PSYCHIC POWERS

The use of psychic powers is encompassed by the term psionics. Individual creatures capable of employing such powers are described as psychic or as psykers. There are, of course, countless other names applied to these creatures (some rather derisory). Within human society they may be called witches, warlocks, telepaths and so on.

Some psykers are more powerful than others, this is reflected in their psychic level. There are four grades, each corresponding to a progressively more powerful individual.

It would be possible to imagine psykers of even greater powers than those encompassed by level 4 - the Emperor of the Imperium is an individual of that rank, and many psykers believe the voids of warp-space to be populated by comparable entities.

Unlike WFRP, to use psychic powers you don't need those ludicrous spell ingredients, the magic points system and those silly pointed hats. I can't remember the amount of times I've had to keep an eye on PC wizards' power levels! We all know they fiddle the odd magic point here and there! This psychic system is a lot easier and quicker and a lot more enjoyable because a psyker risks the perils of the warp every time he uses a power. Psychic powers are not as dramatic as magic spells, with the possible exception of the level 4 powers, but they fit in with the new technological age making psykers extremely useful - and dangerous.

THE WARP

Every day spaceships race through warp space, braving the storms and currents of energy to maintain the fragile Imperium of mankind. Only the most senior functionaries of the Imperium are aware of the true nature of the warp, and even these wise and learned men realise that their understanding is severely limited. The warp is an alternate dimension that coexists with the material universe. Though it is formed from pure energy, it too has its inhabitants; voracious beings who would consume the material universe to feed their hunger.

Some know the warp as the void or the Realm of Chaos, for it is here that the dark gods of Chaos hold their court and exercise their absolute, unbridled power over their innumerable subjects as the whim takes them. Others know it as the Sea of Souls and these perhaps understand it best of all, for every creature in the material universe also has an existence in the warp, a spirit-self or soul. With the death of its physical body, the soul of a mortal creature is cast adrift in the limitless sea of energy. Eventually the souls of all but the strongest are drawn to the Chaos gods to feed their lusts. There are points where the material universe and the warp cross over, giving the daemons access to the mortal world, but most are well known physical locations like the Eye of Terror. Far more insidious are the embryonic gateways that lurk in the minds of every psyker.

PSYKERS

The souls of mortal creatures stir currents and waves in the energies of the warp. A few, the very strongest, can draw energy from the warp into the material universe. With experience they can give form and purpose to the raw power of the warp, reading minds, sending mental images or messages, locating people or objects, seeing into the future or the past and so on. These psykers are often trained by the Imperium to serve mankind in a myriad of ways. Some become Astropaths who speak between the stars, others fuel the great beacon of the Astronomican, others are granted the honour of sacrificing their souls to the Emperor.

With further training or greater experience, the strongest psykers can wield the energy of the warp in ever more potent ways. They can transport creatures at will, or project their image to give a false position of their location. Psykers such as these serve the military forces and support ordinary troops on the battlefield with their extraordinary abilities.

Even the strongest psyker is at risk from the daemonic entities in the warp. Just as a psyker can draw energy from the warp into the material universe so he can draw daemons too. Sometimes the power of Chaos corrupts the psyker gradually, tainting his mind with alien ideas and motivations. Sometimes a daemon is strong enough to possess a psyker's body and launch itself screaming with triumph into the material universe to wreak havoc.

USING PSYCHIC POWERS

Psykers use the power of the warp to cast psychic powers. There are no magic points associated with psykers or psychic powers, it is how mentally adept a psyker is at manipulating the psychic energy that is important. Using high level psychic powers can be dangerous as the energy used for such an ability lights up the warp like a beacon, attracting the hungry daemons towards the source of the power. Even failing to use a low level psychic power might attract a daemon to the psyker's presence. Mentally adept and trained psykers will be able to use most of their powers without the fear of something unexpected happening.

THE PSYCHIC FORCE TEST

Psyker's have to control the psychic energy to use their powers, failure to do so might mean that something terrible happens, or he simply fails. To establish a psyker's Force level add the character's Intelligence characteristic to the Will Power. Once you have done that divide the result by 2 and add to that number the psyker's level multiplied by 5, for example a level 2 Adeptus Psyker has Int 55 and WP 45, adding them both together comes to 100, dividing this by 2 comes to 50, plus 10 (because of his level 2 mastery) giving a Force level of 60 - a very respectable level. However this can be modified by the level of psychic power he wishes to use.

As the character increases in mental competence and mastery, his manipulation of the warp becomes much easier and he can use many powers without the risk of daemonic possession. However, even a high level psyker is not safe from the perils of the warp should he fail to cast a powerful psychic ability.

USING HIGH LEVEL PSYCHIC POWERS

Controlling the stronger warp currents needed to use the more powerful psychic powers, can be difficult for weak minded individuals. Therefore there are penalties for a psyker wanting to use a high level power. Casting a level 2 power incurs a penalty of -10 to the Force test, level 3 a penalty of -20 and casting a level 4 power incurs a penalty of -30.

