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Chapter 9

Telekinesis
he art of the Telekinetic Psychokinesis Mastery
Discipline is to translate mental
energy into physical force.
Wielders of these powers are "Success is commemorated; Failure merely
known as the telekine, and they remembered."
readily break the laws of physics
with their abilities. Telekine are - Book of the Astronomican
notorious for their forceful
personalities, which, while unpleasant to
deal with, are fairly understandable. In he discipline of Telekinesis is the
many places, there is a common image of conversion of mental impulses into
the telekine as a pallid, unfit and spoilt physical force, and the iron will of a
individual. In reality, Telekinetics often suffer master Telekine translates into a
intense migraines, nose bleeds and high blood colossal physical effect on the world
pressure as a result of focusing their powers. around him. To be a Telekine is to be a
Telekines embody raw energy or power. The master of mental manipulation - able to
physical world is malleable as the ocean to their iron easily deflect an enemies attack or bullets
wills. Among sanctioned psykers, it is often the just as easily as hurling freighter-haulers
Telekine to partner his formidable mental prowess down the length of a battlefield or disrupt
with equally lethal combat skills. Other Telekines are the Machine Spirits of hundreds of war
no less dangerous; from the simple rogue able to engines with sheer will alone.
launch Adeptus Arbites' riot control chimeras with the
flick of a wrist to the venerated Machina-Mentors of the
Adeptus Mechanicus, the roles telekines fill within and
without the Imperium is nearly endless.

y will be done!
Telekinesis Discipline
Telekinesis Powers Telekinetic Control Mind Over Matter Fragment Image
Move and Manipulate Unleash the power of Distort your own image
objects at range Telekinesis with invisible energy
Willpower 35 Willpower 35 Willpower 35
50 XP 100 XP 50 XP
Push
Push living targets
with telekinesis
Telekinetic Shield White Noise Weapon Jinx
Willpower 35
100 XP Create wall of invisible Distort technological and Cause technological
energy psychic detection devices to stop working
Assail Willpower 40 Intelligence 35 Willpower 35
100 XP 100 XP 100 XP
Smash target at range with
Force Bolt
invisible force
Telekine Dome Blast a target with a bolt of
Willpower 40 Machine Empathy Haywire
200 XP Create a dome of invisible pure psychic energy.
Intuitively engage with Cause technological
energy Willpower 35
100 XP technological devices. devices to dissemble.
Fling Intelligence 45
300 XP Intelligence 40 Willpower 40
Fling targets with 200 XP 200 XP
Force Barrage
telekinesis
Telekine Barrier Unleash a psychic barrage
Willpower 40 Techsorcism
300 XP Create a barrier of invisible of invisible energy. Psychokinetic Storm
energy Willpower 40 Cast out the baleful from Cause multitudes of
200 XP the Machine psychic phenomena
Tempest Psy Rating 4
500 XP Psy Rating 3 Psy Rating 3
Create a tempest of 300 XP 300 XP
objects that strike all. Phantom Blades
Willpower 45 Propel small objects at
500 XP high velocities. Repair Machine Objuration Mechanicum
Psy Rating 4 Causes machines to mend Create a haywire field at
Psycho-Kinetic Mist 300 XP and repair themselves. range
Conjures psycho-kinetic
Precision Telekinesis Intelligence 45 Intelligence 40
material 500 XP 300 XP
Manipulate objects with Shock Wave
Willpower 35 Release a concussive
extreme precision 200 XP
Willpower 35 blast of energy Ghost in the Shell Machine Curse
100 XP Willpower 50 Become one with the
Psycho-Kinetic Shield Curse the Machine Spirit
300 XP Machine Spirit
Creates a barrier of
Crush Psy Rating 5
psycho-kinetic material Psy Rating 5
Squeeze target with Storm of Force 800 XP 500 XP
Psy Rating 3
invisible force 300 XP Release a concussive
Willpower 35 storm of energy
300 XP Psycho-Kinetic Spikes Psy Rating 4
Manifest spikes from 400 XP
Death Grip
psycho-kinetic material
Choke the life from a target Willpower 45 Vortex of Doom
400 XP Summon a swirling torrent
Willpower 35
500 XP of Warp energy
Psy Rating 5
500 XP
Wall Walk
Disobey the laws of Space Slip Warp Jump Gate of Infinity
gravity. Use the warp to phase Phase through the warp to Open a portal linking two
Agility 35 through reality a desired location. distant locations
100 XP
Psyniscience Psyniscience +10 Psy Rating 5
100 XP 250 XP 400 XP
Levitation
Rise high above the Telekinetic Weapon Force Shards
ground Forge a weapon of psychic Unleash a psychic torrent
Willpower 40 power of invisible energy
200 XP Warrior Telekine
Weapon Skill 35 Psy Rating 4
200 XP 400 XP Augment ones combat
Defy Gravity prowess with Telekinesis
Manipulate the forces of Catch Projectiles Entangle Psy Rating 5
gravity. Trap a target in aetheric 400 XP
Catch solid objects
Psy Rating 4 filaments.
