Using Psychic Powers
To use a pyschic power the psyker must make a Focus Power Action. Then they make a Power Roll by rolling a number of 10 sided dice equal to their Psy Rating and then adding Willpower Bonus (WB) to the result. Compare the result to the power's Psychic Threshhold (PT). If the result is equal or greater than the PT the power takes effect. Otherwise the focusing has failed, there is no effect, and the action wasted.
Biomancy
Divination
Pyromancy
Telekinetics
Telepathy
The psyker is trying to manifest a power with a PT of 12. The psyker has a Psy Rating of 2 and a Willpower of 42 so they would roll 2d10+4. They must get a result of 12 or greater. The psyker gets a 13 and the power successfully manifests.
Making a Focus Power Action is the psychic equivalent of a Standard Attack Action, and counts as such for purposes of determining what else a psyker can do in a round. Therefore, a psyker who uses a Half Action power cannot make another Half Action Standard Attack on the same round. A Psyker may manifest only one ability per Round with the exception of the Resist Possession power. A Psyker is required to roll at least one die to manifest an ability.
Overbleed
Some Powers have Overbleed. When a Power with Overbleed's PT is beaten by a certain amount extra effects may trigger, such as extra damage or even wholly new effects.Sustaining Psychic Powers
Some Powers may be kept on for an extended period of time. These Powers are referred to as sustainable, which is noted in each Power's entry. Every 10 rounds a Power is active the psyker must make a Power Roll to maintain it, with the same target as when the Power was manifested. This Power Roll is done as a free action at the start of the psyker's turn and cannot invoke either Psychic Phenomena or the Perils of the Warp.Sustaining Multiple Powers
A psyker can sustain up to 4 Powers at a time. For every Power sustained the psyker's Power Roll gets a -4 modifier. A Power Roll gets -8 if 2 Powers are sustained, -12 if 3 Powers are sustained, and -16 if 4 Powers are sustained. This penalty applies to the Power Roll to sustain a Power.10 turns have passed since the psyker manifested a sustained Power. The Power has a PT of 8 and the psyker is rolling 2d10+4 (Psy Rating of 2 and a Willpower of 42). They get a 9, but since they take -4 to all Power Rolls the 9 drops to 5 and they fail the roll. The Power dissipates.
Cumulative Effects
Modifiers, Characteristic Bonuses, and any other advantages produced by Psychic Powers do not stack. When two powers grant the same type of bonus, such as an increase of Toughness, only the highest effect applies.Detecting Psychic Powers
Psykers can test the Psyniscience Skill when Powers are used in their presence to help determine the Power's source.Gaining Psychic Powers
Powers are gained by the Psy Raing Talents, buying Powers directly from a Career Advance Table, an option taken or rolled during Character Creation, or as a consequence of ingame events.Psychic Disiplines
Minor Psychic Powers (Does not count for Discipline Mastery and the Discipline Focus Talent)Biomancy
Divination
Pyromancy
Telekinetics
Telepathy
Discipline Mastery
When a psyker learns 10 Powers from one Discipline they have gained mastery of it. When a psyker manifests a Power from a Discipline they mastered the Power's PT is reduced by 5.Psychic Phenomena
Manifesting a psychic power is not subtle. Phenomena such as otherworldly whispering or nearby animals becoming spooked may occur. This instantly alerts others that a psyker is present. When a Psyker rolls an 9 on any of the dice used to manifest a power, they will invoke Psychic Phenomena and must roll on the Psychic Phenomena Table once for each 9 rolled. Psychic Phenomena can potentially cause a Psyker to conjure the Perils of the Warp. Even if a power succesfully manifests the psyker must still roll on Psychic Phenomena Table for each 9.Psychic Phenomena | |
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Roll | Effect |
1–3 | Dark Foreboding: A very faint breeze blows past the Psyker and those near him, and everyone gets the eerie feeling that something unfortunate has just happened somewhere in the galaxy. |
3–5 | Warp Echo: For a few seconds, voices and other noises cause echoes regardless of surroundings. |
