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] ShadowNic94

I just got this stupid image in my head.
You know how stereotypical brothers/fathers are super protective of their sister/daughter especially when someone expresses interest in them.
We have 21 primarch brothers and 1 dad emperor, I now have a morbid curiosity what would happen.
 
Yeah, Forging is good for us because none of the other Primarchs who focus on Forging are great Psykers--and the only great Psyker Primarch doesn't consider Forging to be very impressive. We don't necessarily have to be a paragon of it--but being good enough to prototype the stuff we come up with using our Invention and Education skills will be important.

We're going to do Magic Science, being actually able to make Psi-Relics that actually mitigate the Problems involved in Psychic Power is something we'd be able to do.
 
Hahahaa, not on any useful scale they're not.
actually, that is because if they try to mass produce them then astro telepatica and navigators will go on strike, which will slow down crusade. Animus Speculum was constructed by Emperor and Malcador, Emperor even added bigger versions of those in his psi-titans, he was clearly making all kind of anti-psi wargears.

When the Sisters of Silence first captured and transported large numbers of Pariahs back to Terra during the Great Crusade, humanity had its first disturbing revelation of the potency of these strange mutants. As large groups of Pariahs were brought to Terra, they began to cast a shadow in the Warp, blocking out the Astronomican, the vital psychic beacon used to guide starships to the far reaches of the Imperium.

Other branches within the Imperium of Man, especially those that relied upon the abilities of psykers, were horrified by the existence of Pariahs. Several members of the Council of Terra sought to have Pariahs outlawed outright like other dangerous mutants -- tasking the Sisters of Silence with the ruthless extermination of any more Pariahs that were found just as they eliminated renegade psykers who presented a threat to humanity. A number of members of the Council of Terra, including the Paternal Envoy of the Navis Nobilite were pushing the Emperor of Mankind to issue an official decree to rid the Imperium of the "anti-psyker" mutants that threatened their Adepta's very existence.

This was unfortunate, for the Officio Assassinorum had been working in secret with the Magos Biologis and Genetors of the Adeptus Mechanicus on the order of Malcador the Sigillite, the Regent of Terra and the founder of the Officio as the first Grand Master of Assassins, to see if it was possible to harness the Pariah's strange abilities and use them to kill psykers. Their work was almost complete; many years had been spent developing specialist wargear and training techniques, all of which was about to be ruined by a zealous witch-hunt.

Fortunately, the Emperor never had to issue an official decree, for at Malcador the Sigillite's behest, the Adeptus Mechanicus announced that it was ending the Pariah Project, making a great show of closing down its laboratories and executing many of the "specimens" it had tested there. Satisfied that no further action was needed, the bureaucrats of the Council of Terra turned its attention to the more important matters at hand.

However, closer study of the fragmentary Imperial records from this time reveal that the number of executions did not match the number of Pariahs contained within the laboratories of the Mechanicus. Working in collusion with the Officio Assassinorum, the Adeptus Mechanicus spirited away the most promising Pariahs to a specially constructed fortress hidden on Terra, beyond the reach or knowledge of the more zealous branches of what eventually became the Adeptus Terra after the Horus Heresy.
 
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[x] ShadowNic94
There is no all-200 perks in the system he's using for skills, because again, it's impossible to achieve.

150 is already the realm of demigods though.
Tagged skills get a +50 cap raise. We have a cap of 150 in everything due to Primarch bullshit
We have another 3 Tags to use when we reach All 25 base stats, so we can turn one of Education, Combat or Psychic powers into All 200 and get one of the other two to halfway there.

Personally strongly interested in what the Education 200 does considering what the 100 already will do.
 
[x] ShadowNic94

Tagged skills get a +50 cap raise. We have a cap of 150 in everything due to Primarch bullshit
We have another 3 Tags to use when we reach All 25 base stats, so we can turn one of Education, Combat or Psychic powers into All 200 and get one of the other two to halfway there.

Personally strongly interested in what the Education 200 does considering what the 100 already will do.
I don't think you can tag something twice?
 
I don't think you can tag something twice?
You don't have to:
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.
1/3 Education skills are tagged. We just need to tag the other two.
 
I have to say so far this feels like extended charsheet-writing.

We haven't had much character-progression or interaction and no story-progression, action or problems so far, being over 10 threadmarks in.
Will something happen soon?Or will we at least have some on-screen interaction with the other characters whose names we've barely heard so far?

Otherwise we could have chosen our specialisation and skillset in two or three votes and been done with it, rather than this.
 
In the unlikely case that the Emperor lets Serras live i would prefer actually taking part in the Great Crusade instead of focusing on research. High Diplomacy stats and skills plus a sky high Education: Culture are a very interesting combination that we might be able to use in order to bring Human and minor Xenos polities into the fold relatively quickly, accelerating our Compliance rate. And the only way we can actually interact with the other Primarchs is meeting them at the frontlines. Sitting back at Terra is not going to help us with preventing the Horus Heresy.

Anyways, at first pretty much all Primarchs spent some time on Terra, getting tutored in interstellar warfare and the use of technology, given that most of them came from feral or medieval worlds. Serras will be no different. Emps will probably use the time she is learning to start creating a new Legion of Astartes from Serras gene seed. After all, the Thousand Sons and the Emperors Children were almost annihilated when their Primarchs were found, and yet they still got built up into full Legions over time, so i don't think Serras will get any special treatment there either.

Then, going by Fulgrim, Serras and her fledgling Legion will be paired up with another Primarch on the Crusade. Horus seems to be the most likely choice because he's the favorite son.
 
I have to say so far this feels like extended charsheet-writing.

