Well, he seems to have gotten all his evil done in one fell swoop, then regained the people's favour by his good works, which is one of the few things I remember of Machiavelli's teachings, so probably.
Our Intel people must be exasperated by yet another spectacular individual heading cluttering up their big board of people to look out for. It looks like he's only marginally worse at being a spy than the actual Inquisitorial spy (Yinn has I 39 for spy work). Is only 'Issue' is a lackluster Diplomacy, but he's still positive.
I misspoke, when I said they are all I meant those specific examples you gave. meaning not all the governors are as equally exemplary in everything. Some have a decent amount of flaws. That being said, even the least of them is still ridiculously above a normal average human in total point count, its just that they do have some flaws.
Except for the ones who don't have flaws. like surt, Emperor in Terra that man is a monster
I misspoke, when I said they are all I meant those specific examples you gave. meaning not all the governors are as equally exemplary in everything. Some have a decent amount of flaws. That being said, even the least of them is still ridiculously above a normal average human in total point count, its just that they do have some flaws.
Except for the ones who don't have flaws. like surt, Emperor in Terra that man is a monster
Four years ago High Grandmaster Ridcully finished reorganising the Adeptus Astra Telepathica into a new form. It is now led by a High Grandmaster, three Grandmasters who command the Department of War, the Central Department and the Regional Department as well as any other Primaris Psykers who reach the required skill level (currently only Ridcully himself is skilled enough to qualify). Within each Department are several Divisions, led by Masters, and there are additionally several Offices which are tasked with overseeing multiple Divisions, sometimes from several departments in a single task and are also led by Masters. Finally there are Orders, which are gatherings of psykers with a particular purpose or specialization that is not important enough to require a full division or is broad enough to have members in multiple divisions or even Departments, the leader of a Division is also given the title of Master.
The Department of War, currently led by Grandmaster Gerald Xavier and based in The City of Glass, oversees all battle psykers and military forces and currently has five Divisions. These Divisions are The Division of Training, The Division of Attaches, The Division of Regiments, The Division of Choirs and The Division of Strike Teams.
The Central Department oversees all other centralised segments of the Adeptus Astra Telepathica and is currently led by Grandmaster Tamia Jameson and based in Roke Island. Its Divisions include include the Neo-Astropaths, the Research Division and the Artisans.
The Regional Department oversees all the decentralised segments of the Adeptus Astra Telepathica and is currently led by Grandmaster Aria and based on the Unseen University. Its Divisions include include, the Teachers, the Witch Finders and the Sanctionites.
Currently the only Offices in the Adeptus Astra Telepathica arethe Office of Midgard and the Office of Vanaheim, which control Adeptus Astra Telepathica activity on Midgard and Vanaheim respectively.
The Order of Omens is a Psychic Order devoted to detecting threats to the Imperial Trust and its senior members in time to prevent them, as well as seeing what they can of other major events. Thanks to the additional training that High Grandmaster Ridcully, possibly the best human seer born since the formation of the Imperium, the Order of Omens has a good deal of starting knowledge and skills and will therefore most likely have a major impact.
It is led by Master Paulien Kurzmann, a Delta-level Psyker who is the most skilled Diviner in the Imperial Trust after Ridcully.
Order of Warding is a Psychic Order dedicated to the creation of Psychic Wards and Runes. This Sanctionite Order consists primarily of Artisans trained in the creation and maintenance of Wards and runes, though there are also researchers who are tasked with improving the orders knowledge of its topics.
The current leader is Master Meriel Sigurðsson, a Gamma-level Telekenitc who is one of the best Psychic Artisans in the Imperial Trust.
Order of Restorationis a Psychic Order devoted the use and research of healing techniques of all kinds, be it healing physical wounds, curing plagues, or even tending to wounds of the soul if that is possible. It only recutd Veteran level Sactionites and above due t the high level of control needed for these tasks.
The current leader is Master Ambrosio Rana, a Gamma-level Biomancer who is the best Healer in the Imperial Trust.
The Psy-Hunter Order is an order devoted to combating enemy psykers and daemons of all forms. This is one of the most exclusive orders, with only Elite Battle Psykers and Veteran Primaris Psykers being eligible for recruitment, due to the sheer psychic stress that they tasks will focus on. The Psy-Hunters are trained in all forms of warfare, though they will mostly act as Kill Teams dedicated to hunting down and killing Psykers and Daemons. While there are psykers of all disciplines in the Psy-Hunters a greater proportion of Daemonologists will be recruited due to the value of that discipline against psykers of all forms.
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The Order of Alkahestry is a Psychic Order devoted to the creation and use of Alkahestry. This Sanctionite Order consists primarily of Artisans trained in Alkahestry, though there are also researchers who are tasked with improving the orders knowledge Alkahestry.
The current leader is Master Ana Riley, a Delta level Biomancer with a talent for innovation.
The Order of Technomancers is a Psychic Order devoted to the creation and use of Technomancy. This Sanctionite Order has to train its members from first discovery, due to being incompatible with your other psychic disciplines. Their main purpose to to research Technomancy and help create songweaving variations of its techniques for wider use, though they also have several other more specialised tasks.
Order of Resonance is a Psychic Order within the Research Division devoted to reaching Psychic Frequencies in all of its forms. Eventually this order will take over all research into this field, determining Warp Resonances and Psychic Frequencies and even creating powers to make use of their discoveries. Such a time is still long off however, and for the moment they will mostly act as aids for current research programs conducted by High Grandmaster Ridcully and Grandmaster Tamia.
The Order of Bloom is a Order made up mostly from mediocre at best telepaths and exists to make use of Bloom bees to increase your food production. Due to the low level of skill required its members have already started to have an effect, and are increasing your food production by almost a percent. This number will skyrocket over the next decade or two as the Order grows in numbers, and is expected to reach the ceiling of what is possible on Avernus within thirty years.
4 Heroic Primaris Psykers
High Grandmaster Ridcully
Grandmaster of the Department of War Gerald Xavier The Governors Hound'
Grandmaster of the Central Department Tamia Jameson, Pyromancer/Telapath (B)
Master of the Midgard Office Costanzo Nenci , Biomancer (G)
3 Master Priamris Psykers
Odysseus, Biomancer (G)- Assigned to Governor's bodyguard
Grandmaster of the Regional Department Aria, Demonologist/Telepath (G)
Master of the Psyker Regiment Zhukov, Pyromancer(G)
Primaris Psykers are highly skilled Psykers of at least Delta-level and are capable of using psychic disciplines other then the one they specialize in. They have a high degree of control over their powers and willpower and are highly unlikely to fall to Chaos. Each Primaris Psyker is equipped with Master Crafted Force Weapons and other high quality wargear. Priamris Psykers are usually in leadership positions among the Adeptus Astra Telepathica.
A Veteran Primaris Psyker is a Primaris Psyker who has proven himself significantly more skilled then usual and are trusted with even more autonomy and responsibilities.
Elite Primaris Psykers are among the most trustworthy and skilled Psykers that humanity has to offer and are trusted with command over entire divisions of the Adeptus Astra Telepathica.
Master Primaris Psyker - A Master Primaris Psyker is one the greatest living psykers humanity has to offer, and are trusted with command over branches or offices of the Adeptus Astra Telepathica. At this level their powers are great enough to affect the flow of entire battles, through burning armies with warpfire or draining the powers of greater daemons.
Grandmaster Primaris Psyker - A Grandmaster Primaris Psyker is one of the greatest living human psykers in history, nigh-incorruptible and are trusted with command of the Adeptus Astra Telepathica itself. At this level, their powers and talent are great enough to affect the course of entire wars, such as through predictive Divination or developing entirely new ways of channeling psychic powers.
Primaris Execution Force- A Primaris Execution Force is a unit of forty eight of skilled psykers of at least Delta-level Power. It contains more psychic power then even the greatest choirs, and is skilled enough to flawlessly switch between working as a whole, working in groups and working individuality, a fact that when combined with the Psyker power and experience makes a Primaris Execution Force incredibly flexible. On the battlefield a Primaris Execution Force will most likely be either kept in reserve to counter the enemies aces or deployed to secure the most vital of objectives, which normal forces could never hope to succeed at.
Unit Size: 48
Power: Minimum Delta, 24+ Gamma, 5+ Beta
Type: Split equally between all types.
Minimum Rank: 1 Master Primaris , 3 Elite Primaris, 8 Veteran Primaris, 12 Primaris, 12 Elite Battle Psykers, 12 Veteran battle Psykers
Use: Super Strike Force
Psyker Attaches -These Battle Psykers are attached to your command staff and Helguard Regiments in order to provide assistance. Psyker Attaches psykers are often selected from amount the less experienced Battle Psykers in order to give them experience in a moderate stress environment. Each type of psyker provides a different sort of aide to their regiment that they are attached to.
Unit Size: 1
Power: Any
Type: Any
Minimum Rank: Regular
Preferred Rank: Regular
Use: Varies by type
Biomancer - reduced casualties for parent regiment
Diviner - Boost to rolls
Pyromancer- increased damage at short to mid range
Teleknetic -small increase to damage at short to mid range, boost to movement in difficult terrain
Telapath - small boost to roll, major boost to communications
Daemonologist- boost to damage at short range, boost to harassment
select number and type of Psyker Attaches, as well as optionally which Helguard Regiments to attach them to
Psyker Choirs - Psyker Choir's are groups of several hundred psykers centered around one of your Primaris Psykers. This choir will aid their leader in preforming the larger psychic rituals that can have major impacts on the course of the battle, at the cost of burning out some of the weaker psykers. Your most powerful Psyker are most often deployed in Psyker Choirs.
Unit Size: 100 Psykers +50 for every rank above regular for Primaris , +50 for every power grade above Delta for Primaris, 400 for Headamster Ridcully
Power: 5%+ Major (the higher the better), 95%- Minor
Type: All psykers must be of the same type, Primaris must be primarily that type.
Minimum Rank: 1 Primaris , 0.5%+ Elite, 10%+ Veteran, remainder regular (veteran and elite must be at least 0.5% and 10% for both major and minor, rounding down)
Use: allows major powers in selected discipline to be used
select number, type and leaders of Psyker Choir
Psyker Regiments- Psyker Regiemnts are twelve hundred man units, which can either be general purpose or one of several specialized Regiments. These regiments will be led to war by a Primaris Psyker and fight as an independent, elite military unit. The majority of Avernus' Battle Psykers go to war in these units.
General Psyker Regiment
Unit Size: 1,200
Power: 1% Major, 99% Minor
Type: Split equally between all types.
Minimum Rank: 1 Primaris , 12 Elite, 120+ Veteran, remainder regular
Use: General Purpose elite unit
Infiltration Psyker Regiment
Unit Size: 1,200
Power: 1% Major, 99% Minor
Type: all Daemonologist
Minimum Rank: 1 Primaris , 12 Elite, 120+ Veteran, remainder regular
Use: elite infiltration unit
Heavy Combat Psyker Regiment
Unit Size: 1,200
Power: 1% Major, 99% Minor
Type: 4/12 Pyromancer, 4/12 Teleknetic, 1/12 each other discipline
Minimum Rank: 1 Primaris , 12 Elite, 120+ Veteran, remainder regular
Use: elite heavy combat unit capable of large scale destruction
select number and type of Psyker Regiments as well as leaders
Elite Psyker Squads- Elite Psyker Squads are a group and elite squads out of the more experienced Battle Psykers. These units can be used for a variety of purposes, from acting as a harassment force to acting as reserves or hunting down enemyheroes.
