by force.
Psyker: Willpower: 130. You have set vicious traps within your mind making it easier to fend off incredible numbers of weaker Warp Horrors, while personally dealing with the strongest ones of the group, and can root around in the minds of non-psykers as you please, though Alpha-levels will probably notice the intrusion. +65 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will usually get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul immensely difficult to take by force.
Psyker: Willpower: 140. You have set vicious traps within your mind making it easier to fend off ridiculous numbers of weaker Warp Horrors, while personally dealing with the strongest group, and can root around in the minds of non-psykers as you please, though Alpha-levels will usually notice the intrusion. +70 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will almost certainly get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul ridiculously difficult to take by force.
Psyker: Willpower: 150. You have set vicious traps within your mind making it easier to fend off ludicrous numbers of weaker Warp Horrors, while personally dealing with a large number of stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels may notice the intrusion. +75 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul ludicrously difficult to take by force.
Psyker: Willpower: 160. You have set vicious traps within your mind making it easier to fend off ludicrous numbers of weaker Warp Horrors, while personally dealing with a very large number of stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels may notice the intrusion. +80 to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul impossible to take by force, and will get themselves killed on your passive defenses whether they try force or stealth. Greater Daemons will find your soul nearly impossible to take by force.
Psyker: Willpower: 170. You have set vicious traps within your mind making it easier to fend off ludicrous numbers of weaker Warp Horrors, while personally dealing with a huge number of stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels may notice the intrusion. +85 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 effectively impossible to take by force.
Psyker: Willpower: 180. You have set vicious traps within your mind making it easier to fend off ludicrous numbers of weaker Warp Horrors, while personally dealing with an immense number of stronger ones, and can root around in the minds of non-psykers as you please, though Alpha-levels have a slim chance of noticing the intrusion. +90 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.
Psyker: Willpower: 190. You have set horrific traps within your mind, sending mimetic junk into those who try to pierce your defenses, or simply annihilating them depending on the degree of assault and power of the offender. Thousands of lesser Warp Horrors working in concert don't make it past your passive defenses, while it would take hundreds 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. +95 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. Even a Chaos God wouldn't be able to just waltz in if you were prepared.
Psyker: 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.
Psyker: Esoteric: 0. You have no ability to use the more esoteric powers of psykers, such as rituals, divination, and the opening and closing of rifts to the Warp.
Psyker: Esoteric: 10. You can predict events a few seconds into the future, allowing mistakes to be avoided, you've also gained a basic knowledge on how to disrupt rituals. Gain +5 modifier in combat, and ritual disruption checks are now possible.
Psyker: Esoteric: 20. You know what to look for in dismantling a ritual, and can (theoretically) force a small rift closed. In addition, your divination improves. Gain +10 modifier in combat, ritual disruption checks are now slightly easier. Attempts to close a rift can be assumed not to make the situation worse.
Psyker: Esoteric: 30. You have learned the specifics of the rituals encountered by the Witch Hunters and how they've dismantled them in the past. You can reliably predict events 15 seconds into the future, and get the occasional flash of events up to an hour hence. +15 to combat checks. Can potentially disrupt even large-scale rituals.
Psyker: Esoteric: 40. You have learned the best ways to disrupt most rituals. You can reliably predict events 20 seconds into the future, and get the occasional flash of events up to two hours hence. +20 to combat checks. Can disrupt even large-scale rituals.
Psyker: Esoteric: 50. You have learned the best ways to disrupt almost any ritual and close rifts. You can reliably predict events 25 seconds into the future, and get the occasional flash of events up to three hours hence. +25 to combat checks. Can disrupt even large-scale rituals alone with some reliability.
Psyker: Esoteric: 60. You have learned the best ways to disrupt rituals, and can casually close small rifts to force Warp Horrors out of those they possess. You can reliably predict events 30 seconds into the future, and get the occasional flash of events up to four hours hence. +30 to combat checks. Can disrupt even large-scale rituals alone with reliability.
Psyker: Esoteric: 70. You have learned almost every way to disrupt rituals, allowing you to combine different approaches for the most efficient one, and can casually close medium-sized rifts to force Warp Horrors out of those they possess, and prevent War Horrors from being summoned and/or force the weaker ones back to the Warp at will. You can reliably predict events 35 seconds into the future, and get the occasional flash of events up to 5 hours hence. +35 to combat checks. Can disrupt even large-scale rituals alone with great reliability.
Psyker: Esoteric: 80. You have learned every way to disrupt rituals the Witch Hunters know, and have begun making your own. You can casually close large-sized rifts to force Warp Horrors out of those they possess, and prevent Warp Horrors from being summoned and/or force the less powerful ones back to the Warp at will. You can reliably predict events 40 seconds into the future, and get the occasional flash of events up to 8 hours hence. +40 to combat checks. Can disrupt even large-scale rituals alone without overly exerting yourself.
Psyker: Esoteric: 90. You have begun creating your own ways to disrupt rituals, partially by combining the best parts of the old ones, and partially through experimentation, as you can brute-force a solution if something goes wrong in most cases, and can casually close large rifts to force Warp Horrors out of those they possess, and any Warp Horrors besides the most powerful can be sent back at your leisure. You can reliably predict events 45 seconds into the future, and get the occasional flash of events up to 12 hours hence. +45 to combat checks. Can disrupt even large-scale rituals alone with near ease.
Psyker: Esoteric: 100. You have begun creating your own book of methods to disrupt rituals, with sections for different levels of power, skill, control, and variations thereof, and can close huge rifts to force Warp Horrors out of those they possess, and can struggle with the greater Warp Horrors to force them back to the Warp. You can reliably predict events 60 seconds into the future, and get the occasional flash of events up to a day hence. +50 to combat checks. Can disrupt even large-scale rituals alone with ease.
Psyker: Esoteric: 110. You have continued creating your book of ways to disrupt rituals, and can casually close huge rifts to force Warp Horrors out of those they possess, and all but the strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 2 minutes into the future, and get the occasional flash of events up to 2 days hence. +55 to combat checks. Can disrupt even immense-scale rituals alone with some difficulty.
Psyker: Esoteric: 120. You have finished the first draft of your book of ways to disrupt rituals, and can casually close huge rifts to force Warp Horrors out of those they possess, and all but the strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 3 minutes into the future, and get the occasional flash of events up to 3 days hence. +60 to combat checks. Can disrupt even immense-scale rituals alone without trouble.
Psyker: Esoteric: 130. You have begun the second draft draft of your book of ways to disrupt rituals, and can close immense with great difficulty rifts to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 5 minutes into the future, and get the occasional flash of events up to 5 days hence. +65 to combat checks. Can disrupt even immense-scale rituals alone without difficulty.
Psyker: Esoteric: 140. You are half-finished with the second draft of your book of ways to disrupt rituals, and can close immense rifts with difficulty to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 7 minutes into the future, and get the occasional flash of events up to 7 days hence. +70 to combat checks. Can disrupt even immense-scale rituals alone with near-ease.
Psyker: Esoteric: 150. You have finished the second draft of your book of ways to disrupt rituals, and can close immense rifts with some difficulty to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 10 minutes into the future, and get the occasional flash of events up to 10 days hence. +75 to combat checks. Can disrupt even immense-scale rituals alone with ease.
Psyker: Esoteric: 160. You have begun the third draft of your book of ways to disrupt rituals, and can close immense rifts with little difficulty to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 15 minutes into the future, and get the occasional flash of events up to 15 days hence. +80 to combat checks. Can disrupt even titanic-scale rituals alone with immense difficulty.
Psyker: Esoteric: 170. You are half-finished with the third draft of your book of ways to disrupt rituals, and can close immense rifts with something resembling ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 30 minutes into the future, and get the occasional flash of events up to 30 days hence. +85 to combat checks. Can disrupt even titanic-scale rituals alone with immense difficulty.