We haven't had much character-progression or interaction and no story-progression, action or problems so far, being over 10 threadmarks in.
Will something happen soon?Or will we at least have some on-screen interaction with the other characters whose names we've barely heard so far?

Otherwise we could have chosen our specialisation and skillset in two or three votes and been done with it, rather than this.

it usually, Training/Action > SL/Freetime

this is just Training > Training, skipping SL entirely
 
In the unlikely case that the Emperor lets Serras live i would prefer actually taking part in the Great Crusade instead of focusing on research. High Diplomacy stats and skills plus a sky high Education: Culture are a very interesting combination that we might be able to use in order to bring Human and minor Xenos polities into the fold relatively quickly, accelerating our Compliance rate. And the only way we can actually interact with the other Primarchs is meeting them at the frontlines. Sitting back at Terra is not going to help us with preventing the Horus Heresy.

Anyways, at first pretty much all Primarchs spent some time on Terra, getting tutored in interstellar warfare and the use of technology, given that most of them came from feral or medieval worlds. Serras will be no different. Emps will probably use the time she is learning to start creating a new Legion of Astartes from Serras gene seed. After all, the Thousand Sons and the Emperors Children were almost annihilated when their Primarchs were found, and yet they still got built up into full Legions over time, so i don't think Serras will get any special treatment there either.

Then, going by Fulgrim, Sek9rras and her fledgling Legion will be paired up with another Primarch on the Crusade. Horus seems to be the most likely choice because he's the favorite son.
I personally want leman as her mentor he was discovered right after horus, he needs to understand that not all warp is black magic, a real psyker sister may even soften his attitude towards magnus. May even fix his misconceptions about rune priests, seriously he need more knowledge on warp. Leman can surely give us nice combat stat, being one of the most marital primarch.
 
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I have to say so far this feels like extended charsheet-writing.

We haven't had much character-progression or interaction and no story-progression, action or problems so far, being over 10 threadmarks in.
Will something happen soon?Or will we at least have some on-screen interaction with the other characters whose names we've barely heard so far?

Otherwise we could have chosen our specialisation and skillset in two or three votes and been done with it, rather than this.
There hasn't been any random roll fails yet. We have been lucky +.
 
I personally want leman as her mentor he was discovered right after horus, he needs to understand that not all warp is black magic, a real psyker sister may even soften his attitude towards magnus. May even fix his misconceptions about rune priests, seriously he need more knowledge on warp. Leman can surely give us nice combat stat, being one of the most marital primarch.

Leman is unlikely. Emps has made him his Executioner, he is intended to put down other Primarchs if they go bad. Having him form emotional bonds with a false Primarch whose loyalty isn't assured seems like it would go counter to the Emperors plan.
 
Leman is unlikely. Emps has made him his Executioner, he is intended to put down other Primarchs if they go bad. Having him form emotional bonds with a false Primarch whose loyalty isn't assured seems like it would go counter to the Emperors plan.
certainly not Horus, he is daddy's favourite, maybe Fulgrim or Ferrus Manus?
 
certainly not Horus, he is daddy's favourite, maybe Fulgrim or Ferrus Manus?

I'd say Horus is the most likely. The Emperor trusts him the most, and he already has experience looking after other Primarchs. He did that for Fulgrim in the beginning, since the Emperors Children were reduced to only 200 Marines and had to be rebuilt from the ground up.
 
Added a Changelog to my Char Sheet;
Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 4
Homeworld: Thernus

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]
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]​
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]
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. [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.

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 an impressive degree. +40 modifier to yourself in combat, and +20 to allies within 100 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.

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]
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]​
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
 
how can we able to increase stat of Administration?
Well we can try to train it like any other stat like we are martial and power this turn. That's really inefficient however and has a very high opportunity cost so unless we can find a better way to train it might not be worth it.

The only thing I'm aware of we could get is the 50 stat trait like we are going for in power and that is a lot of effort without the auto raise. Even then if we did want to commit the effort to get a 50 stat trait the hard way Learning or Control would be a much better investment since they are high and more useful for our build.

That being said if we can get an opportunity to make it worth it dear god I would like to jump on getting higher admin.
 
Inserted tally
Adhoc vote count started by ilbgar123 on Sep 17, 2017 at 11:26 AM, finished with 124 posts and 14 votes.

  • [X][Major] Careful With That
    [X][Major] Improv Classes
    [X][Major] Train Power
    [X][Major] Train Martial
    [X][Minor] Train Education: Culture
    [X][Minor] Train Education: Culture x2
    [X][Minor] Train Education: Esoteric
    [X] Plan tri2
    -[X][MAJOR] Stat: Power
    -[X][MAJOR] Stat: Martial
    -[X][MAJOR] Education: Esoteric
    -[X][MAJOR] Education: Culture
    -[X][MINOR] Education: Culture
    -[X][MINOR] Psyker: Manipulation
    -[X][MINOR] Education: Esoteric
    [X][Major] Careful With That
    [X][Major] Improv Classes
    [X][Major] Train Power
    [X][Minor] Train Martial
    [X][Minor] Train Education: Culture
    [X][Minor] Train Education: Culture x2
    [X][Minor] Train Education: Esoteric
    [x] Plan: Educated
    -[x] MAJOR ACTIONS
    --[x][1] Improv Classes.
    --[x][2] Train Martial.
    --[x][3] Train Power.
    --[x][4] Train Combat.
    --[x][5] LOCKED
    -[x] MINOR ACTIONS
    --[x][1] Education: Esoteric
    --[x][2] Education: Culture
    --[x][3] Education: Culture
    --[x][4] LOCKED (Speech)
    --[x][5] LOCKED(Education)
 
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