300 XP Weapon Skill 35
Ballistic Skill 35
150 XP 200 XP
Minor Manifestations
Examples of appropriate Minor Manifestations belonging to the Telekinesis Discipline are listed below

Float
The telekine focuses his concentration and slowly begins
to lift of the ground. The psyker can only move up and down
while under the effects of this minor power, and he cannot
rise higher than 5 meters.

Spectral Hands
By creating an invisible force, the psyker can manipulate
any object within 30 meters. The psyker can knock over
objects, push buttons, pull levers or do any number of other
small tasks requiring such force. The psyker cannot perform
any action that requires precision, such as typing on a data-
slate, pulling the pin from another creature's grenade, pull a
trigger, and so on. This power has no effect on living targets.

Twitch
The psyker causes a momentary inattention in another by
causing them to glance to one side, scratch an itch, or
similar distraction.

Sense Mechanism
By extending his vision into the Warp and perceiving the
shadows of the physical universe, the Telekine can sense
machinery and constructs within the area. This does not
grant him knowledge of their function, but simply their form
and location. The presence of living beings blocks the line of
sight beyond them, as they possess a far brighter presence
in the Warp than physical objects.

Psychokinesis Mastery (Talent)


Tier: 2
Prerequisite: Psyker, May not have any non-Telekinesis Discipline Powers.
Aptitudes: Psyker, Willpower
'Through the sheer force of his mind, he plucked the fuel tank from its couplings. We ran, and didn't look back.'

The psyker has focused on the arts of Telekinesis above all others. The psyker classes all the Focus Power test difficulty for
his powers within the Telekinesis Discipline as one degree easier (making a Challenging test into an Ordinary test, for example).
The psyker may only take powers from the Telekinesis Discipline, and may not have any non-Telekinesis powers when this
talent is purchased. Additionally, the Telekine replaces the Perils of the Warp table with Table: Telekinesis Perils of the Warp,
on page XXX. Should the psyker suffer Perils of the Warp while attempting to manifest a Telekinesis power, he must
immediately pass an Toughness Test or suffer 1 level of Fatigue as the energies barely contained and unleashed threaten to rip
the psyker with violent pressure from within, causing intense migraines, high blood pressure, and nosebleeds.
Fragment Image
Telekinesis Discipline Powers
Value: 50 xp
Basic Techniques Prerequisite: Willpower 35
Action: Free Action
Focus Power: Ordinary (+10) Willpower test
The following discipline powers form the basics of the Range: Self
Telekinesis Discipline, as well as the basis of Neonates and Sustained: Half Action
Aspirants training the Scholastica Psykana. Subtype: Concentration, Reaction
A psyker entering the Telekinesis Discipline may start his Description: By altering the air around the psyker, they are able to
progression with any of these powers. distort the view any enemy may have of them, causing them to be
much harder to hit with ranged weapons.
Effect: This power is a Psychic Blessing, granting the psyker the
Telekinetic Control ability to distort his vision and impede upon an attacker's ranged
attacks. This power reduces the Ballistic Skill target for the attacker
Value: 50 xp attempting to harm the psyker by 5 x Psy Rating.
Prerequisite: Willpower 35
Action: Half Action Telekinesis Control Techniques
Focus Power: Routine (+20) Willpower test
Range: 10 meters x psy rating This sub-discipline focuses on controlling and manipulating the
Sustained: Half Action psyker's surroundings with more profound and refined displays of
Subtype: Concentration, Miscellaneous their abilities. Telekines learning these techniques embrace vastly
Description: The telekine calls on his powers to reach out farther differing ways of utilizing their wills, to forge weapons of invisible
than his flesh can extend, distorting reality to grasp objects with energy or to defy the very laws of gravity itself.
eldritch hands. With invisible fingers perhaps only betrayed with
frosted rime or whispered breezes, few can notice his subtle
Psychokinetic Domination Techniques
manipulations.
Effect: The psyker chooses an object in range and line of sight
Most psykers are able to master the ability to manipulate and
with a weight no greater than 2 kg x Psy Rating. At the beginning of
move objects with their mind to some degree. Somewhat rarer,
each of his turns, he can move the object in any direction up to a
however, are the true psychokinetics, psykers able to lift cargo-
number of meters equal to twice his psy rating. If the object ever
eight haulers with a thought and hurl them at their enemies with a
leaves the range of the power, the power ends.
gesture. This branch of Telekinesis Control Techniques focuses on
affecting living beings as if they were inanimate objects, turning
Mind Over Matter vaunted and fearsome foes into little more than playthings to the
psyker's desires.
Value: 100xp
Prerequisites: Willpower 35
Action: Half Action Push
Focus Power: Willpower Test; Special - See Below
Range: 5 meters x Psy Rating Value: 100 xp
Sustained: Half Action
Prerequisite: Willpower 35
Subtype: Attack (if used to throw target), Concentration
Description: The basic talent of telekinesis is a versatile and Action: Half Action
immensely useful tool in any psyker’s arsenal, a valuable means of Focus Power: Opposed Willpower
exerting his will upon his immediate surroundings. Human psykers, Range: 10 meters x Psy rating
whether sanctioned by the Imperium or lurking in the shadows Sustained: No
beneath so-called civilization, speak of reaching out with hands of Subtype: Attack, Concentration
spectral presence, or imbuing objects with motion or inertia that Description: The psyker gathers a ball of telekinetic energy and
should otherwise not exist.
directs it against his target.