6–8 | Ethereal Stench: The air around the Psyker fills with a faint smell, which can either be pleasant or noxious. |
9–11 | Mounting Paranoia: The Psyker gets an itch between his shoulder blades for a few moments. |
12–14 | Grave Chill: The temperature drops sharply for a few seconds and a fine coating of frost covers everything within 3d10 metres of the Psyker. |
15–17 | Unnatural Aura: All animals within 1d100 metres become spooked and restless. |
18–20 | Memory Worm: All people within line of sight of the Psyker forget something trivial. |
21–23 | Spoilage: Food goes off and drink goes stale in a radius of 5d10 metres. |
24–26 | Haunting Breeze: Moderate winds whip up around the Psyker for a few seconds, blowing very light objects about within 3d10 metres. |
27–29 | Veil of Darkness: For a brief moment (effectively the remainder of the round) it seems to everyone within 3d10 metres of the Psyker that night has fallen, plunging the area into darkness. |
30–32 | Distorted Reflection: Mirrors break and other reflective surfaces distort or ripple within 5d10 metres of the Psyker. |
33–35 | Breath Leech: Everyone (including the Psyker) become short of breath for a round and cannot make any Run or Charge Actions. |
36–38 | Daemonic Mask: For a fleeting moment the Psyker takes on a Daemonic appearance and gains a Fear Rating of 1 for the remainder of the Round, but also gains 1 Corruption Point. |
39–41 | Unnatural Decay: All plants within 3d10 metres of the Psyker wither and die. |
42–44 | Spectral Gale: Howling winds erupt around the Psyker, lifting him slightly into the air and forcing both him and anyone within 4d10 metres to make an Easy (+30) Agility Test or be knocked to the ground. |
45–47 | Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the Psyker. If there are any pictures of people or statues in this radius, they appear to be crying blood. |
48–50 | The Earth Protests: The ground suddenly shakes and everyone (including the Psyker) within a 5d10 metre radius must make a Routine (+10) Agility Test or be knocked down. |
51–53 | Psy Discharge: Static electricity fills the air for 6d10 metres causing hair to stand on end, while the Psyker rises 1d5 metres into the air, falling back to earth after a second or two. |
54–56 | Warp Ghosts: Ghostly apparitions fill the air for 3d10 metres around the Psyker, flying around and howling in pain for a few brief moments. Everyone in the radius must make a WP Test or gain 1 Insanity Point. |
57–59 | Falling Upwards: Everything within 2d10 metres of the Psyker (including him) rises 1d10 metres into the air as gravity briefly disappears before falling to the ground after a second or two. |
60–62 | Banshee Howl: A deafening keening sounds out for a kilometre, shattering glass and forcing everyone in the area (including the Psyker) to make a Toughness Test or be deafened for 1d10 Rounds. |
63–65 | The Furies: The Psyker is thrown to the ground by unseen hands and thrashes about for a few moments as winds howl about within 6d10 metres of him, lifting up light objects and forcing those in the area to make Agility Tests or be blown down. |
66–68 | Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres has a glimpse at the heart of the warp. Everyone in the area (including the Psyker) must make a WP Test or gain 1d5 Insanity Points. |
69–71 | Tech Scorn: The machine spirits reject your unnatural ways. All tech devices within 5d10 metres malfunction momentarily and all ranged weapons Jam. |
72–74 | Warp Madness: A violent ripple of discord causes all creatures within 2d10 metres (with the exception of the Psyker) to become Frenzied for a Round and gain a Corruption Point. |
75+ | Perils of the Warp: Invoking the Psychic Power calls down a maelstrom of warp energy power. Roll on the Perils of the Warp Table and apply the results to the Psyker. |
Perils
In addition to any other effects, whenever a Psyker invokes the Perils of the Warp they gain 1 Corruption Point.Perils of the Warp | |
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Roll | Effect |
01–05 | The Gibbering: The Psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Willpower Test or gain 1d5 Insanity Points. |
06–09 | Warp Burn: A violent burst of energy from the warp smashes into the Psyker’s mind, sending him reeling. He is Stunned for 1d5 Rounds. |