Unit Size: 12
Power: any
Type: any or all 1 type
Minimum Rank: Veteran
Use: elite commando unit, stiffening, anti-hero
Exemplar Battle Psyker - An Exemplar Battle Psyker is an ancient battle psyker with nigh-perfect control of their powers, capable of psychic and martial feats that make even Grandmasters balk. An exemplar will have honed long since melded their powers and fighting abilities into a single, utterly devastating whole.
Grandmaster Battle Psykers are ancient Psykers who act as the senior NOC's for the Battle Psykers as a whole. A Grandmaster Battle Psyker will have near perfect control of their powers, and is able to defeat even a Veteran Primaris Psyker of their power rating.
Master Battle Psykers are incredibly experienced Psykers who act as regimental NCO's or senior officers in psyker units. A Master battle Psyker will have honed their powers to the uttermost, and will usually be more then a match for a Primaris Psyker of a similar power level.
Elite Battle Psykers are highly skilled and experienced psykers that act as NCOs in elite psyker units or junior officers in psyker units. Each Elite Battle Psyker is one of the most skilled and experienced warriors on Avenrus, capable of matching the Helguard even without their powers
Veteran Battle Psykers are Battle Psykers who have proven themselves in the crucible of war and act as either NCOs in Battle Psyker units or an Elite Psyker unit. They are in general as skilled in battle as your Helguard before you take their powers into account.
Battle Psykers are Psykers trained for combat who are skilled at using their powers offensively. They are general at a similar level of skill as your Helltroopers and are equipped with Force Weapons and Helguard level equipment.
Sanctionites are Psykers trained for non-combat rolls. They provide a minor boost to your income and to some Psychic research and have Force Staves which increase their effects by 15%. This is also the group that conducts most of the teaching for Trainee Psykers.
Those without talent as Witch Finders or Battle Psykers become Sanctionites.
Veteran Sanctionite - A Veteran Sanctionite is a Sanctionite that has gained enough skill and experience in their area of specialty. These veterans are often the ones looked for to guide the younger psykers of the Telepathica, while others are either capable research assistants or artisans.
Elite Sanctionite - An Elite Sanctionite is a skilled psyker of great aid to whatever area they specialize in, whether it be teaching younger psykers, healing the wounded, or crafting and maintaining runes. At this level of experience and control, they are theoretically capable of combat without seriously risking blowing themselves up.
Master Sanctionite - A Master Sanctionite is a highly capable non-combat psyker, greatly respected in their relevant area of expertise, whether it be the care of psychic wildlife, managing the wardings of a Psyker City, or combing through fate for attacks on the Imperial Trust. At this level, their control is sufficient enough that they are skilled combatants in their own right, though are far too valuable to be wasted on such.
Grandmaster Sanctionite - A Grandmaster Sanctionite is an exceptionally capable psyker in regard to one of the varied noncombat uses of the warp, with supernatural control of their own powers as well as being deeply knowledgeable as to the intricacies of whatever art they practice. Though they do not specialize in combat, their capabilities nonetheless make them exceptionally adept at it.
Witch Finders are minor Psykers skilled in locating untrained Psykers. They are equipped with Force Staves which increase the number found by 15%, on top of the 15% .
Veteran Witch Finder - A Veteran Witch Finder is an experienced witch finder, tasked with differentiating between the ordinary human, the untrained psyker and those fallen to chaos from among the myriad masses. The are capable at psychic self-defense by necessity of experience.
Elite Witch Finder - An Elite Witch Finder is a highly capable witch finder, able to quickly sift the masses of ordinary, unconscious and subconscious minds to find untrained psykers - as well as those fallen to chaos. They are experienced in protecting themselves from psychic attacks, which tends to occur with distressing frequency.
Master Witch Finder - A Master Witch Finder in an incredibly experienced witch finder, who will often be found leading other witch finders in combing through districts for psykers. They are capable combatant in their own right, adept at surviving and fleeing the outbursts of corrupted psykers many times their own strength.
Grandmaster Witch Finder - A Grandmaster Witch Finder will have honed her psychic senses to the uttermost perfection in scouring the countless masses to find the untrained and corrupted. By necessity, they will also have developed their powers to an extreme level, with near-perfect control allowing them to survive and escape the onslaught of corrupted psykers many hundreds of times more powerful than them.
Neo-Astropaths are major Telepaths who are capable of sending messages several light years though the Warp, though they will quickly burn themselves out if they do this to often.
Current ranges are
Zeta: 3-3.8 LY
Epsilon: 6.25-8 LY
Delta: 18.75-24 LY
Gamma 37.5-48 LY
Beta 121-144 LY
Alpha 363-432 LY
Neo-Astropathic Receivers are major Diviners who are capable of receiving messages from a Neo-Astropath that they have spent several years training with. They are capable of receiving a message from a greater distance then a Neo-Astropath and are less susceptible to being burnt out.
Zeta: Extends range by 1.25 LY
Epsilon: Extends range by 2.5 LY
Delta: Extends range by 7.5 LY
Gamma: Extends range by 15 LY
Beta: Extends range by 45 LY
Alpha: Extends range by 135 LY
Veterans are both less likely to die and have half again the range of a normal Neo-Astropath. Elites are even less likely to die and have two and a quarter times the range.
Master Neo-Astropath - Master Neo-Astropaths are markedly less likely to die and have three and three quarters times the range.
Grandmaster Neo-Astropath - Extraordinarily less likely to die and have five and three sixteenths times the range.
A Poor Man's Astropath: Headmaster Ridcully has finished training his Neo-Astropaths and has determined that they are able to easily send a message four light years away, five with difficulty. Psykers more powerful than the Epsilon-level he is currently using will be able to send further, and Zeta-levels less far. He is not sure how likely they are to die, but informs you that the more messages they send and the further, the greater their chances of death. He estimates that if he used them to replace Astropaths on a single connection, around 5% would die per year which is unacceptably high. Instead, Headmaster Ridcully suggests keeping their use for emergencies and other urgent matters which should increase their survivability threefold.
Research (Siren Telepathy): This year Xavier made a major breakthrough in cracking the secrets of Siren Telepathy and managed to use his discovery to greatly improve the range that human Psykers can Telepathically communicate. In fact he has managed to boost the safe range at which Psykers can communicate by 25%, which will greatly increase the effectiveness of the Neo-Astropaths.
Neo-Astropaths: Receivers: This year Headmaster Ridcully finished training some of his better Diviners to act as receivers for Neo-Astropaths. He has found that a Diviner needs to be at least Zeta-level to act as a receiver and that Diviners can receive messages from slightly further then the current Neo-Astropaths. Each Diviner needs to spend several years training with a Neo-Astropath before he is capable of receiving messages from him which means that you will have to be careful in the stationing of your Psykers. Currently a Zeta-level can receive a message from one light year further then a telepath can with this distance doubling for each category higher the Diviner is. This greatly increases the percentage of your Neo-Astropaths that are capable of projecting a message a useful distance.
Retry: Astropathic Rituals: Four years ago Headmaster Ridcully finished his second attempt at creating a ritual to boost the similarity of Neo-Astropaths, and therefore their range. This time he was successful, and reports that Neo-Astropaths who have been though the ritual multiple time have an approximately 25% increase in their effective range. Given that this can boost the range of an Epsilon-level Neo-Astropath, Neo-Astropathic Receiver team to around ten light years, which is enough for almost all adjacent systems to make contact this increase is very significant.
Research: Neo-Astropathic Choirs- After seven year of research High Grandmaster Ridcully and Grandmaster Jameson managed to create Neo-Astropathic Choirs of the most basic type. As well as reducing the risk of sending a message these Choirs can boost the range of a Neo-Astropath significantly, though the returns start diminishing quickly as more Psykers are added to the choir. From what they can tell the second Neo-Astropath in the Choir adds half his total range, the third add a third and so on. While not massive this will allow a choir of four Zeta-level Neo-Astropaths to reach a Neo-Astropathic Receiver nine Light-Years away, which would allow them to cover a quarter of all basic routes in the Imperial Trust. While they could not make it work just jet High Grandmaster Ridcully and Grandmaster Jameson believe that it is possible to create choirs of Neo-Astropathic Receivers, and hope to continue their efforts in this task.
Research: Neo-Astropathic Receiver Choirs: It took three years of intense study for High Grandmaster Ridcully and Grandmaster Jameson to figure out how to create a choir for Neo-Astropathic Receivers but they eventually succeeded. These choirs are as effective as those for Neo-Astropaths, and while they have a smaller impact every improvement helps. Of particular import is that now allows groups of weaker psyker to cover seven more of the routes in the Imperial Trust, freeing up some of the more powerful Neo-Astropaths.
A major Psyker will most likely be found by the age of fifteen and will undergo their trails to become a Sanctioned Psyker at the age of twenty-four.
A minor Psyker can be any age when found an will undergo eight years of general training before the trails and between four and six years of specialized training afterwards.
Research (Blink Spiders): Headmaster Ridcully's research into Blink Spiders this year has made several discoveries. The first is that the Blink Spiders' different forms of teleportation are separate abilities. The long-range teleportation drains the Blink Spider and it can generally only use it two or three times per day. This ability also only sends the Blink Spider into an environment where the Blink Spider can survive and is probably impossible for humans to copy. The short-range teleport on the other hand is something that humans may be able to copy and is the most precise form of teleportation that Ridcully has ever heard of. Not only does it go to the exact location that it is aimed at, the Blink Spider can orient itself exactly as it wishes and can choose whether to keep its old momentum or to match the momentum of its new surroundings.
Research (Sirens): Despite spending the year researching Sirens Xavier failed to find much out that wasn't already known. The one exception was that he found out that occasionally when a Siren is interrupted in the middle of devouring someone's soul the soul is badly damaged but the person survives. The survivor loses a lot of his psychic potential, often becoming psychically dense.
Take Two: Xavier continued his research into the Sirens this year to a great deal more success than last year. He discovered that of the four main Siren abilities one of them, the soul draining itself, is most likely impossible for a human to imitate but the remaining three should be doable. The signature Siren Song that all Sirens are capable of seems to be a surprisingly low level telepathic ability that a good portion of your Telapaths, probably including some of your minor psykers, will be able to use once it is figured out. The shield ability that Siren Ladies use is far harder and telekinetic in nature but should be usable by major Teleknetics and Delta-level and above psykers regardless of skill set and is noticeably better then the currently used psychic shields. The final ability is the Telepathic link that Sirens use to communicate which seems to be an offshoot of their song and so will most likely be usable by anyone capable of using the Sirens Song.
Research (Siren Telepathy): This year Xavier made a major breakthrough in cracking the secrets of Siren Telepathy and managed to use his discovery to greatly improve the range that human Psykers can Telepathically communicate. In fact he has managed to boost the safe range at which Psykers can communicate by 25%, which will greatly increase the effectiveness of the Neo-Astropaths.
Research (Siren Shield): Primaris Xavier spent most of the year studying the inscriptions on the Siren Ladies shields and how that relates to what they were strong against. Despite recruiting several linguistics experts he was unable to decipher anything of the language used on the shields, which has some relation's with the Eldar language. Primaris Xavier is sure that the added strength of the Siren Shield is a result of the inscriptions on them but has yet to determine exactly why.
