BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Minor Psychic Powers

Call Creatures

Threshold: 9
Focus Time: Full Action
Sustained: No
Range: 1 km radius
You call a number of simple-minded creatures within range to travel to your location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin. If no such creatures are likely to be in the area, the power has no effect. Under most circumstances, 1d10 such creatures appear after 2d10 minutes have passed. The creatures are not compelled to serve the Psyker; they simply appear and behave as normal for their species.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the powers Range by 1km.  

Call Item

Threshold: 5
Focus Time: Half Action
Sustained: No
Range: Unlimited
You summon a specially prepared item to instantly appear in your hand. To prepare the object, you must spend one hour in deep meditation, infusing the object with your psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. You may only have one prepared item at a time.  

Chameleon

Threshold: 7
Focus Time: Half Action
Sustained: Yes
Range: You
You cause reality to blur around you, distorting your image and allowing you to blend in with your surroundings. You gain a +30 bonus to Concealment Tests. In addition, all opponents using ranged weapons to attack you suffer a –20 penalty to their Ballistic Skill Tests.  

Déjà Vu

Threshold: 8
Focus Time: Half Action
Sustained: No
Range: 30m
You create a brief memory loop in the mind of the target, causing their thoughts to slip back several seconds in time. You must be able to see the target and they must be within the range of the power to be affected. They are also permitted a Willpower Test to resist its effects. If they fail to resist, however, they must repeat the same Action that they took last Round in their next Turn, be it firing a gun at a target that is no longer there, continuing to run from slain enemy, or diving for cover from a grenade that has already gone off. Any action that would obviously be harmful to the target, such as running off a cliff, automatically allows them to resist the power.  

Distort Vision

Threshold: 8
Focus Time: Free Action
Sustained: No
Range: You
With this power your physical form distorts and you almost fade from view. Your precise location becomes extremely difficult to discern, and until the start of your next turn all attacks against you suffer a –30 penalty to hit. Characters with the Blind Fighting Talent only suffer a –10 penalty. A successful Challenging (+0) Psyniscience Test removes this penalty for the attacker. Sensory equipment based on standard optical sensors are fooled by this power; ones that read thermal patterns, use motion sensors, or rely on some other form of detection are not. Creatures and sensors that do not rely on sight are not affected by this power.  

Dull Pain

Threshold: 8
Focus Time: Half Action
Sustained: No
Range: 10m
You can nullify the pain of any creature, including yourself, within Range. The target of this power reduces their levels of Fatigue by one step.
Overbleed: For every 5 points by which you exceed the Threshold, you remove an additional level of Fatigue.  

Fearful Aura

Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: You
You twist reality in such a way as to make you appear more sinister and dangerous. You become the source of dread for anyone who looks upon you. Whilst this power is active, you have a Fear Rating of 2.
Overbleed: For every 10 points by which you exceed the Threshold, your Fear Rating increases by 1.  

Flash Bang

Threshold: 6
Focus Time: Half Action
Sustained: No
Range: 20m
You create a bright flash of light and a deafening bang. Anyone within Range must succeed on a Routine (+20) Willpower Test or become Stunned for 1 Round.
Overbleed: For every 10 points by which you exceed the Threshold, the Difficulty worsens by one step, from Routine (+20) to Ordinary (+10), from Ordinary (+10) to Challenging (+0), and so on.  

Float

Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
You focus your concentration and slowly begin to lift off the ground. You can only move up and down while under the effects of this power, and you cannot rise higher than 5 metres. You can use this power to stop yourself from falling, but you must succeed on a Difficult (–10) Willpower Test in addition to beating the PT.  

Forget Me

Threshold: 6
Focus Time: Half Action
Sustained: No
Range: 10m
You become instantly forgettable to a single creature within range. They can’t seem to recall having met you before this very instant and you effectively suppress all memories of your previous encounters. The target is entitled to an Ordinary (+10) Willpower Test to resist this power. Their memory returns after 1d10 minutes.
Overbleed: For every 5 points by which you exceed the Threshold, you may do any of the following: extend the effects of this power to either one additional target, add an extra 1d10 minutes to the duration, or worsen the Difficulty of the Willpower Test by one step.  