Psyker: Esoteric: 180. You are finished with the third draft of your book of ways to disrupt rituals and have begun the final draft, and can close immense rifts with ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 60 minutes into the future, and get the occasional flash of events up to 60 days hence. +90 to combat checks. Can disrupt even titanic-scale rituals alone with great difficulty.
Psyker: Esoteric: 190. You are half-finished with the final draft of your book of ways to disrupt rituals, and can close immense rifts with great ease to force Warp Horrors out of those they possess, and all but the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 90 minutes into the future, and get the occasional flash of events up to 90 days hence. +95 to combat checks. Can disrupt even titanic-scale rituals alone with some difficulty.
Psyker: Esoteric: 200. You are finished with the final draft of your book of ways to disrupt rituals and have handed some copies over to the Witch Hunters, and can close immense rifts with ease to force Warp Horrors out of those they possess, and even the absolute strongest Warp Horrors can't keep your from forcing them back to the Warp. You can reliably predict events 120 minutes into the future, and get the occasional flash of events up to 120 days hence. +100 to combat checks. Can disrupt even titanic-scale rituals alone. +50 to ritual disruption checks by allied psykers.
Psyker: Sorcery: 0. You have achieved mastery of the manipulation of the material world with psychic might. Any further advancement would require personal study.
Psyker: Sorcery: 10. You have advanced humankind's knowledge of manipulating the natural world using the Warp a bit. +10 (110 total) to yourself in combat, +5 (55 total) to allies within 11000 meters.
Psyker: Spirit: 0. Your soul rejects Daemons who do nothing more than become too close, but you've reached the limit of known psychic resistance among humans.
Psyker: Navigator: 0. You can read and manipulate the Warp around you to a degree beyond anyone not specifically bred for such. Let's fix that.
Invention: Necessity: 0. You are terrible at kludging something together without time and proper materials.
Invention: Necessity: 10. You can create crude tools from random junk lying around a home. Crude traps may be constructed. Surprise Malus reduced.
Invention: Necessity: 20. You can create simple tools from random junk lying around a home. Simple traps may be constructed. Surprise Malus further reduced.
Invention: Necessity: 30. You can create moderately complex tools from random junk lying around a home. Moderately complex traps may be constructed. Surprise Malus removed.
Invention: Necessity: 40. You can create complex tools from random junk lying around a home. Complex traps may be constructed. Surprise Malus slightly inverted.
Invention: Necessity: 50. You have achieved 'mastery' of creating tools from random junk, though there's always room for improvement. Very complex traps may be constructed. Surprise Malus somewhat inverted.
Invention: Necessity: 60. You can create very complex tools from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Surprise Malus inverted.
Invention: Necessity: 70. You can create top-of the line gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Slight reduction in difficulty of Invention Checks.
Invention: Necessity: 80. You can create cutting-edge gadgets from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Small reduction in difficulty of Invention Checks.
Invention: Necessity: 90. You can create gadgets edging past the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Small reduction in difficulty of Invention Checks.
Invention: Necessity: 100. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Moderate reduction in difficulty of Invention Checks.
Invention: Necessity: 110. You can create gadgets significantly beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Large reduction in difficulty of Invention Checks.
Invention: Necessity: 120. You can create gadgets beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Very large reduction in difficulty of Invention Checks.
Invention: Necessity: 130. You can create gadgets significantly beyond the most advanced technology from garbage. Literal garbage. It's amazing what people throw away without thinking about it. Huge reduction in difficulty of Invention Checks.
Invention: Practicality: 0. You rely more on knowledge than creativity when building something.
Invention: Practicality: 10. You can substitute materials you lack with similar materials when building something. Malus to building without proper materials reduced.
Invention: Practicality: 20. You can substitute materials you lack with somewhat similar materials when building something. Malus to building without proper materials further reduced.
Invention: Practicality: 30. You can substitute materials you lack with vaguely similar materials when building something. Malus to building without proper materials removed.
Invention: Practicality: 40. You can substitute materials you lack with other materials when building something. Malus to building without proper materials slightly inverted.
Invention: Practicality: 50. You have achieved 'mastery' of substituting materials for other materials. Malus to building without proper materials somewhat inverted.
Invention: Practicality: 60. When faced with a project you lack the materials, you can redraw the blueprints to create something similar or better with other materials. Malus to building without proper materials inverted.
Invention: Practicality: 70. When faced with a project you lack the materials, you can redraw the blueprints to create something better with other materials. Slight reduction in difficulty of Invention Checks.
Invention: Practicality: 80. When faced with a project you lack the materials, you can redraw the blueprints to create something better with poorer materials. Small reduction in difficulty of Invention Checks.
Invention: Practicality: 90. When faced with a project you lack the materials, you can redraw the blueprints to create something better with pretty poor materials. Moderate reduction in difficulty of Invention Checks.
Invention: Practicality: 100. When faced with a project you lack the materials, you can redraw the blueprints to create something better with very poor materials. Moderate reduction in difficulty of Invention Checks.
Invention: Practicality: 110. When faced with a project you lack the materials, you can redraw the blueprints to create something better with extremely poor materials. Large reduction in difficulty of Invention Checks.
Invention: Practicality: 120. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Very large reduction in difficulty of Invention Checks.
Invention: Practicality: 130. When faced with a project you lack the materials, you can redraw the blueprints to create something better with incredibly poor materials. Huge reduction in difficulty of Invention Checks.
Invention: Extravagance: 0. Why would you use more resources than you need?
Invention: Extravagance: 10. You understand that using more resources can be beneficial. You may double a creation's specs for 4 times the cost.
Invention: Extravagance: 20. You understand that using more resources can be beneficial, and can do so without excessive waste. You may double a creation's specs for 3 times the cost, or triple them for 8 times the cost.
Invention: Extravagance: 30. You understand that using more resources can be beneficial, and do so efficiently. You may double a creation's specs for 2.5 times the cost, triple them for 7 times the cost, or quadruple them for 20 times the cost.
Invention: Extravagance: 40. You understand that using more resources can be beneficial, and do so very efficiently. You may double a creation's specs for 2.25 times the cost, triple them for 6.5 times the cost, or quadruple them for 19 times the cost.
Invention: Extravagance: 50. You have achieved 'mastery' of improving projects and products with ludicrous over-investment, though you can always improve. You may double a creation's specs for 2 times the cost, triple them for 6 times the cost, or quadruple them for 18 times the cost.
Invention: Extravagance: 60. You can actually improve products with extra investment with something like efficiency now. You may double a creation's specs for 1.75 times the cost, triple them for 5.5 times the cost, or quadruple them for 17 times the cost.
Invention: Extravagance: 70. You can actually improve products with extra investment with great efficiency now. You may double a creation's specs for 1.5 times the cost, triple them for 5 times the cost, or quadruple them for 16 times the cost.
Invention: Extravagance: 80. You can actually improve products with relatively little extra investment with great efficiency now. You may double a creation's specs for 1.25 times the cost, triple them for 4.5 times the cost, or quadruple them for 15 times the cost.
Invention: Extravagance: 90. You can actually improve products with rather little extra investment with great efficiency now. You may double a creation's specs for 1 times the cost, triple them for 4 times the cost, or quadruple them for 14 times the cost.
Invention: Extravagance: 100. You can actually improve products with little extra investment with great efficiency now. You may double a creation's specs for 0.75 times the cost, triple them for 3.5 times the cost, or quadruple them for 13 times the cost.
Invention: Extravagance: 110. You can improve products with little extra investment with impressive efficiency now. You may double a creation's specs for 0.5 times the cost, triple them for 3 times the cost, or quadruple them for 12 times the cost.
Invention: Extravagance: 120. You can improve products with little extra investment with amazing efficiency now. You may double a creation's specs for 0.25 times the cost, triple them for 2.5 times the cost, or quadruple them for 11 times the cost.
Invention: Extravagance: 130. You can improve products with little extra investment with incredible efficiency now. You may double a creation's specs for free, triple them for 2 times the cost, or quadruple them for 10 times the cost.