Research Siren Shield: Take Two: Five years ago Primaris Xavier spent another year failing to copy the Siren Shield, however this time he was able to come up with a reason why. This reason is that the runes inscribed on the shield are able to effect the Warp. According to what he has found these runes when combined in the correct manner are able to create warp effects, an effect that has only been evident in sorcery in the past. Further study of the Siren Runes is likely to lead to some massive breakthroughs in Avernite Psychic knowledge and capabilities but is both likely to require cooperation from the Sirens and is worryingly similar to sorcery.
Research (Phase-Tigers): This year Primaris Xavier researched Phase-Tigers in the hope of getting a better understanding of Phasing so that he can teach others how to use it. His research is off to a good start as he has figured out exactly what Phasing is. From what he can tell rather then going into another dimension phasing is the ability to move on what is in effect a separate wavelength of the same dimension. When phased the only things that can affect someone is gravity and Immateriam based attacks, such as psychic powers and Warp-tainted items. Xavier is certain that with this knowledge he will be able to figure out how to teach other psykers how to phase in no more then a year or two.
Research (Congregation Asps):This year Headmaster Ridcully research the Congregation Asp, one of the few creatures on Avernus that displays powers in two separate psychic disciplines. So far he has only been able to study one in depth but think that he will be able to study the next in a year or so. His investigation of the Hive Mind that the Asps use has determined that while it is is some way based on the slightly different colour, or rather frequency as it is officially known, that is unique to the minds of each Congregation. He has determined that to a large extent "like calls to like" in the Warp which allows different minds that are exactly the same frequency to easily reach each other in the Warp. He believes that this is most likely a major part of the reason that Astropaths, which have taken on an echo of the power, and therefore frequency, of the Emperor can so easily communicate over large distances. If it was in some way possible to cause Neo-Astropaths to share frequency it would be far easier to send messages though the Warp, which would greatly expand their maximum range. However that is far easier said then done and there is currently no method to change the frequency that a psyker operates on, other then binding to a Warp entity which is obviously not going to happen, or any real idea to how to create such a method.
Research (Congregation Asps): Part Two –After another year of study Headmaster Ridcully has determined several important bits of information about the Biomancy of the Congregation Asps. The first is that it takes constant effort of months to years to get any changes and second that changes are irreversible with Biomancy. Between these two discoveries learning the Biomancy of Congregation Asps seems far less attractive, particularly as it does not have consistent results for people on different Psychic Frequencies.
Research (Bombardment Cacti): Five years ago Headmaster Ridcully spent a year studying Bombardment Cacti in order to find out exactly what their powers do. He found that they are able to use their divination powers to detect the location of moving objects larger than a certain size. They then use this information for targeting purposes. Headmaster Ridcully tells you that he could probably figure out how to use this power and that it is a good way of detecting Necrons and other enemies with no psychic presence but that against living targets ordinary divination is more effective.
Research (Gnaw Worms): Four years ago Headmaster Ridcully spent a year studying Gnaw Worms in order to find out exactly what their powers do. He found that their entropy field is some sort of weird hybrid between Demonology and Telekinesis that both applies a slight pressure to all non-living matter in its area of effect and increases the probability of matter fracturing in the same area. He believes that it may be possible for humans to copy, at least in part, this power but that it will be a very difficult process.
Research (Thundabeasts): Two years ago Primaris Xavier spent a year studying Thundabeasts in order to find out exactly what their powers do. He found that their force field redirects incoming kinetic energy into the object hitting them, meaning that the Thundabeast gets only a small fraction of the total energy of the collision. Primaris Xavier is sure that he will be able to figure out how to copy this effect given a year or two and believes that it will be a great replacement for standard kinetic shields against certain enemies.
Research (Phase-Cats): After finishing her first research project into Songweaving Primaris Johnson turned her attention to Phase-Cats, the smaller cousins of Phase-Tigers. She found that the Phase-Cats variation of Phasing is as similar to the known variant as expected and tells you that it should not be much of a challenge to mimic it. She has also determined that the Phase-Cats are even more open to being taken as familiars then expected, with one of the cats that she studied decidedness' to become her familiar.
Research (Island Turtle): After the defeat of Waaagh Garkill Headmaster Ridcully turned his attention to studying the Island Turtle of the Azure Islands. While despite his best efforts he was not able to gather any information about the Psychic Blast that it is capable of using he was able to make more progress on the long-term biomancy and the ability to draw energy from the Warp rather then eat. He tells you that the long term biomancy seems to be about some form of repeated conceptual reinforcement used to strengthen existing properties of the shell. Whether it is possible for a human to mimic this power or not is unknown but Headmaster Ridcully believes that there is much to be leant from it even if it is impossible to mimic. The ability to draw energy from the Warp rather then eat on the other hand is rather simple and totally impossible to copy, given how it relies on having several organs that the human body does not have to function.
Research: Island Turtle Hardening: Part One: Four years ago Headmaster Ridcully finished his initial examination of whether it is possible to reverse engineer the Island Turtle's Hardening power. He tells you that as yet it is impossible but that he has made an interesting discovery in the process of his research. This is that the Island Turtle reinforcement seems to operate by creating a resonance between a concept in the Warp and an object in reality, in this case toughness and the Island Turtles shell. This seems to be similar to the resonance that he found in the examination of Songweaving except inverted. Given this similarity he hopes that with more research into resonance he will be able to figure out how to reverse engineer this power.
Research (Dragon-Turtle): Over the last year Headmaster Ridcully has been studying the Dragon-Turtles of the Azure Islands in an attempt to gather more information on their physic abilities. He tells you that it seems to be a refinement on the classic toughness boosting power that most biomancers can use, and should therefore be possible to copy.
Research (Temple Cat): Xavier spent a year conducting a research project into Temple Cats in order to determine more about their divination. After months of failure an absent minded comment by Ridcully gave him the idea that perhaps they are not diviners after all. With this in mind it took Xavier only a few weeks to determine that rather then being diviners that the Temple-Cats are receptive telepaths tuned to a frequency.
Research (Tyrant Lizard): After a year of examination Xavier found that the Tyrant Lizard, unlike many examples of Avernite wildlife does not use any form of psychic powers. He was surprised too.
Research (Hellflame Coral): Xavier spent a year examining the powers that the Hellflame Coral uses in an attempt to determine if they usable by humans. He tells you that they use two powers, one a simple pyromancy that is only interesting due to its ease of use, and low output, and the other a complex mix of pyromancy and demonology. The second power is the one that compresses and stores the heat of the flame, He believes that it would be possible to copy to some extent but warns you that it will be a major challenge that requires a good deal of work and that he is not sure that it is worth the time required.
Research (Psyrodactyls): Xavier spent a year studying Psyrodactyls in order to discover whether their powers can be used by humans. By the end of this time he had been attacked dozens of times by enraged Psyrodactyls and come to the conclusion that while their psychic shriek is nothing worth copying their interest detecting power would be both very valuable and humanly possible. He does warn that only a few psykers will be able to use it due to the probable requirements of high levels of both divination and Telepathy.
Research (Disrupter Dolphin): Grandmaster Aria spent a year investigating the Disrupter Dolphins of the Turquoise Sea. She tells you that while their ability to identify psychic frequencies seems to be innate, the psychic bursts that they use to overwhelm the local Hive mind should be easy to imitate, though they will require some study.
High Grandmaster Ridcully spent a year examining the Illusion Pines in order to determine if there are any useful psychic materials that can be found in it. Unsurprisingly he found that Force Weapons made from their wood are a very good focus for illusions, and a better then normal focus for telepathy as a whole. He tells you that Force Weapons for telepaths will start to make use of this discovery immediately, though the older psykers will not replace their current weapons.
Xavier spent a year testing how Hellflame Coral works as a psychic conductor. He found that as well as being a very good focus for pyromancers that it can be used to store warpfire for a period, giving the user a reserve that can be called on when needed. This has the potentional be a major boost to your pyromancers, who make up the heart of the Battle Psykers offensive arm. You just need to figure out a way to grow or harvest Hellflame Coral in useful amounts.
Xavier spent a year working on determining if Dragon-Turtles are at all conductive to channelling any form of psychic power. Unsurprisingly he found that their shell is particularly suited for channelling toughness boosting powers, and that a lattice of it woven into a suit of armour can allow for a small but significant boost to the psykers defences.
Psychic Materials: Spiderbane Dragonfly and Blink Spiders: Aria has spent the last two years trying to determine if Spiderbane Dragonflies or Blink Spiders can channel psychic energy in interesting ways. Unfortunately she has found that neither has any advantages over mundane materials. Oh well, some research is always a dead end.
Psychic Materials: Bombardment Cacti: Aria spent a year attempting to discover if any of the materials of a Bombardment Cacti are psychically conductive. Unfortunately she found that while the Cacti Spines are a bit better then normal wood they in no way match other readily available materials.
Tamia has spent the last year attempting to determine whether Thundabeasts contain any materials that are useful psychic focuses. Unsurprisingly she found that a Thundabeasts horn can act as a moderately effective focus for all Telekinetic powers.
Short range telaport that allows using to choose exact location and whether to keep momentum or not. Can be used by Delta-level Primaris or Zeta-level Demonlogists.
Research Blinking: Early this year Xavier made a breakthrough in his attempts to figure out how to Blink. Three months after making his breakthrough Xavier managed to Blink for the first time, though it took him the rest of the year to reduce the time it took to use the power to under a second. According to his report Blinking is a rather hard ability and only major psykers will be able to use it and only those of at least Delta-level or with a talent for Demonology will be able to use it in combat. Despite the restriction on use Blinking is a major force multiplier in combat and Xavier tells you that it provides major benefits to both his ability to sneak and to his straight up combat capabilities. You can personally testify to the latter as you have a brief spare with him late this year and rather then the fight being mostly equal with your superior skill counteracting Xavier's biomancy, you lost rather quickly.
The ability to phase out of reality until you do not interact with anything material. Can be used by any Primaris of at least Delta-level along with all Demonlogists of at least Theta level (medium minor psykers)
Research (Phasing): Primaris Xavier spent the last year trying to figure out exactly what he is doing when he Phased and how to teach other how to do it. By the end of the year he achieved success and can now teach Phasing to the Sanctioned Psykers of Avernus. From what he can tell all Delta Grade Psykers or higher along with any psyker with a talent for Demonology will be able to Phase, including around 10% of your minor psykers. The speed of Phasing and whether they can partially Phase, and to what extent, is dependant on the power and control of the Psyker with few minor psykers being able to partially Phase at all. Primaris Xavier plans to train a special unit of minor Battle Psyker to make full use of this ability by acting as saboteurs.
A variation of Phasing that is slower to Phase in or out and can't partially Phase but is easier to maintain and hides you to a greater extent.
Phase-Cat Phasing- Four years ago Headmaster Ridcully spent a year figuring out how to copy the Phase-Cats variation of phasing. As expected he found that it is very similar to the Phase-Tigers version and that using the Phase-Tigers version as a base it was easy to copy. This variation of Phasing is no easier, or harder to use, is slowing to Phase in or out and incapable of partial Phasing. On the other hand it is far easier for a psyker to maintain the power and harder to detect a psyker using this variation of the power.
The ability to compel either a single targetsto seek you out, doing anything they can to reach you. The compelled will not put up any resistance to your attacks but will lose a great deal of their mental facilities. Can be used by Primaris Psykers of at least Delta-level and Telepaths of at least Theta level (medium minor Psykers).
