Psychic Powers

Types of Psykers

Psykers typically fall into one of three categories:

Type Example Push Limit Special
Bound Sanctioned psykers, librarians, sorcerers, xenos psykers 150% Pushing does not modify Psychic Phenomena rolls.
Unbound Unsanctioned psykers, mortal sorcerers 200% None
Daemonic Psychic daemons, daemonhosts, daemon princes 150% Unaffected by own phenomena unless Perils of the Warp.

Focus Power Test

To manifest their abilities, a psyker must attempt a Focus Power test. The nature, difficulty, and time requirement of this test is determined by the power in question.

Psychic Phenomena

When a psyker rolls a number ending in 9+ on their Focus Power test, a phenomenon occurs which necessitates a roll on the Psychic Phenomena table.

Under certain conditions (such as when a psyker Pushes - see below), the ones-digit threshold for phenomena can be lowered, increasing the chance of such an event occurring.

Fettering

Psykers can choose to fetter their own psychic might in order to reduce the inherent risks involved.

Fettering involves manifesting a power at reduced PR (minimum 1). For each point of difference, subtract -10 from any Psychic Phenomena rolls.

Example: A psyker with PR 4 fetters a power to PR 1. They will trigger phenomena on a Focus Power roll ending in 9. If a phenomenon occurs, they subtract -30 from the Psychic Phenomena roll.

Pushing

Psykers can choose to push their mental abilities, gaining power at the cost of control and predictability.

Pushing involves manifesting a power at elevated PR (maximum 10). For each point of difference, lower the Phenomena threshold by 1 and add +10 to any Psychic Phenomena rolls.

Example: A psyker with PR 3 pushes a power to PR 5. They will trigger phenomena on a Focus Power roll ending in 7, 8, or 9. If a phenomenon occurs, they add +20 to the Psychic Phenomena roll.

Universal Powers
Name Action Description
Smite Half Unleash a burst of raw Warp energy.
Factional Disciplines
Name Action Description
Psykana
Gaze of the Emperor Half Send forth a brilliant ray of Warp energy.
Mental Fortitude Half Bolster the resolve of self and allies.
Nightshroud Half Obscure the target area with unnatural shadows.
Psychic Barrier Half Manifest a shield made of psychic energy.
Psychic Maelstrom Full Unleash a roiling, unstable storm of Warp energy.
Terrifying Visions Half Fill a target's mind with horrific nightmares.
Sanctic Daemonology
Banishment Half Attempt to send a daemon hurtling back into the Warp.
Cleansing Flame Half Purify enemies with a gout of holy flames.
Consecration Half Imbue nearby allies' weapons with holy energies.
Gate of Infinity Full Teleport allies a moderate distance through the Warp.
Purge Soul Half Burn the target's soul, using their impurities for kindling.
Sanctuary Half Shield nearby allies within a protective field.
Power of da Waagh!
Da Jump Full Teleport allies a moderate distance through the Warp.
Da Krunch Half Summon a great, green foot to tread upon an area.
'Eadbanger Half Send out a fizzing bolt of skull-bursting power.
Fists of Gork Half Significantly bolster one ally's melee ability for a short time.
Roar of Mork Half Unleash a tremendous shout to frighten nearby enemies.
Warpath Half Rouse nearby allies into a bloodthirsty mob.
Universal Disciplines
Name Action Description
Biomancy
Convalesce Special Heal a target's injuries or cure their ailments.
Endurance Half Bolster the physical resilience of self and allies
Fulminate Half Generate a destructive surge of bioelectricty.
Sculpt Flesh Special Physically alter a creature's appearance.
Divination
Foreboding Reaction Manifest a sixth sense against possible danger.
Misfortune Half Unbalance a target's fate to their disadvantage.
Prescience Half Gain helpful insight into the immediate future.
Scrier's Gaze Special Perceive the activity in a general location.
Pyromancy
Conflagrate Half Set fire to objects, creatures, or the very air.
Fire Shield Half Summon a retributive aegis of flame.
Molten Beam Half Project an intense beam of searing energy.
Shape Flame Special Control or extinguish a nearby fire.
Telekinesis
Assail Half Unleash a powerful burst of directed force.
Crush Half Squeeze the target in a constrictive psychic vice.
Manipulate Half Physically interact with a distant object.
Telekine Dome Half Shield an area beneath a kinetic barrier.
Telepathy
Dominate Full Force a creature to follow simple commands.
Hypnosis Full Investigate and alter a creature's memories.
Mind Link Half Establish a connection for mental communication.
Psychic Shriek Half Assault a target's mind with disruptive energies.

Discipline Basic Powers

Power Templates
Template Range Qualities Special
Beam 10m×PR Affects all creatures between the psyker and target.
Bolt 20m×PR
Burst 10m×PR Blast (PR) Trade 2 DoS for +/- 1m radius each.
Nova 0m Blast (2×PR) Trade 1 DoS for +/- 1m radius each. Does not affect self.
Spear 40m×PR The psyker chooses a hit location, as though making a Called Shot.
Volley 10m×PR Spray
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