Because Force Weapons wielded by a powerful psyker are fucking awesome
wrong Magnus used to see warp through lence of mysticism, we are using pure science to understand warp, both are different approaches, Magnus considered/advocated that we should play with Warp without any restraint, here we are learning about warp with proper caution and restraint, which is completely different than Magnus's approach.why does it seem like the character build is kinda like Magnus
everything so far from the skill increase kinda explain why he so sure about the Warp not being a threat to him
"To say that the Warp works in mysterious ways is to admit one's ignorance, for any mystery can be solved through the application of knowledge and unrelenting effort."
Maybe bit more supernatural martial art? how about we replicate Dark transfer, that's a very useful technique for a healer.Because Force Weapons wielded by a powerful psyker are fucking awesome
And there are lots of foes capable of bringing a fight into melee.
"I got this crazy healing ability. I can see the weak points in you like little broken red lines! I can see where you got wounded recently. Someone smack you during a sparring session? Bet it was Nihl. I could heal that hurt. Pour the Force into the place where the red lines intersect. Or—and here's a new idea—Maybe I could explode that point. Kill you. Interesting idea. Should we try?"
―Cade Skywalker to Darth Talon, after she had attacked him
Its Warp, enough said. Normal 40k got similar techniques.
Blood Boil: by reaching into an enemy's body with their mind, a psyker can rapidly accelerate their pulse and blood pressure to lethal levels with the end result being the victim's heart and brain exploding.
Enfeeble: a biomancer can drain the vigour of their enemy thus making them feel weak and incapable of acting.
Life Leech: The Psyker rips the life force from his enemy, harnessing the stolen essence for himself.
I got few ideas from this, Biomanipulation - TV Tropeswarp punches, raw chaos will turn our punched enemies into terran ducks
No! CHAOS BAD!warp punches, raw chaos will turn our punched enemies into terran ducks
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.
[X] Finish Tutoring. The Witch Hunters have taught you almost everything they know, but that's not the same as having taught you everything they know. They would like to remedy this. AN: This is the last action for training all three Psyker categories. Chance of Success: 100%. Reward: +20 to Psyker: Manipulation. +15 to Psyker: Willpower and Psyker: Esoteric.
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.
Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 4
Homeworld: Thernus
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Stats
Martial: 14 + 10 (Primarch) = 24.
Combat: 9 + 10 (Primarch) = 19.
Administration: 18 + 10 (Primarch) = 28.
Intrigue: 5 + 10 (Primarch) = 15.
Diplomacy: 8 + 10 (Primarch) = 18.
Power: 14 + 10 (Primarch) + 9 (Powerful Psyker) + 2 (Warp Spawn) = 35.
Control: 14 + 10 (Primarch) + 2 (Warp Spawn) = 26.
Learning: 20 + 10 (Primarch) = 30.
Boni
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]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
Skill training bonus extended to 100 for Psyker Skills. [Turn 2]
Skill training bonus extended to 100 for Medicine Skills. [Turn 3]
Skill training bonus extended to 100 for Evasion Skills. [Turn 4]Turn 6Turn 5]
Genetics Research accelerated by 1 year (will finish at the end of Turn 5) and all future Genetics Projects gain a +5 bonus. [Turn 4 RER]Improved Las-Tech. +5 to PDF combat rolls. +5 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll]
Racial Perks
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.
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.
Flaws
Sin: Gluttony. This manifests as a strong desire to spend time with those you like, even if it would require that they rearrange their schedules around your needs.
Hero Perks
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.
Skill Perks
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.
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.
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: 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.
Skills
Combat
Melee [T]: 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.
Ranged: 15. Ah, that's what the safety's for. Malus to ranged combat from lack of understanding of firearms reduced.
Stealth: 15. 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.
Tactics
Preparation: 15. 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.
Cleverness: 15. You've learned how to incorporate your previous experiences into your plans when making things up as you go. Malus to actions without a plan, or going off-rails reduced.
Trickery: 15. 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.
Evasion
Lying: 15. 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.
Dodging: 15. 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.
Trickery: 15. 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.
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.
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.
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.
Perception
Objects: 15. You can tell the difference between objects that are of the same type, but with minor differences. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks reduced.
People: 15. 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.
Environment: 15. You are now as perceptive as the average person when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls reduced. Malus to acting as field commander reduced.
Medicine
Surgery: 15. 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.
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: 15. 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.