Martial: 12 + 10 = 22.
Combat: 8 + 10 = 18.
Administration: 18 + 10 = 28.
Intrigue: 5 + 10 = 15.
Diplomacy: 7 + 10 = 17.
Power: 14 + 10 + 5 (Powerful Psyker) + 2 (Warp Spawn) = 31.
Control: 12 + 10 + 2 (Warp Spawn) = 24.
Learning: 20 + 10 = 30.
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.
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. [Until +20]
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.
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.
Administration: 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.
Power: 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.
Learning: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
+50 Exp. Cazanus doesn't try and have you killed. Cazanus will function as a mentor for Psyker skills and relevant Stats.
Level 1: 50 / 100 Exp

Martial Roll: 85 - 22 + 20 (Richards) = 83. Success. Gained 1 Martial. Martial now 23.
Diplomacy Roll: 58 - 17 + 15 = 56. Success. Gained 1 Diplomacy. Diplomacy now 18.
Power automatically gains 1. Now 32.
Mentors. For each Stat, add 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50. [Turn 1]
Due to synergy with Mentors, all three Psyker Skills gain 15, save the previously tagged Psyker: Manipulation, which gains 20. [Turn 1]​
Speech: Persuasion: +15 [15]
Speech: Diplomacy: +15 [15]
Speech: Intimidation: +15 [15]
Education: General: +40 [40]
Education: Culture: +15 [15]
Education: Esoteric: +15 [15]
Psyker: Manipulation: +20 [20]
Psyker: Willpower: +15 [15]
Psyker: Esoteric: +15 [15]
Level 1: 50 / 100 Exp

Control Roll: 68 - 24 + 15 = 59. Success. Control gains 1 point. Now 25.
Power automatically gains 1 point, now 33.
Control: 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.
Skill training bonus extended to 100 for Psyker Skills. [Turn 2]​
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]
Improved Las-Tech. +5 to PDF combat rolls. +5 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll]
Combat: Melee: +20 [20]
Combat: Ranged: +15 [15]
Combat: Stealth: +15 [15]
Speech: Persuasion: +15 [30]
Speech: Diplomacy: +15 [30]
Speech: Intimidation: +15 [30]
Perception: People: +15 [15]
Perception: Environment: +15 [15]
Education: General: +20 [60]
Education: Culture: +15 [30]
Education: Esoteric: +15 [30]
Psyker: Manipulation: +20 [40]
Psyker: Willpower: +15 [30]
Psyker: Esoteric: +15 [30]
Level 1: 50 / 100 Exp

Gained 1 point of Control, now 26.
Gained 1 point of Combat, now 19.
Automatically gain 1 point of Power, now 34.
Skill training bonus extended to 100 for Medicine Skills. [Turn 3]​
Education All 50: 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.
Tactics: Preparation: +15 [15]
Tactics: Cleverness: +15 [15]
Tactics: Trickery: +15 [15]
Speech: Persuasion: +15 [45]
Speech: Diplomacy: +15 [45]
Speech: Intimidation: +15 [45]
Perception: Objects: +15 [15]
Medicine: Surgery: +15 [15]
Medicine: Narcotics: +15 [15]
Medicine: First-Aid: +15 [15]
Education: General: +15 [75]
Education: Culture: +15 [60]
Education: Esoteric: +30 [60]
Psyker: Manipulation: +20 [60]
Psyker: Willpower: +15 [45]
Psyker: Esoteric: +15 [45]
Invention: Necessity: +15 [15]
Invention: Practicality:+15 [15]
Invention: Extravagance: +15 [15]
All: 50 Perk obtained! +50 Exp! You have Leveled up!
+1 Perk point.
Level 2: 0 / 110 Exp

