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
I want the All 200 unlocked. We're almost at the cap for Educations already.
The hell? We're nowhere near the cap for them.
At the rate we gain Education past tutors, we really want those tags.

It's turn 5 and ALL of our Education are at least 100, that's an average of 20/turn. So, if we keep up that rate of increase, we'll hit the cap in three turns.
(Add in the bonus actions and Education is our best skill to invest in early-game, simply because it allows us to do more.)
 
Well that and good criticism.

Edit: Other thing is the PC seems a little OP at the moment. Not sure if that's due to on-going balance adjustments for a new quest, or if that's just because this is a WH40k Primarch quest.
here use this as a benchmark, Angron killed a Eldar assassination group led by a farseer right as he came out of his pod.
 
here use this as a benchmark, Angron killed a Eldar assassination group led by a farseer right as he came out of his pod.
you forgetting best example.

Curze's capsule, ripped through the Warp impacted on the dense cityscape of the planet's largest hive city of Nostramo Quintus, smashing through countless levels of urban debris and mouldering architecture, through the planet's crust and into its geosphere before finally coming to a halt near the highly unstable liquid core of the planet. His descent left a scar in the virtually inviolable adamantium strata of Nostramo. The cratered pit his descent had carved into the planet was closed over and later regarded with fear and suspicion. Theoretically, the only way the Primarch could have reached the surface was to have swum through molten metal or had his gestation capsule borne upwards through volcanic vents to the surface.

Unlike many of the other Primarchs, Konrad Curze was not taken in by any family and was left to raise himself in the vast underhive of the largest hive city on the planet, Nostramo Quintus. He spent his early life surviving off his wits and determination, feeding himself by hunting the feral animals that roamed through the vast hive city. He was continually plagued by visions of the darkest possible future, horrifyingly potent waking dreams that would curse him throughout his life. Uniquely among all the Primarchs, Curze grew up completely alone, surviving only thanks to his wits, ruthlessness, and courage as a feral child in the underhives of Nostramo Quintus.

As a lone young boy, feral and wary, Curze shivered in the shadows of broken buildings and atop roofs, living as a scavenger and slaying any who sought to prey upon him, for even as an infant he was possessed of frightful strength and an indefatigable will married to a superhuman and watchful intelligence. The cries of people pleading under the torturer's knife were his cradle songs, and when he slept, he would dream of wars waiting in the stars, the dead heaped on worlds he had never seen, and he would wake with the screams of the dying in his ears and find that they were real. Ever in the dark, isolated and silent, he was more nightmare than demi-god. He killed to survive, and discovered that he was not like those that he killed. They were weak and slow by comparison, and fell easily to his hands and fists and teeth. He ate the flesh of vermin to survive and when that was not enough, he ate the dead.
 
It's turn 5 and ALL of our Education are at least 100, that's an average of 20/turn. So, if we keep up that rate of increase, we'll hit the cap in three turns.
(Add in the bonus actions and Education is our best skill to invest in early-game, simply because it allows us to do more.)
We've all ready hit the limits that the tutor bonus applies to Education and Psykers skills, so it's going to slow down significantly from here.
 
We've all ready hit the limits that the tutor bonus applies to Education and Psykers skills, so it's going to slow down significantly from here.
I think we should now focus on control and Psyker: Esoteric, Divination should be our secondary speciality. i am waiting for Eldar attack, i wonder how much lore we can get after eating their grey matter?
 
Last edited:
Gained 4 Perk points, currently possess 6
A bit confused where the two extra points came from.
Well that and good criticism.

Edit: Other thing is the PC seems a little OP at the moment. Not sure if that's due to on-going balance adjustments for a new quest, or if that's just because this is a WH40k Primarch quest.
We were talking about a minor, practically feral warboss and his hordes still almost won some of their checks against us.

I shudder at a Real Warboss and what he will look like...
 
Last edited:
Note, Primarch, but raised with caring parents and civilization. We aren't a hypercombatant yet, and this was with just whatever dudes were already on hand.

As such we're well rounded as a person and our battle instincts are terrifying...but this is basically the first we got blooded.
 
So after rereading the battle, I can almost definitely see Combat and Tactics Projects over the next few turns.
 
