FORBIDDEN LORE
Forbidden Lore is what the Adeptus Astra Telepathica terms
as "those psychic powers far too dangerous to use, at least for Humans".
Forbidden Lore is dangerous because it no rules and the powers are very easy to learn.
Many a young psyker has lusted for power and chosen the quick route to glory only to fall
into eternal damnation. For this reason alone the Imperium has outlawed its use, or so
they hope...
Renegade Psykers care not for the laws of the Imperium and
seek to learn whatever they can to make themselves powerful. Any use of a power from the
books of Forbidden Lore quickly earns an individual the attention from the Imperium in the
form of first, the Astra Telepathica, and second, the Inquisition. Such massively
destructive powers bring the risk of daemons or daemonic possession. A few psykers of the
Imperium, notably the Adeptus Astartes and Ordo Malleus, know one or two powers of
Forbidden Lore but never, ever fall into temptation and use them.
WHO
CAN USE FORBIDDEN LORE?
There are no mastery levels associated with Forbidden Lore.
The reason why they are so dangerous is because even the lowliest rogue psyker can cast
Chain Lightning but at the same time greatly risks something going wrong when controlling
the force because their minds are not properly trained.
Learning
Powers of Forbidden Lore
The psychic powers of Forbidden Lore each cost 200
experience points, but are otherwise learnt in exactly the same way as for normal psychic
powers except that should the Force test be failed to learn a power the psyker
must pass a Will Power test or lose D6 points of Will Power permanently
(along with the experience points).
Using
Powers of Forbidden Lore
Even though there are no power levels associated with
Forbidden Lore using them can be very risky. A psyker can use a Forbidden Lore power any
times a day but with a penalty of minus D3x10 to the Force roll each time. Daemons and
Possesses do not receive this penalty although all Daemons can use any psychic power
without the need to control the Force for they are creatures of the Ether.
Dark
Psykers
Dark Psyker is the term given to Human psykers that make
constant use of Forbidden Lore and this ultimately changes and transforms them, physically
and mentally. Such dangerous energies are too much for Humans to contain and their bodies
begin to warp and twist as a result; their skin might become very wrinkly and old, their
eyes might turn a different colour, their hands might extend into claws. The GM should
feel free to bestow any physical change he deems necessary on any renegade psyker that
makes constant use of Forbidden Lore. Any changes could be subtle to begin with, lasting
only a day or two, and then if this hint isn't enough the changes could be permanent.
POWERS OF FORBIDDEN LORE
Many powers of Forbidden Lore take the form of psychic
missiles, powerful blasts that are hurled at a foe. These blasts are so powerful that they
automatically penetrate all armour and the usual damage reduction modifiers do not apply
too, making psychic missiles very deadly indeed. Only Eldar Rune Armour provides any kind
of normal protection, in which case all the armour rules apply.
However, if the target of a psychic missile has the Dodge
Shot skill then the target may attempt to avoid being fried by passing a standard Initiative
test. If this test is successful, the character uses his lightning reflexes to leap out of
the way just in time and sustaining no damage as a result.
ANIMATE CORPSE
Range: touch
Duration: 24 hours
This allows the psyker to literally animate a dead body by
using warp energy. Animate Corpse can be used on anything from a body that has
just died to a skeleton. Once the psyker has passed his Force test, the target
body begins to slowly come back to life as it arches upright. The animated corpses obeys
the casting psyker's every command as it is nothing but a puppet. The corpse will have the
profile that is standard for its species. Only human-sized creatures may be animated by
this power. It will not work on Genestealers or Tyranids, for example.
CHAIN LIGHTNING
Range: 50 metres
Duration: instant
To cast Chain Lightning the psyker must have at
least one hand free to channel the power from the warp. Once the psyker controls the
unpredictable energy, forked lightning is unleashed from his fingers. The psyker nominates
a single target within 50 metres. The target is automatically hit and anyone within a 3
metre radius of him is also hit as the lightning leaps from one target to another. There
is no Will Power test to avoid the effects of Chain Lightning or no
Initiative tests to dodge out the way. Force Fields have a 50% chance of overloading and
being destroyed as vital components are ripped to shreds. All damage from Chain
Lightning is resolved on Damage Chart 4.
DAEMONIC PORTAL
Range: Not applicable
Duration: Until task completed
Only a mad man would dare tear the fabric of reality and
summon a daemon. As soon as the Force is controlled a portal appears just in front of the
psyker, the tear linking unreality with reality. To decide the daemon that is summoned
roll a D10: 1-4 Daemonic Servant, 5-7 Lesser Daemon, 8-9 Daemon Prince, 0 Greater Daemon.