Power automatically gains 1 point, now 35.
Skill training bonus extended to 100 for Evasion Skills. [Turn 4]​
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 Turn 5]
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. [Turn 4 RER]
Speech All 50: 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.
Psyker All 50: 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: 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.
Combat: Melee: +20 [40]
Evasion: Lying: +15 [15]
Evasion: Dodging: +15 [15]
Evasion: Trickery: +15 [15]
Speech: Persuasion: +15 [60]
Speech: Diplomacy: +15 [60]
Speech: Intimidation: +15 [60]
Forging: Weapons: +15 [15]
Forging: Armor: +15 [15]
Forging: Gear: +15 [15]
Electronics: Security: +15 [15]
Electronics: Wiring: +15 [15]
Electronics: Programming: +15 [15]
Education: General: +15 [90]
Education: Culture: +10 [70]
Education: Esoteric: +20 [80]
Psyker: Manipulation: +20 [80]
Psyker: Willpower: +15 [60]
Psyker: Esoteric: +15 [60]
Gained 50 Exp from unlocking Speech All: 50 Perk. 50 / 110.
Gained 50 Exp from unlocking Psyker All: 50 Perk. 100 / 110.
Level 2: 100 / 110 Exp

Martial Roll: 67 + 15 (Mentors) - 24 = 58. Success. Martial gains one point, now 25.
Power Roll: 70 + 15 (Mentors) - 35 = 50. Success. Power gains one point, now 36.
Power automatically gains one point, now 37.
Skill training bonus extended to 100 for Invention Skills. [Turn 5]​
First Stage of Genetic Therapy: +10 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]
Martial: 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.
Education All 100: 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: 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.
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.
Speech: Persuasion: +10 [70]
Speech: Diplomacy: +10 [70]
Speech: Intimidation: +10 [70]
Medicine: Surgery: +15 [30]
Explosives: General: +15 [15]
Explosives: Extravagant: +15 [15]
Explosives: Preparation: +15 [15]
Education: General: +15 [105]
Education: Culture: +30 [100]
Education: Esoteric: +20 [100]
Invention: Necessity: +15 [30]
Invention: Practicality: +15 [30]
Invention: Extravagance: +15 [30]
Gained 90 Exp. You have Leveled up! Gained 1 Perk Point. 80/120 to Level 4.
All: 100 Perk obtained! Gained 100 Exp! Gained 1 Level, 60/130 to Level 5.
Gained 1 Perk point, you currently have 2.
Level 4: 60 / 130 Exp

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. [2/3] [Education: Esoteric. Psyker: Willpower]
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: 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.
Psyker: Willpower: 60: Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.
+10 Exp, difficulty of Combat check reduced by 25.
Gained 50 Exp. Reached Level 5! Gained 2 Perk Points. 0/140 to Level 6.
Gained 30 Exp. 30/140 to Level 6.
+10 Exp! 40/140 to Level 6. Difficulty of Speech Check reduced by 25. Further reduced by 25 due to Rhetoric.
+30 Exp! 70/140 to Level 6. Command taken with no problems.
+20 Exp! 90/140 to Level 6. Tactics Check reduced by 50 in difficulty.
+40 Exp. 130/140 to Level 6. Gained +20 modifier to PDF rolls for duration of raid.
Event Completed! +500 Exp.
Reached Level 9. 10/190 to Level 10.
Gained 4 Perk points, currently possess 6.

Power Re-roll: 95+15(Mentors)-37=73. Success. Power gains 1 point.
Power automatically gains one point. Power now 39.
Combat Roll: 63+15(Mentors)-19= 59. Success. Combat now 20.
General Richards: 2 SL levels gained. 1 for the action, 1 for the choice and Check.
Skill training bonus extended to 150 for Tactics. [Turn 6]​
Improved PDF Tactics: Permanent +30 to Thernus PDF rolls. [Turn 6]
Improved PDF Body Armour: +5 to PDF rolls. Additional +5 when dealing with Daemons or psykers. [Turn 6 RER]
Psyker All 100: 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 25 to Psyker Checks. Malus of 25 to enemy Psyker Checks.
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.
Psyker: Manipulation: 60: 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.
'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]​
Combat: Melee: +80 [120]
Tactics: Preparation: +15 [30]
Tactics: Cleverness: +15 [30]
Tactics: Trickery: +15 [30]
Forging: Weapons: +15 [30]
Forging: Armor: +15 [30]
Forging: Gear: +15 [30]
Education: General: +5 [110]
Education: Esoteric: +5 [105]
Psyker: Manipulation: +45 [125]
Psyker: Willpower: +45 [105]
Psyker: Esoteric: +55 [115]
Gained 90 Exp! 100/190 to Level 10.
Success! Gained 80 Exp! 180/190 Exp to Level 10.
Gained 100 Exp! Reached Level 10! Gained 2 Perk points. 90/200 to Level 11.
Level Up! +5 to All Tagged Skills!
Gained 40 Exp! Speech Check passed completely. 130/200 to Level 11.
+10 Karma. Karma isn't mutually exclusive with Infamy, but having both of them high is a challenge.

Diplomacy Roll: 61 + 10 (Experienced) + 15 (Mentors) - 18 (Diplomacy) = 68. Success. Diplomacy gains one point. Now 19.
Power Roll: 98 + 10 (Experienced) + 15 (Mentors) - 39 (Power) = 74. Success. Power gains one point.
Power automatically gains one point. Now 41.
Mentors Stat bonus has increased from 15 to 20. [Turn 7] [Mother & Father SL = 4 * 5 = 20]
Skill training bonus extended to 200 for Speech. [Father SL 4] [Turn 7]
Skill training bonus extended to 200 for Education. [Mother SL 4] [Turn 7]​
Albert Salnus SL advanced from 3 to 4.
Celestine Salnus SL advanced from 3 to 4.
Tactics All 50: 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.
Forging All 50: Journeyman Smith: You are no master, but you're certainly no apprentice either. +50 to Forging Checks.
Invention All 50: Innovative: You can see solutions to most problems with the sort of ease associated with savants. +50 to Invention Checks.
Education: Esoteric: 100: 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.]
Level 5 Perk: Talented: You are a talented individual. This is reflected in the growth of your Skills. May tag an additional Skill. This Perk may be selected up to three times. Has tagged Education: Culture.
Combat: Melee [T]: +5 +5 [130]
Combat: Ranged: +30 [45]
Combat: Stealth: +30 [45]
Tactics: Preparation: +30 [60]
Tactics: Cleverness: +30 [60]
Tactics: Trickery: +30 [60]
Speech: Persuasion: +15 [85]
Speech: Diplomacy: +15 [85]
Speech: Intimidation: +15 [85]
Forging: Weapons: +15 +15 [60]
Forging: Armor: +15 +15 [60]
Forging: Gear: +15 +15 [60]
Education: General [T]: +5 +5 +20 [140]
Education: Culture: +15 [115]
Education: Esoteric [T]: +5 +5 +20 [135]
Psyker: Manipulation [T]: +5 +5 [135]
Psyker: Willpower [T]: +5 +5 [115]
Invention: Necessity: +30 [60]
Invention: Practicality: +30 [60]
Invention: Extravagance: +30 [60]
Gained 50 Exp! 180/200.
Gained 50 Exp! Reached Level 11. Gained a Perk point. 30/210 Exp to Level 12. +5 to Tagged Skills.
Gained 50 Exp! 80/210 to Level 12.
+50 Exp! 130/210 to Level 12.
Hidden personal Malus reduced. +10 Karma.
Check Fully Passed! +70 Exp. 200/210 Exp.
Gained 50 Exp! Reached Level 12. 40/220 to Level 13. Gained one Perk point. Currently possess 2. +5 to Tagged Skills.

