[Taken] Psyker: Manipulation: 20 Perk. Technomany. Technology can be controlled with psychic might directly, surprisingly enough. The more advanced the technology, the closer it is to possessing a mind like a sentient being, which in turn makes it vulnerable to mental domination. This is distinct from telekinesis. +10 to Electronics, Invention, and Explosives Checks.
[Taken] Psyker: Manipulation: 20 Perk. Elementalist. Controlling the elements can be a potent weapon. Lightning, water, air, earth, fire, ice, light, and darkness all have their uses. +10 to Combat, Tactics, and Medicine Checks.
[Taken] 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.
[Taken] Psyker: Manipulation: 40 Perk. Tech User. You possess a deep understanding of technology, gleaned from your control over it, which in turn allows you to control it more efficiently. +25 to Electronics, Invention, and Explosives Checks. Must have Technomancy.
[Taken] Psyker: Manipulation: 40 Perk. Element User. Simply waving a hand and sending a similar wave of earth or fire at an enemy has a certain visceral satisfaction, but finer control, for small, delicate operations such as setting off explosives without destroying a ship, has it's uses. +25 to Combat, Tactics, and Medicine Checks. Must have Elementalist.
[Taken] Psyker: Manipulation: 40 Perk. 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.
[Taken] Psyker: Manipulation: 60 Perk. Technological Manipulation. You have a great understanding of technology, and an even greater control over it. You can steal control over nearby vessels and defenses, turning them against their former masters. +50 to Electronics, Invention, and Explosives Checks. Must have Tech-user.
[Taken] Psyker: Manipulation: 60 Perk. Elemental Manipulation. You have a very strong control over the elements, enough to take control from other psykers. +50 to Combat, Tactics, and Medicine Checks. Must have Element User.
[Taken] Psyker: Manipulation: 60 Perk. Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
[Taken] Psyker: Manipulation: 80 Perk. Technological Control. You have control over any and all technology that gets into range. +100 to Electronics, Invention, and Explosives Checks. Must Technological Manipulation.
[Taken] Psyker: Manipulation: 80 Perk. Elemental Control. You can reliably control elements under hostile control, even if there's an entire ritual or some of the strongest Warp Horrors backing it. +100 to Combat, Tactics, and Medicine Checks. Must have Elemental Manipulation.
[Taken] Psyker: Manipulation: 80 Perk. Flesh Manipulator. You can change people wholesale, if you wish. Even the brain, the most delicate organ, can be modified without too much difficulty. +50 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks. Must have Fleshchanger.
[Taken] Psyker: Manipulation: 100 Perk. Technological Mastery. You can take control of multi-kilometer vessels in seconds, including all their defense turrets, weapons, and fighter/bomber complement. Not only that, but you can enhance their performance. The idea came to you not long after you realized that controlling technology was like dominating a mind. Maybe you could enhance them, like you could a person's biology. Of course, you haven't been able to do it until now. +250 to Electronics, Invention, and Explosives Checks. Must have Technological Control.
[Taken] Psyker: Manipulation: 100 Perk. Elemental Mastery. You have control of the elements strong enough to cloak a continent in day or night, cause earthquakes and volcanic eruptions, create tsunamis, alter the weather from pleasant to a hurricane and reverse all of the above. +250 to Combat, Tactics, and Medicine Checks. Must have Elemental Control.
[Taken] Psyker: Manipulation: 100 Perk. Flesh Mastery. You can alter dozens of people in any way you wish in an instant. You want to turn them into a monkey? You can do that. You want to cure their cancer? You can do that, and make it so none of their descendants get cancer, barring Warp Horror-intervention. +100 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Manipulator.
[Taken] Psyker: Manipulation: 120 Perk. Technological Skill. You are very skilled in manipulating technology, both in assuming control, and in enhancing the tech. +300 to Electronics, Invention, and Explosives Checks. Must have Technological Mastery.
[Taken] Psyker: Manipulation: 120 Perk. Elemental Skill. You are very skilled in manipulating the elements, from changing electrical charges, to changing the shape of a star ship's worth of metal. +300 to Combat, Tactics, and Medicine Checks. Must have Elemental Mastery.
[Taken] Psyker: Manipulation: 120 Perk. Flesh Skill. You are very skilled in manipulating flesh, from individual cells, to changing entire organisms. +150 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Mastery.
[Taken] Psyker: Manipulation: 140 Perk. Technological Dexterity. Rather than attempting to increase the extremes at which you can manipulate pieces of technology, you instead work on the breadth you can affect them, altering their behavior and abilities. +350 to Electronics, Invention, and Explosives Checks. Must have Technological Skill.
[Taken] Psyker: Manipulation: 140 Perk. Elemental Dexterity. Rather than attempting to increase the extremes at which you can manipulate the elements, you instead boost how finely you can affect them. Changing what isotope an element is, for example. +350 to Combat, Tactics, and Medicine Checks. Must have Elemental Skill.