An improved version is available to Primaris Psykers of at least Gamma-level and Telepaths of at least Epsilon-level. This version can be used on a small group of people at a time and allows those under its influence to keep greater control of their mental facilities.
Research (Siren Song): Headmaster Ridcully's studies of the Siren Song were completed this year with a measure of success, though not as much as he hoped for. Currently he is able to teach the Siren Song to all major Telepaths, Psykers of at least Delta-level and around ten percent of minor Psykers. Unfortunately he has not been able to get quite the same level of range that the Sirens demonstrate nor has he been able to copy the more powerful version used by Siren Ladies, which has several major differences from the basic version.
Research (Siren Song): Take Two: With the aid of the Telepathic Sanctionites and the Primaris Psykers Xavier was able to both improve the range of the ordinary Siren Song, though not to the same level as the Sirens use and figure out the Siren Ladies version. This version can reach around twice as far as the basic version, five kilometres for most, and can affect multiple people at a time, usually between five and twenty. Those affected keep a greater degree of their mental faculties and will do anything to reach the source of the Song. Unfortunately only the most power Telepaths can use this power as it seems to be restricted to Telepaths of at least Epsilon-level or Primaris Psykers of Gamma-level or higher. Currently only twenty Psykers on Avernus have the power and skill to learn this.
A Divination power that senses movement in the target field, it can be adjusted to detect objects within a certain size range moving while ignoring those that are larger or smaller. Situationally useful but worse then traditional methods against most living foes.
Can be used by anyone capable of using Divination Powers
Research: Bombardment Cacti Motion Sensor: Once she finished training the veterans of the First Daemonic Incursion Primaris Jameson started to look into the motion detection psychic power of Entombment Cacti. It took a few year for her and her research team to figure out how to use the power but once they got the trick it turned out to be easy. You are informed that every psyker capable of Divination should be able to learn the powder, with their individual power and skill determine how far they can see and how small objects they are capable of detecting respectively. This power will be added to the standard training for Battle Psykers who will occasionally find it useful.
A biomancy power that is a better version of the classic Imperial toughness enhancing power.
Can be used by anyone capable of using Biomancy Powers
Dragon-Turtle Toughness: After figuring out the Phase-Cats variation of Phasing Headmaster Ridcully tuned his attention to the Dragon-Turtles of The Azure Islands and their variation of the classic toughness technique. It took a few years of work but he was eventually able to make several major improvements to current toughness techniques by copying large portions of the Dragon-Turtles power. These techniques are a rather simple biomancy that everyone able to preform biomancy should be capable of, though only masters will be able to use it to its full potential.
A Power that can be used to counter or weaken an Ork Weirdby's power.
Can be used by anyone capable of using Daemonology Powers
Anti-Ork Powers: Countering: Tamia spent four years working on creating a psychic power that counters Ork Weirdboyz powers efficiently. After much work she was able to create a pair of powers one that will harmlessly counter any Weirdboyz power of equal or lesser strength and reduce the impact of more powerful powers. This works by pure destructive resonances, weakening the Orks Power as a whole.
A Power that can be used to disrupt an Ork Weirdby's power, even one significantly more powerful then the user.
Can be used by Grandmaster Daemonologists Battle Psykers, Elite Primaris Daemonologists and some Master Primaris
Anti-Ork Powers: Countering: Tamia spent four years working on creating a psychic power that counters Ork Weirdboyz powers efficiently. After much work she was able to create a pair of powers one that effectively destabilises a Waaagh power significantly stronger then it, causing unpredictable effects. This works by using targeted destructive resonances to remove a portion of the target powers make up, causing the whole power to collapse in on itself.
Anti-Ork Powers: Grand Countering: After eight years of study Xavier was able to create a version of Tamia's anti-Ork countering power that work on a grand scale. This power can can significantly weaken the effect of a major Ork ritual via destructive resonances, reducing the impact that it can have. Unfortunately the more complex version of the power that targets a specific part of the Orks ritual to cause a collapse requires to much control to be usable with a Choir, and so will be limited to individual psykers. Xavier has ensured that all of the Battle Psyker Choirs deployed to Svartalfheim are skilled at using both this power and its Songweaving equivalent, though he has not had the time to spread it much beyond that.
A power that can be used to increase the chance of Ork Technology malfunctioning, works best outside of battle.
Can be used by anyone capable of using Daemonology Powers.
Three years ago Xavier finished creating a power that weakens the segment of the Ork Waaagh Field that keeps their technology from malfunctioning. While he can't explain exactly how it work in words you can understand from what you can gather it permeates the targeted technology with Warp Energy that has been aligned with the specific frequency of failure that has been found to have destructive resonance with the Waaagh Field. In effect this increases the chance of malfunction of Ork technology effected, with the chance going up with the power put into it and the complexity of the technology and down with the size of the area effected, the power of the Waaagh Field in the area and how invested it is in that particular item. Xavier tells you that this power should be highly useful at causing targeted malfunctions to volatile technology but should not be used on relics of any type, including Gargents, or in areas where the Waaagh is strong such as major battles. This makes the power more suited to pre-battle sabotage then open conflict, making it deadly in the hands of Xavier.
Hellflame Compression: After seven years of careful research Grandmaster Xavier was able to reverse engineer the power that the Hellflame Coral uses to compress and store heat. He tells you that the new power that he has created, Hellflame Compression, works by creating a compressed flame near the caster and then feeding more power into it while continuing to concentrate on keeping it compressed. As more power gets fed into the flame the greater the degree of concentration and power required to keep it stable, leading to a limit of how much power can be stored at once. Moving away from the flame also makes it harder to maintain the compression. However given the scaling involved a Pyromancer choir can generally store up power for a week or more before reaching the limit. The power compressed in the compressed flame can be drawn on for pyromantic workings, though it is impossible to get out quite as much as you put in. This power is most effective for the more concentrated uses, Molten Beam and similar, and less effective for more widespread uses such as Sunburst. Finally when a psyker loses control of Hellflame Compression the power is unleashed from where it is gathered in a single burst, causing massive damage to its surroundings. While this is normally disastrous Xavier tells you that with care it could be used in sabotage to create fail-deadly traps.
A Divination/Telepathy power that can detect any nearby creatures interested int he user.
Can be used by Elite Battle Psyker Diviners, Primaris Diviners, Master Battle Psykers and Veteran Priamris Psykers
A bit over a year ago Aria finished working out a version of the Psyrodactyl power that detects interest in the user. She tells you that this power can be used by Psykers of any power, though the stronger the Psykers the greater its range, but requires enough control that only Elite Battle Psykers or Primaris Psykers that are gifted in Divination will be able to use it along with Master Battle Psykers and veteran Primaris Psykers that are not. Like the Psyrodactyl version this power detects any beings that are interested in the user in a radius, with the greater the level of interest the more they show up. This is highly useful in stealth situations where it allows the user warning that a sentry has seen something and is paying attention, or that someone is probing their disguise.
A Deamonology power that can disrupt nearby Hive minds if you know the frequancy that they operate on.
Can be used by all psykers capable of deamonology
Four years ago Aria finished recreating the Disrupting Pulse so that it can be used by humans. This power creates a pulse of psychic energy that disrupts nearby hive minds operating on the same frequency. This will allow your Psykers to force Hive minded creatures to revert to their base instincts in an area around them, greatly reducing their danger level. It has been noted however that the stronger the Hive mind in a given area the smaller the radius of effect that the power has, making it only useful against smaller Tyranid hordes and on the edge of major battles.
A Power that can be used to banish daemons of the Dark Prince more effectively then traditional methods
Can be used by anyone capable of using Daemonology Powers
High Grandmaster Ridcully has recently finished creating a set of psychic powers that counter powers used by the Dark Prince and its worshipers efficiency. These powers are based on a mix of Moderation and Clear-Thought, with just a touch of Tie-That-Bind and should give your Psykers a major advantage when countering the powers gained by the worship of the Dark Prince and all powers used by its daemons. However as of yet they do not scale up well and can not be used by entire choirs.
A Power that can be used to counter powers fo the Blood God more effectively then traditional methods
Can be used by all psykers capable of deamonology
Recently Tamia finished creating a psychic power tailored to counter the powers of the Blood God. These powers are rooted in Peace, though they have a heavy leavening of Serenity. Given that most of the powers of the Blood God are aimed at driving either the wielders allies or foes berserk having these counter powers should be a useful tool in preventing the forces of Chaos countering your forces range and mobility advantage.
Research: Black Crystal Items: Headmaster Ridcully spent the year determining as much about the Black Crystal Jewellery as he could using his talents, both as a Psyker and as a Diviner. He was able to determine that the three normal pieces each provide a small boost to a Psykers Power and Control while they are wearing one as well as providing a measure of protection from psychic attacks. He was also able to determine that each of the pieces has its own abilities but not what they are. All that he could determine about the sword is that it is more then a material object and is capable of killing souls.
Black Crystal Items (Ring): After spending a few years of study Primaris Xavier has determined that your Black Crystal Ring provides an effect that seem to be unique to it. This effect can be summed up as providing the wearer with a strong resistance to psychic effects that affect his body, excluding those that come from the wielder or anyone he is in a psychic choir with. This resistance is strongest against biomancy and certain forms of telekinesis as well as the general mutations that exposure to Warp energy can cause. It provides some benefit against most forms of pyromancy and none telepathy. Primaris Xavier strongly suspects that each of the other Black Crystal Items has their own unique benifit and would like to study them in order to determine what they are.
Research: Black Crystal Items (Crown): After spending a few years of study Primaris Xavier has determined that your Black Crystal Crown also provides an effect that seem to be unique to it. This effect can be summed up as providing the wearer with a strong resistance to psychic effects that affect his mind, excluding those that come from the wielder or anyone he is in a psychic choir with. This resistance is strongest against telepathy and certain forms of divination as well as the mental mutations that exposure to Warp energy can cause. Primaris Xavier strongly suspects that each of the other Black Crystal Items has their own unique benefit and would like to study them in order to determine what they are.
Research: Black Crystal Items (Sword): Over the last two years Primaris Xavier has been conducting further research on the Black Crystal Sword that proved to be so deadly in recent years. He tells you that after much study he has found out more about the weird Warp signature that it has. From what he can tell the Black Crystal Sword is in some way identical in the Warp and in reality, a situation that is unheard of. He theorises that it is probably either a real object that somehow gained an identical Warp presence, a prefect vessel for a Warp object or somehow something that exists in both equally. Each of the options is unheard of and would have massive implications if true. The other main discovery that Primaris Xavier, or more accurately Headmaster Ridcully, made over the last few years is that the Black Crystal Sword seems to have been made to kill immortals and is in some manner more effective against them. That would explain why it was so easy to kill the Keeper of Secrets a decade ago.
Research: Black Crystal Items (Sword): After a few years study High Grandmaster Ridcully was able to gather some more information about the Black Crystal Sword that you wield. He tells you that the Sword is far more powerful then the rest of the Black Crystal Jewellery, and was made for a different purpose. While Ridcully was not able to gain exactly what the purpose was the titles for the sword that he was able to divine. These titles of 'Death', 'Godslayer', 'The Final Truth', 'The End of All Things', 'The One True Promise' and 'Mortality' seem to indicate that the sword was made to kill that which is otherwise unkillable, most likely the C'Tan, the Gods or even both. Ridcully was also able to gather that you are currently not using the Black Crystal Sword to its full potential, though he does not know just how to access said potential.