Healer

Threshold: 7
Focus Time: Full Action
Sustained: No
Range: 10m
You channel your power into a single target to knit flesh and mend bones. You may only use this power on a willing target, including yourself. The target of this power removes 1d5 points of Damage (removing Critical Damage first).
Repeated uses of this power can be dangerous, however, not to mention painful, and the person’s flesh rebels against the intrusion of warp energy. If a person (including the Psyker) is the subject of this power more than once in a 6 hour period, they must Test Toughness or take 1d5 points of Damage (with no reduction for Toughness Bonus or Armour), rather than being healed.  

Inflict Pain

Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: 100m
You cause a person to be wracked with agony, filling their minds with unspeakable pain. The target is entitled to a Willpower Test to resist the effects of this power. On a failed Test, the target suffers a –10 to all their Tests as they struggle to control their pain.
Overbleed: For every 10 points by which you exceed the Threshold you can extend the effects of this power to affect another target.  

Inspiring Aura

Threshold: 6
Focus Time: Full Action
Sustained: Yes
Range: You
You seem to glow with an inner light and all those around you are filled with confidence. While this power is active, all allies that can see you gain a +20 bonus to Tests made to resist Fear and Pinning. They may also feel compelled to say nice things about you. Which is nice.  

Knack

Threshold: 7
Focus Time: Half Action
Sustained: No
Range: You
You tap into your unconscious to awaken a deeper understanding of your capabilities. Until the end of your next Turn, you may gain a +10 bonus to any one non-combat Test. After this point, your enlightened mood fades.  

Lucky

Threshold: 6
Focus Time: Half Action
Sustained: No
Range: You
It is said that luck acts strangely around Psykers, no doubt in part to powers like this one. When you manifest this power, any time before the end of your next Turn, you may re-roll any one roll of your dice (including Damage rolls).  

Precognition

Threshold: 6
Focus Time: Half Action
Sustained: Yes
Range: You
You get a fuzzy picture of what will occur a few moments into the future. As you draw nearer to the event, the picture becomes clearer. For as long as this power is active, you gain a +10 bonus to Dodge Tests and to Weapon Skill Tests made to Parry incoming blows.  

Psychic Stench

Threshold: 5
Focus Time: Half Action
Sustained: No
Range: Touch
By momentarily handling an item you imbue it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person’s mind, it will also affect creatures that do not have a sense of smell or have had their sense of smell impaired. Psychic stench remains in effect for 1d10 days, after which time it dissipates.  

Resist Possession

Threshold: 6
Focus Time: Reaction
Sustained: No
Range: You
You create mental wards to shield your mind from the malign denizens of the warp. Any time in the next hour you may re-roll any failed Test to resist being possessed by a Daemon.  

Sense Presence

Threshold: 7
Focus Time: Half Action
Sustained: Yes
Range: 50m (see text)
Reaching out with your mind, you get a vague inkling of other life forms within range. You automatically detect all living creatures in the area. You are aware of the direction of each life-form, but not their exact distance or location. You can distinguish between different sizes (eg. miniscule, puny…enormous, massive) but you cannot determine exact species or race. Walls in excess of 1 metre thick block this power.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range by an additional 10 metres.  

Spasm

Threshold: 7
Focus Time: Half Action
Sustained: No
Range: 50m
You cause a target’s muscles to spasm. The target is entitled to a Willpower Test to resist this power. On a failure, the target twitches in an uncontrollable and possibly amusing way. If the target is carrying any ballistic weapon, the weapon goes off—make a Ballistic Skill Test as normal to hit the closest creature. In addition, the target immediately falls to the ground and must use a Stand Action to regain their feet.
Overbleed: For every 5 points by which you exceed the Threshold, you may either affect an additional target or worsen the Difficulty of the Willpower Test by one step.  

Spectral Hands

Threshold: 10
Focus Time: Full Action
Sustained: No
Range: 30m
You create an invisible force that you can use to manipulate any object within 30 metres. The force has a Strength Characteristic equal to your Willpower. This power lasts until the end of your next Turn. You can use it to knock over objects, push buttons, pull levers or do any number of other things requiring force. You cannot perform any action that requires precision, such as typing on a data- slate, pulling the pin from another creature’s grenade, pull a trigger, and so on. In addition, Spectral Hands has no effect on living targets.  