[Taken] Psyker: Manipulation: 140 Perk. Flesh Dexterity. Rather than attempting to boost your limits, you instead make more and more fine alterations. Minor alterations such as different shades of hair color, or other slight tweaks to the subject's DNA. +200 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Skill.
[Taken] Psyker: Manipulation: 160 Perk. Technological Familiarity. With more and more knowledge of the inner workings of various forms of technology, you can manipulate them with greater ease and dexterity over greater distances. +400 to Electronics, Invention, and Explosives Checks. Must have Technological Dexterity.
[Taken] Psyker: Manipulation: 160 Perk. Elemental Familiarity. The more you learn about the interactions between various materials and forms of energy, the greater your ability to manipulate the elements. +400 to Combat, Tactics, and Medicine Checks. Must have Elemental Dexterity.
[Taken] Psyker: Manipulation: 160 Perk. Flesh Familiarity. As you discover more about genetics and biochemistry, your manipulation of such grows more fine. +300 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Dexterity.
[Taken] Psyker: Manipulation: 180 Perk. Technological Proficiency. You have power, but it means little without control. So you solve that problem where technology is involved. +450 to Electronics, Invention, and Explosives Checks. Must have Technological Familiarity.
[Taken] Psyker: Manipulation: 180 Perk. Elemental Proficiency. You have power, but that doesn't mean much without skill. You solve that problem when the elements are involved. +450 to Combat, Tactics, and Medicine Checks. Must have Elemental Familiarity.
[Taken] Psyker: Manipulation: 180 Perk. Flesh Proficiency. You possess power, but it means little without control. You rid yourself of that weakness. +350 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Familiarity.
[Taken] Psyker: Manipulation: 200 Perk. Technological Comprehension. You understand the inner workings of technology better than anyone in the sector, which aids you in manipulating it. +500 to Electronics, Invention, and Explosives Checks. Must have Technological Proficiency.
[Taken] Psyker: Manipulation: 200 Perk. Elemental Comprehension. You understand the elements well enough to make them do things most would consider impossible. You laugh at the word. +500 to Combat, Tactics, and Medicine Checks. Must have Elemental Proficiency.
[Taken] Psyker: Manipulation: 200 Perk. Flesh Comprehension. You understand genetics and biochemistry well enough to utterly rewrite most organisms. +400 to Combat, Tactics, and Medicine Checks. Malus of the same to enemies. Must have Flesh Proficiency.
Psyker: Willpower: 20. Strong-willed. Your will is like iron to the common man's bronze. Gain Minor Mental Resistance. +5 to Psyker: Willpower Checks.
Psyker: Willpower: 40 Perk. Will of Steel. Your will is like steel. Gain Minor Mental Resistance. +10 to Psyker Skill Checks.
[Taken] Psyker: Willpower: 60 Perk. Will of Titanium. You will is like titanium. Gain Moderate Mental Resistance. +10 to Psyker Skill Checks.
[Taken] Psyker: Willpower: 80 Perk. Will of Adamantium. Your will is beyond titanium. Gain Major Mental Resistance. +25 to Psyker Skill Checks. Must have Will of Titanium.
[Taken] Psyker: Willpower: 100 Perk. Unbreakable Will. Your will is in the realm of heroes. Gain Extreme Mental Resistance. +50 to Psyker Skill Checks. Must have WoT and WoA.
[Taken] Psyker: Willpower: 120 Perk. Solid Soul. While you aren't completely infallible where corruption is involved, you're pretty close. +100 to rolls/Checks against Daemons and the corrupted. Must have ME.
[Taken] Psyker: Willpower: 140 Perk. Presence. Your presence pushes back corrupting energies and Warp entities hostile to you. Nothing they can't get past, but it's not pleasant. +150 to rolls/Checks against Daemons and the corrupted. Must have SS.
[Taken] Psyker: Willpower: 160 Perk. Powerful Presence. Your presence forces corruption away. +200 to rolls/Checks against Daemons and the corrupted. Must have Presence.
[Taken] Psyker: Willpower: 180 Perk. Fortifying Presence. Your mere presence reduces corruption in your environs as your soul rejects the Warp's influence. +250 to rolls/Checks against Daemons and the corrupted. Must have PP.
[Taken] Psyker: Willpower: 200 Perk. Purifying Presence. Your presence fortifies those around you, as you yourself are a bastion against Warp Horrors. +500 to rolls/Checks against Daemons and the corrupted. Must have FP.
Psyker: Esoteric: 20 Perk. Diviner. You possess greater talents than normal in seeing the near-future, and can see both more accurately and further than most human diviners. +5 to Combat and Psyker Checks.
Psyker: Esoteric: 40 Perk. Rift Welder. You can force rifts any smaller than the planetary scale closed with some time and effort. Checks for closing rifts moderately reduced in difficulty.