Research: Black Crystal Items (Necklace): Over the last two year Headmaster Ridcully has been carefully investigating the Black Crystal Necklace that you got off the Siren Queen that you killed over a century ago. He found that the Black Crystal Necklace boosts the ability of the wearer to communicate telepathically and to use telepathic powers, making it very useful for telepaths of all types.
Research: Black Crystal Items (Breastplate)
Tamia spent two years examining the recently found Black Crystal Breastplate, which has resized so that it now fits you over your armour. She found that it is entirely defensive in nature, being both a set of seeming unbreakable armour that absorbs the vast majority of any force that hits it and projecting a field that makes the wearer and any other equipment he has significantly tougher.
Research: Black Crystal Items (Bracers)
Four years ago High Grandmaster Ridcully finished his research on the Black Crystal Bracers. He found that as well as the normal effects that all of the Black Crystal set shares, barring the Sword, that they significantly boost the strength of the wearer. The exact amount seems to vary but Ridcully estimates that it averages at around double. This is a massive boost to your combat abilities, and will allow you to more easily exchange blows with the countless superhuman foes that you encounter.
Research: Psychic Frequencies Part One: Headmaster Ridcully finished his initial studies into Psychic Frequencies this year and has come to several conclusions. He has discovered that many aspects of a psyker's life can have an effect on their Psychic Frequency, such as significant life events, general personality, common emotions, beliefs, psychic discipline, the source of psyker training as well as participating in certain significant rituals. He Has also discovered that having similar Psychic Frequencies to another Psyker makes working on or in conjunction using Biomancy, Divination or Telepathy easier and having significantly different Psychic Frequencies makes it harder
Research: Astropaths: Psychic Frequencies: After a year of testing Headmaster Ridcully has determined several facts about binding psykers to major warp powers. The first is that rather then power being the main requirement for a bonding to have an effect being a representation of a concept is more important. This means that it is possible for psykers who bond with even relatively minor daemons to have their Psychic Frequency change. It also leads to the question of what exactly the concept that Astropaths are bonded with. After a bit of investigation Headmaster Ridcully has found that Astropaths are bonded with the concept of Humanity. In conclusion Headmaster Ridcully has determined that bonding with a warp entity would greatly increase the ability of his Neo-Astropaths to communicate over long distances, he estimates doubling range at the very least. Unfortunately there are not available Warp Entities that would be at all safe to bond with, except possibly the Avernite Planetmind if some theories are correct.
Psychic Frequencies Part Two: For the last four years Headmaster Ridcully has been carefully investigating the effect that rituals have on Psychic Frequency. He has found that there are several factors that determine exactly how much of an effect that rituals have. To begin with the more significant the ritual is, both to the participants and in general the greater effect that it has. This means that a ritual created solely to modify a Psyker's Psychic Frequency is unlikely to have much effect. Next Headmaster Ridcully has found that the older and better known the ritual is the greater its effect, this increase is greater than can be explained by significance alone. This means that all newly created rituals will have reduced effect and searching the the archives for old rituals may be worthwhile. The third discovery is that rituals connected to major concepts, such as the Imperium or the Dark Gods, have a far greater effect at the cost of creating a psychic vulnerability to the concept in question. Given that the Imperium and Imperial Truth have been tainted by the Abomination these rituals should be treated with great care.
The fourth discovery that he made was that a change is Psychic Frequency is not the only effect of the rituals. He has also found that a change in psychic frequency directly affects personality and character. Any ritual that affects Psychic Frequency has an effect on the participant's character equal to the effect on the Psychic Frequency. Whether the ritual changes the Psychic Frequency and therefore the character or the reverse is not clear.
Research: Frequencies and Songweaving: Four years ago the research project into Psychic Frequency and Songweaving was completed successfully, with several major breakthroughs being made. The first discovery was that Songweaving shifts the users frequency to either the frequency of the power in question or a frequently that resonates with it, a frequency that changes continuously as the power is used. This allows psykers to use Songweaving to use powers outside of their usual speciality with greater ease, though there are limits. The other major discovery that was made was that the more the melody in Songweaveing matches the frequency of the power being used the greater the effect of the power, with the pattern in the Materium seeming to resonate with the Immaterium strengthening the power in some as yet unknown matter. Headmaster Ridcully wonders if this has some connection with how Chaos Runes and the names of the Chaos Gods effect the Materium, though he is loathe to test the idea.
Research: Resonating Frequencies: Two years ago Headmaster Ridcully and Primaris Jameson finished their initial research into how some psychic frequencies resonate. They found that the frequencies that resonate constructively, or harmoniously, are simultaneously those that resonate when transcribed and turned into music and those that represent concepts and emotions that feed into each other such as fear and cowardice. They also found that certain frequencies resonate discordantly, or destructively. They theorise but have not yet proven that these frequencies are those that are discordant when transcribed to music and represent opposing emotions and concepts, such as cowardice and courage.
Research: Destructive Frequencies: High Grandmaster Ridcully and Grandmaster Jameson spent a pair of years looking into Destructive Frequencies, both what they are and what effect they have. They found that as expected Destructive Frequencies are those that are discordant when transcribed to music and represent opposing emotions and concepts, such as hope and despair. They found that the exact destructive frequency can weaken its counterpart safely, and that when the counterpart of a single frequency within a power is used that portion of the power is weakened, often causing the entire power to collapse or have an unintended effect. However finding the exact counter-frequency its not exactly easy and requires a lot of study and a non exact counter has a reduced effect and can cause side effects. High Grandmaster Ridcully tells you that it would probably be possible to find the counter-frequency to some of the main themes of the Chaos Gods but that this efforts would require a dangerous amount of delving into the powers of Chaos, which is the main cause of corruption among Sanctioned Psykers.
Research: Immaterial Resonance:
Four years ago High Grandmaster Ridcully finished his research into Immaterium Echoes. He tells you that everything in the Materium has an infinitesimal echo in the Immaterium, which in most cases is undetectable. However certain items or materials can gain stronger echoes as a result of major events in history of either the Materium or the Immaterium, which will make items of that type resonate with the Warp, in a manner that varies with the event and what part they played in it. The names and symbols of Gods have been given strong Warp Echoes in this manner by the creation of the God. Another way for a Warp Echo to gain in strength is by belief. If enough people believe that a particular item has a certain property for long enough then a Warp resonance will begin between that item and the required concept in the Warp. Silver has gained a connection with purification though this manner.
Ridcully tells you that while it is most likely impossible to strength or weaken a Warp Echo on the scale and time-frame that the Imperial Trust operates on attempting to find Warp Echoes could lead in interesting directions.
Research: Waaagh Frequencies: After four hard years of study Tamia was able to determine the set of Psychic Frequencies of the Ork Waaagh. She tells you that it is hard to describe exactly what the frequencies represent but conflict, strength and fearlessness are at the heart of it. With these frequencies it should be possible to create psychic powers that specifically counter the Waaagh. Research: Waaagh Destructive Resonances: Tamia has recently finished her investigation into finding psychic frequencies that effectively counter Waaagh energy. After much investigation she found three frequencies that are effective one based around calm, one around weakness and one around failure. The frequency based around calm to be be most effective at countering active Waaagh energies while weakness helps counter the strength boost the Waaagh field provides Orks and failure seems to reduce the reliability of their technology, which is not exactly reliable to begin with. Currently Tamia has only been able to test these frequencies on a small scale, though she hopes to change that in the years to come.
Chaotic Frequencies (Chaos)
Tamia managed to eventually determine the frequencies that Chaos operates on, which she tells you was far harder then any of the individual Chaos Gods. She tells you that the main frequencies are based around Chaos, The-Inevitable-End, Corruption and The-Ultimate-Truth.
Chaotic Frequencies (Plague God)
Three years ago High Grandmaster Ridcully finished his investigation into the Psychic Frequencies of Plague God. Unsurprisingly the core frequencies are related to Decay, with others relating to Death, Plague, Destruction, Perseverance and Rebirth. This indicates that as he suspected the frequencies that a god operates on correspond directly to the gods domains, for Primal Gods at least. Research: (Plague God) Destructive Resonances
A bit over a year ago High Grandmaster Ridcully finished his research into determining the frequencies that best counter those used by the Plague God. He tells you that the main frequencies that work are based around healing, life, improvement, creation, and hope.
Chaotic Frequencies (Abomination)
Three years ago Grandmaster Tamia finished her investigation into the Psychic Frequencies of the Abomination, though if it was not for a timely warning for Ridcully she may have ended in disaster. As she expected the core frequencies are related to Tyranny, with others relating to Obedience, Fanaticism, Tradition and Faith. This further supports the theory that a gods frequencies relate to their domains, a fact that should help with efforts to find the other gods particular psychic frequencies. Research: (Abomination) Destructive Resonances
After half a dozen years of study, and a great deal of assistance from Saint Lin, Areatha and High Grandmaster Ridcully, Tamia was able to create counter-frequencies to the Abomination. She tells you that the main frequencies needed are based around Freedom, which interferes with the Abominations mind influence, though Independence and Clear-Thought are also valuable.
Chaotic Frequencies (Dark Prince)
High Grandmaster Ridcully was able to successfully determine the exact Psychic Frequencies that the Dark Prince uses on schedule. As expected the core frequencies relate to excess, with others tied to Sin, Sensation, Obsession and Freedom. Research: (Dark Prince) Destructive Resonances
High Grandmaster Ridcully finished his investigation into finding the frequencies that best counter the Dark Prince a bit over a year ago. He tells you that the key frequency is Moderation, though Restraint, Clear-Thought and Ties-That-Bind also have their uses.
Chaotic Frequencies (Blood God)
Grandmaster Tamia's investigation of the Psychic Frequencies of the Blood God finished four years ago with the expected results. She found his strongest frequency to be Combat, with the lesser frequencies being Rage, Blood-Spilt-in-Battle, Honour-in-War, Strength-of-Arms and War. Exactly as expected after Saint Lin's research. Research: Destructive Resonances (Blood God)
Two years ago Tamia finished determining the exact frequencies that resonate destructively with the powers of the Blood God. She found that Serenity, Peace and Cowardice were the best counter frequencies, pretty much as expected.
Chaotic Frequencies (Changer of Ways)
Three years ago High Grandmaster Ridcully was able to finish determining the exact frequencies that the Changer of Ways makes use of. As expected they were centred around Ambition and included Change, Intrigue, Fate, Sorcery, and Hope. Research: Destructive Resonances (Changer of Ways)
After half a dozen years of study High Grandmaster Ridcully was able to find Destructive Resonances for the Changer of Ways. He found that the most important Resonances were Contentment, and to a lesser extent Stability. Other resonances have more minor impact such as Simplicity and Despair.
Research: Tyranid Frequencies
Recently Tamia finished decoding the exact frequencies that Hive Fleet Grábakr is based around. She tells you that the exact frequencies that they use are too alien grasp with human minds but are closest to Hunger and Many-In-One.
Warp Echo: (Geneseed)
High Grandmaster Ridcully looking into what echoes Astartes Geneseed has within the Warp. He found that its strongest single echo is connected to heroism, though there are lesser ties to legacy, brotherhood, strength and war, in descending order of strength. Each geneseed also has a strong conceptional tie to its Primarch, and a lesser tie to its chapter.