Education All 150: Academic: You have deep knowledge of every topic imaginable, and some not, that exceeds any in living memory, including those who have devoted their entire lives to the accumulation of knowledge. +50 to all Checks. +1 Major Action. +1 Minor Action.
Level 15 Perk: Time Management: By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.
Psyker: Manipulation: 20: 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: 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: 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: 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: 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: 80: 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: 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.
Combat: Melee [T]: +5*7 [165]
Education: General [T]: +5*7 [175]
Education: Culture [T]: +5*7 [150]
Education: Esoteric [T]: +5*7 [170]
Psyker: Manipulation [T]: +5*7 [170]
Psyker: Willpower [T]: +5*7 [150]
Check Passed. Parents allow you onto expedition. Gained 20 Exp. 60/220 to Level 13.
+140 Exp. 200/220 to Level 13.
+10 Exp. 210/220 to Level 13. Rift sealed! +10 to future attempts to seal Heartless' rifts by all factions!
Speech Check autopassed due to existential threat. +10 Exp. Gained a Level. 0/230 to Level 14. Gained One Perk Point. +5 to Tagged Skills.
+140 Exp. 140/230 to Level 14.
+130 +140 Exp. Gained a Level. 50/240 to Level 15. Gained one Perk Point. +5 to Tagged Skills. Rift sealed! +10 to future attempts to seal Heartless' rifts by all factions! AN: Forgot the Stat Check Exp last time, I'll just put it here.
+80 Exp. 130/240 to Level 15.
+70 Exp. 200/240 to Level 15.
+10 Karma. Currently 30.
Check Passed. Non-Aggression Pact. Gained 20 Exp. 220/240 to Level 15. AN: You can't have a trade agreement unless you have something they want, and they can't really spare the psykers to teach yours to do any of the things they must very carefully do, even if they trusted you with their secrets. Which they don't. Give them some time to get used to the idea before proposing anything more than being able to use each other's space in an emergency and avoiding hostilities if possible.
+110 Exp. Gained a Level. Gained 2 Perk point, now 4. +5 to Tagged Skills. 90/250 Exp to Level 16.
Reward: Crystallized Concept Crystals, requires investigation action. Mysterious blocks of matter, requires investigation action. Several advanced technologies. 1 Cleared Space Hulk of 5 cubic kilometers. 90% of material is useable. +150 Karma (50 from fighting an existential threat, 100 from doing so with allies who you did not molest on withdrawal). +1000 Exp.
Gained 4 Levels. 30/290 Exp to Level 20. Gained 4 Perk points, now 8. +20 to Tagged Skills.
Gained 150 Exp for achieving Education All: 150 Skill. 180/290 to Level 20.

