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 wonder whether the Emperor will even be able to tell that Serras isn't one of the original primarchs that has been mutated. Have we been told if she started off as the warp clone of one of them in particular, rather than them as a corporate group?

If she is based on one of them in particular, the Emperor may mistake her for him, and just roll his eyes at the vagaries of the warp, and assign her the legion allocated to 'her'.
As we are a Warp Spawn of the Idea of a Primarch, I would imagine that our Soul has an Echo of all the Primarchs and the Emperor in addition to our own 'flavour'.
Actually, do we even know IC that we are in fact a Warp Spawn???
 
As we are a Warp Spawn of the Idea of a Primarch, I would imagine that our Soul has an Echo of all the Primarchs and the Emperor in addition to our own 'flavour'.
Actually, do we even know IC that we are in fact a Warp Spawn???

Well, I forgot the entire first paragraph of the quest.

Reconsidering, Serras had better come with something pretty amazing to put on the table for the Emperor to take a chance on her.


If she gets high enough Education: Esoteric or Psyker: Esoteric she might be able to find out, which might be pretty useful. It's probably best not to be surprised by that knowledge later.
 
That's what I'm saying though: we can handle the power we have with no problem through the combo of our Control and loads of skill.
At the start of this quest we were subjected to this test by Cazanus:
Power Check:
10: Pass.
20: Pass.
30: Pass.
40: Fail.
Control Check:
10: Pass.
20: Pass.
30: Fail.
Result: +50 Exp. Cazanus doesn't try and have you killed. Cazanus will function as a mentor for Psyker skills and relevant Stats.
The thing is, our Power tier was only 1 higher than our Control tier. If we make it to 50 Power like we plan to, but don't improve our Control, then our Power will be 3 tiers higher than our Control.
If the Emperor subjects us to this kind of test on arrival, (notice that skills don't even factor in) I have serious reservations about the consequences.
 
At the start of this quest we were subjected to this test by Cazanus:

The thing is, our Power tier was only 1 higher than our Control tier. If we make it to 50 Power like we plan to, but don't improve our Control, then our Power will be 3 tiers higher than our Control.
If the Emperor subjects us to this kind of test on arrival, (notice that skills don't even factor in) I have serious reservations about the consequences.
We didn't have any skills when we were given that test, that's why.
 
Reconsidering, Serras had better come with something pretty amazing to put on the table for the Emperor to take a chance on her.
If she gets high enough Education: Esoteric or Psyker: Esoteric she might be able to find out, which might be pretty useful. It's probably best not to be surprised by that knowledge later.

I was hoping to double down on education, raising all of them to 200; then focusing whatever 'spillover' into Psyker. Getting both Education and Psyker to all-200 would make us too invaluable to waste, even if we were merely "superhuman" (ie space marine level) in everything else having someone who was on-par knowledge-wise and psyker-skill-wise to the Emperor would simply be too invaluable to eliminate w/o any thought.
 
So I just got back to a computer finally and I have been thinking about what we are going to do when we get older. By that I mean in our time before being found by the emperor and joining the crusade.

I think we should try and create our own stellar empire before the Imperium finds us. You know reinvent Warp travel, improve our generically modified army into top tier badasses and conquer or diplomatically integrate as many neighboring systems as possible. Hopefully create a polity on the scale of the interrex and but possibly just a few systems, depend on how the logistics of it work out.

Two reason for this.

First, I would like to be the Primarch who while all other had conquered a planet by the time they where found was already forging an empire of the stars. It might even make the emperor like us a bit more to see us basically already enacting his plan on our own without his input. The same for the common people of the Imperium, having their first reaction to us be (Look how noble the goal of the imperium is! A Primarch came up with the idea totally independently! she is so wise!) is probably a good thing.

Second, It is practice for the actual great crusade on a smaller scale so we can improve. Not just in story it let us see any mechanical problem that need to be hammered out quest-wise so the big thing has fewer problems.

Just my thoughts, but I would love to see some new locals before meeting the emperor.
 
I believe Ilbgar has said that since we critted that Civilized World roll at the start of the quest, we have a solid chance of creating our own little interstellar empire by the time the Emperor finds us like Gulliman did.
 
First, I would like to be the Primarch who while all other had conquered a planet by the time they where found was already forging an empire of the stars.

Roboute Guilliman says hi.

