An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
Only if we smash our way through getting all the crystals done...as well as getting the black box up and running and maybe a way to counter our crystals/runes? As a way to insure we can deal with chaos bullshit.
 
Except that order in the form of our crystals/runes is directly related to your complaint that "not a single benevolent being was created in 30k years is absurd" -- we've just accidentally created one, and bumping up Order crystals/runes to level 10 was a [perhaps the] key step -- and as others are pointing out, there's a non-trivial chance that it'll be eaten/absorbed by one of the main-four Ruinous Powers. (Tzeentch has crystals, but Slaanesh is actively pissed off at us for intruding on its Banquet of Eldar, and likely would view eating this Crystalline Entity as just deserts.)

Whatever bud, to me it's just stupid.
 
Whatever bud, to me it's just stupid.
The Chaos gods are those positive deities your talking about all of the positive emotions and the like fall under their domain it's just the War in Heaven corrupted the Warp and mutated the gods to the point where they only display negative emotions. Also the reason that the War in Heaven did this is because it was a galaxy wide conflict that lasted for millions of years meaning that it's impact on the Warp should be much greater then the small life times of peace the Emperor has known. So going off of this it is only logical to conclude that the Emperor literately could have only met either hostile Warp entities like the Chaos gods or semi-hostile to neutral ones like the Eldar Gods.
 
@ilbgar123, I'm thinking of making a hero unit omake, do preexisting emotional bonds help Psykers choir together and is that noted or prized during the Willpower checks?

It provides a bonus yes. See, opening yourself up to someone to that degree is a massive show of trust, and most people instinctively shy away from doing so. Professionals can force it, but it's not as good as a group with an actual bond.
 
Well, a Crystal of crystals (lower case c refers to crystals in general, not the conceptual bullshit type specifically) could make them easier to make. Get that one to grade 10 and I'll knock a Stellar Bellows down to a single year. However, it will have a slight effect on all Crystals, not just the ones directly under the area of effect of the ones you've made, which means Chaos has a slightly easier time making their own. Not a whole lot easier, but easier.
Is that per ring or for the full set?
It provides a bonus yes. See, opening yourself up to someone to that degree is a massive show of trust, and most people instinctively shy away from doing so. Professionals can force it, but it's not as good as a group with an actual bond.
Neat. The Inscrutable Machine is gonna be awesome.
 
@ilbgar123 Can we have Training or Growth or Improvement Crystals? Any requirements for them? Any differences between them?

Are these just the Booster Crystals that we already have? It doesn't seem like the Booster Crystals work in grades like other Crystals do, what's up with that?

Edit: Adding on to this, how about an Illusion Crystal?

An Escape Crystal?

Improvement would give a bonus to Stat improvement rolls of (Grade X 2) and is distinct from Improvement Crystals.

Illusion and Escape are things you can do, though that second one might make your jails less secure.
 
Improvement would give a bonus to Stat improvement rolls of (Grade X 2) and is distinct from Improvement Crystals.
Would it help the Crystal Deity improve itself at all (Like, can the Crystal Deity work out or is it's only method of direct improvement creating more Crystals?).

What did you mean by Improvement is distinct from Improvement Crystals?

Also, does the Crystal of crystals directly improve the Deity at all?
 
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Turn 15 Options.
With the massive number of Orks that will be pouring into The Bastion within 19 years, and the indications that there may be large quantities just outside of known space, preparations will need to be made.

Turn 15 Options.​

You have 23 Major Actions available. You also have 2 Tags. Major Actions will be a separate update from Minor/Integration/Free Invention. You are currently voting for Major Actions and Perks.

[ ] Speak With Father. Your efforts to expand the power and variety of Crystals has resulted in a nascent Warp entity. Seeing as it's mostly your doing that it exists at all, you ought to speak with him on the matter. (Essentially a special SL action. You're going to want to take this before developing the Crystal deity any further). Speech Checks. May gain additional bonuses.

[ ] Ship Building. With new Waaghs on the horizon, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, and though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Battleship, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 6/115 have been used. 8 will be taken for free due to Mining Ships. 21 sets of berths are now available for each category. 16/21 Dreadnought berths filled. 2/21 Cruiser berths filled. 210 Escorts will be built automatically.

[ ] Diplomacy. While you've added a large number of new systems to The Bastion, there are still a number of polities in the sectors surrounding Thernus' that you can reach out to. While you have less information about them than those within your sector, you were going to have to take that plunge some time. 100 systems available for diplomacy. Reward: Depends on Checks passed.

[ ] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 100 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.

[ ] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system. Time: 1 Year. AN: Will count against your Ship-Building total unless building Small Shipyard for Escorts. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.

[ ] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses). Reward: Contact with fellow Primarchs. Note, can only be taken once, as only Horus is currently in range and not in contact already.

[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. On the other hand, removing them from the field would nullify the chances of Orkish WAAGHs getting their hands on the derelicts instead. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[/] Stellar Bellows. A Mega-project, which involves constructing a ring around a star, to extract material from said star. Most of it will be hydrogen, but a lot of it will be higher elements, and with your fusion plants, it's possible to create higher elements without too much trouble. However, it is very likely to become a target for subversive elements. As such, it's construction will not be started without your direct supervision. All actions to speed current construction up have been taken. Further Stellar Bellows may not be built until primary Bellows is completed. Completion of current Bellows will occur on Turn 16.

[ ] Webway Patrol. While elite soldier are being sent in to help the Eldar, contingents of regular soldiers should both help them get real experience, and help clear the Webway. Accelerates timeline for gaining further access to Webway. May be taken up to 10 times per Turn.

You have 32 Perk points available. Bank votes take priority.

Combat: Melee: 20 Perk. Trained Fighter. You are an above-average fighter. +10 to Combat Checks.
Combat: Melee: 40 Perk. Brawler. You are always armed. Provided you can use your limbs at least. +20 to Combat Checks.

Combat: Melee: 60 Perk. Commanding Officer. You are a skilled fighter, and those under your command know it. +30 to Combat Checks. +10 to morale rolls for forces you command. Requires one of the preceding Melee Perks.

Combat: Melee: 80 Perk. Crusher. You are a supremely skilled fighter. Your mere presence nearby is demoralizing to the enemy. +50 to Combat Checks. Malus of 10 to enemy morale rolls when arrayed against forces you command. Requires 2 of the preceding Melee Perks.

Combat: Melee: 100 Perk. Champion. You have achieved the limits of mortal combat when fighting in the close-range. You can embolden your forces and terrify the enemy by your mere presence, and the enemy champion is the only one that may do more than buy time with their lives should they get too close. +75 to Combat Checks. Bonus of 25 to morale rolls for forces under your command, Malus of the same to enemy morale rolls when you are present on the planet. Requires 3 of the preceding Melee Perks.

Combat: Melee: 120 Perk. Supreme Champion. You have exceeded the limits of mortal combat when fighting in melee. Your forces are emboldened by proximity to you, and enemies falter, as you are essentially death incarnate to any but a Warp Horror. +100 to Combat Checks. Bonus of 50 to morale rolls for your forces, Malus of the same to enemy morale rolls when you are in the same system. Requires 4 of the preceding Melee Perks.

Combat: Melee: 140 Perk. Ultimate Champion. You have vastly surpassed the limits of mortal combat in melee. Your forces are greatly emboldened by proximity, and enemies risk breaking simply from knowing you are present. Even Warp Horrors will feel unnerved if they are on the enemy's side. +150 to Combat Checks. +100 to Morale rolls for forces under your command. Malus of the same to enemy morale rolls. Applies to all forces in sub-sector. Requires 5 of preceding Melee Perks.

Combat: Melee: 160 Perk. Hero. Simply achieving this level of melee combat makes people question whether you really are human. You forces will recover from total disorganization from the simple fact of your presence. Meanwhile, entire fleets and armies may flee or desert from your presence. Even Daemonic ones. +200 to Combat Checks. +150 to Morale rolls for forces under your command. Malus of the same to enemy Morale rolls. Applies to all forces in sector. Requires 6 of preceding Perks.

Combat: Melee: 180 Perk. Superhero. You can call yourself human all you want. Very few people believe you. Your mere presence on the battlefield rallies your troops, not the least because you actually do make your allies stronger when you are nearby, and your enemies weaker. Daemonic armies will run back to the Warp rather than fight you. Fleets and armies may simply give up and wait to be imprisoned or boarded. +250 to Combat Checks. +200 to Morale rolls for your forces. Malus of the same to enemy Morale rolls. Applies to all forces in nearby sectors. Requires 7 of preceding Perks.

Combat: Melee: 200 Perk. Goddess of War. You keep having to tell people you aren't a god of war. Even the ones that aren't part of the cults that keep popping up are doubtful of your claim. +500 to Combat Checks. +250 to Morale rolls for your forces. Malus of the same for the enemy. Applies to all forces within 5 sectors of you. Requires 8 of preceding Perks.

Combat: Ranged: 20 Perk. Dual-wielding. For most people, using two guns requires a sacrifice of accuracy, speed, or stability. Not so for you. May use two guns without one suffering a debuff.

Combat: Ranged: 40 Perk. Deflection. You can bounce bullets and laser shots off of many surfaces if you do it right. +20 to Combat Checks.

Combat: Ranged: 60 Perk. Ricochet. Not only can you bounce shots off of surfaces, you can do it over and over. +30 to Combat Checks. +10 Flanking bonus to Combat Checks. Must have 1 of preceding Perks.

Combat: Ranged: 80 Perk. Burn-Through. Just because they think they're safe, doesn't mean they are... not completely anyway. +50 to Combat Checks. Must have 2 of preceding Perks.

Combat: Ranged: 100 Perk. Blast-Through. They usually aren't safe. +75 to Combat Checks. Must have 3 of preceding Perks.

Combat: Ranged: 120 Perk. Shield? What Shield? You'd think they'd start dodging instead. +100 to Combat Checks. Must have 4 of preceding Perks.

Combat: Ranged: 140 Perk. Armor-Piercing. Armor is of less use against your onslaught than one might hope. +150 to Combat Checks. Enemy Armor debuff mitigated. Must have 5 of preceding Perks.

Combat: Ranged: 160 Perk. Ignored Armor. Seriously. Dodge instead. +200 to Combat Checks. Enemy Armor debuff heavily reduced. Must have 6 of preceding Perks.

Combat: Ranged: 180 Perk. Ballistics. An exceptional understanding of the physics behind how your shots travel is necessary if one wishes to retain any major degree of accuracy over multiple kilometers. +250 to Combat Checks. Long-Range debuff ignored. Extreme-Range debuff reduced. Must have 7 of preceding Perks.

Combat: Ranged: 200 Perk. Instinctive Gunner. You automatically compensate for the physics of your environment when using a gun, no matter how strange the gun or the physics. +500 to

Combat Checks. Zero-G and Warped Physics penalties ignored. Must have 8 of preceding Perks.