10–13 | Psychic Concussion: With a crack of energy the Psyker is knocked unconscious for 1d5 Rounds and everyone within 3d10 metres must make a Willpower Test or be Stunned for a Round. |
14–18 | Psy-Blast: There is an explosion of power and the Psyker is thrown 1d10 metres into the air, falling to the ground. |
19–24 | Soul Sear: Warp power courses through the Psyker’s body, scorching his very soul. The Psyker cannot use any powers for one hour and gains 5 Corruption Points. |
25–30 | Locked In: The power cages the Psyker’s mind in an ethereal prison. The Psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action to Test Willpower. On a success, his mind is freed and restored to his body. |
31–38 | Chronological Incontinence: Time warps around the Psyker. The character winks out of existence and reappears in 1d10 Rounds (or one minute if you’re using Narrative Time). |
39–46 | Psychic Mirror: The Psyker’s power is turned upon him. Resolve the power’s effects as normal but the power targets the Psyker instead. Should the power be of benefit, it instead deals 1d10+5 Energy Damage to the Psyker and the beneficial effect is cancelled. Armour offers the Psyker no protection against this Damage. |
47–55 | Warp Whispers: The ghostly voices of Daemons fill the air within 4d10 metres of the Psyker. Everyone in the area (including the Psyker) must make a Hard (–20) Willpower Test or gain 1d10 Corruption Points. |
56–61 | Vice Versa: The Psyker’s mind is thrown out of his body and into another nearby creature or person. The Psyker and a random being within 50 metres swap minds for 1d10 Rounds. This may include fellow Acolytes, or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but gain the other Characteristics of the new body. Should either body be slain, the effect immediately ends. Both beings are strangely revolted by the process and are unable to meet each other’s gaze for some time afterwards. Each gains 1d5 Insanity Points for the experience. If there are no creatures within this range, the Psyker must make a Willpower Test or become catatonic for 1d5 Rounds whilst his mind wanders the warp and gains 1d5 Insanity Points. |
62–67 | Dark Summoning: A Lesser Daemon pops into existence within 3d10 metres of the Psyker for 1d10 Rounds or until it is slain. It detests the Psyker and trains its attacks on the fool that summoned it. |
68–72 | Ethereal Storm: All sentient creatures (including the Psyker) within 1d100 metres take 1d10 Energy Damage that ignores Armour. |
73–78 | Blood Rain: A psychic storm erupts, covering an area of 5d10 metres. In addition to whipping winds and raining blood, any Psychic Powers used in the area automatically invoke the Perils of the Warp for 1d5 Rounds. |
79–82 | Cataclysmic Blast: The Psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 2d10 metres of him (including the Psyker) takes 1d10+5 Energy Damage and all of the Psyker’s clothing and gear are destroyed, leaving him naked and smoking on the ground. |
83–86 | Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres for 2d10 Rounds. Every character in the area must Test Willpower at the start of their Turn. A failed Test indicates that the character must spend his entire Turn fighting off the attack and counts as helpless. Characters that also fail the Test gain 1d5 Corruption Points. |
87–90 | The Surly Bonds of Earth: Reality buckles and all gravity within 1d100 metres reverses for 1d10 Rounds. All creatures and unattended objects begin to lift off the ground at a rate of three metres per Round. At the end of this time, reality asserts itself and everything comes crashing down, likely dealing Damage to all those affected. |
91–99 | Daemonhost: The Psyker must immediately pass a Very Hard (–30) Willpower Test or be possessed by a Daemon and become a Daemonhost! Create an Unbound Daemonhost that will immediately attack. Only the destruction of the Daemonhost will free the Psyker (though he may die anyway if his body is destroyed in the process). If the Psyker does somehow manage to survive this result, he automatically gains 4d10 Corruption Points. |
100 | Warp Feast: A rift in reality is torn open and the Psyker is sucked into the warp with a little burping noise. He is no more. |
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