Still, Serras would be the first to manage it. Of course, he had a serious advantage of time. The Great Crusade kicked off the moment the warp storms stopped and reliable directed interstellar travel became possible, so we'd really need to be ready to jump (Warp Whispers may help here), unlike Guilliman who was still unifying his world many years into the Great Crusade. Even then he only managed it because the Emperor was delayed for five years by a warp storm that cut of the core of what would become Ultramar.
 
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Inserted tally
Adhoc vote count started by ilbgar123 on Sep 18, 2017 at 5:56 PM, finished with 65 posts and 22 votes.

  • [X] Combat: Melee: +40.
    [X] Psyker: Manipulation: +40
    [X] Psyker: Willpower: +40
    [X] Plan Training Montage
    -[X] Major: Create Simple Charms
    -[X] Major: Forgemaster... Maybe?
    -[X] Major: Tactical Blunders.
    -[X] Major: Train Power
    -[X] Major: Train Control
    -[X] Major: Train Combat
    -[X] Minor: Train Psyker: Esoteric
    -[X] Minor: Train Psyker: Esoteric X2
    -[X] Minor: Train Psyker: Esoteric X3
    -[X] Minor: Train Psyker: Esoteric X4
    -[X] Minor: Train Combat: Melee
    -[X] Minor: Train Combat: Melee X2
    [X] Plan: Gitting Gud
    -[X] Major: Forgemaster... Maybe?
    -[X] Major: Tactical Blinders
    -[X] Major: Power Training
    -[X] Major: Diplomacy Training
    -[X] Major: Control Training
    -[X] Major: Combat Training
    -[X] Minor: Social Link: Albert Salnus
    -[X] Minor: Social Link: Celestine Salnus
    -[X] Minor: Emily Watts
    -[X] Minor: Psyker: Esoteric
    -[X] Minor: Education: General
    -[X] Minor: Education: Esoteric
    [X] Plan: Gitting Gud
    -[X] Major: Forgemaster... Maybe?
    -[X] Major: Tactical Blinders
    -[X] Major: Power Training
    -[X] Major: Diplomacy Training
    -[X] Major: Control Training
    -[X] Major: Combat Training
    -[X] Minor: Social Link: Albert Salnus
    -[X] Minor: Social Link: Celestine Salnus
    -[X] Minor: Emily Watts
    -[X] Minor: Psyker: Esoteric
    -[X] Minor: Education: General
    -[X] Minor: Education: Esoteric
    [X] Tag Training
    -[X] Combat: Melee
    -[X] Psyker: Manipulation
    -[X] Psyker: Willpower
    [X] Forgemaster
    [X] Tactical Blunders
    [X] Invention Necessity X2
    [X] Invention Practicality X2
    [X] Albert Salnus SL
    [X] Celestine Salnus SL
    [X] General Richards SL
    [X] Herman Jerun SL
    [X] Percy Clements SL
    [X] Gerald Newton SL
    [X] Education: General: +40.
    [X] Plan Training Montage
    -[X] Major: Create Simple Charms
    -[X] Major: Forgemaster... Maybe?
    -[X] Major: Tactical Blunders.
    -[X] Major: Train Power
    -[X] Major: Train Control
    -[X] Major: Train Combat
    -[X] Minor: Train Psyker: Esoteric
    -[X] Minor: Train Psyker: Esoteric X2
    -[X] Minor: Train Psyker: Esoteric X3
    -[X] Minor: Train Psyker: Esoteric X4
    -[X] Minor: Train Combat: Melee
    -[X] Minor: Train Combat: Melee X2
    [X] Combat: Melee: +40.
    [X]Combat: Melee
    [X]Education: General
    [X]Education Esoteric
    [x] Hit the books.
    -[x] Major
    --[x] Create Simple Charms.
    --[x] Forgemaster... Maybe?
    --[x] Tactical Blunders.
    --[x] Train: Power
    --[x] Train: Combat
    --[x] Train: Intrigue
    -[x] Minor
    --[x] SL: Samantha
    --[x] SL: Celestine Salnus
    --[x] SL: Emily Watts
    --[x] Psyker: Willpower
    --[x] Psyker: Esoteric
    --[x] Forging: Gear
    -[x] Plus 40s.
    --[x] Education: General
    --[x] Education: Esoteric
    --[x] Psyker: Manipulation
    [X][Major] Forgemaster... Maybe?
    [X][Major] Create Simple Charms.
    [X][Major] Tactical Blunders.
    [X][Major] Train Power
    [X][Major] Train Combat
    [X][Major] Train Intrigue
    [X][Minor] Train Psyker: Esoteric
    [X][Minor] Train Psyker: Esoteric X2
    [X][Minor] Train Psyker: Esoteric X3
    [X][Minor] Train Psyker: Esoteric X4
    [X][Minor] Social Link: Albert Salnus
    [X][Minor] Social Link: Celestine Salnus
    [X][Skill] Combat: Melee +40
    [X][Skill] Education: Esoteric +40
    [X][Skill] Psyker: Willpower +40
 
Roboute Guilliman says hi.