Base Principles: Two years ago Primaris Jameson finished creating the basic principles of Songweaving, a new method of using Psychic Powers. She tells you that as far as she can tell Songwaving provides a minor boost to control and ability to form choirs at the expense of limiting powers to external effects, a slight reduction in power and all users being skilled singers. While at the moment Primaris Jameson is the only psyker on Avernus capable of Songweaving she is certain that with a bit of time she will be able to teach others, though not many given how few psykers are skilled singers.
Research: Frequencies and Songweaving: Four years ago the research project into Psychic Frequency and Songweaving was completed successfully, with several major breakthroughs being made. The first discovery was that Songweaving shifts the users frequency to either the frequency of the power in question or a frequently that resonates with it, a frequency that changes continuously as the power is used. This allows psykers to use Songweaving to use powers outside of their usual speciality with greater ease, though there are limits. The other major discovery that was made was that the more the melody in Songweaveing matches the frequency of the power being used the greater the effect of the power, with the pattern in the Materium seeming to resonate with the Immaterium strengthening the power in some as yet unknown matter. Headmaster Ridcully wonders if this has some connection with how Chaos Runes and the names of the Chaos Gods effect the Materium, though he is loathe to test the idea.
Research: Power Melody Composition: Tamia has recently finished creating a method to compose Songweaving Songs to match particular powers. While this is far more an art then a science the framework and techniques that Tamia has made will allow a composer to theoretically create a songweaving melody for anything that they could do with a conventional power given enough time. This will allow songweavers to replace all of your psychic choirs barring divination, while being far more flexible.
Examine: Rune of Banishment: Four years ago Tamia finished her examination of the Siren Rune of Banishment. She tells you that there are four ways for the rune to be used. She also mentions that this rune should never be used in the warp.
The first method is to inscribe it on a weapon, which adds a banishing effect to that weapon and can be done by most artisans. This can only be inscribed to the ammunition of projectile weapons, though Tamia has figured out that by changing the shape of the emitter to the Rune she can apply the effect to energy weapons. The power of the banishment effect depends on both the power of the weapon and the size of the Rune while how much recharging it needs depends on both the power and how often it is used. It takes a Veteran Artisan to inscribe this rune into a weapon.
The second method is to add the Rune to a Ward, which increases demoniac instability in the region that the ward covers. The power of the effect depends entirely on the power of the ward and the recharge requirements depends on the power of the ward, the size of the ward and how often it has an effect. It takes a Elite Artisan to add this rune to an Ward.
The third method is to channel a psychic power though the rune, which adds a banishing component to the power at the cost of requiring more energy. This can be used by any Veteran Battle Psyker or above.
The final method is as the centre of a Banishment Power that Tamia has devised, which will complex is a highly effective method to banish daemons, far better then any Imperial powers now that the Emperor has died. This power can only be used by Grandmaster Battle Psykers or Veteran Primaris Psykers.
Elemental Runes
Rune of Lightning- Imbues an attack with lightning
Inverted Rune of Lightning- Protects from lightning
Rune of Ice- Imbues an attack with ice
Rune of Wind- Imbues an attack with wind
Examine: Rune of Fire
Two years ago Tamia finished her examination of the Siren Rune of Fire. She tells you that there are three ways for the rune to be used, at least so far. She also mentions that this rune should never be used in the warp, at least not near anything you want intact.
The first method is to inscribe it on a weapon, which adds a fire effect to that weapon and can be done by most artisans. This has similar limitations to the Rune of Banishment and any Artisan can inscribe this rune into a weapon.
The second method is to channel a psychic power though the rune, which enhances the intensity of any pyromantic power, though at the most of being more draining. However it is still significantly more effective then a normal pyromantic power of the same effect. This can be used by any Pyromancer.
The final method is as the centre of a Fire Power that Tamia has devised that is able to produce soul-killing flames. While very draining and incredibly complex this is an incredibly powerful offensive power, that can only be used by Master Battle Psykers or Primaris Psykers of at least Gamma-level.
Inverted versions of all of the above Defence Runes
After a few years of study Tamia has managed to figure out how to Siren Rune of Toughness can be used. She tells you that at it base the Siren Rune of Toughness can be used in two ways, either though a focus or on armour. When a Psyker creates a shield by channelling though a focus inscribed with a Siren Rune of Toughness the resulting shield becomes far more effective at blocking physical effects, being far harder to destroy. Tamia tells you that this seems to work because the Rune is linked to the concept of toughness and imbues any shield formed with it with some of that toughness. The other use for the Siren Rune of Toughness is to scribe it onto armour, making the armour significantly tougher. While this has at most moderate value when sued on the more basic armours applying the Siren Rune of Toughness to the more advanced types of power armour would significantly increase the wearers defences, though not be exactly cheap to use en-mass.
- Strengthens shield
Examine: (Siren Rune of Traps):
Tamia spent three years examining the Siren Rune of Traps in order to discover how it works. She found that it only works in conjuration with another rune but can be used in two different ways. No matter which way the Rune is used it will act as a trigger that unleashes an effect determined by the other rune, often fire or lightning. The scale of the effect and how often it can be triggered are inversely proportional and must be determined when being inscribed. The first is inscribing it on a wall or gate, which will be triggered by any attempt to attack the defence, unleashing the paired rune on the attacker. This can add a level of active defences to key locations, though general only for a brief period. Next it can be added to a Ward, allowing it to be triggered by any who are stopped by the Ward. This would greatly increase the attrition rate on any psykers who attempted to effect warded areas, which could have a major impact on the psychic balance of power for a war. Implement (Trap Rune): Turn 121
Tamia spent two years working out how to best make use of the Siren Rune of Traps. She found two different ways in which it can be easily applied. First it can be added to the armour of your better Psyker Hunters, increasing the number of threats that high power chaos Psykers have to deal with and therefore reducing the amount of damage they do before dying. Next it can be added to the wards you have on key locations in your cities, making psychic assault on those locations far more dangerous.
- Allows offensive Wards to be created
Inverted versions of all of the above Connection Runes
- Connects two runes allowing one to effect the other Examine: (Bridge Rune)
Tamia finished her studies on the Siren Bridge Rune three years ago, having determined what it can be used for. She tells you that the Siren Bridge Rune can be used to combine two other runes so that one effects another, and that this can go both ways. She also tells you that some rune combinations are possible and that others are not. Currently she has found that Runes of Banishment can be added to any power to make them more effective against Warp entities, that combining Runes of Protection and Toughness creates a shield strong against bother Warp and material attacks and that combining a Rune of Fire and a Focus Rune creates a focus that is even better for pyromancy but ineffective for other disciplines.
Stability Rune- Allows the linking of more then two runes
Inverted versions of all of the above
Enchanting Runes
Rune of Reinforcement- Improves psychical characteristics of item
Examine: (Siren Rune of Warding):
Tamia spent three years examining the Siren Rune of Warding that you brought after the Abomination Crusade. She tells you that this rune can be used in two ways, either as a partial or total ward. A partial ward will provide the area within the ward, whether it is an area or a person in armour, with a good deal of protection from all Warp based effects, though it can be overwhelmed by a sufficiently powerful attack or bypassed by a sufficiently subtle attack. A total ward is far harder to make and acts in some way to seal off the area it covers from the warp, both protecting it from wrap based effects far more effectively and cutting off the psychic powers of those within, though again this can be worked around by someone sufficiently skilled or powerful.
The partial wards are effectively a more effective version of the wards that you currently use in many places but the total ward is different. As well as being far more effective its ability to separate the inside from the Warp could have several different effects depending on exactly what interactions with certain situations are. Ideas that Tamia has come up with so far include acting as a training tool to allow young and powerful Psykers respite, strengthening Gellar Fields or even replacing them, or even creating a Black Ship equivalent.
Rune of Warding: Warp Drive Interaction:
After several tests and five years of study Tamia has come to her conclusions regarding what effect the Siren Rune of Warding has on Warp travel. She tells you that a partial Rune of Warding will act no differently than traditional Wards, protecting the ship fro the influence of the Warp, to an extent. A total Rune of Warding on the other hand seems to in some way create a bubble of calm around the ship in the Warp, greatly lessening the pressure on its Gellar Fields and weakening the influence that the Warp has within the ship. This means that the while travel is far safer and more reliable, the ship cannot reach the speeds that more traditional ships are capable of. It also blinds any navigators within the ship, slowing the ship even more. The biggest impact however is that it weakens the level of influence that the Warp has on any psykers within the ship, making it possible to transport untrained psykers ththrough the Warp if the Rune of Warding is strong enough and supported with other wards and techniques. Tamia does advise that any psykers transported in this manner are kept comatose, or preferably in stasis, as it is a terrible experience that could drive an untrained psyker to the brink of insanity if it lasts too long.
After a few years of study Tamia has managed to figure out how to Siren Rune of Enchantment can be used. She tells you that at it base the Siren Rune of Enchantment works by enhancing the effect of another Rune that it is inscribed with by around a half. This is in effect a 50% boost to runes effect for doubly the cost, a price that is often worthwhile. From what Tamia can tell this Rune works by increasing the synchronisation of the other rune with the material that it is applied to, which has the effect of strengthening the items connection with the runes Warp Echo.
- Allows other Runes to be more effectively added to item
Examine: (Siren Rune of Focus):
Tamia spent three years working on the Siren Rune of Focus in order to determine how it can be used. She tells you that the Rune itself acts as a focus for psychic Powers, allowing for the power to flow more smoothly, well that is the closest metaphor she can use to explain it to you, reducing the chance of problems. It also has the effect of magnifying the impact of the material that it is inscribed onto on the powers, making materials such as Hellfame Coral and Illusion Pine Wood more effective.
Tamia has spent the last three years studying the Siren Rune of Power in roder to figure out how to use it. She has found that there are two main uses for the rune, one when by itself and one when combined with other runes. By itself the Siren Rune of Power allows a Psyker to store Warp energy in the item that it is inscribed on, with the amount of energy relating to the size, quality and composition of the item. In general the power that is able to be stored is rather modest, though supposedly the right materials can change this. This power can be later used to either provide a slight boost to a power or more usefully to provide an additional, if small reserve when the psyker is exhausted or cut off from the Warp for some reason. Interestingly enough this seems to allow psykers to use the stored power when in a region cut off from the Wrap by total Siren Runes of Warding. The other use for the Rune of Power is when it is part of a runic array with other runes, and can provide a store of power to them, increasing their longevity significantly.
- Allows item to store Warp energy for later use
After a few years of study Tamia has managed to figure out how to Siren Rune of Protection can be used. She tells you that at it base the Siren Rune of Protection can be used in two ways, either though a focus or woven into a shield. When a Psyker creates a shield by channelling though a focus inscribed with a Siren Rune of Protection the resulting shield becomes far more effective at blocking hostile psychic powers, being both harder to destroy and covering against a wider range of powers. While Tamia is not sure exactly how this work she theorises that the Rune in some way increases the authority, which is not quite the right word but it will do, of the shield making it so the general flow of the Warp works to reinforce it. Th other use for the Siren Rune of Protection is limited to the greatest of Psykers with the most exacting of control, and requires them to weave a shield into to the form of the Siren Rune of Protection. This creates a shield that can block against almost all forms of psychic interference and is significantly stronger then any other known shield, at the cost of being two way, only effecting psychic effects and requiring total focus. Implement (Rune of Protection)
Tamia spent a few years determining how to best make use of the Rune of Protection that you gained from the Sirens. She tells you that the ability of a focus with the Rune of Protection's ability to allow its wilder to better counter psychic powers should be highly valuable for your Psykers, particularly for your Choirs whoa re often tasked with countering enemy choirs and for your Psy-Hunters, who are expected to hunt down and slay Psykers. It can also be combined with Runes of Warding and Bridge Runes in order to provide a building with a great deal of protection from psychic powers then your current wards without cutting off the Warp like total Runes of Warding.