Power automatically gains 1, now 42.
Diplomacy Roll: 50 + 20 (Mentors) - 19 (Diplomacy) = 51. Success. Diplomacy now 20.
Control Roll: 91 + 20 (Mentors) - 26 (Control) = 85. Success. Control now 27.
Mentors Stat bonus has increased from 20 to 25. [Turn 8] [Mother & Father SL = 5 * 5 = 25]
Crystal Talismans. +10 to PDF rolls. +10% to production. +10 to morale rolls. [Turn 8]
Booster Blocks. May automatically increase Combat, Power, or Control by 1 per turn. Up to four action slots can be used to provide four more points for the above Stats for certain. Works up to 50. [Turn 8]
Improved Las-Tech. +25 to PDF combat rolls. +25 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll + Turn 8 Investigate Technology]
Improved Sensors. +50 to detection rolls. +25 to rolls requiring aiming of ship-based weapons. [Turn 8]
Improved Medical Care. +1% population growth from majority of deaths being prevented, and births being essentially risk-free. [Turn 8]
Replicators. +10% to production for worlds under your control. [Turn 8]
Universal Translator. Malus to diplomacy actions with cultures with unknown languages removed. [Turn 8]
Champions. +10 to PDF rolls. [Turn 8]
Improved Building. -5% cost of building projects that do not require high temperature resistance. [Turn 8 RER]
Albert Salnus: 5 of 10. (Speech / Stat tutor) [Skill training bonus extended to 200 for Speech.] [Stat Bonus increased to 25]
Celestine Salnus: 5 of 10. (Education / Stat tutor) [Skill training bonus extended to 200 for Education.] [Stat Bonus increased to 25]
Captain Matt of the Defenders : 3 of 10. (Combat / Perception tutor) [Skill training bonus extended to 150 for Combat & Perception.]
Herman Jerun: 3 of 10. (Forgemaster Actions) [Skill training bonus extended to 150 for Forging.]
Percy Clements: 3 of 10. (Electronics tutor) [Skill training bonus extended to 150 for Electronics.]
Gerald Newton: 3 of 10. (Invention tutor) [Skill training bonus extended to 150 for Invention.]
Combat All 50: Combatant: You have achieved conventional mastery of all forms of combat. This allows you to perform even better in all of them, thanks to a certain level of skill in one being applicable in the others. +50 to Combat Skill Checks.
Speech All 100: Rational Demagogue: While it may seem a contradiction in terms, you can use a person's logic against them in one instant, then puppet their emotions the next. Similar efforts against you are more likely to amuse or insult you than anything else. Reduce difficulty of Speech Checks by 50. Malus of 50 to difficulty of Speech Checks on you.
Education All 200: 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.
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.
Speech: Diplomacy: 40: Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma. Current bonus: 125.
Forging: Gear: 60: 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.
Education: Esoteric: 120: 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: 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: Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.
Psyker: Esoteric: 60: 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.
Combat: Melee [T]: +5 +20 +5 +5 +5 +5 +5 [200]
Combat: Ranged: +15 [60]
Combat: Stealth: +15 [60]
Speech: Persuasion: +15 [100]
Speech: Diplomacy: +15 [100]
Speech: Intimidation: +15 [100]
Perception: People [T]: +10 [25]
Forging: Weapons: +15 [75]
Forging: Armor: +15 [75]
Forging: Gear: +15 +15 [90]
Electronics: Security: +15 [30]
Electronics: Wiring: +15 +15 [45]
Electronics: Programming: +15 [30]
Education: General [T]: +5 +20 +5 +5 +5 +5 +5 [200]
Education: Culture [T]: +5 +20 +5 +5 +5 +5 +5 [200]
Education: Esoteric [T]: +5 +20 +5 +5 +5 +5 +5 [200]
Psyker: Manipulation [T]: +5 +5 +5 +5 +5 +5 [200]
Psyker: Willpower [T]: +5 +5 +5 +5 +5 +5 [180]
Psyker: Esoteric [T]: +10 [125]
Invention: Necessity [T]: +15 [75] +10 [85]
Invention: Practicality [T]: +15 [75] +10 [85]
Invention: Extravagance [T]: +15 [75] +10 [85]
Education: Culture Check: 150: Required: 30. Pass. +10 Exp. 190/290 Exp to Level 20.
6 Checks passed. +60 Exp. 250/290 to Level 20.
Karma Check: 180. Required: 50. +10 Karma.
Reward: Herman Jerun SL 1 -> 3. Karma is now 190. Gained +15 to all Forging Skills.
Education: Culture Check: 150: Required: 30. Pass. +10 Exp. 260/290 to Level 20.
6 Checks passed. +60 Exp. Gained one Level. Gained 2 Perk points. 30/300 to Level 21. +5 to tagged Skills.
Karma Check: 190: Required: 50. Pass. +10 Karma.
Reward: Captain Matt SL 1 -> 3. Karma now 200. +15 to Combat: Ranged and Combat: Stealth. +20 to Combat: Melee.
Psyker: Manipulation Check: 175: Required: 100. Pass. +10 Exp. 40/300 to Level 21.
Karma Check: 200: Required: 100. Passed. +20 Karma.
6 Checks Passed. +60 Exp. 100/300 to Level 21.
Karma Check: 220: Required: 150. Passed. +20 Karma.
Reward: SLs for Albert and Celestine Salnus advanced to 5. Mentors bonus to Stat rolls increased to 25. +15 to all Speech categories. +20 to Education categories.
All: 100 Perk obtained! Gained 100 Exp. 190/300 to Level 21.
Education Advanced Skill has been unlocked. Education: General has advanced to Education: Advanced.
14 Checks passed. +140 Exp. Gained a Level. Gained 1 Perk point. +5 to tagged Skills. 30/310 to Level 22.
Reward: Percy Clements SL 1 -> 3. +15 to Electronics categories.
7 Checks passed. +70 Exp. 100/310 to Level 22.
6 Checks Passed. +60 Exp. 160/310 to Level 22.
Reward: +10 Karma. Gerald Newton SL 1 -> 3. +15 to Invention categories.
Investigate Crystals:
3 Checks passed & 32 Checks passed. +350 Exp. Gained 1 Level. Currently have 4 Perk points. +5 to tagged Skills. 190/320 to Level 23.
3 Checks passed & 10 Checks passed. +130 Exp. Gained 1 Level. Currently have 5 Perk points. +5 to tagged Skills. 0/330 to Level 24.
Reward: Crystals may now be mass-produced by any 'safe' psyker. Low-level accessories can now be mass-produced which provide myriad small benefits. Firefighters, for example, will now wear rings which greatly increase their resistance to heat and flames. Soldiers will have strength and durability-boosting talismans. Psykers will have talismans that allow for more power to be drawn safely. None of these are game-changers for individuals, but the PDF gains an additional +10 due to the boost to their basic physical capabilities, productivity increases by 10% due to enhanced strength and endurance increasing each individual's contribution by a noticeable amount. Morale rolls gain a +10, due to increased survival rates of both Ork attacks and accidents, and a much increased opinion of psykers for providing the means for these.
Investigate Block:
3 Checks passed & 21 Checks passed. +240 Exp. 240/330 to Level 24.
3 Checks passed & 11 Checks passed. +140 Exp. Gained 1 Level. Currently have 6 Perk points. +5 to tagged Skills. 50/340 to Level 25.
Reward: Once per year, automatically raise Combat, Power, or Control by 1 point, up to 50. Additional raises of these Stats still require use of an action, but 5 or fewer will automatically succeed per turn, counting the original. Additionally, Champion units will now be created. There are always soldiers who lack the leadership ability to move up the ranks, but are talented combatants. These units will be provided these crystals, as well as the best equipment, to become juggernauts of battle. One champion per regiment, due to resource constraints. Provides a +10 to PDF rolls.
Investigate Technology:
3 Checks passed & 6 Checks passed. +90 Exp. 140/340 to Level 25.
3 Checks passed & 5 Checks passed. +80 Exp. 220/340 to Level 25.
Reward: +20 to PDF rolls from more advanced guns, stacking with Improved lasers bonus to +25, also applies to point defenses. +10% to productivity from replicators. +1% to population growth from improved medical technology preventing the majority of unnatural deaths and making pregnancies essentially risk-free. +50 to detection rolls when avoiding ambushes in space, +25 to rolls with aiming involved from vastly improved sensors. Malus to diplomacy actions with cultures with unknown languages removed by universal translator.
Aid Space Hulk Refining:
3 Checks passed, 4 Checks passed, 2 Checks passed & 16 Checks passed. +250 Exp. Gained one Level, currently possess 8 Perk points. +5 to tagged Skills. 130/350 to Level 26.
Reward: 1 Dreadnought, 2 years from completion (end of Turn 10). 5 Cruisers, 1 year from completion (end of Turn 9). Space Hulk consumed.
All: 200 Perk obtained! Gained 200 Exp. 330/350 to Level 26.
5 Skills have reached 200. Tag 5 new Skills. [Perception: People. Psyker: Esoteric. Invention: Necessity. Invention: Practicality. Invention: Extravagance.]