Last edited:
Just realised that we'll have 6 Major Actions and 5 Minor Actions come Turn 6!

Also, I updated the Changelog of my Char Sheet and added a Level counter;
So, just for the lols, I decided to throw this together.

Name: Serras Salnus (The Warp-Spawn Primarch)
Age: 5
Homeworld: Thernus
Level: 9 [10 / 190]

Stats
Martial: 15 + 10 (Primarch) = 25.
Combat: 9 + 10 (Primarch) = 19.
Administration: 18 + 10 (Primarch) = 28.
Intrigue: 5 + 10 (Primarch) = 15.
Diplomacy: 8 + 10 (Primarch) = 18.
Power: 15 + 10 (Primarch) + 10 (Powerful Psyker) + 2 (Warp Spawn) = 37.
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]
Skill training bonus extended to 100 for Invention Skills. [Turn 5]​
Genetic Testing. In 5 years, widespread genetic augmentation will begin, which will provide a bonus to project rolls and background rolls involving the population of the system. [Started Turn 2, Finishes Turn 6 Finished Turn 5]
Genetics Research accelerated by 1 year (will finish at the end of Turn 5) and all future Genetics Projects gain a +5 bonus. [Turn 4 RER]​
Improved Las-Tech. +5 to PDF combat rolls. +5 to attempts to shoot down missiles and boarding craft. [Turn 2 RER Roll]
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]

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.
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.

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.
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.
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.

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

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: 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.
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.
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.

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: 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: 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: 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:
General [T]: 105. 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.
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.
Esoteric [T]: 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.

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 [T]: 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: 30. You can create moderately complex tools from random junk lying around a home. Moderately complex traps may be constructed. Surprise Malus removed.
Practicality: 30. You can substitute materials you lack with vaguely similar materials when building something. Malus to building without proper materials removed.
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.

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

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.

E: Should I make it so that there is a space between the Level and the spoiler picture?
 
Last edited:
@Alectai Why does the leading plan take will of titanium? It gives way less than than Force the Door (10 vs 80 to skill checks) and no other bonuses.

Is the Mental Resistance that needed right now? I feel like we will have a better option at 80 or 100 if we wait and raise it.

[x] Smartest Kid in the Room:
 
[x] Smartest Kid in the Room:

considering there's very likely a better version of will of titanium coming soon quite possibly without any prereqs I don't see much point in taking the inferior version right now especially when something as awesome looking as force the door is available.
 
Is the Mental Resistance that needed right now? I feel like we will have a better option at 80 or 100 if we wait and raise it.
considering there's very likely a better version of will of titanium coming soon quite possibly without any prereqs I don't see much point in taking the inferior version right now especially when something as awesome looking as force the door is available.
I imagine that they Stack. A certain # of Minors = a Moderate. A certain # of Moderates = a Major. A certain # of Majors = a Massive? Maybe there's a step after, like Extreme Mental Resistance?
 
I imagine that they Stack. A certain # of Minors = a Moderate. A certain # of Moderates = a Major. A certain # of Majors = a Massive? Maybe there's a step after, like Extreme Mental Resistance?
Still, why spend it on the lesser version now?
Like, if we foresee needing the mental resistance that is one thing, but otherwise we woyld be better off withe the massive skill check bonuses.
 
I guess Will of Titanium has it's uses even here...

Right now, there are three things that could probably cause us serious problems, besides the utterly overpowered shit like Necrons suddenly waking up under this planet to say Yo Waddup: Orks, Eldar and rampant Chaos incursion. Will of titanium could help with 2 out of 3 of those.
 
Still, why spend it on the lesser version now?
Like, if we foresee needing the mental resistance that is one thing, but otherwise we woyld be better off withe the massive skill check bonuses.
True enough. Probably stuff that we don't know. Will just have to ask QM when they get online.
I guess Will of Titanium has it's uses even here...
Right now, there are three things that could probably cause us serious problems, besides the utterly overpowered shit like Necrons suddenly waking up under this planet to say Yo Waddup: Orks, Eldar and rampant Chaos incursion. Will of titanium could help with 2 out of 3 of those.
One thing that can help with all 3? Diviner. Gonna be my vote for next perk.
 
Back
Top