- Allows shield to protect against Psychic Powers
Inverted versions of all of the above
Basic Alkahestry: Turn 119
A few years ago Xavier finished studying the very basics of Nynye Alkahestry, one of the more unique psychic disciplines of Avernus. He tells you that at its core Alkahestry is about using certain properties, both psychic and narrative, from gathered materials to create a substance which has a certain effect when it enters a living body. All of the effects available to Alkahestry only work on living targets and the effects can vary significantly, from lethal to beneficial. As things stand your psykers are able to use the most basic of Alkahestry recipes but are unable to make their own or determine the Alkahestral properties of a substance.
Apprentice Alkahestry: Turn 121
A bit over a year ago Xavier finished studying apprentice level Nynye Alkahestry, which mostly consists of the fundamental skills needed for Alkahestry. From what Xavier tells you the main skills required are observational skills, to determine the progress of the reactions so that you know when to adjust them or start the next step, a set of psychic skills that seem to fall in the gap between biomancy, telekinesis and demonology that is used to encourage certain interactions in order to make the potion work and quick academic analysis and decision making which is required to determine what ingredients to add and how many in order to keep the potion balanced. Now that Xavier and some of your Sanctionites are capable of using Alkahestry to this level it is now possible for you to begin the production of the more basic Alkahestical products.
Journeyman Alkahestry: Turn 124
Grandmaster Xavier and the Order of Alkahestry have recently mastered the next level of Alkahestry under the tutelage of the Nynye. This level includes both more advanced brewing techniques, allowing for the creation of all but the most advanced potions and techniques allowing for the properties of new substances to be identified.
Alkahestral identification: Everglades: Turn 127
Aria has recently finished her examination of the Everglades in order to determine if there are any unknown Alkahestral Reagents within it. She tells you that she has found many new Reagents of little use and a handful of more interesting ones. First she found that the nerve-stem of a Congregation Asp has some interesting ties to adaptability that can be used in potions designed for preparing the drinker for varying circumstances, such as many antidotes. Next the Dunce Cap can be used as an ingredient in a poison that targets the victims intelligence, though it takes a master to create it. Third Alchemical Slug's blood can be used to strengthen the effect of another reagent. Fourthly and most interestingly Peikko blood can be used to create a potion that gives the drinker a level of regeneration for a period, a powerful tool that only a master has a hope of creating.
Wellspring of Power?: After a year of careful study and deep mediation High Grandmaster Ridcully was able to finally determine exactly why his psychic power increased so much. He found that he has in some way become the personification on an archetype in the Warp, The Blind Seer, which moves with him in the Warp. As well as magnifying his actions within the Warp this should provide him with a great deal of protection from certain types of pychic attack, especially the unfocused auras of power that the most powerful being posses. He tells you that this connection to the archetype is having a few effects on him as it makes him more likely to be cryptic, less likely to explain himself, if such a thing is possible, and more likely to be drawn to events of great significance.
Truesteel: Xavier spent a year examining the unknown steel that Jacob brought back from the caverns. He tells you that the material, tentatively named Truesteel, seems to have been bonded with the concept of steel in some manner. Given that steel is often discovered early in most species civilisations and remains the best metal for weapons for a long time the concept of steel includes superior metal for weapons, allowing Truesteel to exceed Adamantine as a metal for weapons. As a note Xavier tells you that managing to bond a concept to matter in such a stable manner is impossible according to current psychic theories. Meaning that they will have to be revised due to something Avernus has done, again.
Research: Power of Belief: High Grandmaster Ridcully has recently finished his research into how belief can effect the Immaterium. He tells you that from what he can tell the Warp is, at least in part, a reflection of every living soul, and possibly all those that have died. As such the beliefs of those souls can have a minuscule effect on the Warp, the size of which is determined by the fervency of the belief and the strength of the soul holding the belief. Each of these beliefs sets up an infinitesimal standing wave in the Warp, which melds with other similar waves. If a standing wave becomes large enough it can have a noticeable effect on the immediate area in the Warp, or even on the entire Warp if it grows enough. Ridcully believes that a decent proportion of what are considered to be the rules of the Warp, as much as rules exist in the Warp, where created in this manner, and that they have in a way become self-reinforcing as people are effected by them and thus believe that they are true. So far Ridcully has not been able to determine how the standing waves caused by belief interact with the creation and powering of Gods, many of which form in a similar manner. However he is convinced that there is a major connection between the two field, one that he may have to work with Saint Lin to discovery more about.
Belief and Faith
Adeptus Ministorum
After five years of investigation Saint Lin and High Grandmaster Ridcully were able to come to a few conclusions about the connection between the Faith that powers some gods and the belief that influences the Warp overlap in many ways but are not the same. From what they can tell belief is the power that gods get from the prayer of their worshippers, but not the power that they get from sacrifice or acts done in their name. So in some ways the Power of Belief is a sub-category of the Power of Faith. Adeptus Astra Telepathica
After spending a decade working with Saint Lin High Grandmaster Ridcully was able to gain an understanding of the similarities and differences between the powers of Belief and Faith. He tells you that while Belief overlaps with a single aspect of Faith within their area it is both stronger and less focused. By this he means that the totally effect on the Warp of a souls beliefs will be significantly stronger then the amount of power a god gains from said souls prayer, but that this power is spread over a massive area and number of themes so it has far less real effects then the focused power of faith.
Technomancy Basics
A bit over a year ago Aria finished her studies of the basics of technomancy, the Psychic Discipline focused around the enhancement of technology that Callamus developed. She tells you that this discipline focuses on emphasising with machines to the level that a psyker can use powers on them in a similar vain as most Psykers can use biomancy and telepathy on living creatures, though to a lesser effect. The forms of thought required for this discipline are utterly incompatible with normal Biomancy and Telepathy, and get on nearly as badly with Divination and Deamononlogy though it may be possible for a Technomancer to use the more basic forms of Telekinesis and Pyromancy to a passable level. As such while it may be possible to train Technomancers to enhance your machinery they would require totally separate training for your normal Psykers. From what Aria can see the best way to use Technomancy for the Imperial Trust would be to train a small number of Technomancer researchers and have them help create a set of Songs for Songweaving Choirs that make use of Technomancy, taking advantage of Songweavings ability to use a wide range of disciplines. While this would not allow for the more advanced forms of Technomancy to be used due to the limits of Songweaving and the inability of Technomancers to join Choirs it could still be a highly valuable addition to your Psykers repertoire.
Laws of the Warp: Turn 126
After five years of study Ridcully was able to determine the presence of several underlying rules of the Warp that seem to be consistent. He tells you that while these Laws may not be absolute they apply in almost all situations involving the Warp.
The first law that he discovered is the Law of Attraction, which can be summed up as like calls to like. This is what causes primal gods to arise and is the basis for some forms of divination, and for curses such as the one afflicting the Blood Angels.
The second law that he discovered is the Law of Cost, which can be summed up as nothing involving the Warp is free, and if you think it is there is a price you can not see. He tells you that this applies to everyone, from the weakest of Psykers to the Great Gods. The price can range from the energy it takes to wield the Warp to your soul itself.
The third law is far harder for him to to put words. He calls it the law of narrative and tells you that it means that it has several effects, all of which result in making things more likely to happen as they would in a story. These effects leak into the Materium as well and are so pervasive that they are hard to see. This seems to bend the fate of great heroes, allowing them victory after victory until they fall in a heroic last stand or meet someone with a greater story behind them, as well as many other effects that are so commonplace that they are just how the world works.
Like many of the psychic disciplines there are several ways to conceptualize Biomancy. The most common view biomancy as either the manipulation of life or the manipulation of living matter. Along with Pyromancy and Telekinesis Biomancy is considered to be one of the three Material Psychic Disciplines.
There are three common forms of Biomancy.
First is Support Biomancy, where the Biomancer boosts those he uses his ability on, providing them with minor regeneration, greater strength or a wide range of other benefits. This ability requires a high level control to avoid mutation, and power to effect large groups. The main subset of Support Biomancy is Combat Biomancy, which is boosting your own physical abilities and is significantly easier to do due to a psykers greater understanding of their own body.
Next is Healing Biomancy, where the Biomancer uses his powers to heal or permanently alter his targets. This is an incredibly difficult task and requires very high levels of control and a deep understanding of the human body. To a skilled enough Healer there is no purely physical wound that can not be healed.
The final form of Biomancy is Malignant Biomancy, where the Biomancer uses his powers to weaken and mutate his targets. This is the only form of Biomancy that requires power rather then control, and is often viewed as the domain of those who have yet to develop the skill for the other forms. Despite that it is a powerful weapon in times of war.
Like many of the psychic disciplines there are several ways to conceptualize Telekinesis. The most common view Telekinesis in the Imperial Trust is as the manipulation of matter and kinetic force. As such many Telekinetics end up becoming Artisans. Along with Biomancy and Pyromancy Telekinesis is considered to be one of the three Material Psychic Disciplines.
There are two common forms of Telekinesis and several rarer forms.
First is Telekinesis, where the Psyker moves objects around, either on a macro or micro scale. This can be used by psykers of any focus, with the difference being that power focused psykers generally rely on moving large objects to cause damage while control focused psykers rely on moving small objects precisely to do the same damage.
Next is Force Manipulation, where the Psyker creates regions that halt or enhance kinetic energy. This is mostly used to create Telekinetic shields to defend the Psyker and those around him but can also be used to enhance the fire of kinetic weapons, such as the Impaler. Force Manipulation is a Power depended art.
There are several forms of advanced Telekinesis that have wildly varied effects, including Transmutation and Technomancy.
Like many of the psychic disciplines there are several ways to conceptualize Pyromancy. The most common view of Pyromancy in the Imperial Trust is as the manipulation of energy, of which fire is the easiest. As such many Telekinetics end up becoming Battle Psykers. Along with Biomancy and Telekinesis Pyromancy is considered to be one of the three Material Psychic Disciplines.
There are two common forms of Pyromancy and several rarer forms.
First is Pyromancy, where the Psyker summons and manipulates warpfire, either on a macro or micro scale. This is almost entirely used by power based psykers, and is one of the most destructive psychic disciplines for low to moderately skilled psykers in existence.
Next is Fire Manipulation, where the Psyker manipulates existing fires. This is mostly used to enhance the effect of heat based attacks or cause enemy reactors to meltdown but can also be used defensibly. While this requires more control then basic Pyromancy it is still mostly a power based art.
There are several forms of advanced Pyromancy that have wildly varied effects, including Fulmination and Light Manipulation.
Like many of the psychic disciplines there are several ways to conceptualize Telepathy . The most common view of Telepathy in the Imperial Trust is as the meeting of minds. Along with Deamonology and Divination Telepathy is considered to be one of the three Immaterial Psychic Disciplines.
There are three common forms of Telepathy and several rarer forms.
First is Telepathy, where the Psyker effects the minds of others. This can take the form of domination, instilling an emotion or simple communication. While the more subtle uses of telepathy are control based there are several brute force uses of it that are power based
Next is Illusion, where the Psyker creates illusions by influencing the minds of others. This can range from blurring the form of the psyker in observes mind all the way to massive alterations to the terrain. While the number of minds effected is power based its quality and therefore possible size is based on control.