Intrigue Roll: 73 + 25 (Mentors) + 10 (Experienced) - 15 (Intrigue) = 93. Success. Intrigue is now 16.
Intrigue Roll: 93 + 25 (Mentors) + 10 (Experienced) - 15 (Intrigue) = 113. Critical Success! Intrigue is now 17.
Intrigue Critical Success Roll: 31 + 25 (Mentors) + 10 (Experienced) + 13 (Overflow) - 15 (Intrigue) = 64. Success. Intrigue is now 18.
2 Power rolls automatically succeed due to Crystals. Automatically gain 1 Power, now 45.
3 Control rolls automatically succeed due to Crystals. Control now 30.
Improved Crops. Harvest yield is 10% larger from a combination of fewer losses to disease and larger yields in the first place.
First Stage of Genetic Therapy: +15 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]
Albert Salnus: 6 of 10. (Speech / Stat Tutor) [Skill training bonus extended to 200 for Speech. Skill training bonus extended to 100 for Speech {Advanced}.] [Stat Bonus increased to 30]
Celestine Salnus: 6 of 10. (Education / Stat Tutor) [Skill training bonus extended to 200 for Education. Skill training bonus extended to 100 for Education {Advanced}.] [Stat Bonus increased to 30]
??? Cazanus: 3 of 10. (Evasion tutor) [Skill training bonus extended to 150 for Evasion.]
Samantha ???: 3 of 10. (Psyker: Willpower Tutor) [Skill training bonus extended to 150 for Psyker: Willpower.]
George Yorev: 3 of 10. (Psyker: Manipulation Tutor) [Skill training bonus extended to 150 for Psyker: Manipulation.]
Emily Watts: 2 of 10. (Psyker: Esoteric Tutor) [Skill training bonus extended to 100 for Psyker: Esoteric.]
Captain Matt of the Defenders : 4 of 10. (Combat / Perception Tutor) [Skill training bonus extended to 200 for Combat & Perception.]
Gerald Newton: 5 of 10. (Invention Tutor) [Skill training bonus extended to 200 for Invention. Skill training bonus extended to 50 for Invention {Advanced}.]
General Richards: 5 of 10. (Tactics Tutor) [Skill training bonus extended to 200 for Tactics. Skill training bonus extended to 50 for Tactics {Advanced}.]
Herman Jerun: 5 of 10. (Forging Tutor) [Skill training bonus extended to 200 for Forging. Skill training bonus extended to 50 for Forging {Advanced}.]
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.
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.
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.
Psyker All 150: 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: 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.
Invention All 100: Inventor: You casually create new gadgets that improve society every month. +100 to Invention Checks. 1 Free Invention Action per turn.
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.
Education: Esoteric: 180. Jump the Gap. Even Delta-level psykers are possible for you to create or destroy at this point. +250 to Psyker Checks. +200 to allied Psyker Checks. 6 of preceding Perks must be taken.
Psyker: Manipulation: 20. Elementalist. Controlling the elements can be a potent weapon. Lightning, water, air, earth, fire, ice, light, and darkness all have their uses. +10 to Combat, Tactics, and Medicine Checks.
Psyker: Esoteric: 80. 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. Warp Chats. You can hold conversations with any psyker within a few sectors of you, though the greater the distance, the more likely someone will overhear. Changes Warp Messages action to allow for real-time conversations with nearby (by galactic standards) systems. Must have taken WM.
Invention: Necessity: 120. 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.
Tactics: Preparation: +15 [75]
Tactics: Cleverness: +15 [75]
Tactics: Trickery: +15 [75]
Evasion: Lying: +15 [30]
Evasion: Dodging: +15 [30]
Evasion: Trickery: +15 [30]
Speech: Persuasion: +15 [115]
Speech: Diplomacy: +15 [115]
Speech: Intimidation: +15 [115]
Perception: Objects: +15 [30]
Perception: People [T]: +5 +5 +5 +5 +20 +5 [70]
Perception: Environment: +15 [30]
Forging: Weapons: +15 [90]
Forging: Armor: +15 [90]
Forging: Gear: +15 [105]
Education {A}: Advanced: +10 [10]
Education {A}: Cultural Analysis: +10 [10]
Education {A}: Seer: +10 [10]
Psyker {A}: Sorcery: +10 [10]
Psyker: Willpower [T]: +5 +5 +5 +15 [200] +5 +5
Psyker: Esoteric [T]: +5 +5 +10 +10 +5 +5 +15 +15 +5 [200}
Invention: Necessity [T]: +5 +5 +5 +5 +20 +5 [130]
Invention: Practicality [T]: +5 +5 +5 +5 +20 +5 [130]
Invention: Extravagance [T]: +5 +5 +5 +5 +20 +5 [130]
Crystal Research:
Reward: Gellar-like crystals, creating 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 Weapon Research:
Reward: 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.
Runic Research?:
Reward: 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.
Invention Project: Anti Warp Corruption Artifacts:
3 Checks passed, 4 Checks passed, 2 Checks passed & 36 Checks passed. +450 Exp. Gained Two Levels. Gained 2 Perk points. 70/370 to Level 28.
Reward: 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.
Invention Project: Construction Ship:
3 Checks passed & 17 Checks passed. +200 Exp. 270/370 to Level 28.
Reward: Mining/Repair (More like a bandage if you're not an Escort) 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). One of the Ship 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.
All: 150 Perk obtained! Gained 150 Exp. Gained One Level. Gained 1 Perk point. Currently possess 3 Perk points. 50/380 to Level 29.
All: 100 Perk obtained! Gained 100 Exp. 150/180 to Level 29.
Albert SL 5->6:
2 Checks passed & 4 Checks passed. +60 Exp. 230/380 to Level 29.
Karma Check: 250. Required: 250. Gained 50 Karma.
Reward: Albert SL has advanced from 5 to 6. Karma now 300. +15 to Speech Skills.
Celestine SL 5->6:
Karma Check: 300. Required: 250. Pass. +50 Karma.
Reward: Celestine SL has advanced to 6. Mentors bonus for Stats has increased to 30. Karma now 350. +10 to Education Advanced.
Cazanus SL 1->2:
1 Check passed & 4 Checks passed. +50 Exp. 270/380 to Level 29.
Reward: Cazanus SL has advanced to 3. +10 Karma. Karma now 360. +15 to Evasion Skills.
Samantha SL 2->3:
2 Checks passed & 4 Checks passed. +60 Exp. 330/380 to Level 29.
Karma Check: 360: Required: 100 + 50 (Jealousy: Minor) + 50 (Blunt) = 200. Pass. Gained 20 Karma.
Reward: SL has advanced to 4. Karma has increased to 380. +15 to Psyker: Willpower.
George Yorev SL 1->2:
1 Check passed & 4 Checks passed. +50 Exp. Gained a Level. Gained 1 Perk point. Currently possess 4 Perk points. 0/390 to Level 30.
Reward: SL has advanced to 3. Karma is now 390. +15 to Psyker: Esoteric.
Emily Watts SL 1->2:
Reward: Emily Watts SL has advanced to 2. Karma is now 400. +10 to Sorcery. +15 to Psyker: Esoteric.
Captain Matt SL 3->4:
1 Check passed & 4 Checks passed. +50 Exp. 50/390 to Level 30.
Reward: SL has advanced to 4. +15 to Perception: Objects and Perception: Environment. +20 to Perception: People.
Gerald Newton SL 3->5:
3 Checks passed & 4 Checks passed. +70 Exp. 120/390 to Level 30.
Reward: Booster Packs. Improves PDF rolls by 10, due to improved mobility.
SL has advanced to 5. +50 Karma, now 450. +20 to Invention Skills.
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 3->5:
2 Checks passed & 29 Checks Passed. +310 Exp. Gained a Level. Gained 2 Perk point. Currently possess 6 Perk points. 40/400 to Level 31. +5 to tagged Skills.
Improved PDF Tactics bonus has increased from 30 to 115.
Reward: Improvement to Improved PDF Tactics. SL has advanced to 5. +15 to Tactics categories.
Richards SL 5 Perk. Armchair Leadership. While you prefer to lead your troops personally, that's not always viable. You can, however, provide some help when they come across problems. All troops not being personally led still receive half of your leader bonus (+50) to their rolls, provided communication is possible.
All: 200 Perk obtained! Gained 200 Exp. 240/400 to Level 31.
Herman Jerun SL 3-5:
Karma Check: 450. Required: 150. Gained 30.
2 Checks passed & 4 Checks Passed. +60 Exp. 300/400 to Level 31.
Reward: Karma now 480. SL has advanced to 5. +15 to all Forging categories.
Herman Jerun SL 5 Perk. Blacksmith. In your studies with Master Herman, you've learned how to create a large variety of items, and work with a large number of metals and alloys. +25 to Invention, Forging, and Electronics Checks.
2 Skills have reached 200. Tag 2 new Skills. [Forging: Weapons. Forging: Armor.]