Staunch Bleeding

Threshold: 8
Focus Time: Half Action
Sustained: No
Range: 10m
You cause yourself or another creature within Range to halt Blood Loss.
Overbleed: For every 5 points by which you exceed the Threshold, you may affect another target.  

Torch

Threshold: 5
Focus Time: Half Action
Sustained: Yes
Range: You
By burning the very stuff of your thoughts, you create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on your body. The flame is roughly the size of your palm, and pulses slightly in time with your heartbeat. It may be coloured according to your whim. The light produces no heat.
Overbleed: For every 10 points by which you exceed the Threshold you may double or half the size of the light or cause it to float up to one metre from your body in any direction.  

Touch of Madness

Threshold: 11
Focus Time: Full Action
Sustained: No
Range: 100m
You reach into the mind of a target within range and force the target to experience images of utter insanity. The target is entitled to a Willpower Test to resist this power. On a failed Test, the target must roll 1d100 and consult the Mental Trauma Table.
Overbleed: For every 10 points by which you exceed the Threshold, you affect an additional target.  

Trick

Threshold: 5
Focus Time: Half Action
Sustained: Yes
Range: You
You subtly influence the fields of probability flowing around you, making you especially good at cheating at games of chance. If you do not have the Gamble skill, you gain it at two levels of mastery for as long as the power is sustained. If you have Gamble, you gain an additional +20 bonus to Gamble Tests. If you already have Skill Mastery in Gamble, this power has no effect, as you are already that good.  

Unnatural Aim

Threshold: 8
Focus Time: Half Action
Sustained: No
Range: You
You draw upon the power of the warp to guide your aim. Before the end of your next Turn, any ranged attacks you make get a +30 bonus.  

Wall Walk

Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
You bend gravity to your will. You negate all penalties incurred by low- or high-gravity worlds. In addition, you can walk on walls or ceilings for as long as this power is active. You move across such surfaces at half your normal rate. You must also Test Agility to go between a wall and ceiling and vice versa, unless you take a Full Action to ease yourself onto the new surface.  

Warp Howl

Threshold: 8
Focus Time: Full Action
Sustained: No
Range: 50m
You send out a long, keening screech throughout the warp that tears through into reality in a cacophonous burst. This power drowns out all sound within Range for 1 Round.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range by 10 metres.  

Weaken Veil

Threshold: 9
Focus Time: Full Action
Sustained: Yes
Range: 30m
You weaken the fabric of space within 30 metres by drawing the immaterium closer. Anyone within Range that uses Psychic Powers gains a +2 bonus on Power Rolls. However, as the veil between worlds is weakened, Psychic Phenomena occur on the roll of an 8, 9 or 10.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range by an additional 10 metres.  

Weapon Jinx

Threshold: 8
Focus Time: Full Action
Sustained: No
Range: 50m
You reach into a nearby weapon with your mind to disrupt its function. Any one weapon within range that is not in the primitive weapon category instantly jams. The jammed weapon can be cleared as normal. Note that the Adeptus Mechanicus are especially loathing of this kind of ability and tend to take a very dim view of Psykers that employ it.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres, or you can affect an additional weapon.  

White Noise

Threshold: 8
Focus Time: Full Action
Sustained: Yes
Range: 10m
You fill the warp with static, fouling psychic detection and making tech sensors less reliable. While active, any Tests made to detect your presence, as well as that of anyone within range of you, using either psychic or technological means, count as Hard (–20). If the means of detection would not normally require a Test, the user must make an Ordinary (+10) Willpower Test if using psychic means, or an Ordinary (+10) Intelligence Test if they are using technological means.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres.  

Wither

Threshold: 6
Focus Time: Full Action
Sustained: No
Range: 3d10m
You cause a vile wave of invisible pestilence to emerge from your body, extending out to the Range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 1d10 metres.

Comments

Please Login in order to comment!