Combat: Stealth: 20 Perk. Sniper. Rather than sneaking behind enemy lines, you can take out officers from a distance. +10 to Stealth Checks.

Combat: Stealth: 40 Perk. Assassin. Hey Earl, where'd you- Gugh! +20 to Stealth Checks.

Combat: Stealth: 60 Perk. Silent. Being very quiet is an important part of stealth. +30 to Stealth Checks. Must have 1 of preceding Perks.

Combat: Stealth: 80 Perk. Too Quiet. People can find your lack of noise creepy. +50 to Stealth Checks. Must have 2 of preceding Perks.

Combat: Stealth: 100 Perk. Ghost. It's like you're only there when you want to be. +75 to Stealth Checks. Must have 3 of preceding Perks.

Combat: Stealth: 120 Perk. Phantom. They aren't sure whether you're there or not. +100 to Stealth Checks. Must have 4 of preceding Perks.

Combat: Stealth: 140 Perk. Wraith. You're definitely there, but that's not going to do them any good since they aren't sure on exactly where 'there' is. +150 to Stealth Checks. Must have 5 of preceding Perks.

Tactics: Preparation: 20 Perk. Waiting. Waiting is half of war. +10 to Tactics Checks.

Tactics: Preparation: 40 Perk. Trapping. Laying traps is very helpful in causing enemy casualties. +20 to Tactics Checks.

Tactics: Preparation: 60 Perk. Fortifications. Even the crudest of fortifications can save lives. +30 to Tactics Checks. Requires 1 of preceding Perks.

Tactics: Preparation: 80 Perk. Ambush. Lying in wait for the opportune moment to attack requires patience, good judgement, and some measure of blind luck. While your options for the last are more limited, you have the first two in spades. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Preparation: 100 Perk. Trench Training. While having crude fortifications is good, being able to make them and use them well is, if anything, more important. +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Preparation: 120 Perk. Hm, Plan D Perhaps? Having contingencies is always good. Everyone who isn't an idiot is going to have a Plan B, so you should go a bit beyond that. +100 to

Tactics Checks. Requires 4 of preceding Perks.

Tactics: Preparation: 140 Perk. Time For Plan F! If having more contingencies is good, having even more, logically, should be better. +150 to Tactics Checks. Requires 5 of preceding Perks.

Tactics: Preparation: 160 Perk. Time For Plan J!! Most people think you're a nutcase, but you'll be the one laughing last. +200 to Tactics Checks. Requires 6 of receding Perks.

Tactics: Preparation: 180 Perk. Time For Plan M!! Almost all people think you're a nutcase, but you'll be the one laughing last. +250 to Tactics Checks. Requires 7 of receding Perks.

Tactics: Preparation: 200 Perk. Time For Plan Q!! Everyone thinks you're a nutcase, but you'll be the one laughing last. +500 to Tactics Checks. Requires 8 of receding Perks.

Tactics: Cleverness: 20 Perk. Clever. You might be too smart for your own good. +10 to Tactics Checks.

Tactics: Cleverness: 40 Perk. I Meant To Do That! You take full advantage of your crafty reputation to fool enemies into dealing with imaginary plots. +20 to Tactics Checks.

Tactics: Cleverness: 60 Perk. You've Fallen Into My Trap! You can pretend to do a big dramatic reveal that everything they did was part of your plan. While the best readers of body language can tell you're lying, it can sow confusion long enough to buy time for your actual operations. +30 to Tactics Checks. Requires one of preceding Perks.

Tactics: Cleverness: 80 Perk. Time For Plan B! While you are an excellent strategist, making adjustments to take changes into account is paramount. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Cleverness: 100 Perk. Er, Plan C? Of course, enemy commanders will often do the same, so fighting a competent commander can become like a chess game, but with lives in the balance. +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Cleverness: 120 Perk. Clever Stratagem. Having plans is good, having good plans is better. +100 to Tactics Checks. Requires 4 of preceding Perks.

Tactics: Cleverness: 140 Perk. Cunning Plan. Having very good plans is even better. +150 to Tactics Checks. Requires 5 of preceding Perks.

Tactics: Cleverness: 160 Perk. Canny Stratagem. Of course, having a good plan requires being able to predict your opponent well enough to plan around them, but you're plenty canny enough for that. +200 to Tactics Checks. Requires 6 of preceding Perks.

Tactics: Cleverness: 180 Perk. Well-Thought Stratagem. Of course, having a great plan requires being able to predict your opponent well enough to plan around them well, but you're plenty canny enough for that. +250 to Tactics Checks. Requires 7 of preceding Perks.

Tactics: Cleverness: 200 Perk. Perfect Stratagem. You are at the peak of crafty plans made by mortals. +500 to Tactics Checks. Requires 8 of preceding Perks.

Tactics: Trickery: 20 Perk. Tricksy. You are surprisingly crafty. +10 to Tactics Checks.

Tactics: Trickery: 40 Perk. Prankster. You make a habit of tricking people in harmless ways, so that they're on guard against worse ways. +20 to Tactics Checks.

Tactics: Trickery: 60 Perk. Trickster. Of course, you also know a thing or two about riddles. +30 to Tactics Checks. Requires one of preceding Perks.

Tactics: Trickery: 80 Perk. Bluff. You won't always hold all the cards, but having the enemy think you do can be almost as good. +50 to Tactics Checks. Requires 2 of preceding Perks.

Tactics: Trickery: 100 Perk. Double Bluff. The enemy might figure out you aren't holding all the cards... or so they think. You actually just let the 'find out' about your 'weaknesses.' +75 to Tactics Checks. Requires 3 of preceding Perks.

Tactics: Trickery: 120 Perk. Triple Bluff. A very good opponent might figure out a double bluff, but it takes a truly impressive intellect to figure out a triple bluff. Of course, this means it can be hard to judge when to use one, but you like to think you've gotten it down. +100 to Tactics Checks. Requires 4 of preceding Perks.

Tactics: Trickery: 140 Perk. Complex Plan. Simply using brute force isn't always going to work, so a more roundabout approach is necessary. +150 to tactics Checks. Requires 5 of preceding Perks.

Tactics: Trickery: 160 Perk. Intricate Plan. Some opponents require truly convoluted plans. +200 to Tactics Checks. Requires 6 of preceding Perks.

Tactics: Trickery: 180 Perk. Delicate Plan. Some opponents require extremely convoluted plans. +250 to Tactics Checks. Requires 7 of preceding Perks.

Tactics: Trickery: 200 Perk. Complicated Plan. Some opponents require ridiculously convoluted plans. +500 to Tactics Checks. Requires 8 of preceding Perks.

Evasion: Lying: 20 Perk. Dissimulation. Sometimes the best lies are half-truths. +10 to Evasion Checks.

Evasion: Lying: 40 Perk. Easy Smile. People trust seemingly genuine smiles. +20 to Evasion Checks.

Evasion: Lying: 60 Perk. Misleading. You don't have to lie outright, just let people form the wrong conclusions. IT's not your fault if you give them true information, but they don't connect the dots. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Lying: 80 Perk. Misdirection. You don't have to lie outright, just let people form the wrong conclusions. IT's not your fault if you give them true information, but they don't connect the dots, even if you nudge them to the wrong conclusion a little. +50 to Evasion Checks. Requires 2 of preceding Perks.
Evasion: Lying: 100 Perk. Omission. There's nothing wrong with not actually saying anything when people don't tell you anything. +75 to Evasion Checks. Requires 3 of preceding Perks.

Evasion: Lying: 120 Perk. Guileful. Being able to lie is one thing. Lying convincingly is harder. +100 to Evasion Checks. Requires 4 of preceding Perks.

Evasion: Lying: 140 Perk. Two-faced. You are entirely capable of saying one thing to one person, and then turning around and saying the exact opposite to the next person with apparent genuine meaning behind the words, though there's nothing stopping them from cross-checking, so you avoid doing it if at all possible. +150 to Evasion Checks. Requires 5 of preceding Perks.

Evasion: Lying: 160 Perk. Dissemble. Lying is not limited to spouting untruths. One's body language and demeanor can give a lie away just as easily as one's voice, so one must avoid leaving any hints of their true feelings, or simply give no indication of the correct answer to another's questions. +200 to Evasion Checks. Requires 6 of preceding Perks.

Evasion: Dodging: 20 Perk. DOOOODGE! Your instincts for incoming attacks are finely honed, and you know exactly how one should react: Get the hell out of the way. +10 to Evasion Checks.

Evasion: Dodging: 40 Perk. Turning With The Blow. While you can't always completely avoid an attack, you can make sure you don't take it full force. +20 to Evasion Checks.

Evasion: Dodging: 60 Perk. Miss. You don't always have to overexert yourself to dodge every single attack. Less motion means more stamina conserved for the battle itself. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Dodging: 80 Perk. Bare Miss. You don't always have to overexert yourself to dodge every single attack. Less motion means more stamina conserved for the battle itself, especially if it's barely any motion. This is also very impressive to bystanders under most circumstance. +50 to Evasion Checks. Requires 2 of preceding Perks.

Evasion: Dodging: 100 Perk. Not Even Close. If you use your powers to alter the paths of attacks, so they don't even come near you, you don't need to exert yourself at all. +75 to Evasion Checks. Requires 3 of preceding Perks.

Evasion: Dodging: 120 Perk. Avert. If you use your powers to alter the paths of attacks, so they don't even come near you, you don't need to exert yourself at all, particularly if you cause mishaps such as the gun misfiring. +100 to Evasion Checks. Requires 4 of preceding Perks.

Evasion: Dodging: 140 Perk. Sidestep. On the other hand, moving one step to the side seems like less effort in the long run. +150 to Evasion Checks. Requires 5 of preceding Perks.

Evasion: Dodging: 160 Perk. Deflect. Then there's the option of using your blades to physically force the attacks aside. +200 to Evasion Checks. Requires 6 of preceding Perks.

Evasion: Trickery: 20 Perk. Fooled You! There's just something satisfying about tricking someone into hitting their own allies. +10 to Evasion Checks.

Evasion: Trickery: 40 Perk. Deceit. You never actually lied, you just left out a few things about what was going on.

Evasion: Trickery: 60 Perk. Guile. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's too late to stop you. +30 to Evasion Checks. Requires 1 of preceding Perks.

Evasion: Trickery: 80 Perk. Tricky. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's way too late to stop you. +50 to Evasion Checks. Requires 2 of preceding Perks.

Evasion: Trickery: 100 Perk. Guile Hero. While preparation is key, prediction and instinct are also integral parts of hiding your true intentions until it's far too late to stop you. +75 to Evasion Checks. Requires 3 of preceding Perks.

Evasion: Trickery: 120 Perk. Cunning. Taking advantage of the traits of others is at times difficult, but done right, getting what you need is actually pretty easy. +100 to Evasion Checks. Requires 4 of preceding Perks.