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Combat {A}: Warrior: 0.
Combat: Ranged: 0.
Combat: Stealth: 0.
Tactics: Preparation: 0.
Tactics: Cleverness: 0.
Tactics: Trickery: 0.
Evasion: Lying: 0.
Evasion: Dodging: 0.
Evasion: Trickery: 0.
Speech: Persuasion: 0.
Speech: Diplomacy: 0.
Speech: Intimidation: 0.
Perception: Objects: 0.
Perception: People [T]: 0.
Perception: Environment: 0.
Medicine: Surgery: 0.
Medicine: Narcotics: 0.
Medicine: First-Aid: 0.
Forging: Weapons [T]: 0.
Forging: Armor [T]: 0.
Forging: Gear: 0.
Electronics: Security: 0.
Electronics: Wiring: 0.
Electronics: Programming: 0.
Explosives: General: 0.
Explosives: Extravagant: 0.
Explosives: Preparation: 0.
Education {A}: Advanced: 0.
Education {A}: Cultural Analysis: 0.
Education {A}: Seer: 0.
Psyker {A}: Sorcery: 0.
Psyker {A}: Spirit: 0.
Psyker {A}: Navigator: 0.
Invention: Necessity [T]: 0.
Invention: Practicality [T]: 0.
Invention: Extravagance [T]: 0.
 
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Speaking of, the homeworld seems like a really nice place. It has good administration, a non-corrupt police and anti-psyker police force, decent PDF and naval crews and even without the Primarch, was evidently something of a scientific hub. Ork outbreaks and minor cults aside, which barely register on the 40k scale, it seems like a decent place to live.

Yea, honestly this seems like pretty much the most ideal starting location we could possibly have had, I almost pity Primarchs that ended up on backwater crap holes.

We should really be looking at getting together a space empire and pushing the envelope. As much Primarchs are personal killing machines it's always felt like a huge waste of their talents to me given that they are supposed to be super humanly intelligent. Primarchs are powerful but they can't solo a dreadnaught in deep space.

We should be working on pushing our planets tech base and industrial might.
 
Something I haven't seen before is modifying warp engines to be able to close warp rifts they didn't open. While we can do it ourselves, a Primarch level psycher is something rather rare.
 
Thinking about industrial uplift, what can Serras invent that will help?

Industrial replicators. The benefits of these are pretty obvious.

Cheap anti-gravity. This should make transport costs collapse.

Better reactors. Most things consume power.

Better education. Just as she rewrote the book on military tactics, so she can rewrite the school and university curriculums and textbooks. Her technomancy should mean that she can download the information directly onto disk, rather than have to tediously write it out. The rest of the Education: General perks, and possibly the speech ones, would help with that.

Genetic Uplift. Making the general population smarter, healthier, need less sleep, concentrate better, be less prone to addictive or anti-social behaviour, all should be possible, and all should increase productivity.

Cybernetics. If she can create top quality direct neural interfaces that are scrap code resistant (Noospheric or similar ones, basically) and mental augmentation cyberware, that would help even further. She probably needs better medicine for this, but possibly not with all the other boosts to it she has.

Edit: More and more powerful psykers who Serras teaches higher end/more sophisticated Divination techniques to would also be very helpful industrially and economically, as it would make planning work enormously better.

A side thought, but at the moment the Eldar might be very interested in replicators. One of their issues is that Bonesinging should currently be really dangerous to them, as it's a psychic art. The pre-Fall Eldar did have extraordinary scientific knowledge, way beyond that of DAoT humanity, but the survivors don't have the tools to make the tools, etc. Replicators help bypass the issue.

Learning Eldar warptech and psyker knowledge would be a fair trade in return.
 
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Industrial replicators. The benefits of these are pretty obvious.

Cheap anti-gravity. This should make transport costs collapse.

Better reactors. Most things consume power.

Better education. Just as she rewrote the book on military tactics, so she can rewrite the school and university curriculums and textbooks. Her technomancy should mean that she can download the information directly onto disk, rather than have to tediously write it out. The rest of the Education: General perks, and possibly the speech ones, would help with that.

All good ideas, all ideas that have been mentioned previously. Finding current things that exist and making them better is generally considered a minor invention check and we actually are doing a few of those this action, although admittedly they're focused on weapons development right now for the oncoming Ork war and because people voted that way.

Genetic Uplift. Making the general population smarter, healthier, need less sleep, concentrate better, be less prone to addictive or anti-social behaviour, all should be possible, and all should increase productivity.
Already in progress and moving at an impressive pace considering the project. Unsurprisingly performing genetic enhancement across a population of over 8 billion in a relatively safe, sane and ethical manner takes time.

A side thought, but at the moment the Eldar might be very interested in replicators. One of their issues is that Bonesinging should currently be really dangerous to them, as it's a psychic art. The pre-Fall Eldar did have extraordinary scientific knowledge, way beyond that of DAoT humanity, but the survivors don't have the tools to make the tools, etc. Replicators help bypass the issue.

Learning Eldar warptech and psyker knowledge would be a fair trade in return.
This plan has one fatal flaw in it, it requires the Eldar to be capable of performing fair and equitable trade.
For those of you who don't know about the Eldar it should be pointed out that this is fairly unlikely due to the fact that they find it nearly impossible to not act like massive dicks.

From observing previous Eldar history and culture it is blatantly obvious that no plan should be based on the Eldar not acting like dicks because it appears to be an inherent quality within them. The Eldar are in fact so dickish that previously when enough of them got together in one place the sheer concentrated level of dickery created a singularity of dickishness which resulted in the birth of a god of dicks (Slaneesh) which then proceeded to act like a dick and fuck over everyone and everything.

Long story short it's difficult to come to a proper trade agreement with a dick.
 
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