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 |