Evasion: Trickery: 140 Perk. Deception. Obviously a spy is going to need to use outright deception at some point. Luckily, you're decent at it. +150 to Evasion Checks. Requires 5 of preceding Perks.

Evasion: Trickery: 160 Perk. Treachery. Being a traitor would require that I was ever on your side. +200 to Evasion Checks. Requires 6 of preceding Perks.

Speech: Persuasion: 20 Perk. Persuasive. You are decent at convincing people to do as you want them to. +10 to Speech Checks.

Speech: Persuasion: 40 Perk. A Favor? You can call in favors from those you've helped in the past to smooth things over in the present. Bonus to Speech Checks if you possess Karma.

Speech: Persuasion: 60 Perk. Appeal To Morality. Your arguments are convincing from a purely pragmatic point of view, as well as an emotional one. Decreases difficulty of Persuasion Checks by 50 if your target lacks a strong reason to refuse you, such as a direct order from a superior. Provides half this bonus to Diplomacy Checks if you possess the moral highground.

Speech: Persuasion: 80 Perk. Inspiring Speech. You can convince an utterly broken soldier to fight again. +50 to Speech Checks.

Speech: Persuasion: 100 Perk. Source of Hope. You can bring hope back to those who have lost it. +75 to Speech Checks.

Speech: Persuasion: 120 Perk. Enticement. Offering a reward of some kind is often a great way to convince someone to do something. Of course, the problem is that you don't always have something they want. +100 to Speech Checks.

Speech: Persuasion: 140 Perk. Cajolement. You are excellent at convincing people to do as you wish. +150 to Speech Checks.

Speech: Persuasion: 160 Perk. Influence. You possess the ability to strongly influence others. +200 to Speech Checks.

Speech: Persuasion: 180 Perk. Clout. Your reputation and influence among higher echelons allows you to accomplish a great deal. +250 to Speech Checks.

Speech: Diplomacy: 20 Perk. Charismatic. You possess strong charisma, which helps convince others to agree with your demands. +10 to Speech Checks.

[Taken] Speech: Diplomacy: 40 Perk. Paragon. You always do the right thing, even when it's hard. Provides a bonus to Speech Checks if you possess Karma.

Speech: Diplomacy: 40 Perk. Renegade. You always get results, even if others hate your methods. Provides a bonus to Speech Checks if you possess Infamy.

[Taken] Speech: Diplomacy: 60 Perk: White-tongued. You are the positive equivalent of the charismatic leader of a cult. Provides a bonus to Speech Checks equal to Karma. Must have Paragon. Mutually exclusive with Black-tongued.

Speech: Diplomacy: 60 Perk. Black-tongued. There isn't all that much difference between you and that cult leader... Provides a bonus to Speech Checks equal to Infamy. Must have Renegade. Mutually exclusive with White-tongued.

[Taken] Speech: Diplomacy: 80 Perk. I Still Believe. You know people can change, they just need to try. Provides a bonus to Speech Checks twice that of Karma. Requires White-tongued.

[Taken] Speech: Diplomacy: 100 Perk. Second Chance. Even the vilest person can become a good person, they just have to want to. Requires I Still Believe. Provides a bonus to Speech Checks thrice that of Karma.

[Taken] Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance.

[Taken] Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.

[Taken] Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience.

Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.

Speech: Diplomacy: 80 Perk. I No Longer Believe. People are inherently selfish, so appeal to that. Provides a bonus to Speech Checks twice that of Infamy. Requires Black-tongued.

Speech: Diplomacy: 100 Perk. Disbelief. If you couldn't trust them the first time, then why should it matter if they want to change? They'll just betray you again. Requires I No Longer Believe. Provides a bonus to Speech Checks thrice that of Infamy.

Speech: Intimidation: 20 Perk. Intimidating. You are... impressive to look at, which makes people agree with what you say to make you go away quicker. +10 to Speech Checks.

Speech: Intimidation: 40 Perk. Menacing. Your deeds precede you... Provides a bonus to Speech Checks if you possess Infamy.

Speech: Intimidation: 60 Perk. S-Stay Back! You terrify everyone and everything capable of fear. Provides a bonus of 50 to Intimidation Checks if your counterpart lacks a strong reason to refuse you. Provides a bonus of 25 to Diplomacy Checks if you lack the moral high-ground.

Speech: Intimidation: 80 Perk. Horror Show. What do you mean you tortured him to death? That's an incredibly inefficient way of causing pain. You should go for maximum pain in minimal time. That way you can get to more people. Provides a bonus of 50 to Diplomacy Checks if you are proposing something horrible.

Speech: Intimidation: 100 Perk. Jack the Ripper. Huh, apparently having the entire police station turn up dead in one night without any sort of alarm being sounded makes people nervous enough to start killing each other to try and save their own hides. Good to know. +100 to Intimidation Checks.

Speech: Intimidation: 120 Perk. Arm Twist. A literal of figurative arm-twisting greases all kinds of wheels. +150 to Intimidation Checks.

Speech: Intimidation: 140 Perk. Make An Example. See, fear works as a deterrent, but every now and then, you need to remind them what they're scared of. Dissent and Insurrection reduced in your environs.

Speech: Intimidation: 160 Perk. Dissonant Serenity. How odd, people find pleasant smiles while killing people worse than sick grins. +200 to Intimidation Checks.

Speech: Intimidation: 180 Perk. Creepy. Even when you aren't actively being terrifying, most feel a sense of wrongness in your presence. +250 to Intimidation Checks.

Perception: Objects: 20 Perk. Good Eye! You have an excellent eye for detail. +10 to Perception Checks. +5 to loot rolls.

Perception: Objects: 40 Perk. Great Eye! You have an amazing eye for detail. +20 to Perception Checks. +10 to loot rolls.

Perception: Objects: 60 Perk. Amazing Eye! Many wonder if your eyes are human. +30 to Perception Checks. +15 to Loot rolls. Requires 1 of the preceding Perks.

Perception: Objects: 80 Perk. Incredible Eye! Most wonder if your eyes are human. +50 to Perception Checks. +20 to Loot rolls. Requires 2 of the preceding Perks.

Perception: Objects: 100 Perk. Eagle Eye! The majority wonder if your eyes are human. +75 to Perception Checks. +25 to Loot rolls. Requires 3 of the preceding Perks.

Perception: Objects: 120 Perk. Hawk Eye! It is generally accepted that your eyes aren't human. +100 to Perception Checks. +30 to Loot rolls. Requires 4 of the preceding Perks.

Perception: Objects: 140 Perk. Perceptive. You notice things that aren't immediately obvious. +150 to Perception Checks. +35 to Loot rolls. Requires 5 of the preceding Perks.

Perception: Objects: 160 Perk. Observant. You notice a lot of fine details and the general history they hint at. +200 to Perception Checks. +40 to Loot rolls. Requires 6 of the preceding Perks.

Perception: Objects: 180 Perk. Discerning. Minor differences can tell you a lot about something. +250 to Perception Checks. +45 to Loot rolls. Requires 7 of the preceding Perks.

Perception: Objects: 200 Perk. Insightful. You have a great deal of insight on the meaning behind minutiae. +500 to Perception Checks. +50 to Loot rolls. Requires 8 of the preceding Perks.

Perception: People: 20 Perk. Twitches. So many people have little nervous twitches when they lie that they don't even think about. +10 to Perception Checks. +5 to Speech Checks.

Perception: People: 40 Perk. Tics. Similarly, they tend to have little habits they pick up over their life, which stick with them. +20 to Perception Checks. +10 to Speech Checks.

Perception: People: 60 Perk. You're Good... But Not That Good. A lot of people try to hide their emotions, but without being able to literally will micro-expressions to not be a thing, you couldn't ever completely do that. +30 to Perception Checks. +15 to Speech Checks. Requires 1 of preceding Perks.

Perception: People: 80 Perk. Your Next Line Is... People are surprisingly predictable if you know what to look for. +50 to Perception Checks. +25 to Speech Checks. Requires 2 of preceding Perks.

Perception: People: 100 Perk. Psuedo-Sherlock Scan. While you have achieved what most would consider mastery of reading others, you are still no match for a real master. +75 to

Perception Checks. +50 to Speech Checks. +25 to Combat and Medicine Checks. Requires 3 of preceding Perks.

Perception: People: 120 Perk. That Expression You're Wearing... Micro-expressions can tell you a lot about a person's thoughts, and about them in general. +100 to Perception Checks. +100 to Speech Checks. +50 to Combat and Medicine Checks. Requires 4 of preceding Perks.

Perception: People: 140 Perk. Don't Worry, I'm Not A Mind-Reader. Maybe. While you can read minds, you find it more satisfying to convince people you aren't and they're simply that easy to read. Especially if that's what you're actually doing. +150 to Perception Checks. +150 to Speech Checks. +75 to Combat and Medicine Checks. Requires 5 of preceding Perks.

Perception: People: 160 Perk. Don't Believe In Mind-Readers Huh? Some people don't believe in the Warp. While you won't force them to believe something, you have no problem taking advantage of their ignorance for a cheap laugh. Freaking them out by making them think you don't need telepathy to pick their mind clean is hilarious, and often makes them act less like Warp Horrors and cults aren't a thing. +200 to Perception Checks. +200 to Speech Checks. +100 to Combat and Medicine Checks. Requires 6 of preceding Perks.

Perception: People: 180 Perk. Poker Champion. Anything less than a double-bluff has no hope of fooling you, so unless your opponent has no idea how to play, you can beat them without even cheating. +250 to Perception Checks. +250 to Speech Checks. +125 to Combat and Medicine Checks. Requires 7 of preceding Perks.

Perception: People: 200 Perk. Proper Sherlock Scan. You are a true master of reading people, to the point of low-level pseudo-Divination, which works well with your actual Divination. +500 to Perception Checks. +500 to Speech Checks. +250 to Combat and Medicine Checks. Requires 8 of preceding Perks.

Perception: Environment: 20 Perk. It's Too Quiet... When something's not right, the world around you practically starts shouting it if you're paying attention. +10 to Perception Checks. +5 to detection rolls.

Perception: Environment: 40 Perk. Something's Wrong... Even if it's not happening nearby, you can tell when something's wrong. +20 to Perception Checks. +10 to detection rolls.

Perception: Environment: 60 Perk. You Feel Something... Even if it's happening far away, you can tell if something's not right. +30 to Perception Checks. +15 to detection rolls. Requires 1 of preceding Perks.

Perception: Environment: 80 Perk. Sensitive Ears. One will often hear trouble before they see it. +50 to Perception Checks. +25 to detection rolls. Requires 2 of preceding Perks.

Perception: Environment: 100 Perk. Very Sensitive Ears. You will usually hear trouble before they see it. +75 to Perception Checks. +50 to detection rolls. Requires 3 of preceding Perks.

Perception: Environment: 120 Perk. Extremely Sensitive Ears. You will almost always hear trouble before they see it. +100 to Perception Checks. +75 to detection rolls. Requires 4 of preceding Perks.