Effect: A psyker with this power may use it in one of three ways:
constant motion, rapid push or forceful throw. When using constant Effect: The psyker makes an Opposed Test, pitting his Willpower
motion, the Focus Power Test is Routine (+20), and the psyker against the target's Strength. If the psyker beats his opponent, his
may move any object within range and line of sight that weighs no target is knocked down to the ground counting as Prone. For every
more than 10kg x Psy Rating. Objects moved in this way can only two Degrees of Success, the Psyker also deals one level of Fatigue
be moved too slowly to be used to attack, and when released the to his target.
object drifts slowly to the ground.
Synergy: If the Psyker also has the Twitch Minor Manifestation
When using a rapid push, the Focus Power Test is Ordinary
(+10), and Opposed by a Strength Test from a single target power, he lowers the difficulty of this power by One Degree
within range and line of sight. If the target fails the test, he is thrown (effectively granting the psyker a +10 to making the Opposed
backwards Psy Rating meters, plus an additional meter for every Focus Power Test)
Degree of Success on the Focus Power Test. When using a
forceful throw, the Focus Power Test is Challenging (+0), and
allows the psyker to lift an object weighing no more than 5kg x Psy
Rating and thrown at an enemy within range, hitting them to deal
1d10 Impact Damage +1 for every 5kg of the object’s weight..
Assail psyker’s vision is not affected. All Ballistic Skill Tests suffer a –20
penalty. Additionally, all those caught in the tempest must make a
Value: 200 xp Challenging (+0) Strength Test or only be able to take a Half
Prerequisite: Willpower 40 Action each round. During the psyker’s subsequent rounds, he may
Action: Half Action spend a Half Action and make a Willpower Test to briefly focus his
Focus Power: Ordinary (+10) Willpower test thoughts on one specific area, sending a barrage of debris scything
Range: 20 meters x psy rating through it. This shooting attack deals 1d10 damage to all targets
Sustained: No within 2 meters of a specific point, plus an additional 1d10 damage
Subtype: Attack, Concentration per degree of success. This attack always strikes the targets’ Body
locations. For every round after the first that the psyker sustains
Description: The psyker reaches out with his mind to pluck up
this power, he must make a successful Ordinary (+10)
whatever objects are available and hurl them at his target. If there
Toughness Test or suffer one level of fatigue.
is nothing suitable nearby, the psyker can direct his mental
energies directly at his foe, pounding him with bolts of invisible
force. Psychokinetic Precision Techniques
Effect: This is a Psychic Bolt. If the psyker scores at least three
degrees of success on the Focus Power test for this attack, the This sub-branch of Telekinesis Control Techniques focuses on
target is also thrown 1d5 meters away and knocked Prone. Certain using their abilities in refined ways to inflict harm upon the psyker's
especially large targets such as battle tanks, Greater Daemons, enemies.
and Titans are immune to this effect at the Game Master’s
discretion. This power inflicts 1d10 + Psy Ra ting Impact Damage, Precision Telekinesis
and has a Penetration of 2.
Value: 100 xp
Fling Action: Half Action
Focus Power: Opposed Willpower Test
Value: 300 xp Range: 5 meters x Psy Rating
Prerequisites: Willpower 40, Psy Rating 3 Sustained: Free Action
Action: Half Action Subtype: Attack, Concentration
Focus Power: Opposed Willpower Test Description: Unlike the first gross manipulations of Telekinesis,
Range: 10 meters x Psy rating this allows the psyker to fine tune his ability until he can do
Sustained: No anything at range that he could do with his bare hands.
Subtype: Attack, Concentration Effect: This power is a Psychic Manipulation. In any situation
Description: The psyker can telekinetically lift a person from the where the task in question would require a Characteristic Test, the
ground and fling them into the distance for horrifying results. psyker substitutes Willpower instead. The psyker’s Psy Rating
Effect: This Psychic Malediction is activated when the psyker substitutes for his Strength Bonus when using this technique. At its
makes an Opposed Test, pitting his Willpower against the target's most basic, this power can pull the pins on grenades, press
Strength. If successful, The psyker picks up a nearby person buttons, jog triggers, undo latches and direct small projectiles to
weighing 50 kilograms times the psyker’s Psy Rating or less with deadly effect.
his mind and flings him into the distance. If the target hits a solid Synergy: If the psyker possesses the Spectral Hands Minor
object in a horizontal path, he suffers 2d10 Impact Damage, plus Power, the range of the power is increased to 10 meters x Psy
two points for every 20 kilograms of weight the target weighs. If the Rating when manipulating small objects (such as grenade pins).