The third form is Linking, where a psyker links his mind to that of others. This is most often done to create psychic choirs and to improve the teamwork of psyker groups of all forms. This is mostly a matter of control over power, especially when linking the mind of other psykers, who can provide the power if needed.
There are several forms of advanced Telepathy that have wildly varied effects, including Astropathy.
Like many of the psychic disciplines there are several ways to conceptualize Divination. The most common view of Divination in the Imperial Trust is as gathering knowledge from the Warp, but there are also those who view it as the manipulation of Fate. Along with Deamonology and Telepathy Divination is considered to be one of the three Immaterial Psychic Disciplines.
There are three common forms of Divination and several rarer forms.
First is Foreseeing, where the Psyker gathers information about the future. The reliability and legibility of the information gathered by Foreseeing varies wildly but it is widely considered to be one of the most unreliable psychic disciplines. Like most forms of Divination Foreseeing is an art of control over power.
Next is Farseeing, where the Psyker gathers information about the present. While more reliably then Foreseeing the information gathered by Farseeing is less valuable. Farseeing requires both control and power in equal measure, with control allowing the Farseer to focus and power increasing the range of his sight.
The third form is Battle Precognition, where a psyker looks into his immediate future to guide his actions. This is the form of divination used most often by minor psykers and at its most basic form it provides a danger sense, warning the Psyker of attacks before they come. Battle Precognition is an entirely control based art, where power is only useful when dealing with interference of some form.
There are several less common forms of Divination , including Listening and Postcognition.
Daemonology is the least understood of the major psychic disciplines, and there are three main schools of thought on what it is. The first school of thought is that it is the manipulation of the barrier between dimensions, the second is that it s the manipulation of pure Warp energy and the third is that it is actually several different disciplines that have been thrown together for conveniences sake . Along with Divination and Telepathy Daemonology is considered to be one of the three Immaterial Psychic Disciplines.
There are three common forms of Daemonology and several rarer forms.
First is Summoning/Banishing where the psyker either summons warp entities or banishes them. Summoning is an instant death sentence in the Imperial Trust while Banishing is primarily used by psykers trained to deal with the forces of chaos. At the highest levels this art can be used to create and seal Warp Rifts. Power and strength of will are the two main requirements for this branch of Daemonology.
Next is Dimension Manipulation, where the psykers manipulates reality directly, this is often used for teleportation, but can also be used to protect those with the psyker or enhance their blows. Power increases the number that dimension manipulation can effect while control increases the strength and accuracy of the effect.
The third form is Channeling/Negation, where the psyker effects the connection between the Immaterium and the Materium. As channeling this can be used to increase the amount of power available to allied psykers and enhance the effects of Warp powers, while as Negation it can be used to strip enemy psykers of power and reduce the effects of Warp powers. This art relies on power, control and strength of will in equal measure, making it one of the hardest psychic arts to master.
There are several less common forms of Daemonology.
Sorcery is the most powerful known use of the Warp available to humans and by far the most dangerous. At is core it involves acquiring the assistance of Warp entities to magnify the effect of your powers, and unlike the common disciplines it does not require any innate power to use. Sorcery can either be used to amplify the usets powers with other forms of Warpcraft or for several unique effects. Among these unique effects is boosting the sorcerers psychic powers, even to the point of making non-psykers into psykers. Given the nature of most Warp Entities it is considered heretical in the Imperial Trust, and a death sentence to any who use it.
There are two common forms of Sorcery and several rarer forms.
First is Ritual Sorcery, where the sorcery uses a complex ritual to summon and bind daemons into doing his biding, often using mass human sacrifice. This is one of the most complex and time consuming forms of sorcery but a Ritualist with sufficient resources can pull off otherwise impossible feats, including forming daemonworlds.
Second is Bargaining, where a Sorcerer makes deals and bargains with Warp Entities in which they provide him with their power, for a price. While not as powerful as Ritual Sorcery it is more reliable and does not need as much preparation.
There are several less common forms of Sorcery.
Buy List
10 Cr=One Way Message to (Polity)
20 Cr= Send One Way Messenger to (Polity)
+50% price for return
double price for multiple
100 Cr= Arrange a meeting with (Polity)
200 Cr= Arrange a meeting with (Polities)
Sell List
0.125 Cr= 1 PDF Army Group
0.25 Cr= 1 Guard Army
0.5 Cr= 1 Grenadier Corps
1 Cr=1 Power Armoured Division or Knight Household
2 Cr= 1 Helguard Brigade
4 Cr= 1 Astartes Company
can increase number of CR gained by a factor of five by making it serves for a century with supplies and replenishment rather then on off
currently polities available for contact are Krork, the Eldar Empire of Ashes, the Forge-Empire of Callamus, the Quartus Imperium, the Tau Empire and the Imperium Secondus
they may refuse to attend meetings without confirming via first
All potions have toxic residue that builds up as you drink them it is considered unwise to drink more then 4 potions in a day and suicidal to drink more then 10. Most potions last for between fifteen minutes and an hour, depending on their quality.
Apprentice Potions cost 1 Credits base
Journeyman Potions cost 3 Credits base
Master Potions cost 10 Credits base
Potion of Healing - This potion heals the wounds of the drinker. Potion of Strength- This potion increases the strength of the drinker, making their blows hit harder in combat and them to preform a range of inhuman feats. Potion of Rest- This potion refreshes the body and mind of the drinker, having a similar effect as a solid nights rest. Like many potions there are side effects to overuse. Potion of Toughness- This potion hardens the skin and strengthens the bones, allowing the drinker to withstand far more damage then normal. Potion of Sight- This potion sharpens the senses, allowing the drinker to see, hear or feel enemies that would otherwise remain hidden.
Poisons can be applied to non energy based weapons and are able to inflict damage on even daemonic foes.
Apprentice Poisons cost 2 Credits base
Journeyman Poisons cost 6 Credits base
Master Poisons cost 20 Credits base
Willdrainer Poison- Reduces targets strength of will, lowering their control over psychic powers and resistance to telepathy. Master Poison. Death's Head Poison- Kills nearly anything. Master Poison Strengthsapper- Sapps the strength of those it hits, making them weaker and slower. Journeyman Poison. Fireblood Poison- Causes fire t form in target. Journeyman Poison. Slow Poison- Slows the targets movements. Apprentice Poison. Bleed Poison- Inflicts damage over time to target. Apprentice Poison.
Multiply the prices below with each item that you are buy for the cost
*1- Heroes of Avernus-Provides a supply of this item to the heroes of Avernus.
*3- Primaris and Grandmaster Psykers- Provides a supply of this item to Primaris and Grandmaster Psykers.
*2- Last Hunters- Provides a supply of this item to the Last Hunters.
*20- Master Psyker Hunters- Provides a supply of this item to the Master Psyker Hunters.
*20- Life Guard- Provides a supply of this item to the Life Guard.
Write in- TBA
Lulana will only trade Alkahestrial knowledge for human technology, and will only trade the most basic of knowledge for what you are permitted to give.
tech level 2-Basic Alkahestrial knowledge- This will teach you the most basic understanding of Alkahestry and little more.
tech level 3- Apprentice level recipes- This will allow your psykers to create the apprentice level recipes shown above.
tech level 4 - Apprentice level Alkahestrial knowledge- This will teach your psykers more Alkahestrial lore including how to make new apprentice level recipes.
tech level 5 -Journeyman level recipes- This will allow your psykers to create the journeyman level recipes shown above.
tech level 6 - Journeyman level Alkahestrial knowledge- This will teach your psykers more Alkahestrial lore including how to make new journeyman level recipes.
tech level 7-Master level recipes- This will allow your psykers to create the master level recipes shown above.
tech level 8- Master level Alkahestrial knowledge- This will teach your psykers more Alkahestrial lore including how to make new master level recipes.
tech level 9-Royal level recipes- This will allow your psykers to create the Royal level recipes, each of which is jealously guarded by the hierarchy that owns it.
tech level 10- Royal level Alkahestrial knowledge- This will teach your psykers all known Alkahestrial lore including how to make new royal level recipes.
you can get 150 trade credits
All Master Potions for Heroes (50)
Death's Hand Poison for Last Hunters (40)
Journeymen Potions of Healing, Toughness, and Sight for Last Hunters (18)
Journeyman Potions of Healing and Rest for Primaris and Grandmasters (18)
Apprentice Potions of Sight for Life Guard (20)
Slow Poison for Heroes (2)
Apprentice Strength potion for Last Hunters (2)
All Runes can be brought at any level equal or higher then base, the higher the level the larger the effect.
Apprentice Runes *1 modifier
Journeyman Runes cost *10 modifier
Master Runes cost *100 modifier
Multiple Runes can be brought, but you must multiply their price by the number of runes
2 Cr base- Runes of Piercing - Boosts weapon AP. Apprentice
1 Cr base-Runes of Damage- Boosts Weapon Damage. Apprentice
3 Cr base-Runes of Channeling- Boosts Weapons ability to channel Psychic Power. Journeyman
1 Cr base-Runes of Banishment - Boosts weapons ability to damage deamons. Apprentice
Multiple Runes can be brought
3 Cr base- Runes of Toughness- Boosts armour. Apprentice
4 Cr base-Runes of Warding-Provides wards. Apprentice
20 Cr base-Runes of Luck- Provides occasional re-rolls. Master
Multiply the prices below with each item that you are buy for the cost
*1- Heroes of Avernus-Provides a supply of this item to the heroes of Avernus.
*100- Primaris and Grandmaster Battle Psykers- Provides a supply of this item to Primaris and Grandmaster Battle Psykers.
*1,000- Master Battle Psykers- Provides a supply of this item to Master Battle Psykers.
*5,000- Elite Battle Psykers- Provides a supply of this item to Elite Battle Psykers.
*15,000- Veteran Battle Psykers- Provides a supply of this item to Veteran Battle Psykers.
*15- Last Hunters- Provides a supply of this item to the Last Hunters.
*25- Grandmaster Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*500- Master Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*200- Life Guard- Provides a supply of this item to the Life Guard.
*600- Helguard Regimental Champions- Provides a supply of this item to Helguard Regimental Champions.
*6,000- Helguard Battalion Champions- Provides a supply of this item to Helguard Battalion Champions.
*23,000- Helguard Company Champions- Provides a supply of this item to Helguard Company Champions.
Total: 7,214
Total Major: 1,895
Total Minor: 5,319
Total Primaris: 21
Total Navigator: 44
Total Astropath: 6
Total Neo: Astropath: 22
Total Major Battle: 207
Total Minor Battle: 442
Total Major Sanctionites : 170
Total Minor Sanctionites : 613
Total Major Psykers in training: 1,040
Total Minor Psykers in training: 3,731
Total Inquisition: 152
Inquisition Major: 43
Inquisition Minor: 109
Our population seems to be going psyker at an alarming rate. I just hope we'll have enough non-psyker humans around to be able to train up Blank Bears without going comatose themselves.
On that note... @durin: Have any Avernites been born as Blanks?
Our population seems to be going psyker at an alarming rate. I just hope we'll have enough non-psyker humans around to be able to train up Blank Bears without going comatose themselves.
On that note... @durin: Have any Avernites been born as Blanks?
I'll field this since I wrote the omake that introduced Garp - the answer is yes, but in name only. His father was Lufey (which isn't the same spelling used as in One Piece) and I had to come up with a name for the character, and that one came to mind.