Perception: Environment: 140 Perk. Incredibly Sensitive Ears. You will hear trouble before they see it. +150 to Perception Checks. +100 to detection rolls. Requires 5 of preceding Perks.

Medicine: Surgery: 20 Perk. Steady Hands. You are almost supernaturally calm during an operation, probably because a wrong move could kill or cripple the patient. Reduced chance and severity of injuries sustained during medical operations regardless of the situation. +10 to Medicine Checks.

Medicine: Surgery: 40 Perk. Ultra-sterilized Equipment. Sterilization is standard practice, but it is more difficult to keep things microbe free. You just use your powers to heat the equipment as much as you can without warping it, then cool it down to room temperature. The two relative extremes are beyond what the bacteria that can survive in one can handle. Chance of infection from surgery effectively nil. +20 to Medicine Checks.

Medicine: Surgery: 60 Perk. Anatomical Expert. You have extensive knowledge of human anatomy, though with many xenos, you are reduced to educated guesses. Significantly lower difficulty of Medicine Checks among humans. Slightly lower them among non-humans. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: Surgery: 80 Perk. Anatomical Prodigy. You have extensive knowledge of human anatomy, though with many xenos, you are reduced somewhat in accuracy. Significantly lower difficulty of Medicine Checks among humans. Somewhat lower them among non-humans. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: Surgery: 100 Perk. Anatomical Pioneer. You have extensive knowledge of human anatomy, and the same with most xenos. Mediumly lower difficulty of Medicine Checks among humans. Significantly lower them among non-humans. +75 to Medicine Checks. Requires 3 of preceding Perks.

Medicine: Surgery: 120 Perk. Potent Anesthetic. Sometimes regular anesthetics aren't enough to keep the patient under. The problem is keeping them under without risking their heart or equivalent organ stopping. Moderately lower difficulty of Medicine Checks among humans. Mediumly lower them among non-humans. +100 to Medicine Checks. Requires 4 of preceding Perks.

Medicine: Surgery: 140 Perk. Powerful Anesthetic. Sometimes regular anesthetics aren't enough to keep the patient under. The problem is keeping them under without risking their heart or equivalent organ stopping. That problem. Largely lower difficulty of Medicine Checks among humans. Moderately lower them among non-humans. +150 to Medicine Checks. Requires 5 of preceding Perks.

Medicine: Narcotics: 20 Perk. Expunging Toxins. Most poisons are considered toxins by the body, so things that help the body remove toxins tend to help it deal with the poison on it's own. All but the most deadly poisons have a much higher chance of being fought off with your help. +10 to Medicine Checks.

Medicine: Narcotics: 40 Perk. Drugs, Poisons, They're Not That Different. The main difference between drugs and poisons is the dosage. You know the safe dosage for the vast majority of drugs, but you can intentionally poison someone. +20 to Medicine Checks. +20 to Combat Checks.

Medicine: Narcotics: 60 Perk. Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: Narcotics: 80 Perk. Multiple Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods, such as nasal sprays. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: Narcotics: 100 Perk. Extensive Alternative Administrators. While needles are one of the best ways to get the medicine directly to the bloodstream, there are instances when it's better to use other methods. +75 to Medicine Checks. Requires 3 of preceding Perks.

Medicine: Narcotics: 120 Perk. Antidote. Various poisons, venoms, and toxins in general are fairly simple for you to treat. +100 to Medicine Checks. Requires 4 of preceding Perks.

Medicine: Narcotics: 140 Perk. Remedy. Many common ailments, caused by viruses, allergies, or simple irritation, are something you can treat with common ingredients. +150 to Medicine Checks. Requires 5 of preceding Perks.

Medicine: First-Aid: 20 Perk. Thick Bandages. While internal bleeding is harder to deal with, you can stop external bleeding just fine. External blood loss is no longer a problem, which lets you focus your efforts on the internals. +10 to Medicine Checks.

Medicine: First-Aid: 40 Perk. Tourniquet. While cutting off blood flow is... usually really bad, when the alternative is bleeding to death, most people choose to have the blood loss stopped. +20 to Medicine Checks.

Medicine: First-Aid: 60 Perk. First-Responder. While applying first-aid can save lives, it's kind of hard to do it if you aren't actually there. +10 to survival rolls of those near you. +30 to Medicine Checks. Requires 1 of preceding Perks.

Medicine: First-Aid: 80 Perk. Professional Paramedic. Field application of medicine is no challenge for you. +20 to survival rolls of those near you. +50 to Medicine Checks. Requires 2 of preceding Perks.

Medicine: First-Aid: 100 Perk. Expert Paramedic. Field application of medicine is something you can do to multiple people without major trouble. +30 to survival rolls of those near you. +75 to Medicine Checks. Requires 3 of preceding Perks.

Medicine: First-Aid: 120 Perk. Analysis. You can diagnose the likely maladies of the subject enough to give the doctors a preliminary report. +40 to survival rolls of those near you. +100 to Medicine Checks. Requires 4 of preceding Perks.

Medicine: First-Aid: 140 Perk. Expert Analysis. You can give a diagnosis of the maladies the subject is suffering within 30 seconds of encountering them in the field. +50 to survival rolls of those near you. +150 to Medicine Checks. Requires 5 of preceding Perks.

Forging: Weapons: 20 Perk. Folded. While folding metal merely spreads the impurities around to prevent a single major weak point from forming, it has its uses, as most metals can only be purified so much before involving the Warp or highly specialized arrays specifically for this purpose. The latter is difficult to maintain, and the former risks introducing far more unpleasant impurities. +10 Forging Checks.

Forging: Weapons: 40 Perk. Double-Edged. What use is a sword you can't use one side to kill people with? +20 to Forging Checks.

Forging: Weapons: 60 Perk. Shot, Lock, Barrel... Or Shot, Lens, Barrel. Guns may be similar in shape, but different types are made in very different ways, especially slug-throwers and lasguns. +30 to Forging Checks. Requires one of the previous Perks.

Forging: Weapons: 80 Perk. Shocking. Metal conducts heat and electricity well, and, lo and behold, most living things don't react well to being super-heated or electrocuted. The problem is the difficulty of making melee weapons that can do this, or at least weapons that don't run out of ammo. +50 to Forging Checks. Requires two of previous Perks.

Forging: Weapons: 100 Perk. Ammunition. While the making of ammunition is different from making the firing weapon itself, their synergy is one of the most important qualities they have. The ammunition needs to be able to withstand the force of launch provided by the firing mechanism, but the weapon also needs to be able to fire the ammo with enough velocity for a reasonable amount of accuracy in atmospheric conditions. +75 to Forging Checks. Requires 3 of previous Perks.

Forging: Weapons: 120 Perk. Knives, Daggers, Short Swords. While smaller weapons have less reach, they are much easier to hit specific points with, and to conceal. Unfair, but one could argue that's the entire idea behind using things besides your fists to fight. +100 to Forging Checks. Requires 4 of previous Perks.

Forging: Weapons: 140 Perk. Long Swords, Greatswords, Claymores. While longer weapons lack the stealth and accuracy advantage of their smaller counterparts, they aren't meant to hide. They are the weapons of those who want fair fights. Unfortunately, there isn't such a thing as a fair fight. +150 to Forging Checks. Requires 5 of previous Perks.

Forging: Weapons: 160 Perk. Axes, Maces, Hammers. These weapons aren't meant to hide, but the idea behind them is to smash through armor and defenses with sheer force, rather than any notion of fairness. +200 to Forging Checks. Requires 6 of previous Perks.

Forging: Weapons: 180 Perk. Pistols, Rifles, Rocket Launchers. Of course, if you really want to kill your opponent, why do it face to face? +250 to Forging Checks. Requires 7 of previous Perks.

Forging: Weapons: 200 Perk. Cannons, Artillery, Missile Batteries. If you're going to kill someone, you might as well start from as far as possible away. +500 to Forging Checks. Requires 8 of previous Perks.

Forging: Armor: 20 Perk. Alloyed. You can create alloys to take advantage of their properties in armor. +10 to Forging Checks.

Forging: Armor: 40 Perk. Sturdy. Your works are impressively durable. +20 to Forging Checks.

Forging: Armor: 60 Perk. Clang! That broken sword is going to make hurting me a problem, huh? +30 to Forging Checks. Requires one of the previous Perks.

Forging: Armor: 80 Perk. Durable. You make sure your works are extremely difficult to damage. +50 to Forging Checks, 10% increase to status of damaged items made by you upon receiving battle damage. Requires 2 of preceding Perks.

Forging: Armor: 100 Perk. Ablative Armor. While ablative armor works like ammunition, but for defending against attacks, it's effective as long as you don't run out. +75 to Forging Checks. Requires 3 of preceding Perks.

Forging: Armor: 120 Perk. Light Armor. The lightest forms of armor sacrifice most of the protection provided for minimal impact on speed or agility. Of course, if your opponent hits you anyway, you won't have much protection. +100 to Forging Checks. Requires 4 of preceding Perks.

Forging: Armor: 140 Perk. Medium Armor. This is the compromise form of armor, sacrificing some mobility for greater protection. As the most average of the options, it lacks the extremes of either of the other forms. +150 to Forging Checks. Requires 5 of preceding Perks.

Forging: Armor: 160 Perk. Heavy Armor. This is the strongest form of armor. While you'll definitely take more hits, you'll be able to take more hits. +200 to Forging Checks. Requires 6 of preceding Perks.

Forging: Armor: 180 Perk. Shields. Shields, physical or energy-based projections, act like extra armor, letting you act like you're wearing stronger armor as long as they're protecting you. +250 to Forging Checks. Requires 7 of preceding Perks.

Forging: Armor: 200 Perk. Turrets. While technically a weapon, turrets are defensive in nature, and can help with setting up a perimeter a lot. +500 to Forging Checks. Requires 8 of preceding Perks.

Forging: Gear: 20 Perk. Repairsmith. While you can't forge the largest or more complex pieces, you can fix them just fine. You may repair items 30 Skill points beyond you to build, rather than 20.
Forging: Gear: 40 Perk. Accessories. You can make baubles for nobles and similarly high-ranking figures to enjoy. +25 to diplomacy with worlds with ruling classes.

[Taken] Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.

Forging: Gear: 80 Perk. Garbage To Gold. You can create impressive gadgets from even the worst materials in seconds. Adds one half of Invention: Necessity to Combat Checks.

Forging: Gear: 100 Perk. Welding. You know how to perform patch-job repairs, though you much prefer full repairs. Should you lack the materials for full repairs, you can perform patch-job repairs, allowing damaged units to retreat or fight for a few more minutes. Thanks to current extent of psyker powers, this extends to ships as well.

Forging: Gear: 120 Perk. Repairwoman. While you can't create impossibly complex items, you can take a whack at repairing them. Items 50 Skill points beyond you to craft can be repaired. Requires Repairsmith.