Armor: 15. You can craft simple pieces of armor, though they compare favorably only to Orkish attempts at the same. Malus to crafting armor reduced.
Gear: 15. 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.
Electronics
Security: 15. 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.
Wiring: 15. 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.
Programming: 15. 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.
Explosives
General: 0.
Extravagant: 0.
Preparation: 0.
Education
General [T]: 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.
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.
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.
Psyker
Manipulation [T]: 80. 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.
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.
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.
Invention
Necessity: 15. You can create crude tools from random junk lying around a home. Crude traps may be constructed. Surprise Malus reduced.
Practicality: 15. You can substitute materials you lack with similar materials when building something. Malus to building without proper materials reduced.
Extravagance: 15. You understand that using more resources can be beneficial. You may double a creation's specs for 4 times the cost.
Did you come here from spacebattles? Cause you are paranoid as hell.Interesting quest, though i can't help but feel that barring a Deus Ex Machina or ridiculous luck poor Serras is doomed once the Imperium finds her. Emps knows for certain that he didn't create a 21st Primarch, and a female one at that. Given that her randomly coming into being is so ridiculously unlikely as to beggar belief, his immediate suspicion will be enemy action. After all, the Chaos Gods did have the Primarchs in their grasp for an unknown amount of time. It isn't inconceivable for the power of chaos to find a way to replicate them.
Of course he can't tell the rest of the Imperium that without revealing the existence of Chaos, which he is trying to erase all records of. The most expedient decision would be to kill her personally and then claim to everyone that she was just an ungodly powerful alpha level psyker witch that was trying to fool everyone into believing her to be a daughter of the Emperor.
So i am a clear advocate of grinding Evasion so high that Alpharius and Omegon would appreciately say: "damn sis, you're overdoing it" so we can hide in the background when the Crusade comes to incorporate our little slice of space.
Emps knows for certain that he didn't create a 21st Primarch, and a female one at that. Given that her randomly coming into being is so ridiculously unlikely as to beggar belief, his immediate suspicion will be enemy action. After all, the Chaos Gods did have the Primarchs in their grasp for an unknown amount of time. It isn't inconceivable for the power of chaos to find a way to replicate them.
While your argument has some logic, it kind of falls flat when one remembers that Omegon was basically a copy of Alpharius produced by the warp, yet Emps took him in as his own.The most expedient decision would be to kill her personally and then claim to everyone that she was just an ungodly powerful alpha level psyker witch that was trying to fool everyone into believing her to be a daughter of the Emperor.
Oh neat, good to knowWhile your argument has some logic, it kind of falls flat when one remembers that Omegon was basically a copy of Alpharius produced by the warp, yet Emps took him in as his own.
also how can Emp able to figure out she is not one of 20? she is in segmentum solar, and Emp got no idea that she is an extra, he may even consider warp exposure changed her sex, it is not impossible after all. warp exposure gave Hawkboy his fabulous wings, so why not simple sex change?While your argument has some logic, it kind of falls flat when one remembers that Omegon was basically a copy of Alpharius produced by the warp, yet Emps took him in as his own.
A chunk yes.
While your argument has some logic, it kind of falls flat when one remembers that Omegon was basically a copy of Alpharius produced by the warp, yet Emps took him in as his own.
Education
General [T]: 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.
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.
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.
We're really close to getting the 100-level skill-perk for Education:
Given that the 50-level perk was an extra minor action we should probably get this ASAP to take advantage of our childhood-learning phase if it's another action-slot (either major or minor).
So Powerful Psyker will, once we reach maturity, give us a +25 to Power?! Wow!!!I'll throw you guys a bone. The All: 100 Education Perk is another Major Action, the 150 Perk is one of each. However, I would recommend you guys boost Power by 4 at some point soon, as Powerful Psyker is only going to boost it to 46, at which point boosting it manually will be really difficult.
@ilbgar123 Question! Shouldn't Psyker: Manipulation be at 80 and not 75???
Also, update to my Char Sheet.
So Powerful Psyker will, once we reach maturity, give us a +25 to Power?! Wow!!!
I think we are Psyker Jack of stats leaning towards science but also able to fight if she needs to?...We are trying to be the SANE Primarch.Hello just discovered this. I never knew I wanted a primarch AGG until it was right in front of me and now I can believe I never thought of it!
So what exactly have I missed? do we have any big plans I should know about?
From what I can tell we are a psyker scientist as our build right? any skills we plan to train ect.?