Once the type of daemon has been determined the psyker must control it and strike a
bargain (refer to pages 160-161 of the WFRP rulebook).
EYES OF FIRE
Range: 20 metres
Duration: instant
The psyker's eyes suddenly begin to glow with incandescent
energy until they finally unleash a beam of warpfire at his enemy. Any target within line
of sight, and within the 20 metre range, will be automatically hit with a Damage Chart 6
hit.
FIRE BALL
Range: 50 metres
Duration: instant
The psyker is able to fashion the warp energy into a single
devastating ball of warpfire. Any target within 50 metres will be automatically hit by the
Fire Ball. Resolve all damage on Damage Chart 3. The Fire Ball has a 2 metre
blast radius. Anyone caught within the blast will be hit.
HELLFIRE
Range: 30 metres
Duration: see below
The psyker commands a pillar of warp fire to burst from the
ground to engulf everything in flames. The Hellfire effects everyone within a 4 metre
diameter. All those within the area of effect will suffer an immediate Chart 5 hit.
An Initiative test may be passed to lower the damage of Hellfire by D3 Damage
Charts, i.e. rolling a 3 will reduce Hellfire to a Chart 2 hit thus leaping out the way
just in time. Hellfire lasts for as long as the casting psyker can pass Force tests per
round. However, whilst Hellfire is in play the psyker cannot use any other powers and
becomes prone as a result.
HOLOCAUST
Range: 40 metres
Duration: Until creature is destroyed or psyker is slain
This is a truly horrendous power in which the psyker
attempts to psychically age a target until it crumbles to dust. The target must be living,
Holocaust will not work on warp entities or creatures that are not truly
alive. The target must pass a Will Power test or lose1 point of Strength
each round as it ages at an exceptional rate. Should the target's Strength total
reach zero the target crumbles to dust.
The only way this accelerated aging process can be stopped
is if the casting psyker is slain. If this happens then the target of Holocaust
is restored of 1 point of Strength for each day of complete rest. The target
might not fully recover from Holocaust physically, it depends on the power of the
casting psyker and how mean the GM is feeling!
POSSESSION
Range: Personal
Duration: 1 hour per level
This power only affects the casting psyker. Its effects
last for 1 hour per level of the psyker. If slain during this time, the psyker's spirit is
released and may try to inhabit the body of any other living creature during the next 2D4
combat rounds. The psyker's spirit has a Move of 6 and must begin from his dead body. The
spirit must touch a host creature in order to inhabit it. The host is allowed to make a
test against Will Power and, if successful, the spirit may not inhabit
that body. If the test is failed then the psyker's spirit inhabits the body of the victim
until either it is slain or the psyker's spirit is driven out by other means. The victim's
psyche is not destroyed, but is suppressed by the possessing psyker. The psyker does not
gain access to the thoughts, memories, and knowledge of the victim.
RAISE THE DEAD
Range: Around the psyker
Duration: 24 hours
In order to learn this power the psyker must first learn Animate
Corpse first (see above). This psychic power must be cast where there are plenty of
bodies to animate. The psyker cannot animate the dead if there is nothing there! A
battlezone, graveyard, or burial site would be perfect. As soon as the psyker has a
suitable site he uses warp energy to animate the remains of long dead corpses. Once cast
the psyker manages to raise 6D6 Skeletons or Zombies. They only retain part of their
knowledge from when they were alive, but it is assumed at least that they are able to use
all conventional weapons (weapons that use conventional ammunition).
VORTEX
Range: 3D10 metres
Duration: see below
Only the truly insane would dare to tear apart the seams of
reality and in doing so create a sphere of utter darkness approximately 3 metres in
diameter. As soon as the Vortex is cast it immediately moves 3D10 metres straight ahead,
away from the psyker, destroying absolutely everything within its path. Buildings are
suddenly consumed up to the point where the Vortex made contact with them and any people
are devoured by utter blackness, unless they can pass an Initiative test. If the
Initiative test is passed then a character just manages to leap aside in time. Otherwise
anyone gobbled up by the Vortex is instantly annihilated.
Once in play there is a 10% chance that the Vortex will
dissipate after its initial 'run' with an additional 10% each round. The Vortex may also
be nullified during this time. The Vortex will move 3D10 metres in a random direction
after its initial run. |