Forging: Gear: 140 Perk. Baubles. Not only are they pretty, but they function as weapons and armor as well. +50 to diplomacy with worlds with ruling classes. Said worlds become less vulnerable to decapitation.

[Taken] Forging: Gear: 160 Perk. Mechanic-Bots. They're definitely inferior to a human, but they can help out a lot better than the Toolbots. +4 Free Invention actions.
Forging: Gear: 180 Perk. Garbage to Platinum. You can create amazing gadgets from even absolutely terrible materials in moments. Adds Invention: Necessity to Combat Checks.

[Taken] Forging: Gear: 200 Perk. Equipment Genius. You can create a gizmo for every occasion, even the incredibly improbable ones, while also doing so quickly. +5 Free Invention actions. +500 to Forging Checks.

Electronics: Security: 20 Perk. Anti-Virus Software. Designing your own anti-viral procedures makes them less vulnerable to common viruses. +10 to Electronics Checks.

Electronics: Security: 40 Perk. Firewalls. General purpose protections can be bypassed, but having early warning of assaults is useful in it's own way. +20 to Electronics Checks.

Electronics: Security: 60 Perk. Digital Mines. While they aren't actual firebombs appearing out of a hacker's computer screen, they are the digital equivalent of landmines. They have this nasty habit of making the computer that triggers them shut down, if not fry itself. +10 to security rolls. +30 to Electronics Checks. Requires 1 of preceding Perks.

Electronics: Security: 80 Perk. Digital Walls. Compared to your old firewalls, these things are practically solid walls. +20 to security rolls. +50 to Electronics Checks. Requires 2 of preceding Perks.

Electronics: Security: 100 Perk. Digital Fortress. You have very impressive digital security. +30 to security rolls. +75 to Electronics Checks. Requires 3 of preceding Perks.

Electronics: Security: 120 Perk. Digital Fortress-City. You have incredible digital security. +40 to security rolls. +100 to Electronics Checks. Requires 4 of preceding Perks.

Electronics: Security: 140 Perk. Alert! The coding equivalent of an alarm bell, but it's effective in giving you some warning at least. Surprise Malus negated. Utter Surprise Malus reduced. +150 to Electronics Checks. Requires 5 of preceding Perks.

Electronics: Wiring: 20 Perk. Circuitry. Circuits work pretty much the same no matter what kind of computer you use. +10 to Electronics Checks.

Electronics: Wiring: 40 Perk. Circuit Boards. Circuit boards let you 'mix-and-match' functions from different computers, though there comes a point where it's more efficient to make your own OS than use the original. +20 to Electronics Checks.

Electronics: Wiring: 60 Perk. Better Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +30 to Electronics Checks. Requires 1 of preceding Perks.

Electronics: Wiring: 80 Perk. Great Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +50 to Electronics Checks. Requires 2 of preceding Perks.

Electronics: Wiring: 100 Perk. Impressive Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +75 to Electronics Checks. Requires 3 of preceding Perks.

Electronics: Wiring: 120 Perk. Amazing Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +100 to Electronics Checks. Requires 4 of preceding Perks.

Electronics: Wiring: 140 Perk. Wonderful Wiring. Better wiring in general is always helpful, as the best programming in the world won't help you if the computer can't get power or catches fire. +150 to Electronics Checks. Requires 5 of preceding Perks.

Electronics: Programming: 20 Perk. Code Monkey. Hey, just because a monkey could do it doesn't mean it doesn't need doing. +10 to Electronics Checks.

Electronics: Programming: 40 Perk. Code Jokearo. Apparently there are some very smart monkeys out there. +20 to Electronics Checks.

Electronics: Programming: 60 Perk. Language Design. You are officially proficient enough to create an original programming language! ...It's barely functional, but still, major achievement! +30 to Electronics Checks. +10 to security rolls. Requires 1 of preceding Perks.

Electronics: Programming: 80 Perk. Proper Language Design. You have officially created a functional original programming language! +50 to Electronics Checks. +20 to security rolls. Requires 2 of preceding Perks.

Electronics: Programming: 100 Perk. Complex Language Design. You have modified your programming language to accommodate higher-end programs. +75 to Electronics Checks. +30 to security rolls. Requires 3 of preceding Perks.

Electronics: Programming: 120 Perk. Complicated Language Design. You have modified your programming language to accommodate higher-end programs. +100 to Electronics Checks. +40 to security rolls. Requires 4 of preceding Perks.

Electronics: Programming: 140 Perk. Comprehensive Language Design. You have modified your programming language to accommodate higher-end programs. +150 to Electronics Checks. +50 to security rolls. Requires 5 of preceding Perks.

Explosives: General: 20 Perk. Molotov Cocktail. Making a simple, low-power bomb is actually pretty simple. +10 to Explosives Checks.

Explosives: General: 40 Perk. Safeties. Much like the pin on a grenade, explosives that aren't meant to be used within a minute or so of being made should have safety precautions, to ensure a timely explosion. +20 to Explosives Checks.

Explosives: General: 60 Perk. Grenades. A regular old grenade is pretty simple to make if you have the right materials, and it's a tried-and-true explosive any idiot could use. Considering their use in pretty much every military with the technology, that's likely on purpose. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: General: 80 Perk. Artillery Shell. If you're dealing with any sort of hardened target, you'll want to have this ready. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: General: 100 Perk. Block-Buster Missile. A grade of explosive meant to wipe out city blocks worth of area, but not entire cities. +75 to Explosives Checks. Requires 3 of preceding Perks.

Explosives: General: 120 Perk. City-Killer Missile. A grade of explosive meant to wipe out entire cities. Only to be used as a fifth-to-last resort. +100 to Explosives Checks. Requires 4 of preceding Perks.

Explosives: General: 140 Perk. Arcology-Killer Missile. A grade of explosive meant to wipe out entire metropli or arcologies. Only to be used as a fourth-to-last resort. +150 to Explosives Checks. Requires 5 of preceding Perks.

Explosives: Extravagant: 20 Perk. Vortex Grenade. The shortest lived and smallest AoE Void weapon. Still very dangerous. +10 to Explosives Checks.

Explosives: Extravagant: 40 Perk. Vortex Safeties. As Void munitions are ridiculously dangerous, it seems best have very thorough checks against accidental or early detonation. +20 to Explosives Checks.

Explosives: Extravagant: 60 Perk. Vortex Missile. A more powerful Void weapon. Still has a negligible chance of opening a rift for more than a few seconds. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: Extravagant: 80 Perk. Powerful Vortex Missile. An even more powerful Void weapon. Still has a negligible chance of opening a rift for more than a minute, but that's enough time for Daemons to emerge. As such, they're only used on Dreadnoughts and large Space Hulks. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: Extravagant: 100 Perk. Super-Vortex Missile. An even more powerful Void weapon. Still has a negligible chance of opening a rift for more than a few minutes, but that's enough time for Daemons to emerge. As such, they're only used on very large Space Hulks. +75 to Explosives Checks. Requires 3 of preceding Perks.

Explosives: Extravagant: 120 Perk. Vortex Surveillance. Vortex Weapons are very dangerous, so it only makes sense to keep them under extremely strict surveillance. Maybe you ought to make it a bit stricter. +100 to Explosives Checks. Requires 4 of preceding Perks.

Explosives: Extravagant: 140 Perk. Vortex Security. Armed guards never hurt in deterring people from taking something that doesn't belong to them. Very well-armed ones do the job much better. +150 to Explosives Checks. Requires 5 of preceding Perks.

Explosives: Preparation: 20 Perk. Fuse. It's difficult to set off your bombs by accident, which reduces accidents. +10 to Explosives Checks.

Explosives: Preparation: 40 Perk. Proper Powder. While the exact agent isn't always a powder, having the proper amount of 'boom' in your bomb is almost more important than making sure that it goes off when you want it to, but not quite. +20 to Explosives Checks.

Explosives: Preparation: 60 Perk. Proper Shell. The container for the actually explosive part of the explosive has to strike a careful balance of not letting the explosive be detonated prematurely, while allowing the energy to be released properly. +30 to Explosives Checks. Requires 1 of preceding Perks.

Explosives: Preparation: 80 Perk. Frag Shell. The container for the actually explosive part of the explosive has to strike a careful balance of not letting the explosive be detonated prematurely, while allowing the energy to be released properly. This one also creates metal shards that impale things caught in the blast radius. +50 to Explosives Checks. Requires 2 of preceding Perks.

Explosives: Preparation: 100 Perk. Trigger. The explosive is actually a smaller explosive that kick-starts the real thing. +75 to Explosives Checks. Requires 3 of preceding Perks.

Explosives: Preparation: 120 Perk. Spark-Proof. Fire has been known to set off explosives. Mere sparks will not accomplish this with your constructions. +100 to Explosives Checks. Requires 4 of preceding Perks.

Explosives: Preparation: 140 Perk. Base. The basic components of the explosive are one of the main determinants of the sort of explosion you get out of it. +150 to Explosives Checks. Requires 5 of preceding Perks.

Education: General: 20 Perk. Knowledgeable. You know a thing or two about... everything. Provides a +10 bonus to Tactics and Speech from outside knowledge.

[Taken] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.

[Taken] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.

[Taken] Education: General: 80 Perk. 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.

[Taken] Education: General: 100 Perk. 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.

[Taken] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.

[Taken] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.

[Taken] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.

[Taken] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.

[Taken] Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.

[Taken] Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.

[Taken] Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.

[Taken] Education: Advanced: 60 Perk. Multi-Doctorate. You have the kind of intellect and knowledge that the majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +700 to all Checks. Must have Intellectual.

[Taken] Education: Advanced: 80 Perk. Omni-Doctorate. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +800 to all Checks. Must have Multi-Doctorate.

Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.

Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.

Education: Culture: 20 Perk. Basic Etiquette. You know the manners expected from many different hosts and can determine which set is appropriate unless taken by total surprise. Malus from 'snobbery' or supposedly looking down on those present (depending on the group) removed when dealing with humans.

Education: Culture: 40 Perk. Diplomatic Training. By emulating the great diplomats in (uncensored) vids, you can deflect minor insults and are more difficult to draw a reaction from. Gain Minor Mental Resistance. +10 to Speech Checks.

Education: Culture: 60 Perk. Cultural Diffusion. From what you've seen of the diplomatic corps, they tend to pick up a few mannerisms and ideas from the cultures they interact with, but not to the point of identifying with said culture. Gain Minor Mental Resistance. Considered Major when resisting attempts at indoctrination. Gain +10 to Speech Checks.

Education: Culture: 80 Perk. Cultural Significance. There are many historical examples of diplomacy failing, not because of malice or stupidity, but of ignorance of the cultural significance of some item or person. You are determined to avoid such mistakes. When dealing with unfamiliar cultures, no chance of accidentally causing an incident by doing the equivalent of burning down the Statue of Liberty (somehow) or similar levels of cultural insult.

