Psychic Architecture

## Research

#### Fundamentals

Tamia spent six years working on the Fundamentals of Psychic Infrastructure. With some guidance from the Lizardmen and Ridcully she was able to make a great deal of progress on this topic, and found that it consists of three aspects which must work together harmoniously. First is the story told by the structure, which will guide what effects there are and is mostly done via symbology, material resonances and construction processes. Next is the flow of power within the structure, which must be array so that the various aspects reinforce each other in a cycle rather than conflict or stand alone. This is done via a mix of patterns within the structure and the overall layout of the structure. Finally there are the structures other psychic influences which must be designed to work with rather than against these effects, such as any Rune of Wards you install.

#### Foundation

Seven years ago Tamia finished the next stage of her Psychic Architecture project. She tells you that she has figured out a consistent method to both create a narrative within a structure and to make sure that the power flows in a chosen direction through the structure, allowing the narratives of separate parts of the structure to reinforce each other. While she has not finished the process Tamia has also come up with a few good ideas for tying additional psychic effects into the structure and empowering the structures narrative.

#### Completion

After five years of in-depth study, Tamia has created a way to work other psychic effects into the narrative of a structure and use this to both reinforce the narrative and the effects themselves. While the technicalities of what she is doing are beyond you, the simplified version si that she is writing the other psychic effects into the narrative parallels to them actually being added in, and that this means that they are one of the effects boosted by the narrative and that the forces behind their existence back the narrative in some manner. With this done Tamia is confident that she can create psychic architecture that drains and channels warp energy into boosting its own effects, which can be enhanced by more conventional wards. This method will also drain a significant amount of power from the less controlled use of the Warp within its bounds, which should be a major aid to your trainee psykers learning and weaken most rogue psykers. This architecture could either be permanently powered either by psykers pouring their power into it or a geomantic tap or rely on the environmental warp energy to power itself. The latter choice is only really viable in high Warp environments and has power limits in most circumstances, but Avernus is a high Warp environment and any city that it built to house psykers will have a lot of additional waste energy being released that can empower the architecture.

#### **Voidships**

Tamia spent half a dozen years in total working on adapting Psychic Architecture to be used on voidships. To begin with, she found a way to limit the amount of energy absorbed by the Psychic Architecture, preventing overloading issues. This tuning as a side effect ensured that it did not compromise the Gellar Field in any way, solving the next issue. Tamia spent the final years working on ways to gain the benefits of psychic architecture with the minimum possible redesign of your voidships, and created a range of techniques to do so. Most of these techniques consisted of alternate ways to achieve the same effects, that use different underlying geometries. This should allow a skilled Psychic Architect to be able to adapt their design to fit the existing design of a voidship, or hive, to a greater extent, limiting the amount of redesigning that needs to be done.

#### **Refits**

Tamia spent four years working out how to add a narrative to an existing structure. She tells you that it is a far harder process than starting from scratch, likening to making a melody over a chorus of monkeys with keyboards rather than in the quiet. Despite this Tamia has come up with a way to effectively create a skeleton with a Hive that will spread its narrative to the rest of the Hive, which should require a lot less rebuilding than otherwise. She does warn you that this will dilute the effects of the psychic architecture, and that purpose-built will always work better. This method could also be used to do naval refits, though again it will have less impact than starting with psychic architecture in mind.

## Building Designs

#### **Large Psyker Hive**

Eight years ago Tamia finished her design for a Large Psyker Hive. She tells you that the Large Psyker Hive is designed to draw on the environmental power and the power of the runic wards it contains to boost both its wards and its narrative as a place of learning and shelter from Chaos. As well as being significantly more resistant to the actions of Chaos, both overt and covert, this should ensure that power is drained away from the miscasts of students within the Hive to help power the wards, which should make errors far more survivable.