Still, Serras would be the first to manage it. Of course, he had a serious advantage of time. The Great Crusade kicked off the moment the warp storms stopped and reliable directed interstellar travel became possible, so we'd really need to be ready to jump (Warp Whispers may help here), unlike Guilliman who was still unifying his world many years into the Great Crusade. Even then he only managed it because the Emperor was delayed for five years by a warp storm that cut of the core of what would become Ultramar.
I thought it was just a trade network when he was found? My mistake I guess.
 
[X] Combat: Melee: +40.
[X] Psyker: Manipulation: +40
[X] Psyker: Willpower: +40
[X] Plan Training Montage
-[X] Major: Create Simple Charms
-[X] Major: Forgemaster... Maybe?
-[X] Major: Tactical Blunders.
-[X] Major: Train Power
-[X] Major: Train Control
-[X] Major: Train Combat
-[X] Minor: Train Psyker: Esoteric
-[X] Minor: Train Psyker: Esoteric X2
-[X] Minor: Train Psyker: Esoteric X3
-[X] Minor: Train Psyker: Esoteric X4
-[X] Minor: Train Combat: Melee
-[X] Minor: Train Combat: Melee X2

We will hit them with our sword.
 
[X] Combat: Melee: +40.
[X] Psyker: Manipulation: +40
[X] Psyker: Willpower: +40
[X] Plan Training Montage
-[X] Major: Create Simple Charms
-[X] Major: Forgemaster... Maybe?
-[X] Major: Tactical Blunders.
-[X] Major: Train Power
-[X] Major: Train Control
-[X] Major: Train Combat
-[X] Minor: Train Psyker: Esoteric
-[X] Minor: Train Psyker: Esoteric X2
-[X] Minor: Train Psyker: Esoteric X3
-[X] Minor: Train Psyker: Esoteric X4
-[X] Minor: Train Combat: Melee
-[X] Minor: Train Combat: Melee X2

We will hit them with our sword.

Vote's closed pal.
 
Bugger, open and closed before I even woke up
If it makes you feel any better I was awake when it opened, then feel asleep. After that I woke up late and realized I had no free time and had to start my day immediately. Then got home sat down found the thread... and mistakenly thought the vote was already closed.

And to top it all of I started posting again in the thread not twenty minutes before the vote actually closed then saw the vote actually close two posts beneath my brand new one.
 
Turn 6 Results.
[X] Forgemaster... Maybe? Of course, if you're going to be creating artifacts for your family and other heads of state, you had best d it right. As such, you should work on your smelting skills. You wouldn't want to introduce some kind of flaw for Warp Horrors to subvert the artifact through. Chance of Success: 100%. Guaranteed +15 to all Forging categories. More on better rolls.

Roll: 13+30(Learning)=43. Success.

Master Herman's wife died during the Ork raid. He doesn't blame you, though you suspect that's because she died in the opening minutes, taking a dozen Orks with her. This has led to an awkward air between the two of you, as you suspect he wouldn't take any first-year psych student bullshit very well. Of course, since you don't have a very strong bond, you also aren't sure if you really want to help him, or if you just want to get more out of your time with him, so you haven't tried it.

You did manage to make the next few steps, but you didn't make the massive progress you were hoping for.

Reward: +15 to all Forging categories. Awkward silences with your tutor.

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: 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: 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.

[X] Create Simple Charms. Now that you know how, you can try and create simple items to help keep your family and the leaders of Thernus safe from dangers both mundane and Warp-borne. Such talismans are stronger if you make them yourself. While your parents have a few already, the other loyal psykers lack your power to back the skill you possess. After the attack by the Orks, this seems a lot more urgent than it did before. Chance of Success: ???. Must pass a combined Check for Forging: Gear, and Psyker: Esoteric. Reward: On survival rolls, your parents and other heads of state gain a +10. May gain additional bonuses with greater margins of Check passing.

Once you got as much as you felt you could without pressuring your teacher overmuch, you begin your efforts. To really make a masterpiece, you would need a lot more time devoted to each individual piece, or a much greater amount of skill in forging and/or the more esoteric bits of your powers. However, you aren't after a masterpiece right now. Just some bits and bobs to help keep your parents and the other heads of state safe during events like the raid.