[Taken] Education: Culture: 100 Perk. Cultural Analysis. In a similar vein, you believe that one should know as much as possible about cultures you are interacting with, as a number of small insults can pile up. When dealing with unfamiliar cultures, you quickly compile a simple database of their mannerisms and avoid causing insult.

[Taken] Education: Culture: 120 Perk. Cultural Compiler. Not only can you quickly compile a database on a culture, but you can make it simple enough to form some general guidelines for your diplomats, so you don't have to do the negotiation personally every time. Allows for additional integration actions to be done at one time.

[Taken] Education: Culture: 140 Perk. Cultural Dissection. You can take advantage of a culture's foibles to safely accelerate their assimilation. Greatly accelerates integration of cultures under or near your domain.

[Taken] Education: Culture: 160 Perk. Deep Analysis. You quickly discover the underlying nature of the culture you are dealing with, which lets you make great strides in understanding it. Remove all Maluses from unfamiliar cultures. Must have CA.

[Taken] Education: Culture: 180 Perk. Cultural Assembly. You can make detailed reports on cultures you interact with, aiding your diplomats. Doubles the number of integration actions that can be taken per turn. Must have CC

[Taken] Education: Culture: 200 Perk. Cultural Disassembly. You can take advantage of an existing culture to vastly accelerate the assimilation of said culture. Immensely accelerates cultures within your sphere of influence being integrated. Must have CD.

[Taken] Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.

[Taken] Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.

[Taken] Education: Cultural Analysis: 60 Perk. Benevolent Absorber. You can absorb polities that aren't much larger than your own with great ease. +5 Free Integration actions. Requires Linking Up.

[Taken] Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted! You can absorb polities that aren't much larger than your own with extreme ease. +10 Free Integration actions. Requires Benevolent Absorber.

Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!

Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.

Education: Esoteric: 20 Perk. Warp Student. You've learned quite a bit about the Warp, though you have much more to learn. +10 to Psyker Checks.

Education: Esoteric: 40 Perk. Arcane Knowledge. The Warp has some logic to it, but there is a certain amount of mysticism as well. You suspect it's because most people attribute said mysticism to the psychically-reactive dimension. +10 to Psyker Checks. Additional +10 to Esoteric Checks.

[Taken] Education: Esoteric: 60 Perk. 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.

[Taken] Education: Esoteric: 80 Perk. 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.

[Taken] 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] Education: Esoteric: 120 Perk. Smash It Open. You've done it! You figured out how to turn non-psykers into minor psykers (not even Zeta-level) or the reverse! Admittedly, this doesn't sound so impressive, but it's a major step. +100 to Psyker Checks. +25 to allied Psyker Checks. 3 of preceding Perks must be taken.

[Taken] Education: Esoteric: 140 Perk. Widen It. You've had a breakthrough again! Zeta-level and back is possible now! +150 to Psyker Checks. +50 to allied Psyker Checks. 4 of preceding Perks must be taken.

[Taken] Education: Esoteric: 160 Perk. Make It Bigger. Once again, you've had a breakthrough. Epsilon-level is possible now! +200 to Psyker Checks. +100 to allied Psyker Checks. 5 of preceding Perks must be taken.

[Taken] Education: Esoteric: 180 Perk. Jump the Gap. Even Delta-level psykers are possible for you to create or destroy at this point. +250 to Psyker Checks. +200 to allied Psyker Checks. 6 of preceding Perks must be taken.

[Taken] Education: Esoteric: 200 Perk. Bridge the Gap. You can create or destroy Beta-level psykers now, but you doubt you'll accomplish anything more in this field. Any greater of a connection would risk simply destroying a soul which did not originally possess it. Besides, Beta-levels are already one in a million, for people that have the willpower to stay uncorrupted, so it's not like you'd be able to make a whole lot of Alpha-levels if you could.

[Taken] Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.

[Taken] Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.

[Taken] Education: Seer: 60 Perk. Esoteric Techniques. Your knack has developed into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1400 to Psyker Checks. Requires Esoteric Technique.

[Taken] Education: Seer: 80 Perk. Esoteric Skillset. Your knack is developing into a full-fledged set of techniques for creating things from/using Warp energy, and discovering new ways to do so. +1600 to Psyker Checks. Requires Esoteric Techniques.

Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.

Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.

[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.

Invention: Necessity: 20 Perk. Where Did You...? Pockets! You always have Crude Tools on hand, even if you don't have pockets. Don't think about it too hard. +5 to Forging, Tactics: Preparation, Electronics: Wiring, Explosives: Preparation, and Invention Checks.

Invention: Necessity: 40 Perk. Found It. You always have tools stashed nearby, or can make some of your own. You are always considered to have a Crude workshop, which provides a +10 bonus to Forging, Electronics, Explosives, and Invention Checks.

Invention: Necessity: 60 Perk. Toolkit. You can quickly assemble a toolkit for yourself, if not a great one. You are always considered to have a set of Simple Tools. +10 to Forging, Tactics: Preparation, Electronics: Wiring, Explosives: Preparation, and Invention Checks. Must have one of the preceding Perks.

[Taken] Invention: Necessity: 80 Perk. Improvised Workshop. You can quickly set up a workshop, using your psyker powers to hash something together from your surrounding, or improve upon them. Workshop always considered one grade above it's actual level.

Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.

[Taken] Invention: Necessity: 120 Perk. Assistant VIs. You have to check them over regularly, and you're not going to attempt anything more advanced until you can figure out the scrap-code problem, but you get more time out of the day with them, and you kind of need it. +2 Free Inventing actions.

[Taken] Invention: Necessity: 140 Perk. Efficient Space. You can use space very efficiently, cramming more into the same area without sacrificing performance. +200 to Forging, Electronics, and Invention Checks. Requires 1 of preceding Perks.

[Taken] Invention: Necessity: 160 Perk. Brainstorm. You can quickly come up with ideas for improvements that are at least somewhat feasible. +3 Free Invention actions. Requires 2 of preceding Perks.

[Taken] Invention: Necessity: 180 Perk. Compact. You can modify the parts of your devices to take up less space. +250 to Forging, Electronics, and Invention Checks. Requires 3 of preceding Perks.

[Taken] Invention: Necessity: 200 Perk. Inspiration. You receive the flashes of genius that most people only obtain very rarely with startling regularity. +500 to Forging, Electronics, and Invention Checks. +4 Free Invention actions. Requires 4 of preceding Perks.

Invention: Practicality: 20 Perk. Close Enough. Sometimes you have to make do with 'good enough' and you are decent at doing so. Crude materials are considered Simple for the purposes of crafting items.

Invention: Practicality: 40 Perk. Just As Good. You are fully capable of making do with terrible materials, but you prefer to substitute for ones that perform similarly to what the blueprints ask for. Invention Check difficulty reduced by 20.

Invention: Practicality: 60 Perk. Maybe Better. You can sometimes provide materials even better than what was asked for. Simple Materials are considered Normal for crafting purposes.
Invention: Practical: 80 Perk. Definitely better. You can almost always provide better materials than what was asked for, or make them. All materials below Complex are considered one grade higher than they actually are.

Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.

[Taken] Invention: Practical: 120 Perk. Economical. You can make things both well, and cheaply, not one or the other. All Invention/Forging actions cost 10% less.

[Taken] Invention: Practical: 140 Perk. Mass Production. You can make inventions that can be mass-produced without sacrificing performance. Reduces resources required to mass-produce inventions. Requires one of preceding Perks.

[Taken] Invention: Practical: 160 Perk. Eyeballing. You can create a stopgap to solve problems in the factories or mining facilities while you work on a more permanent one. 10% boost to productivity for the world you are on. Requires 2 of preceding Perks.

[Taken] Invention: Practical: 180 Perk. Rapid Assembly. Not only can you make good products cheaply, but you can do it fast. 10% boost to productivity for worlds under your control. Requires 3 of preceding Perks.

[Taken] Invention: Practical: 200 Perk. Practical Inventing. You focus on what you can do with what you have to solve long-term problems, rather than what you absolutely need. +5 Free Invention actions. Requires 4 of preceding Perks.

Invention: Extravagance: 20 Perk. That Must Have Been Expensive. While investing more into a project makes it better, that doesn't mean you should be wasteful. Reduces cost of Extravagant builds by 10%, or 1, whichever is more, barring reducing the cost below 1 of the necessary materials.

Invention: Extravagance: 40 Perk. How Much Did You Pay!? Not as much as you'd expect. Reduces cost of Extravagant builds by an additional 10% or 1, whichever is more, barring reducing the cost below 1 of the necessary materials.

Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.

Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.

Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.

Invention: Extravagance: 120 Perk. Not that Expensive. You wonder if making Extravagant items practical is against some sort of rule... Nah. Additional 10% reduction of Extravagant build costs.

Invention: Extravagance: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.

Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.

Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.

Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.

[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.

[Taken] Level 10 Perk. Experienced. While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.

[Taken] Level 15 Perk. Time Management. By virtue of judicious use of your time, you can get more done in less time. +3 Minor Actions.

[Taken] Level 20 Perk. Sleep Is No Longer Required. You've noticed that you seem to need less sleep as you age. Based on your analysis of your DNA, you suspect your body is adjusting to the all-nighters you pull with some regularity, as your growth has not slowed. +2 Major Actions.

[Taken] Level 25 Perk. Difficult... But I've Done It Before. You've accomplished things most would write-off as impossible. All Checks have their difficulty reduced by 50.

[Taken] Level 30 Perk. Seen It All. *As undead cucumbers assault your compound.* This reminds me of the time... +50 to all Checks. +10 to all rolls.

[Taken] Level 35 Perk. Timing Is Everything. By strict regimenting of your time, you can accomplish far more. +4 Minor Actions.

[Taken] Level 40 Perk. Sleep? Oh Yeah That Thing... Apparently you only need 4 hours of sleep per night to function at 100% now. More time for other things! +3 Major Actions.

[Taken] Level 45 Perk (Karma). Judge. Every wrongdoing leaves a stain on your soul. TIME TO PAY YOUR DEBT. Adds enemy Infamy to Checks.

Level 45 Perk (Infamy). Karma Houdini. Every wrongdoing leaves a stain on your soul... but you won't be paying anyone anything. Adds enemy Karma to Checks.

[Taken] Level 50 Perk. Is That All? I've literally done that in my sleep. -250 to difficulty of all Checks. +5 Minor Actions.

Level 55 Perk. Over The Hump. Your experiences have gotten you past one of the walls many people never break through. -300 to Check difficulty.

AN: Giving you guys until 9 PM tomorrow to vote here (it's about 4 PM for me right now). Karma Perks are going to be every 10 Levels from now on.
 
