ADEPTUS POWERS LEVEL 1

BEWILDER

Range: 50 metres
Duration: 1 round

This can be targeted against any living creature within 50 metres and within line of sight. The target may make a Will Power test to avoid the effects of the power. Failure indicates that the target becomes bewildered and may do nothing for the next round. The target becomes prone and moves at half its movement rate in a random direction. If cast against an enemy psyker, then the psyker can only be effected by Bewilder if he is of a lower level than the casting psyker, i.e. Bewilder will have no effect on a level 3 psyker if it was cast by a level 2 one.

HEALING

Range: Personal or touch
Duration: Instantaneous

This power allows a psyker to heal a single lightly-wounded character just by touching him or her. D6 wounds are healed instantly, but serious wounds are not healed.

FORCE SURGE

Range: Personal
Duration: 24 hours

The psyker taps into pure warp energy to temporarily increase his physical being. Force Surge lasts for 24 hours and gives the psyker any one of the following: WS+10, BS+10, I+10, +1 S, +1 T, A+1 or Wounds +D6. Multiple castings just nullifies the original casting in favour of the new one.

IMMUNITY FROM POISON

Range: Personal
Duration: 24 hours

This ability gives the psyker the power to transmute poisons and other harmful chemicals into harmless ones. This power may be given to the psyker himself or any other single creature within 1 metre. It takes effect immediately and gives the bearer complete immunity from poisons, animal venoms, choke, hallucinogen, scare, stun, toxin and virus grenades, needler chemicals, frenzon and stimulants for the remainder of the day.

MENTAL BLOW

Range: 40 metres
Duration: instant

The psyker concentrates his mind and focuses his energies onto another within 50 metres. The target does not have to be within line of sight but the casting psyker must know that there is a target there, such as using a Scanner or casting Scan (see below), in order for Mind Blow to be effective. The target must pass a Will Power test or take an instant Damage Chart 2 hit to the head. This attack ignores all armour and any damage reduction modifiers.

MIND TRICK

Range: 10 metres
Duration: 1 round

Possibly one of the first powers an aspiring apprentice wants to master - the old Mind Trick. With this power the psyker can transmit his thoughts to any one individual within 8 metres. On passing a Force test a psyker can 'suggest' a quick thought with the intention of controlling a target's mind for a few seconds. For example, a psyker is confronted by a gang banger, who wants to steal his cash, and can simply transmit a thought of "throw my gun away!" or "I'll go home now". Simple sentences will only effect a target for a number of seconds but perhaps enough for a character to react; after all, time is everything in a life or death situation. As always, the target is allowed a Will Power test to avoid a Mind Trick. The target will not be convinced to do any rash act that will put themselves or anyone they know in danger.

This power has no effect on psykers whose level is higher than that of the casting psyker's.

NULLIFY

Range: Not applicable
Duration: instant

With this power the psyker can attempt to dissipate any psychic power that is targeted either against him or a comrade. In order to nullify a power the psyker must make a standard force test on a D100. If the psyker attempts to nullify a power cast by a higher level psyker then he gets a penalty to his chance of nullifying the power: -10 for each level that the casting psyker is higher than the character. If the psyker attempts to nullify a power cast by a lower level psyker then a receives a +10 per level to the chance of success. As soon as the psyker is successful, the power is instantly nullified. Only one psychic power may be nullified at any one time.

A psyker can only nullify a power if he is doing nothing else at the time, such as fighting in hand-to-hand combat or maintaining a psychic power (like Mind Control for example). As soon as an opposing psyker uses a psychic power the defending psyker may attempt to use Nullify to dissipate it. Nullify cannot be used against psychic powers that are already in play (like Force Dome for example) only against those that are immediately cast at either himself or one of his comrades, Nullification is needed for this (see below). Other than that there are other situations when Nullify can be used such as against a psyker that is about to use Psychic Jump.

A psyker can cast Nullify any number of times a day but still needs to pass a Force test to use it. But this time if the Force test is failed a character does not roll on the Force Flux table to see what his fate is; it just means that Nullify simply has not worked.

PSYCHIC JUMP

Range: Personal
Duration: Instant

The psyker can use the warp to make a vertical jump or to reduce the speed of a fall. The higher the level of a psyker the greater the distance he can jump. When this power is used the psyker immediately 'blasts' into the air. A psyker can jump a total of D6 metres vertically, with a bonus of +1 for a level 2 psyker, +2 level 3, and +3 for a level 4 psyker.

Psychic Jump can be used in conjunction with Psychic Speed making the character able to jump high and far.

PSYCHIC SPEED

Range: Personal
Duration: 1 round per level of mastery

Using the power of the warp the psyker can increase the speed in which he can run. A psyker of any level multiplies his movement characteristic by 2 and lasts for 1 round per level of the psyker.

TELEKINESIS 1

Range: 10 metres
Duration: Special

Telekinesis is the power to move objects by pure will. A psyker is able to psychically grab a gun from its holster from an enemy at a distance or even to lift a man off the ground. The psyker can manipulate small objects of up to 10 encumbrance points, i.e. cups and small knives, at a range of 10 metres.

A psyker will have to pass a Force test for each round that he wishes to use Telekinesis.

TELEPATHY 1

Range: Special
Duration: Special

This ability enables the psyker to establish momentary one-way contact between himself and another individual within 500 metres. A brief message may be given - the equivalent of about 10 words. The target of the message must pass an Int test to understand what is being said, otherwise the target ignores the message.

ZONE OF SILENCE

Range: Personal
Duration: 1 hour

This power creates a 12 metre diameter Zone centred on the psyker. The Zone lasts for an hour, until it is destroyed, or until the psyker moves. No sound will pass into or out of the Zone, no matter how loud. A character maintaining a Zone may not use any other psychic powers. Should two or more Zones overlap both will be destroyed.