Combined Score Forging: Gear and Psyker: Esoteric Check: 30+ 60+ 50(Education bonus)+ 115(Education Perk bonus) +10(Psyker Perk bonus)=265. Required: 50. Pass.

265. Required: 75. Pass.

265. Required: 100. Pass.

265. Required: 125. Pass.

265. Required: 150. Pass.

265. Required: 175. Pass.

265. Required: 200. Pass.

265. Required: 225. Pass.

265. Required: 250. Pass.

Gained 90 Exp! 100/190 to Level 10.

However, just because you can't create masterpieces for each of them, doesn't mean you can't make some truly impressive artifacts. First, they each get a weapon of last resort, a knife which channels the power of the Warp against those it's bearer recognizes as their enemies. As you can analyze a person's very soul to some degree, keying the knives' more esoteric soul-cutting abilities to the souls of their intended users was easy enough, though they're still perfectly serviceable knives for everyone else. You're not sure how well it would hold up to a foe truly determined to corrupt it, but as long as it doesn't end up in the Warp or in the hands of Warp Horrors for an extended period, they shouldn't be possible to turn against their wielders. (+25 to rolls against Daemons for all heads of state and SLs.)

Second, you give each of them an amulet, which may be worn as a necklace, or simply kept on one's person, to provide a limited form of your 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. This was a precaution against Warp entities using it to give misleading visions, or otherwise corrupting it, which was far more difficult to guard against by nature of the ability it grants. Regardless, you'll check in on them once a month, just to be safe. (+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls.)

Finally, you give each of them a modified form of the body armor worn by the PDF. It's too bulky to be worn all the time, but if they're given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects such as your knives. (+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided they get the armor on.)

Needless to say, your parents and the others are very impressed, with Cazanus proclaiming them artifacts of the highest order. You're sure you could do better, but your time and focus was too widespread, trying to make things everyone could use instead of personalizing them beyond keying them to their users souls. Ah well, you accomplished what you set out to do.

[X] Tactical Blunders. Seeing as you were able to improve on a plan made by experienced commanders in less than 5 minutes with almost no training in comparison, General Richards would like your advice on improving the tactics of his military, as he suspects that you've only improved with actual experience. + to PDF rolls dependent on check passed. SL action with General Richards.

You and General Richards settle down over a book of the current military strategies, as well as a number of papers and hypotheses on the subject, and begin to debate.

Martial Check: 25. Required: 10. Pass.

25: Required: 20. Tactics Check difficulty reduced by 50.

Combined Score Tactics Check: 45+ 50(Education bonus)+ 60(Education Perk bonus)+ 15(Psyker Perk bonus)= 170. Required: 25. Pass.

170. Required: 50. Pass.

170. Required: 75. Pass.

170. Required: 100. Pass.

170. Required: 125. Pass.

170. Required: 150. Pass.

Success! Gained 80 Exp! 180/190 Exp to Level 10.

Reward: +30 to PDF rolls permanently. SL Interlude to be put up later.

Power Roll: 46. Failed.

Power Re-roll: 95+15(Mentors)-37=73. Success. Power gains 1 point.

Power automatically gains one point. Power now 39.

Control Roll: 19. Failed.

Control Re-roll: 8. Failed.

Combat Roll: 63+15(Mentors)-19= 59. Success. Combat now 20.

With the lessons you learned from fighting yourself and having the soldiers under you fight, you have learned a great deal. However, you continue to train, in order to keep increasing your combat ability. Already, you have achieved superhuman skills to complement your superhuman body.

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.


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.

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: 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: 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.

E: Whoops, forgot this one. All: 100 Psyker Perk. Warp Scholar. You're greatly skilled in utilizing the Warp to accomplish myriad effects, and locking down others ability to do the same. Bonus of 50 to Psyker Checks. Malus of 50 to enemy Psyker Checks.

Gained 100 Exp! Reached Level 10! Gained 2 Perk points. 90/200 to Level 11.

AN: At this point, she's fully capable of pulling off feats associated with Tzeentch's Greater Daemons, such as changing small towns into mutants against their will in moments, and attempts to assault her psychically may very well get the attacker killed without her even noticing if they aren't a Beta-level or equivalent. Rituals practically come apart under her direct attention if they don't involve psykers in the dozens or sacrifices in the millions.

Richards SL will be up tomorrow. Perk Options will similarly be up tomorrow.
 
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