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Character Information (2 +10s to rolls of your choice)
- Amulets of Divination.
- Androids. (Integration actions also valid)
- Anti-Insert Species Here Research.
- Anti-Waghhh Field.
- Grimm. (Integration actions also valid)
- Machine Spirits. (Integration actions also valid)
- Mental/Warp Wargear.
- Personal Aid(s). (BRING ME TEA PEASANT!)
- Personalized PDF Armour. (I would suggest integrating it into the average leaders' clothes so that they're always wearable. Adding a shield might be a good idea as well)
- Primarch Alcohol.
- Psyker Focus/Psyker Booster.
- Psyker Death World Pet.
- Psyker Energy Generator.
- Psyker Energy Transmitter.
- Psyker Lightning Rod.
- Psyker Scanning Organization.
- Rune Library.
- Simple Charms.
- Sleep Research. (SLEEP IS FOR THE WEAK! COFFEE IS MY BLOOD!)
- Soul Strengthening.
- Soul Protection.
- Soul Wipe.
- Training Regiment and Training Gear.
- A Rune making Machine.
- All young adults shall be drafted into the military to serve for a minimum of two years.
- Antimatter Reactors.
- Artificial Dust.
- Artificial Lyrium.
- Censored Internet.
- Constitution.
- Centralize Political System. (i.e create sub-sectors/sub-sector lords, create sectors/sector lords then create a legislative voting house)
- Economy/Economic Theory.
- Expansion/Colonization Department.
- Flash Memory System.
- Genetic Therapy.
- Intelligence Augmentations.
- Jump-Gates.
- Mega Structure Design.
- Necron Tech. (We have a planet with it)
- Nutrition/Vitamins.
- Psychic Architecture.
- Psyker Item Creation Tools.
- Research Equipment.
- Rune Amplifier.
- Space Habitats.
- Time Manipulation Technology.
- Dyson Swarm.
- SDF/Military Organization. (Use Integration Actions)
- Soul Bot Quality of Life.
- Subspace Drive. (ST Tech)
- Uplifting System.
- Wireless Power Transmission.
- Accretion.
- Accuracy.
- Adamantium.
- Agility.
- Aim.
- Amplify.
- Angel.
- Anti-Matter.
- Beast.
- Binding.
- Body.
- Boost.
- Booster Crystals.
- Ceramite.
- Cloning.
- Coherency.
- Concept.
- Confinement.
- Constitution.
- Cooperation/Teamwork.
- Copper.
- Courage.
- Creation.
- Crystal.
- Cuteness.
- Dark Energy.
- Dark.
- Death.
- Destruction.
- Determination/Motivation/Work Ethic.
- Detracting.
- Deuterium.
- Development.
- Dexterity.
- Diamond.
- Discipline.
- Discovery.
- Divinity.
- Dull.
- Duplication.
- Earth.
- Efficiency.
- Eldar.
- Electromagnetic.
- Electronics.
- Endurance.
- Engine.
- Enhancing.
- Evolution.
- Expansion.
- Exploration.
- Explosives.
- Faith.
- Ferrocrete.
- Fertility.
- Filter.
- Fire.
- Flight.
- Fortune.
- Gas.
- Generating.
- Gold.
- Gravity.
- Growth.
- Guidance.
- Guns.
- Harmony..
- Health.
- Heaven.
- Hero.
- Honor.
- Hope
- Ice.
- Idea/Thought.
- Illusion.
- Innovation.
- Intelligence.
- Intrigue.
- Iron.
- Karma.
- Key.
- Language.
- Law.
- Life.
- Limiter.
- Liquid.
- Lock.
- Loyalty.
- Machine.
- Magic.
- Martial.
- Math.
- Matter.
- Mending.
- Metal.
- Moderation.
- Motion.
- Music.
- Mythril.
- Nickel.
- Null/Nullify.
- Overcoming.
- Penetration.
- Piety.
- Planet.
- Plasma.
- Plasteel.
- Potential.
- Prediction.
- Preservation.
- Primarch.
- Productivity.
- Progress.
- Promethium.
- Range.
- Reason/Rationality/Logic.
- Recovery.
- Regeneration.
- Resilience.
- Rockcrete.
- Rulership.
- Science.
- Sealing
- Seeking.
- Sentience.
- Sensing.
- Shape.
- Ship.
- Shrink/Miniaturize.
- Skill.
- Solid.
- Soul.
- Stamina.
- Star.
- Steal.
- Stealth.
- Steel.
- Stewardship.
- Storage.
- Strength.
- Strong Nuclear.
- Summon.
- Suppression.
- Swords.
- Symbiosis.
- Tactics.
- Teleport.
- Tether.
- Tin.
- Tolerance.
- Transfer.
- Transport.
- Treasure.
- Truth.
- Unlock.
- Valor.
- Virtue.
- Vision.
- Warp.
- Water.
- Weak Nuclear.
- Wealth.
- Weapons.
- Wood.
- Wraithbone.
- Xenophilia.
- Xenophobia.
- Youth.
- Runic Alphabet as right now if you think about it Runes count as words but we could create a set of symbols that could be used to weave any word AKA Rune.
- Rune of Link which would allows us to link two or more Rune concepts together i.e Preserve-Human.
- Runic grammar.
- Runic punctuation.
- Runic sentence structure.
- Runic Numerals.
- Rune god holy numbers.
- Rune god symbol.
- Rune Arrangement.
- Boarding Operations/Tactics.
- Boarding Pods.
- Colony Ship.
- Fighter-craft design.
- Fighter-craft engine.
- Fleet Command.
- Fortifications.
- Freighter/General Transport Ship.
- Integrate Armed Forces/Combined Arms Doctrine.
- Maneuverability and Evasion Tactics.
- Naval Combat Simulations.
- Naval Combat Simulators.
- Navy Academy
- Recruitment Drive.
- Sensors. (Were crippled in this tech.)
- Shielded Fighter-craft.
- Ship Modularity.
- Ship Teleportation System.
- Standardize Navy Organization.
- Star-ship Engines.
- Static Defenses.
- War Games.
- Anti Grav.
- Anti Tank Weapons.
- Army Academy.
- Army Combat Simulations.
- Army Combat Simulators.
- Army Strategy.
- Artillery.
- Combat Stimulants.
- Cultivate Military Image in the eyes of the Bastions citizens.
- Guard Command.
- Heavy Weapons.
- Integrate Armed Forces.
- Mechanized.
- Melee Weapons.
- Ork Biology.
- Ork Technology.
- Recruitment Drive.
- Scopes.
- Soul Bot Warframes.
- Standardize Army Organization.
- Support Companies (Hospitals, Mechanics, Logistics).
- Tanks.
- Titans.
- Tractor Beam.
- War Games.
- System Defense Force.
-- All ships and systems will have their Warp jumps monitored through IFF.
-- Cargo will be tracked and what is loaded and offloaded onto ships will be monitored.
-- Certain areas in The Bastion will be declared restricted zones such as the Stellar Bellows and Webway and as such all unauthorized ships in or near these zones will be detained and searched.
-- All systems will have trade and defense stations, nothing will be placed on the planet itself all ships shall go through such stations and be inspected.
-- Fleets will be controlled by the Navy and will be on constant patrol patterns throughout The Bastion this will also help to avoid enemy detection.
-- System defenses will be sensor focused but defense stations and defense ships will still be heavily invested in.
-- Mock skirmishes will be conducted by patrolling navies some of these may be surprise drills.
-- Supply depots will be seeded through out the system for the purpose of resupply in defensive wars. Planetary governments will not be allowed to use them and must build up their own reserves.

Base: Leveling Perks 300 + Sls 50
Martial: 75
Combat: 50
Administration: 50
Intrigue: 75
Diplomacy: 50
Power: 125
Control: 100
Learning: 75
Combat:
- Martial: 145
- Ranged: 120
- Stealth: 85

Education:
- General: 160
- Culture: 160
- Esoteric: 160

Electronics:
- Security: 75
- Wiring: 75
- Programming: 75

Evasion:
- Lying: 80
- Dodging: 80
- Trickery: 80

Explosives:
- General: 75
- Extravagant: 75
- Preparation: 75

Forging:
- Weapons: 100
- Armor: 100
- Gear: 100

Invention:
- Necessity: 105
- Practicality: 105
- Extravagance: 105

Medicine:
- Surgery: 75
- Narcotics: 75
- First Aid: 75

Perception:
- Objects: 100
- People: 115
- Environment: 75

Psyker:
- Manipulation: 165
- Willpower: 160
- Esoteric: 160

Speech:
- Persuasion: 90
- Diplomacy: 90
- Intimidation: 90

Tactics:
- Preparation: 100
- Cleverness: 100
- Trickery: 100

Melee + Warrior = 290
Ranged + Sniper = 260
Stealth = 200

Combat: Wargear 168 300 + Stats 50 + Karma 44 100 + Rune of Self 700 + U o A/P P 500 + Crystal Weapons 25 + All Skill 900 + Combat Skill 600 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + Elemental Perks 2 435 + Biomancy Perks 1 590 + Sorcery Perks 9 000 + SLs 150 + Evasion 53 + Perception 70 + Education 220 + Psyker 346 + Combat Rune 10 000 + Orichalcix 450 + Medi-gel 450 + Best Daughter 5 000 = 250 409

General + Advanced = 320
Culture + Cultural Analysis = 335
Esoteric + Seer = 320

Education: Rune of Self 700 + All Skills 900 + Education Skills 335 + Level Perks 75 + General/Advanced Perks 4 860 + SLs 50 + Education General 220 + Runes 20 000 + Best Daughter 5 000 = 32 140

Security = 200
Wiring = 150
Programming = 150

Electronics: Rune of Self 700 + All Skills 900 + Electronics Skill 450 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + Techno Perks 2 435 + Sorcery Perks 9 000 + Necessity Perks 950 + SLs 100 + Education General 220 + Best Daughter 5 000 = 25 225

Lying = 195
Dodging = 195
Trickery = 195

Evasion: Stats 50 + Rune of Self 700 + All Skills 900 + Evasion Skill 450 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + SLs 150 + Education 220 + Evasion Rune 10 000 + Best Daughter 5 000 = 22 940

General = 165
Extravagant = 165
Preparation = 165

Explosives: Rune of Self 700 + All Skills 900 + Explosives Skill 450 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + Techno Perks 2 435 + Sorcery Perks 9 000 + SLs 150 + Education General 220 + Best Daughter 5 000 = 24 325

Weapons = 200
Armor = 200
Gear = 200

Forging: Rune of Self 700 + All Skills 900 + Forging Skill 500 + Education Skill 535 + Level Perks 75 + Gear Perks 500 + General/Advanced Perks 4 860 + Necessity Perks 950 + SLs 100 + Education General 220 + Forging Rune 10 000 + Best Daughter 5 000 = 24 340

Necessity + Military = 285
Practicality + Industry = 285
Extravagance + Luxury = 285

Invention: Rune of Self 700 + Workshop 68 060 + All Skills 900 + Education Skill 535 + Invention Skill 500 + Level Perks 75 + General/Advanced Perks 4 860 + Techno Perks 2 435 + Sorcery Perks 9 000 + Necessity Perks 950 + SLs 3 650 + Education General 220 + Exotic Item Bonus 700 + Rune 20 000 + Best Daughter 5 000 = 117 585