TAKING POWERS FOR GRANTED

Although there are no energy levels associated with using psychic powers, there is a danger of using these powers too many times in a short period of time. The tides of psychic energy are constantly changing, but as soon as they are concentrated into a psychic power it is as if a flare were lit in the warp. This acts as a beacon for warp entities to rush to. The concentration needed to control the warp drains a lot of energy from the psyker, causing them to tire. Successive castings of powers then becomes harder to perform.

The number of times that a psyker can use his unique abilities, without suffering penalties, depends on his level of mastery. Use the table below to determine whether a power is successfully utilised

1st level psykers can use their powers three times a day without extra penalties to the Force test. Each subsequent casting of a power means that the Force tests are made with a penalty of -5 each time.
2nd level psykers can use level 1 powers five times a day and level 2 powers three times a day without extra penalties. Subsequent castings have a penalty of -5 to each Force test roll. So a fourth level 2 casting will have a penalty of -15 to the Force test, a fifth at -20 and so on.
3rd level psykers can use level 1 powers any number of times a day without extra penalties. Level 2 powers may be cast five times a day and level 3 powers may be cast three times a day. Subsequent castings have a penalty of -5 to each Force test roll. So a fourth level 3 casting will have a penalty of -25 to the Force test, a fifth at -30 and so on.
4th level psykers can use level 1 and level 2 powers any number of times a day without extra penalties. Level 3 powers may be cast five times a day and level 4 powers may be cast three times a day. Each subsequent casting of level 4 powers has an additional penalty of -10 to the Force test roll. So a fourth casting of a level 4 power will have a penalty of -40 to the Force test.

The above restrictions only apply for a day and after the psyker has rested he may use powers the next day starting from scratch.

USING POWERS UNSUCCESSFULLY

Using psychic powers is a very dangerous business as it might alert the daemons that live in warp space. Every time a Force test is failed roll a D100 and consult the following table to see what happens.

FORCE FLUX TABLE

01-40 Psyker could not concentrate properly due to outside distractions. Character may try again next round.
41-60 Psyker has encountered some particularly difficult currents of warp energy. Character may try again next round but with an additional -10 penalty to the Force test.
61-70 Psyker suffers from a minor flux in the warp. Character is unable to use his psychic powers for another D6x10 minutes.
71-80 Psyker suffers from a strong flux in the warp which makes it impossible for the character to use any psychic power for D6 hours.
81-89 Psyker experiences a major flux in the warp as some daemons weaken the character's link to the warp. This makes it impossible for the psyker to use any psychic powers for D12+12 hours.
90-93 The psyker's soul is found by daemons in the Eye of Terror. They gibber and laugh at him as they wrestle with his soul. As a result the character cannot use any psychic powers for D4 days and must pass a Force test at the end of that duration or permanently lose one random psychic power.
94-97 The psyker completely underestimates a particularly strong current of warp energy and is consumed by it. The psyker is not killed but is trapped in the warp for D6 days. After that time has elapsed, he returns to the material world D6 miles away from his original location. After this experience the psyker must pass a Cl test or gain 2D6 insanity points and must also pass a Force test or lose 10 points of Int and Cl permanently.
98-00 The psyker's (mis)use of the psychic power lights up the warp like a beacon. Daemons of Chaos, and other hideous entities, flock to this sudden tear in reality where they gleefully grasp the terrified psyker and pull him into the warp and his spirit is consumed. Cruel GMs will have the psyker possessed by a Daemon of Chaos!

PSYCHIC POWERS

To learn a psychic power, it is advisable to find a tutor. This won't be a problem for Adeptus Psykers or the equivalent, but for Renegade Psykers it will be very difficult to find someone willing to teach them. In this case it is likely that the psyker will try to concentrate on a new power, spending days trying to hone the skill. This is not without great risks: the psyker could be tried for witchcraft and burnt at the stake, if lucky, they could be visited by the Inquisition, or worse, if a daemon of the warp discovers the fledgling psyker.

PSYCHIC POWER EXPERIENCE POINTS COSTS

Learning a psychic power requires a character to roll equal to or under his Force level using a D100. A failed test means that the power is not learnt and half the experience points expended are wasted.The experience points costs depends on the psychic power to be learnt: a level 1 power will cost 100 experience points, level 2 will cost 200 points, level 3 will cost 300 points and level 4 powers cost 400 experience points to learn.

If the psyker is learning a new power without the guidance of another psyker then the risks are great. The character must roll equal to or under half of their Force level. A failed test means that something terrible has happened, with the fate to be determined by the GM depending on the degree of failure. Failure by a small margin means that the psyker is probably distracted and needs a few weeks on their own to learn the power, whereas failure by a large margin leads to a fate worse than death as the psyker is consumed body and soul by a vile warp entity. A failed test means that the experience points are wasted in all cases!