Education: Esoteric: 100 Perk. Force The Door. You think you've figured out how to widen the 'doorway' or close it a bit. You can't make someone who wasn't a psyker in the first place into one, but you can provide a small permanent boost to those with the control to remain uncorrupted, or the reverse to those who are at risk or corrupted. Huh, is this how Warp Horrors strengthen corrupted psykers? + 80 to Psyker Checks, and +10 to allied Psyker Checks. 2 of Education: Esoteric Perks 40, 60 or 80 must be taken.
[Taken 3/3] 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. Has tagged Education: Culture.
[X] Join Expedition. With your combat skills having seen major improvement since you fought your way through an Ork-infested city, you could probably convince your parents to let you join the expedition to survey the 5 km cubed hulk. Of course, this carries risks, and even you wouldn't survive in the vacuum of space for prolonged periods of time. Rewards: Event. Boost to Loot rolls, help deal with any nasties onboard and thus make it easier to clear out.
Diplomacy Check: 19. Required. 10. Pass. Difficulty of Speech Check reduced to 125. Further reduced to 100 by Rhetoric.
Speech: Persuasion Check: 85+ 25(Experienced)+ 70(Education bonus)+ 60(Education Perks)=240: Required: 100. Pass.
Check Passed. Parents allow you onto expedition. Gained 20 Exp. 60/220 to Level 13.
Your parents begin setting up an expedition to search the Space Hulk and either secure it or destroy it. You convince them that between your fighting abilities and powers, you will make a powerful addition to the force, particularly if there are Warp Horrors. Speaking of which, they put you in charge of the military complement, as 'ground-side' leader, as you are both a better tactician than General Richards, and essentially his personal protege.
You settle in on the bridge of the Cruiser serving as the fleet's flagship, ready to use your powers to repel any weaponry onboard the Hulk.
Hitchhiker Roll: 1. Critical Fail. AN: Oh, that's bad.
Hitchhiker Critical Fail Roll: 1. Critical Fail. AN: How even-?! I didn't take Sage's dice, I swear!
Hitchhiker Critical Fail Roll: 1. Critical Fail. AN: Alright, who sacrificed a million people to have Tzeentch assassinate RNGesus?!
Hitchhiker Critical Fail Roll: 4+ 30(Experienced X 3)+ 30(FBTW X 3)=64. AN: Okay, before anyone complains, the scenario that follows was mostly on the table as a joke.
While the fleet was cautious on it's approach, there wasn't any fire from the mass of ship debris clumped together. Now, either the defenses weren't working, there wasn't anything alive on there, or the defenders were thoroughly occupied. Considering she could sense a number of intelligences and souls down there, she was going to assume the last one.
Once a cordon had been established, the boarding shuttles were launched, with her aboard one. They managed to board the craft just fine, but then things got weird. Different scouting forces reported different enemies at different locations. To the 'east' were Orks, to the 'west' some xenos race no one was familiar with, to the 'north', Eldar, though these seemed less fond of spikes than the usual raiders, and finally, Warp Horrorrs to the 'south' of your position.
The odd thing, was that they were all fighting the same enemy, which appeared to be living shadows. The Orks and Eldar seemed terrified of the things, but unusually (for the Orks) they were terrified in the 'Take as many of the bastards with you as you can.' sort of way. The Warp Horrors, save the blue mollusk-like ones, seemed merely unnerved, though the way they ignored the PDF scouts in favor of the shadows was telling. Though the way the blue ones kept screaming "NOT AS PLANNED!" was itself a dead giveaway that they hadn't expected these things to be here.
The question is, what do you do? While none of the known foes were friends of humanity, something that terrified all of them wasn't necessarily a good thing. Not to mention the Warp felt... tense, like a rubber band about to snap. Usually, this signaled a rift in the process of forming, but why would Warp Horrors be upset about that? On the other hand, that didn't make the others your allies. So what policy did you take here?
[ ] Common Enemies. If even Warp Horrors were frightened of these things, then they were likely abominable even by their standards. Ignore other forces in favor of the shadows in directions you deploy.
[ ] The Enemy of My Enemy... Is Still My Enemy. Just because they were fighting an unknown foe did not make them your friends. Kill them all. Fight both sides in directions you deploy.
With that decided, you also needed to decide which directions to send forces in. With the recent improvements to the PDF, they can hold out in three directions, if you deploy to a 'theater' on your own, though this will deprive one group from receiving your direct leadership. Alternatively, you could personally lead one group, while another assaults a different direction, or even have the entire force attack one direction, though that last may be overkill, and risks your original position being overrun if the other factions collapse.
[ ] Assault Direction
-[ ] With Half or Whole PDF and/or yourself.
AN: Sorry it took so long to write relatively little, but those crit fails made it so I had to rewrite the whole scenario, and make some long-term changes.