Surgery = 200
Narcotics = 200
First-Aid = 200

Medicine: Rune of Self 700 + All Skills 900 + Medicine Skills 450 + Education Skills 535 + Level Perks 75 + General/Advanced Perks 4 860 + Perks Elemental 2 435 + Biomancy Perks 1 590 + Sorcery Perks 9 000 + SLs 150 + Education General 220 + Medicine Rune 10 000 + Best Daughter 5 000 = 35 915

Objects = 200
People + Image = 230
Environment = 200

Perception: Stats 50 + Rune of Self 700 + All Skills 900 + Perception Skill 450 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + SLs 150 + Education 220 + Perception Rune 10 000 + Best Daughter 5 000 = 22 840

Manipulation + Sorcery = 335
Willpower + Spirit = 325
Esoteric + Navigators = 325

Psyker: Rune of Self 1 400 + U o A/P P 500 + Soul Surgery Omake 500 + Skill All 900 + Skill Education 535 + Skill Psyker 1 075 + Perks Level 75 + Perks General/Advanced 4 860 + Perks Esoteric 840 + Seer Perks 9 000 + Willpower Perks 85 + SLs 3 650 + Education 440 + Runes 65 000 + Psychic Battery 200 + Best Daughter 5 000 = 94 060

Persuasion = 200
Diplomacy = 200
Intimidation = 200

Speech: Rune of Self 700 + All Skills 900 + Education Skill 535 + Level Perks 75 + Diplomacy Perks 79 550 + General/Advanced Perks 4 860 + Perception 130 + Education 220 + Speech Rune 10 000 + Best Daughter 5 000 = 101 970

Preparation + Fortification = 205
Cleverness + Cunning = 205
Trickery + Guile = 205

Tactics: Rune of Self 700 + All Skills 900 + Tactics Skill 350 + Education Skill 535 + Level Perks 75 + General/Advanced Perks 4 860 + Elemental Perks 2 435 + Biomancy Perks 1 590 + Sorcery Perks 9 000 + SLs 150 + Perception 70 + Education 220 + Administration Rune 10 000 + Best Daughter 5 000 = 35 885

PDF: Las Tech 300 + Plasma Guns 300 + Talismans 50 + Basic Rune Library 50 + Genetic Therapy 20 + PDF Tactics 115 + Body Armor 5 + Champions 10 + Power Armor 1 400 + Crystal Weapons 10 + Booster Packs 10 + Personal Shields 25 + Efficient Military 210 + Excessive Teleporter Network 1700 + Miniaturized Reactors 400 + Reactors 2 100 + Runes 100 + Medi-Gel 300 + Rune Arrangement 400 + Combat Simulators 25 + Combat Simulations 50 + Grenades 50 +Titans 300 + Astartes Package 500 + Combat Stimulant 50 + Knowledge of The Ancients 400 + Policies 1 000 + Land Raider 100 + Ceramite 100 + Education 450 + Programming 1 300 + Amazingly Improved Long-Range Teleporters 1600 + Tactical Training 50 + Spike Munitions 50 + Exotic Items 70 + Ork Biology 15 + Fuses 50 + Orichalcix 450 + Material Sciences 500 + Runes 5 975 + Space Marine Physiology 500 + Astartes Legion: Silver Sentinels 12 500 + Capacitors 190 + Guard Command 600 + Plasma Pellet Anti-material Rifle 250 = 34 630.

Champions: Crystal Weapons 25 + Medi-Gel 600 + Spike Munition 50 + Shift Weapons 100 + Gourmet Cells 50 + Material Sciences 500 + Organization Runes 250 + Orichalcix 450 + Space Marine Physiology 500 + Humanity Rune 500 + Power Armor 1 600 = 4 625.

Psyker: Moderately Improved Orichalcix 450 + Psyker Education 400 + Greatly Improved Psyker Training Tools 45 + Lyrium 50 + Psychic Control Gear 25 + Material Sciences 500 + Runes 1 000 + Psychic Choir 700 + Psychic Battery 800 = 3 970.

Fleet/Navy: Naval Tactics 57 + Reactors 1 050 + Overlapping Void Shields 2 000 + Plasma Weapons 10 + Ship Design 1300 + Dreadnought Models 200 + Ship-Scale Weaponry 600 + Cruiser/Escort Models 250 + Skylance Defense Systems 250 (500 when present) + Policies 1 000 + Replicator Energy Efficiency 560 + Education 450 + Programming 1 300 + Long-Range Teleportation 250 + Material Sciences 500 + Runes 4 075 + Orichalcix 150 + Arbitrium and Fire Drone Models 2 250 + Ship Scale Laser Weaponry 350 + Ship Scale Plasma Weaponry 350 + Void Shield Emitter 900 + Ship Scale Kinetic Weaponry 350 + Capacitor 190 + Fleet Command 600 = 18 632.

Fighters/Small Craft: Shields 25 + Plasma Weapons 10 + STARS 100 + Material Sciences 500 + Organization Runes 250 + Orichalcix 150 = 1 035.

Point Defense/Missiles: Transistors 1100 + Material Sciences 500 + Organization Runes 250 + Orichalcix 150 + Las Tech 175 = 2 225.

Boarding: Boarding Operations 205 + Material Sciences 500 + Organization Runes 250 + Orichalcix 150 = 1 105.

Counter Boarding: Boarding Operations 205 + Material Sciences 500 + Organization Runes 250 + Orichalcix 150 + Ship Design 1300 + Las Tech 175 = 2 580.

Morale: Talismans 50 + Rune Library 50 + Extravagant Lifestyle 210 + Growth Vats 25 + Runes 10 + Medi-Gel 200 + Rune Arrangement 400 + Knowledge of The Ancients 400 + Policies 1 000 + Education 450 + Material Science 500 + General Med-Scanner 100 + Gaming Cafes 10 + Shared Culture 250 + Reduced Cultural Barriers 250 + Exotic Items Bonus 70 + Runes 5 850 + Capacitors 190 + Guard Command 300 + Fleet Command 300 = 10 865.

Morale on Hives: Morale * 2 + Gaming Cafes 40 = 21 770.

Industry: Enhanced Crystal Talismans 50% + Basic Rune Library 50% + Practical Industry 210% + Replicators 300% + Resized Replicators 350% + Greatly Improved Replicator Energy Efficiency 350% + Extremely Improved Replicator Efficiency 600%* + Tremendously Improved Transistors 1 200% + Greater Teleporter Network 200% + Miniaturized Reactors 175% + Immensely Improved Reactors 1 050% + Rune Arrangement 400% + 30k Astartes Package 500% + Knowledge of The Ancients 1 000% + Incredible Policies Established 1 000 % + Ceramite Composition Rediscovered 175% + Amazingly Improved Education 450% + Unbelievably Improved Programming 1 300% + Extremely Improved Materials Science 500% + Crystal 5 425% + Improved Fuse 100% + Ridiculously Improved Capacitors 190% = 15 575%

Bonuses vs Daemons: Crystal Weapons 5 + Body Armor 5 = 10.

Bonuses vs Psyker/Resist Psyker: 20 + Body Armor 5 = 25.

Bonuses vs Orks: Ork Biology 70 = 70.

Bonuses vs Missiles: Laser Weapons 25 = 25.

Bonuses vs Boarding: Ship Design 200 + Laser Weapons 25 + Boarding Operations 205 = 430.

Bonuses vs Daemon Boarding: Boarding 400 = 400.

Hacking Roll: Transistors 1 000 = 1 000

Anti-Sabotage and Order-Keeping Roll: Home 600 = 600

Anti-Sabotoag and Order-Keeping Roll: Home 600 + Battle Field 300 = 900

1 Major Action ---> 2 Minor Actions ---> 4 Invention Actions

Base Perks Gain = 1
All Stats 25 + 1 = 2
All Stats 50 + 1 = 3
All Stats 75 x 2 = 6
All Stats 100 x 2 = 12

Medicine Skill: Surgery 110 = 110.

Medicine Skill: Narcotics 110 = 110.

Education Skill: General 200 + Advanced 90 = 290.

Medicine: Rune of Self 700 + All Skills 300 + Medicine Skills 150 + Education Skills 335 + Level Perks 75 + General/Advanced Perks 2960 + Perks Elemental 2 435 + Biomancy Perks 1 590 + Sorcery Perks 5200 + SLs 50 + Education General 190 = 13 985

Medicine: Rune of Self 700 + All Skills 300 + Medicine Skills 150 + Education Skills 335 + Level Perks 75 + General/Advanced Perks 2960 + Perks Elemental 2 435 + Biomancy Perks 1 590 + Sorcery Perks 5200 + SLs 50 + Education General 190 = 13 985

Education: Rune of Self 700 + All Skills 300 + Education Skills 335 + Level Perks 75 + General/Advanced Perks 2960 + SLs 50 + Education General 190 = 4 610

Difficulty Check: Learning 75 + Leveling Perks 300 + Sls 50 + Skills 255 = 680.

Combined Check: Medicine Skill 110 + Medicine Skill 110 + Education Skill 290 + Medicine Check 13 985 + Medicine Check 13 985 + Education Check 4 610 = 33 090

To Do List:
- Keep my shit together. *Status...not looking good.
 
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Would it help the Crystal Deity improve itself at all (Like, can the Crystal Deity work out or is it's only method of direct improvement creating more Crystals?).

What did you mean by Improvement is distinct from Improvement Crystals?

Also, does the Crystal of crystals directly improve the Deity at all?

That second Improvement was supposed to be Stat Booster. The Crystal Deity can't train Skills past 100 in areas other than Psyker, if that's what you mean.
 
[X] Shade argost

[X] Perk Plan prep for daddy daughter time (and extras)

-[X]Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.

-[X]Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.

-[X]Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!

-[X]Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.

-[X]Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.

-[X]Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.

- [X] Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.

- [X] Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.

-[X]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.

-[X]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.

-[X]Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.

- [X] Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.

- [X] Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.

- [X] Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.

- [X] Invention: Extravagance: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.

- [X] Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.

- [X] Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.

- [X] Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.
 
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We need to raise our speech And pysker score as much as possible so that we can see through the emperor's glamour, and then actually talk to him as a peer
 
Aye anyone got any ideas to buff our own checks on SLing the emperor? Because this needs wo work BADLY!!!

Should we just get payment perks first and then the education?
 
[X] Speak With Father. Your efforts to expand the power and variety of Crystals has resulted in a nascent Warp entity. Seeing as it's mostly your doing that it exists at all, you ought to speak with him on the matter. (Essentially a special SL action. You're going to want to take this before developing the Crystal deity any further). Speech Checks. May gain additional bonuses.
This needs to happen before we make a god or he will be even more pissed
[X] Perk Plan prep for daddy daughter time (and extras)
 
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