target is flung into an open distance (or vertically), the target suffers
Falling Damage instead. Crush
Tempest Value: 300 xp
Prerequisite: Willpower 45
Value: 500 xp Action: Half Action
Prerequisite: Willpower 45 Focus Power: Challenging (+0) Opposed Willpower test
Action: Full Action Range: 10 meters x psy rating
Focus Power: Opposed Willpower Test Sustained: No
Range: 25 meters x Psy Rating Subtype: Attack, Concentration
Sustained: Full Action Description: Rather than using his abilities to turn inanimate
Subtype: Attack, Concentration objects into weapons, the telekine focuses directly on his enemy to
Description: The most powerful psychokinetics can agitate the squeeze him in an invisible fist of power. Unless the target can
very air around them, creating swirling vortexes of wind and debris. repel the psychokinetic assault, he is bludgeoned horridly. Even
Though this power is arduous to maintain, the damage it can deal should he survive, the overwhelming psychic force nonetheless
is truly devastating. The psyker summons up what is essentially a pins him in place under a tremendous weight.
psychic storm. The psyker occupies the storm’s eye, and around Effect: This power is a Psychic Malediction. The psyker nominates
him, out to the limit of the power’s range, are high winds, freezing a single target in range and line of sight who opposes this power
temperatures, and possibly rain or even hail. with a Toughness test. If the target fails to resist the power, it
Effect: This power is a Psychic Maelstrom. Any unsecured objects suffers 1d10+Psy Rating Impact Damage, with a Penetration value
lighter than five kilograms are picked up and flung around by the of 2. This attack has the Snare (PR/2) special trait.
winds, and the swirling debris, rain, and dust reduce visibility to The psyker may also Grapple the opponent substituting his
1d10 meters (roll once when the power is manifested)—the Willpower bonus for his Strength bonus.
Death Grip Synergy: If the psyker possesses the Float Minor Power, he adds
his Willpower Bonus to the Hoverer Trait.

Value: 500 xp Defy Gravity


Action: Half Action
Focus Power: Challenging (+0) Opposed Willpower Test
Range: 5 meters x Psy Rating Value: 400xp
Sustained: No Prerequisites: Psy Rating 4
Subtype: Attack, Concentration Action: Half Action
Description: Using the power of his mind, the psyker is able to Focus Power: Challenging (+0) Willpower Test
create a telekinetic grip on a living creature’s vital organs and Focus Power Time: Half Action
squeeze them. Needless to say, this can simply stun the target or Range: Self
cause immediate death. Sustained: Half Action
Effect: This power is a Psychic Malediction. The psyker makes an Subtype: Concentration
Opposed Willpower Test against the target. If successful, he inflicts Description: The psyker is able to gather together emotion and
1d10 Rending Damage with the Shocking Quality to the target, with mental strength, using powerful psychic energy to influence the
a bonus of +1 point of damage per Psy Rating. This damage is not motion of objects and defy the laws of physics.
reduced for armor (unless warded) or Toughness Bonus. Effect: This power is a Psychic Maelstrom with a radius equal to
Additionally, this power will only work on living beings and animals. 10 x the psyker's Psy Rating. This power reverses gravity in the
It will not work against daemons, non-living, or other denizens of affected area, causing all unattached objects and creatures within
the warp. the area of effect to fall upward. Living creatures can resist the
effects of this power with an Opposed Strength Test. If some solid
Wall Walk object (such as a ceiling) is encountered in this fall, falling objects
and creatures strike it in the same manner as they would during a
normal downward fall - receiving Falling Damage as normal. If an
Value: 100 xp object or creature reaches the top of the area without striking
Prerequisite: Agility 35 anything, it remains there, oscillating slightly, until the power ends.
Action: Half Action At the end of this power's duration, affected objects and creatures
Focus Power: Routine (+20) Willpower Test fall downward. Note - Creatures who can fly or levitate can keep
Range: Self themselves from falling.
Sustained: Free Action To determine how much weight the psyker can force to fall
Subtype: Concentration, Movement upwards with each object and creature with this power, consult
Description: The psyker bends gravity to his will, and can walk on Table 7–26: Carrying, Lifting, & Pushing, on page 248 of the
walls or ceilings with ease. Dark Heresy 2nd Edition Core Rulebook. Instead of using the
Effects: This power is a Psychic Blessing that allows the psyker to psyker’s Strength Bonus and Toughness Bonus, use his Willpower
negate all penalties incurred by low- or high-gravity worlds. In Bonus and Intelligence Bonus. The maximum lifting weight is the
addition, the psyker can walk on walls or ceilings for as long as this total amount of weight of each object and creature within the area
power is sustained. The psyker moves across such surfaces at half of effect the psyker can levitate—anything over that limit and the
his normal Movement rate. The psyker must also test Agility to go psyker is unable to lift it.
between a wall and ceiling and vice versa, unless the psyker takes
a Full Action to ease himself onto the new surface.
Synergy: If the psyker possesses the Float Minor Power, he is no
Psychokinetic Warp Techniques
longer required to test Agility when moving between Walls and
Ceilings, and vice versa. This sub-branch of Telekinesis Control Techniques focuses on
using their abilities of Telekinesis to manipulate and harness the
Levitation powers of the warp itself to warp reality.