#### Gargantuan Hives

Increase Psyker quarter capacity by 100%, reduce rogue psyker damage by 10%

Tamia spent a decade creating a set of Psychic Architecture that would both increase the size of the Psyker Quarters that you could fit into Dis safely and reduce the damage that rogue psykers cause. Narrativly this is about a creating a story focused on a childs sense of home and shelter focused on psykers, where no mistake no matter how bad really matters in the long run. This should help smother the effects of mistcasts, and hep ward off daemons. Tamia estimates that it should allow for twice as many psykers to be safely housed in Dis given the current wards, and reduce the damage that rogue psykers within the Hive cause by a tenth.

## Ship Designs

### Mass Conveyor

**Cargo Ship** (+25% Warp speed for Mass Conveyers, -25% chance of accident for Mass Conveyers)

Tamia has finished creating a set of psychic architecture for your current Mass Conveyers that calls on the old and powerful tales of a cargoship in dangerous seas to reinforce it. By taking advantage of both these stories and the nature of the Warp, Tamia was able to increase the speed of Mass Conveyers through the Warp by a full quarter and reduce their chance of having a Warp related accident by a similar amount.

### Gridarvol-R

**Warship** (+10% Warp speed, toughness and firepower for Gridarvol-R (effectivly multiply HP, shield, weapons number, PD and AA by 1.1))

Tamia spent a few years working on creating a set of psychic architecture for the Gridarvol-R based on enhancing its ability to be a warship. There are many stories tied to warships for her to call on, ranging from ships of wood and cloth that battled on oceans of water, to ships of hyperadvanced materials clashing in the deep void. With these stories to draw upon Tamia was able to enhance the firepower and toughness of the Gridarvol-R, as well as the boost to warp speed that all psychic architecture will grant voidships.

### Screen

**Screen** (+10% Warp speed and toughness +20% PD and AA)

#### Golem D

Tamia spent a few years working on creating a set of psychic architecture for the Golem-D based on enhancing its ability to screen capital ships. While not quite as old as the stories of Warships or Cargo Ships, the tales of brave destroyers and frigates defending their flagship from aircraft, torpedoes and similar threats are still ancient. Tamia managed to channel this into boosting the toughness of the Golem-D a bit, so that it can better take shots aimed at others, and massively boosting its point defences and AA, to better shot down shots aimed at the capital ships.

#### Zephyr-A

Tamia spent a year designing a set of Psychic Architecture that calls on the stories of various escorts to boost the ability of the Zephyr-A to act as a screening ship.

### Attack Craft

The **Bomber** (+15% damage)

**The Fighter** (+15% AA)

**The Hidden Lander** (-50 to all Warp based attempts to detect)

Tamia has finished designing psychic architecture that draws on the narratives of the Fighter and Bomber for your attack craft. Both of these narratives are rather aggressive, working on guiding the attack crafts shots to where they will do the most damage, but providing no defensive benefits whatsoever. Finally she used various stories about stealthy landers, from the stealth shuttle to the longboard to craft a set of psychic architecture for your stealth landers that should make them far harder to find with Warp based methods.

### Hunter Corvette

**Speed** (+10% Warp speed, +1 speed)

Tamia spent a year designing a set of psychic architecture for the Hunter Corvette to boost its speed. There are countless stories of fast ships of all types, giving her a lot of material to work with and allowing her to provide a major boost to the Corvettes' speed. She does warn you that due to the associations of speed, the slower the ship is otherwise the harder it will be to enhance its speed with psychic architecture.

### Galleon Merchantman

**Cargo Ship** (+30% Warp speed for Galleon, -30% chance of accident for Galleon)

It took Tamia little time to adjust the Psychic architecture that she designed for Mass Conveyors to work for the Galleon Merchantman, and she was even able to improve it a bit. Between Tamia and Tranth’s work, the Galleon is now probably the most efficient cargoship ever built by humans.

### Gunship

**Gunship** (+10% Warp speed, +20% firepower)

#### Promethean-R

Tamia spent a year designing a set of Psychic Architecture that calls on the stories of of warships that exist entirely as a method of deploying their weapons for the Promethean-R. These stories range from ancient bombardment ships and missile cruisers to more recent designs such as the Hemlock Destroyer, Firestorm Frigates or even the Hail Light Cruiser. This Psychic Architecture allows the ships weapons to perform significantly more effectively, increasing their firepower by a solid twenty percent.