[X] [Major] Mentors. Your new parents have many contacts, due to their positions. Odds are good that somebody will be able to teach you. The problem is that a much smaller number will be willing to teach you, as prejudice and no small amount of fear is common among humans when dealing with psykers. If successful, gain mentors, who will provide bonuses to Stat training, and to the training of Skills within their skillsets. Chance of Success: 80%. Time: 1 Year.
[X] [Major] Adeptus Astra Tele-No Wait. Cazanus has offered (more like demanded) to have the pyskers in his institution tutor you in the specifics of safely manipulating the Warp. Provides an automatic +10 to all three subcategories of Psyker Skill. Independent Psyker training locked until this option is taken. Chance of success: 100%. Time: 1 Year.
The last year has been pretty quiet overall. No major shake-ups to your day, though you appreciate having an actual name now. Saman- The Witch Hunters would be willing to tutor you some more, at least until you get to the level of conventional mastery, and your education has been progressing well. After listening to General Richards, you picked up a few tricks in terms of commanding a battle, while your father's efforts to teach you how to talk to people have led to an improvement in your diplomatic skills. Your efforts to improve your control have failed to bear fruit, however. It's apparently a common problem for psykers.
You have 5 Major Actions Available
[ ] Further Tutoring. Saman- The Witch Hunters are willing to tutor you in using your powers further. They would prefer to get you up to conventional mastery (all: 50) before you did too much independent study. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation.
[ ] Genetic Testing. Due to the analysis they were able to carry out with limited samples, and some advice from the Witch Hunters, who have gotten a feel for your power, the geneticists of Thernus are much more confident in their chances of success if you provide them with tissue samples. Chance of Success: 65%. Reward: Minor genetic enhancements for all citizens of your polity willing to use them.
[ ] Drills. Apparently, your physiology allows you to go through extreme physical activity without leading to crippling muscle degeneration despite your age, according to the doctors' analysis anyway. This would allow you to go through some basic training, giving you an edge if assaulted by hostile wildlife, Orks, or paranoid citizens. Chance of Success: 100%. 10% chance of gaining a point of Control from improved mental discipline. Reward: +20 to Combat: Melee. +15 to Combat: Ranged, and Combat: Stealth.
You have 2 Minor Actions Available, with 2 Locked.
Edit: You have until 6:00 P.M. EST to vote. Roughly 5 and a half hours.
It might be IMMENSELY helpful to maintain a character sheet.
[X][Major] Further Tutoring. Saman- The Witch Hunters are willing to tutor you in using your powers further. They would prefer to get you up to conventional mastery (all: 50) before you did too much independent study. Chance of Success: 100%. Reward: +15 to Psyker: Willpower and Psyker: Esoteric. +20 to Psyker: Manipulation.
[X][Major] Genetic Testing. Due to the analysis they were able to carry out with limited samples, and some advice from the Witch Hunters, who have gotten a feel for your power, the geneticists of Thernus are much more confident in their chances of success if you provide them with tissue samples. Chance of Success: 65%. Reward: Minor genetic enhancements for all citizens of your polity willing to use them.
[X][Major] Drills. Apparently, your physiology allows you to go through extreme physical activity without leading to crippling muscle degeneration despite your age, according to the doctors' analysis anyway. This would allow you to go through some basic training, giving you an edge if assaulted by hostile wildlife, Orks, or paranoid citizens. Chance of Success: 100%. 10% chance of gaining a point of Control from improved mental discipline. Reward: +20 to Combat: Melee. +15 to Combat: Ranged, and Combat: Stealth.
[X][Major] Train Martial
[X][Major] Train Diplomacy
[X][Minor] Train Perception - People
[X][Minor] Train Perception - Objects
Stats
"AN: I'm going to reveal the Stat rolls here. Keep in mind 20 is generally the peak for an unmodified human. 25 and up is a Hero Unit, giving Perks. 50 and up gives a more advanced form of the 25 Perk, signifying the Hero becoming a Paragon."
Set 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.
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.
Acquired Perks:
Perk Gained: Favored By the Warp. +10 to Random Event Rolls 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.
Skill Perks:
Administration 25 Perk: 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 25 Perk: 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 25 Perk: Fast Learner. Even among Primarchs, you learn quickly. Provides 2 extra Minor Action slots.
Non-Perk Effects:
Gained Mentors for each Stat, adding 15 to each Stat-boost roll unless otherwise stated. All Skills gain +15 instead of 10 until 50.
Relationships:
Relations with Samantha raised from Warily Neutral to Cautiously Optimistic.