Value: 200xp Space Slip


Prerequisite: Willpower 40
Action: Half Action
Value: 100xp
Focus Power: Willpower Test; Special - See Below
Prerequisite: Psyniscience
Range: Self
Action: Half Action
Sustained: Free Action
Focus Power: Difficult (-10) Willpower Test
Subtype: Concentration
Range: Self
Description: The psyker is able to call upon his telekinetic abilities
Sustained: No
to be able to lift himself into the air. By the time a psyker learns this
Subtype: Concentration, Miscellaneous
power, he is able to maintain his delicate concentration to block
Description: The telekine is able to push himself through the edge
outside distractions and keep his focus on the task at hand.
of the warp, slipping out of reality for a brief instant and
Effect: This power is a Psychic Blessing. While this power remains
reappearing in a different nearby location. A powerful trick, but
in effect, the psyker has either the Hoverer Trait or the Flier Trait
dangerous and unpredictable in its effect.
When using the Hoverer trait, the Focus Power Test is Ordinary
Effect: This power is a Psychic Manipulation. When this power is
(+10), with a rating equal to his Psy Rating. When using the Flier
activated, the psyker is immediately moved to a point 1d5 or
Trait, the Focus Power Test is Hard (-20), with a rating equal to
1d10+2 meters away (chosen before rolling) from his starting
twice his Psy Rating.
location in a direction of his choice without regards to any
The psyker can also use this power to lift objects or others into
intervening matter. However, he may not bypass warded barriers,
the air as well. To determine how much weight the psyker can
void shields, Geller Fields, or the like.
levitate with this power, consult Table 7–26: Carrying, Lifting, &
If the use of this power means that the psyker would appear inside
Pushing, on page 248 of the Dark Heresy 2nd Edition Core
solid matter, he must pass a further Challenging (+0) Toughness
Rulebook. Instead of using the psyker’s Strength Bonus and
Test. If this Test is successful, he is thrown backwards 1d5 meters
Toughness Bonus, use his Willpower Bonus and Intelligence
away from the offending object and is Stunned for 1d5 Rounds. If
Bonus. The maximum lifting weight is the total amount of weight
this Test is failed, he is still hurled back and Stunned as previously
the psyker can levitate—anything over that limit and the psyker is
described, but also takes 1d10 Explosive Damage (Body Location),
unable to lift it.
which is not reduced by Toughness Bonus or Armor. If the solid Subtype: Attack, Concentration
object encountered is another living thing, it too must pass a Description: The psyker’s mind cuts deeper than any mortal
Challenging (+0) Toughness Test or become Stunned. blade, manifesting as an impossibly sharp blade of psychic force
that shears through flesh and armor with contemptuous ease.
Warp Jump Effect: While this power remains in effect, the psyker bears a
sword of telekinetic force, which imposes no penalty for lacking the
Value: 250xp required Weapon Training Talent. The psyker may use the
Prerequisite: Psyniscience +10 Telekinetic Weapon as he would any other melee weapon, and the
Action: Half Action blade may be parried, though it cannot be destroyed by weapons
Focus Power: Willpower Test; Special - See Below
with the Power Field quality. The weapon deals 1d10 plus Psy
Range: 10 meters x Psy Rating
Sustained: Half Action Rating Rending Damage with a Pen equal to the psyker’s Psy
Subtype: Concentration, Miscellaneous Rating. This is further modified by the wielder’s Strength Bonus as
Description: The psyker tears through the fabric of the warp, normal for a melee weapon.
manipulating the raw and malleable nature of the immaterium to
slip through reality with control and rapidity. Catch Projectiles
Effect: This power is a Psychic Manipulation. When this power is
activated, the psyker chooses a location within range and is
immediately moved to that point. If the location is within the psykers Value: 150 xp
visibility, the Focus Power Test is Ordinary (+10). If the desired Action: Reaction
location is not visible, the Focus Power Test is Challenging (+0). Focus Power: Challenging (+0) Willpower Test
Range: Self
Gate of Infinity Sustained: No
Subtype: Concentration, Reaction
Value: 400 xp Description: The psyker uses his telekinetic abilities to ward away,
Prerequisite: Psy rating 5 deflect and catch incoming projectiles.
Action: Extended Action (3) Effect: This power is a Psychic Blessing. This power only works
Focus Power: Hard (–20) Willpower test against solid projectile weapons and has no effect on energy
Range: 1 kilometers x psy rating
weapons of any sort. If the Focus Power Test is successful, the
Sustained: No
Subtype: Concentration psyker automatically discounts a number of hits from incoming
Description: Though it offers no physical attack, this power is missiles equal to his Psy Rating, causing them to immediately stop
nonetheless one of the most dangerous uses of the Telekinesis and hang in the air. When this power ends, they fall harmlessly to
discipline. With it, the psyker tears open a hole in space so that he the ground.
might pass through the Warp. Others might refuse to pass through
the unreal pathway, however, fearful of any proximity to the
Immaterium and its terrible denizens. Entangle
Effect: The psyker chooses a point anywhere within 5 meters
times his psy rating, and opens a gate to the Immaterium at that Value: 200 xp
point. He then chooses a point within range of the power, and Prerequisites: Ballistic Skill 35
opens an exit to the gate at that location. The psyker must be
Action: Half Action
aware of the location in which he is opening the exit to the gate,
either having visited it before, seen it from afar, or simply studied it Focus Power: Hard (–20) Willpower Test
on a map. The gate lasts for a number of rounds equal to the Range: 5m x Psy Rating
psyker’s psy rating, and has a radius in meters equal to the Sustained: No
psyker’s psy rating as well. For the duration of the power, the two Subtype: Attack, Concentration
sides of the gate are linked, and any person or objects may pass Description: The psyker traps his target in aetheric filaments,
between them freely provided they can fit through the gate. bringing him down to the ground and pinning him there for easy
This power is incredibly taxing and requires at least 12 hours
capture.
of recovery before it may be used again.
