ADEPTUS POWERS LEVEL 2 JINX Range: 10 metres per level A psyker with this ability can cause any items with mechanical parts, such as weapons and vehicles, to cease functioning for 1 turn per level of the psyker. This power can also be used to open doors and locks, subject to GM's discretion. MENTAL BOLT Range: 60 metres A more powerful version of the Mental Blow (see above) except that Mental Bolt has a longer range and is slightly more effective. Any target failing a Will Power test sustains a Damage Chart 3 hit to the head. This attack ignores all armour and any damage reduction modifiers. MIND READING Range: See below With this power the psyker is able to read the thoughts of an individual with the intent to search for his inner most feelings or vital information. Commonly a psyker has to be physically touching the intended person in order to read his mind. However, a level 3 psyker can read the mind of one person within 3 metres without having to have physical contact. A level 4 psyker can read the mind of a single person within 6 metres. A level 2 psyker must maintain physical contact of the person's head. To read a mind, the psyker must fully concentrate while he is doing this, commonly from 1 to 6 rounds depending on what is being scanned, and is prone at the same time. The subject to be read is allowed a Will Power test per round to block out the prying mind of the psyker. What is revealed is up to the GM because something like this could greatly influence a scenario. Alternatively, subjects who pass a Will Power test can give false information to the reader. Individuals who are willing to be mind read don't have to pass a Will Power test. PRESCIENCE Range: none With this power a psyker can spiritually traverse the warp and in doing so get a glimpse of the future. The psyker can only see faint images in his mind so no adventure secrets can be given away. The psyker, however, can influence his shooting or close combat attacks as he predicts a target's actions and he can also predict the same things happening to him. This means that the psyker can add +10 to any tests, except for Force tests. A character can benefit from Prescience for D3x10 turns or until it is nullified. PSYCHIC SHIELD Range: Personal The psyker fashions the warp energy into an aura which shimmers whenever a harmful blow or shot hits it giving the psyker a complexion that is similar to that of a rippled face in a pond. The Psychic Shield gives a protection of 30% and cannot be modified by any penetration values of weapons. PURGE PSYKER Range: 100 metres This power allows the psyker to mentally do battle with another psyker within 100 metres. In the first round, each psyker rolls a D6 and adds his psyker mastery level to the result. If the caster's total score is higher than that of his enemy, the enemy loses D3 wounds, regardless of Strength or Toughness; if lower or equal, the caster loses D3 wounds. If either one of the psykers has a score which is double that of the other, then the losing psyker suffers 2D3 wounds. Once Purge Psyker has begun, neither combatant may stop until one or the other is dead, or until one psyker makes a successful Will Power test. No other psychic powers may be cast during Purge Psyker and no combat actions or movement are possible either. However, a duellist shot or struck by a weapon is allowed a Will Power test to escape the mental duel. SCAN Range: 70 metres The psyker opens his mind to sense the presence of all living creatures within 70 metres of him (except for Sensei). All creatures within that range will be revealed to the psyker. He will be able to tell his comrades where any possible hidden creatures are. Of course only the casting psyker knows exactly where the hidden targets are so his comrades can only follow the psyker's instructions as to where potential targets may be. SHROUD Range: personal This power creates a cameleon-like shroud centred on the psyker and any individuals within a radius of 2 metres per level of the psyker. Once cast, anyone within the Shroud blends in with his surroundings making it difficult for people to see them. All shooting, against those within the Shroud, is resolved at -10 to hit. Shooting at stationary characters incurs an extra penalty of -5 to hit (-15 to hit altogether). Should the casting psyker be injured in any way then the Shroud is immediately nullified. STORM Range: 40 metres This power creates a terrific blast of psychic wind, aimed specifically at a single character or group within 40 metres. Victims hit by the Storm are knocked off balance for 1 round - during which they may do nothing other than recover balance. In subsequent rounds, they may neither move or shoot. Note that two groups engaged in hand-to-hand combat count as one group and so both sides will be affected. They may continue to fight but any rolls on a Damage Chart are made with a +20 bonus, so that there is less chance of serious injury. Characters wishing to move in a Storm must test against Strength x5. Storm lasts for as long as the casting psyker can pass Force tests, until he moves, is engaged in combat, until it is nullified, or wishes to stop. Targets in buildings, or behind walls, or cover of any kind are not affected. SUGGESTION Range: 20 metres A more powerful version of Mind Trick which allows the psyker to literally control an individual's mind for 1 turn, or a minute, rather than a quick thought transmission. In this minute the psyker can ask questions and the like. A target under the influence of Suggestion cannot endanger his own life, only the more powerful Mind Control has the power to do that. Once the duration of the power has ended the target will immediately regain his senses. TELEKINESIS 2 Range: 20 metres Telekinesis is the power to move objects by pure will. The casting psyker can manipulate objects of up to 50 encumbrance points, i.e. pistol-sized weapons and swords, at a range of 12 metres. A pistol can be drawn from its holster, for example. A psyker will have to pass a Force test for each round that he wishes to use Telekinesis. TELEPATHY 2 Range: Special This ability enables the psyker to establish momentary one-way contact between himself and another individual within 500 metres. A message may be given up to the equivalent of about 20 words. TRANQUILLITY Range: 5 metres per level The psyker can transmit thoughts of such tranquillity to any one individual within 5 metres per level that the target will fall instantly asleep. The effects last for D6 turns and the target is permitted a Will Power test to avoid being put to sleep. Tranquillity has no effect on warp entities, such as daemons, or creatures that are not truly alive. |