Living Nightmare
Career: Imperial Psyker
Homeworld: Any
Cost: 300 xp
There are powerful, subtle and cruel forces moving within the Imperium, some working for its salvation, while others seek its destruction. They are not the only forces at work, and there are ancient and terrible things unguessed at which predate man’s first crawling steps, and beside which all of humanity are but children still. Some emergent psykers from the Calixis Sector can attest to this dark truth, having passed through unearthly horrors dwarfing those of the Black Ships they later endure. None speak of the strange devices humming with unearthly notes wielded by towering men in stark white rooms lying at the end of unending corridors. They know only that their new masters can see nothing of these strange phantasms, or indeed the depths of their minds at all. These psykers know it is better not to speak of such things, for pray the Emperor, it might have been a dream.
The unique powers of a psyker whose mind cannot be read is of obvious use to Inquisitors who face the dangers of enemy witches and renegades. There may, of course, be more complicated or darker reasons for an Inquisitor to keep such an individual near them.
Characteristics: Increase starting Willpower by +5.
Talents: Gain Resistance (Psychic Powers).
Insanity Points: Start the game with 1d10 Insanity Points.
Unreadable Mind (Trait): The deep recesses of your mind cannot be read by psychic (or other) means and any attempt to do so simply finds a fathomless void of darkness. You are completely immune to the Psychic Power, Mind Scan, as well as any similar effects or abilities.
Homeworld: Any
Cost: 300 xp
There are powerful, subtle and cruel forces moving within the Imperium, some working for its salvation, while others seek its destruction. They are not the only forces at work, and there are ancient and terrible things unguessed at which predate man’s first crawling steps, and beside which all of humanity are but children still. Some emergent psykers from the Calixis Sector can attest to this dark truth, having passed through unearthly horrors dwarfing those of the Black Ships they later endure. None speak of the strange devices humming with unearthly notes wielded by towering men in stark white rooms lying at the end of unending corridors. They know only that their new masters can see nothing of these strange phantasms, or indeed the depths of their minds at all. These psykers know it is better not to speak of such things, for pray the Emperor, it might have been a dream.
The unique powers of a psyker whose mind cannot be read is of obvious use to Inquisitors who face the dangers of enemy witches and renegades. There may, of course, be more complicated or darker reasons for an Inquisitor to keep such an individual near them.
Effects
Apply all of the following changes to your character:Characteristics: Increase starting Willpower by +5.
Talents: Gain Resistance (Psychic Powers).
Insanity Points: Start the game with 1d10 Insanity Points.
Unreadable Mind (Trait): The deep recesses of your mind cannot be read by psychic (or other) means and any attempt to do so simply finds a fathomless void of darkness. You are completely immune to the Psychic Power, Mind Scan, as well as any similar effects or abilities.
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