Effect: The psyker reaches out with bands of ensnaring force that
bind and hinder his enemies. This is a Psychic Bolt which deals
Telekinetic Augmentation Techniques 2d10 + Psy Rating Impact Damage with the Crippling (2) and
Snare qualities.
This sub-branch of Telekinesis Control Techniques focuses on
enhancing the psykers combat abilities by augmenting his own
reactions and strength, turning his own body into a superhuman
Force Shards
weapon. Shaping the force of the psyker's mind into a weapon,
these techniques are powerful manifestations of the psyker's Value: 400 xp
discipline and control. Prerequisite: Psy Rating 4
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Telekinetic Weapon Range: 5 meter x Psy Rating
Sustained: No
Value: 200 xp Subtype: Concentration
Prerequisites: Weapon Skill 35 Description: This technique is an elegant manifestation of the
Action: Half Action psyker’s killing will in the form of multiple hovering blades of
Focus Power: Difficult (–10) Willpower Test
destructive force, visible as hazy distortions in the air.
Range: Self
Effect: When activated, the psyker brings a number of force
Sustained: Free Action shards into existence equal to his Willpower Bonus. The force
shards hover around the psyker, acting as a potential barrier to Description: Using the energy of the Warp, the psyker erects a
incoming attacks. Any opponent attacking the psyker when he has wall of tangible force that moves with him. The shimmering barrier
one or more force shards orbiting suffers a –10 to Weapon Skill or stops bullets and deflects blades, but as more and more kinetic
Ballistic Skill tests. The force shards can be launched singly or as a energy is directed at him, the psyker’s mental shield wears down.
group at ranged targets. The psyker makes a Ballistic Skill Test to Effect: For the duration of the power, all of the psyker’s Hit
hit the target, and deals 1d10 Rending Damage with a bonus of +1 Locations count as being protected by cover with an Armor Value
Damage per Psy Rating. For every Degree of Success, the psyker equal to half this power’s psy rating. This shield can be damaged
hits his target with an additional force shard, up to the total amount just like normal cover by damage that exceeds the shield’s Armor
of shards generated by this technique. Additionally, the force Value. If the shield is reduced to 0 Armor points, the power stops,
shards have a Penetration value equal to the Psy Rating used in and is no longer sustained.
the technique.
Telekine Dome
Warrior Telekine
Value: 300 xp
Value: 500xp Prerequisite: Psy rating 4
Prerequisites: Psy Rating 5 Action: Half Action
Action: Half Action Focus Power: Challenging (+0) Willpower test
Focus Power: Hard (–20) Willpower Test Range: 5 meters x psy rating
Range: Self Sustained: Free Action
Sustained: Free Action Subtype: Concentration
Subtype: Attack, Concentration Description: The psyker shields himself and nearby allies with a
Description: A warrior Telekine can use his telekinesis to leap dome of mental force, large enough to surround his group and
higher, hit harder and manipulate weapons more easily, as well as protect them from harm. The protective shield deflects bullets and
using telekinesis to wield small weapons like knives, rocks and lasblasts, sending them ricocheting in all directions.
sticks alongside the weapons at hand. Effect: The psyker chooses a point in range and line of sight, and
Effect: This power is a Psychic Blessing. While this power remains creates a dome of invisible energy centered on that point with a
in effect, the psyker is able to augment his own physical abilities to radius equal to half the psyker’s psy rating, rounded up. Each ally
superhuman abilities. Each round this power is manifested the (including the psyker, potentially) standing inside the dome gains a
psyker chooses either Strength, Toughness, or Agility. Whichever number of Armor points equal to the psy rating to all Hit Locations
characteristic is chosen gains the Unnatural (PR/2) trait. against any attack that originated outside of the dome’s radius.
Additionally, for each point of Willpower Bonus, the Telekine may However, characters may still physically pass through the dome at
make an additional attack with a Low-Tech Weapon that is wielded no penalty.
by the power of his intense focus.
While under the effects of this power, the Psyker doubles his Telekine Barrier
Carrying, Lifting, & Pushing limits, as well as the distance he is
able to Jump and Leap. Value: 500 xp
Prerequisite: Psy Rating 4
Telekinesis Force Techniques Action: Full Action
Focus Power: Routine (+20) Willpower test
This sub-discipline focuses on harnessing the powers of the Range: Self
mind in its purest forms. Psykers learning these techniques are Sustained: Free Action
some of the most combat proficient Telekines. By using the force of Subtype: Concentration
their own will to assault their enemies, or protect their allies from Description: The psyker's mind is so agile he is able to erect a
incoming danger, these Telekines are highly valued by both the field of telekinetic energy about himself and his allies that swat
Scholastica Psykana and the Astra Militarum for their versatility. aside projectiles harmlessly away from himself and his allies. The
shield itself vibrates with each impact, producing a gentle shimmer
in the air.