[Taken] Psyker: Esoteric: 60 Perk. Warp Whispers. You can hear whispers of things to come, or things long past. Gain Galactic Rumor Mill. Add visions of the distant past and future to RER table.
[Taken] Psyker: Esoteric: 80 Perk. Warp Messages. You can project messages across the Warp if you are willing to risk it, and overhear messages from others. Adds Warp Messages action to Minor Actions options. This allows you to send messages across the galaxy similar to an astropath. (Currently you have no one to direct the message to.) Must have taken WW.
[Taken] Psyker: Esoteric: 100 Perk. Warp Chats. You can hold conversations with any psyker within a few sectors of you, though the greater the distance, the more likely someone will overhear. Changes Warp Messages action to allow for real-time conversations with nearby (by galactic standards) systems. Must have taken WM.
[Taken] Psyker: Esoteric: 120 Perk. Rift Sealer. When you close a rift, you work to keep it closed. When a rift is sealed, +50 to difficulty of opening more, and +25 to closing more. Requires ME.
[Taken] Psyker: Esoteric: 140 Perk. Rift Healer. When you close a rift, it stays closed. +200 to Checks to close Rifts.
[Taken] Psyker: Esoteric: 160 Perk. Storm Calmer Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular systems can be calmed. Requires RH.
[Taken] Psyker: Esoteric: 180 Perk. Storm Queller. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around sub-sectors can be calmed. Requires SC.
[Taken] Psyker: Esoteric: 200 Perk. Storm Ender. Warp Storms can be calmed if you have the power and know what you're doing. Warp storms around singular sectors can be calmed. Requires SQ.
[Taken] Psyker: All: 100 Perk. Murphy's Enforcer. Through use of divination, elemental manipulation, technomancy, and telekinesis/telepathy, you can foresee chains of events that lead to catastrophe befalling your enemy and set them into motion. -250 to enemy Checks. -100 to enemy rolls. Must have all other Psyker: 100 Perks. Unlocks further Pysker Perks.
[Taken] Psyker All 200 Perk. Murphy's Biased Enforcer. Not only can you cause virtually impossible disasters to befall your enemies, unnatural 'good luck' occurs to your own force, for much the same reason. +250 to allied Checks. +100 to allied rolls. Requires Psyker 200 Perks.
[Taken] Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.
[Taken] Psyker: Sorcery: 40 Perk. Omni-Manipulation II. While enough to make you an Omnimancer by itself, that is only a technically. +1200 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Omni-Manipulation.
[Taken] Psyker: Sorcery: 60 Perk. Omni-Manipulation III. You are just barely a real Omnimancer. +1400 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation II.
[Taken] Psyker: Sorcery: 80 Perk. Omni-Manipulation IV. You've nearly reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1600 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation III.
Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.
Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.
Psyker: Spirit: 20 Perk. Anti-Daemon Presence. Weaker Daemons weaken in your presence. +1000 to rolls/Checks against Daemons and the corrupted. Requires Purifying Presence.
Psyker: Spirit: 40 Perk. Anti-Daemon Presence II. Weaker Daemons weaken greatly in your presence. +1200 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence.
Psyker: Spirit: 60 Perk. Anti-Daemon Presence III. Weaker Daemons fade in your presence. +1400 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence II.
Psyker: Spirit: 80 Perk. Anti-Daemon Presence IV. Daemons weaken in your presence. +1600 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence III.
Psyker: Spirit: 100 Perk. Anti-Daemon Presence V. Daemons weaken in your presence. +1800 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence IV.
Psyker: Spirit: 120 Perk. Anti-Daemon Presence VI. Daemons weaken in your presence. +2000 to rolls/Checks against Daemons and the corrupted. Requires Anti-Daemon Presence V.
Psyker: Navigator: 20 Perk. Fleet Navigator. You can navigate for entire fleets, though large ones may cause strain. +10 to fleet travel rolls. Requires Storm Ender.
Psyker: Navigator: 40 Perk. Fleet Navigator II. You can navigate for entire fleets, though very large ones may cause strain. +20 to fleet travel rolls. Requires Fleet Navigator I.
Psyker: Navigator: 60 Perk. Fleet Navigator III. You can navigate for entire fleets, though extremely large ones may cause strain. +30 to fleet travel rolls. Requires Fleet Navigator II.
Psyker: Navigator: 80 Perk. Fleet Navigator IV. You can navigate for entire fleets, though incredibly large ones may cause strain. +40 to fleet travel rolls. Requires Fleet Navigator III.
Psyker: Navigator: 100 Perk. Fleet Navigator V. You can navigate for entire fleets, though ridiculously large ones may cause strain. +50 to fleet travel rolls. Requires Fleet Navigator IV.
Psyker: Navigator: 120 Perk. Fleet Navigator VI. You can navigate for entire fleets, though ludicrously large ones may cause strain. +60 to fleet travel rolls. Requires Fleet Navigator V.