Assorted Psykana Actions

## Build Psyker Schools (Turn 5)

As a watered down and more immediate solution to training psykers , Marwyn suggests building building isolated , well warded institutions where those learning to master their abilities in relative safety. While able to house less people, it’s much faster to build and can be located in more isolated locations so that in the event of a catastrophe they won’t cause as much damage.

### Completed

You and Marywn have overseen the opening of Atlantis’s first psyker schools. These will be a great boon for your efforts to harness the power of Atlantean psykers for productive purposes.

### Rewards

-25% chance of rogue psykers , -5% chance of daemonic incursion and +25% boost to psykers passing the trials.

## Build Psyker Districts (Turn 7)

Marywn along with Jodan have a plan for setting up city sections at the quiet outskirts to be used exclusively for housing and training the more powerful Atlantean psykers. These would be built in every city on the planet and would be warded against any daemonic influences and would house one million people.

### Completed

This year you and Marwyn have overseen the finishing of specialised Psyker districts throughout the planet’s cities . With an extensive network of massive psychic wards, legions of null guards and several other anti-daemonic measures, they are practically safer than regular districts and can hold a billion active Psyker safely before they get overcrowded including the staff needed to supervise them and any family that wants to live with them. This is a big step in erasing the stigma surrounding psykers by showing that when properly protected they can live out relatively normal lives without issue.

### Rewards

-50% chance of rogue psykers , -20% chance of daemonic incursion and +50 boost to psykers passing the trials.

## Wranglers (Turn 8)

Not all psykers found on Atlantis are powerful Alphas and Betas . Many have only minor powers and talents, with some being almost entirely normal save for heightened psychic sensitivity. However, this sensitivity does allow them to sense other psykers. Marywn proposes to use them to more effectively find hidden or latent psykers. As they are weak psychically speaking, the chances of them being sought out by the Ruinous Powers is minimal.

### Completed

The Wrangler squads of Atlantis begin their hunts throughout the planet . They have been equipped with state of the art equipment and anti psyker/warp weaponry to compensate for their lack of psychic might. They are already proving to be quite efficient, and the fact that they are psykers themselves has convinced many a hiding psychic to surrender themselves.

### Rewards

40 wrangler squads. +20% psyker detection.

## Reach Out (Turn 8)

There are many psykers in the wilderness throughout Atlantis, living in fear of being captured by the Black Ships. By discretely reaching out to them and promising protection in exchange for alliances, you might get some powerful psykers at your side

### Completed

In the past 12 years Marwan has been quite a bit more successful in convincing wild psyker covens to join your cause. Many of these new arrivals have bolstered Marwyn’s newly-created Psyker Houses, giving them each senses of individual identity and belonging, as well as creating the core of what promise to be unique cultures for each House in the future.

### Rewards

(Gain: 6 biomancers, 7 hydromancers, 26 telepaths, 2 umbramancers, 16 omnimancers, and 1 Necromancer)

## Expanded Wranglers (Turn 9)

Now that Wranglers have proven their effectiveness in the field, expanding their numbers is of critical importance.

### Completed

Expansion of the wranglers has gone smoothly. With more of them on the streets you should have less hidden psykers losing themselves to chaos.

### Rewards

+60 Wrangler Squads, boost overall bonus to +25% psyker detection (+5% improvement)

## Lending A Hand (Turn 10)

Though their abilities are mostly noted for their destructive potential, psyker powers can also have more mundane applications. As an example, a skilled hydromancer can use their abilities to clear out bothersome swamps or a Geomamcer shaking up the earth to unveil the resources hidden within. Marywn has suggested that psykers less-suited for combat might function in aiding construction and mining . This has the bonus effect of boosting their image with the general population.

### Completed

The psykers proved to be more than adequate for thier new jobs , their discpline and training prevented any incidents. Production has increased by twice the expected margins

### Rewards

-40% Construction times

+50% Production Boost

## Divination Choir (Turn 10)

Though Amara is an amazing diviner on her own she believes that she can use some help sometimes. Taking the most promising members of House Divinitos and training them to be at her level of proficiency in interpreting the signs of the sea of souls.

### Completed

The divination choir has been successfully organized and will be able to provide you with more intel on the wider events of the galaxy

### Rewards

+1 divination action and chance of getting a random divination each turn.

## Update City Defences (Turn 13)

Combining the anti-daemonic psychic defence runes, sigils and spells obtained from the Grey Knights with the techniques already in use here should make for a sturdy defence against anything the Nurglites might try against them.

### Completed

Day and night , your psyker specialists have worked on fortifying the psyker havens against demonic attacks, the knowledge of the Grey Knights in warding has proven quite valuable in this regard. You would be hard pressed to find any surface that isn’t inscribed with some protective sigil, and even the structures of some buildings were altered to form defensive runes and charms. The more conventional defences were also upgraded to ward off any direct attack by Nurglite forces, all Arcologies and cities now have triple as many Wildstar macrocannons than before, as well as a variety of integrated turrets and turret nests.

### Rewards

-50 to Chaos rolls against psyker cities.

## Recontact Native Psykers (Turn 13)

Decades ago, a tragic misunderstanding caused the psykers that live in the Atlantean wilderness to distrust you and cut off contact. Years have passed, and it is now time to see if you can repair your relations with them and restore the steady stream of experienced psykers to Atlantis’ psyker districts.

### Completed

After a long hiatus, you have managed to convince the wild psykers of Atlantis that the incident so long ago was but a mere miscommunication. While they are still apprehensive with some tribes remain in hiding, a few have started to make more regular contact and you have had three new arrivals. A necromancer, a hydromancer and a telepath, all beta psykers.