Psychokinetic Defense Techniques Effect: This power is a Psychic Blessing. The field generated by
the psyker functions as a Force Field, with a Rating equal to 10 x
While most Telekines are known for their ability to manipulate the psyker's Psy Rating and a radius of 5 meters x Willpower
their environments with the power of their own thoughts, a select Bonus. This field is completely immune to damage from Primitive
few learn how to focus their minds to form impregnable mental and Solid Projectile weaponry (or any other weapons that rely
wards.
solely on solid projectiles to deal damage; needle weapons or
webbers would be two examples). This shield does not block line of
Telekine Shield sight. The defense provided by this power will also work against
attacks with the Warp Weapon quality
Value: 200 xp
Prerequisite: Intelligence 40 Psychokinetic Assault Techniques
Action: Half Action
Focus Power: Routine (+20) Willpower test
One of the most direct use of Telekinesis is to manifest bolts
Range: Self
of pure mental energy. Telekines often demonstrate these raw
Sustained: Free Action
abilities in weaker forms before their formal training
Subtype: Concentration
Force Bolt Psycho-Kinetic Mist
Value: 100 xp Value: 200 xp
Prerequisite: Willpower 35 Prerequisites: Willpower 35
Action: Half Action Action: Half Action
Focus Power: Routine (+20) Willpower test Focus Power: Challenging (+0) Willpower Test
Range: 1 meter x Psy Rating Radius
Range: 10 meter x Psy Rating
Sustained: No
Sustained: No Subtype: Concentration
Subtype: Concentration Description: By calling on the powers of the warp, the psyker is
Description: The psyker hurls a burst of tangible mental force at able to conjure up a psycho-kinetic material that can be shaped by
his opponents. the psyker’s mind. With this power, the material manifests as a
Description: This power is a Psychic Bolt. The psyker can hurl a hazy, gauzy, white vapor that obscures vision of all within its
bolt of force at an opponent. The psyker makes a Ballistic Skill Test area.
Effect: This power is a Psychic Conjuration. All attempts made to
to hit the target, and deals 1d10 Impact Damage with a bonus of +2
attack those within the area of effect suffer a –10 penalty to
Damage per Psy Rating. Weapon Skill Tests and a –20 penalty to Ballistic Skill Tests. Those
who are within the area of effect are also affected by these
Force Barrage penalties as well. The mist follows the psyker wherever he goes,
but only lasts a number of rounds equal to the degrees of success
achieved on the Focus Power Test. Once the power expires, the
Value: 200 xp mist evaporates.
Prerequisite: Willpower 40
Action: Half Action Psycho-Kinetic Shield
Focus Power: Ordinary (+10) Willpower test
Range: 10 meter x Psy Rating Value: 300 xp
Sustained: No Prerequisites: Psy Rating 3
Subtype: Concentration Action: Full Action
Description: The psyker is able to hurl multiple force bolts at his Focus Power: Challenging (+0) Willpower Test
enemies in a relentless and devastating attack. Range: Self/ 2m
Sustained: Yes
Effect: This power is a Psychic Barrage. Each successful hit inflicts Subtype: Concentration
1d10 Impact Damage with a bonus of +2 Damage per Psy Rating. Description: The psyker is able to mentally shape a psycho-kinetic
mist into a barrier capable of withstanding physical attacks.
Phantom Weapons Effect: This power is a Psychic Conjuration. The barrier only
protects a 90 degree arc around a character (the psyker may move
the barrier as a Half Action), but must be positioned in a way to
Value: 300 xp protect the Psyker or a nearby ally within 2m. The psyker makes a
Prerequisites: Psy Rating 4 Focus Power Test to call this shield into being. The shield provides
Action: Half Action a number of AP equal to the psyker’s Psy Rating. The barrier is not
Focus Power: Difficult (–10) Willpower Test only effective against physical and ranged attacks, but also against
Range: 20 meters x Psy Rating psychic and daemonic attacks. It takes a Half Action to move the
Sustained: Half Action shield from either the psyker to an ally, or vice versa. Once the
power expires, the shield evaporates completely.
Subtype: Attack, Concentration
Description: A phenomenally complicated ability to master,
Psycho-kinetic Spikes
powerful Telekines can use his powers to propel small objects at
high velocity or, with extreme control, can turn air molecules into
near-invisible but deadly-sharp blades. Such psychic blades can Value: 400 xp
Prerequisites: Willpower 45
thus shear through almost any physical object with ease, and is
Action: Full Action
capable of cutting through most forms of armor as if they were Focus Power: Challenging (+0) Willpower Test
made of cloth. Range: 5 meters x Psy Rating Radius
Effect: This power is a Psychic Storm. Each successful hit inflicts Sustained: Half Action
1d10 Rending Damage, plus 2 additional points of Damage per Subtype: Attack, Concentration
point of your Willpower Bonus. In addition, the bolts have a Description: The psyker is able to mentally shape a psycho-kinetic
Penetration equal to twice your Willpower Bonus. mist into a series of deadly spikes that spring out in all directions,
severing and skewering those unfortunate to be caught in the
onslaught.
Psychokinetic Conjuration Techniques Effect: This power is a Psychic Conjuration. The spikes form from
the ground, using psycho-kinetic mist to temporarily solidify. The
psyker conjures a number of spikes from the mist equal to his
Particularly skilled Telekines can conjure psycho-kinetic
Willpower Bonus within the area of effect. The psyker may use the
material from the warp itself, shaping it to the whims of his will. spikes to attack a target - each spike requiring a separate Weapon
These techniques depend on the raw warp stuff and the Skill Test to hit a target (use the psykers value). If the spike hits, it
imagination of the psyker. inflicts 1d10 Impact Damage + Psy Rating. Additionally, the spikes
have the Crippling (PR/2) special weapon quality.
The psyker may also use the spikes to block line of sight, block
corridors or passageways, or to forge make-shift ladders.
Psychokinetic Impact Techniques vortex, he must take a Challenging (+0) Willpower Test with a –5
penalty for each meter in the vortex’s current radius. If he passes
the Test he may perform one of the following actions:
Particularly strong psykers in the arts of Telekinesis learn how  Increase the vortex's radius by one meter
to channel their aggression into impossibly strong impact waves.  Decrease the vortex's radius by one meter.
While considered blunt and raw manifestations of the discipline,
 Move the vortex any direction a number of meters equal
these techniques are nonetheless some of the most powerful a
Telekine can master. to the psyker's Psy Rating.

Shockwave If the psyker fails the Willpower Test to sustain the vortex, or if
he is unable to make the Test due to other circumstances, its
radius increases by one meter and it moves a number of meters
Value: 300xp
equal to the psyker’s Psy Rating in a random direction (see the
Prerequisites: Willpower 50
Action: Half Action Scatter Diagram on page 255). If the vortex’s radius ever
Focus Power: Challenging (+0) Willpower Test decreases to zero meters, the power ends and the vortex
Range: Self disappears. If the vortex’s radius ever grows larger than the
Sustained: No psyker’s Psy Rating, it explodes, ending the power, destroying the
Subtype: Attack, Concentration vortex, and dealing 2d10 Energy Damage, +4 per point of Psy
Description: The psyker slams his palms together and uses his Rating, with a Pen equal to the vortex’s current radius is meters, to
considerable power to amplify the noise exponentially, creating a
anyone with a number of meters of the centre of the vortex equal to
torrential shockwave. The energy batters any unfortunate enough
to be nearby, throwing them away from the psyker in a barrage of twice the Psy Rating of the psyker. The psyker is hit by this
force. Damage regardless of his proximity to the exploding vortex as the
Effect: This power is a Psychic Blast centered on the psyker with a energy of the Warp he was channeling lashes back into him.
radius equal to the psyker’s Psy Rating. Any creature within the
area of effect, with the exception of the psyker, suffers 1d10 + Psy
Rating Explosive Damage with Pen 0 and is pushed directly away
Telekinesis Technopath Techniques
from the Psyker a number of meters equal to the psyker’s Psy
Rating. This sub-discipline focuses on certain Telekines natural ability
to manipulate and tamper with mechanical, electrical and electronic
Storm of Force systems. Most often associated with the machina-mentors of the
Adeptus Mechanicus, these Telekines are both feared and valued
Value: 300 xp for their abilities to influence the holy machine spirits to perform the
Prerequisites: Psy Rating 4 psyker's bidding.
Action: Full Action
Focus Power: Challenging (+0) Willpower Test
Range: 10 meters x Psy Rating radius Technopathic Resonance Techniques
Sustained: Half Action
Subtype: Attack, Concentration Telekines who learn how to integrate, support, and honor the
Description: The psyker has developed his powers to the furthest machine spirits with their techniques are highly valued by the
reaches. He can generate a rain of force bolts that can smash his
Adeptus Mechanicus. Their affinity and respect is shown through
enemies in a savage storm of psychic fury.
Effect: This power is a Psychic Maelstrom. Any creature within the their non-disruptive uses of their power.
area of effect, with the exception of the psyker, suffers 2d10+ 2
Damage per Psy Rating. Any target that suffers damage must also White Noise
make an Opposed Strength Test or b e pushed directly away from
the Psyker a number of meters equal to the psyker's Psy Rating.
Value: 100xp
Prerequisites: Intelligence 35
Vortex of Doom Action: Full Action
Focus Power: Routine (+20) Willpower Test
Value: 400xp Range: 10 meters x Psy Rating radius
Prerequisites: Psy Rating 5 Sustained: Free Action
Action: Half Action Subtype: Concentration
Focus Power: Difficult (–10) Willpower Test Description: The psyker fills the warp with static, fouling psychic
Range: 5 meters x Psy Rating detection and making tech sensors less reliable.
Sustained: Half Action Effect: This power is a Psychic Manipulation. While active, any
Subtype: Attack, Concentration Tests made to detect the psyker's presence, as well as that of
Description: Playing with impossible energies of the immaterium, anyone within range of him, using either psychic or technological
the psyker uses his power to punch a hole in reality, opening a tear means (including Psyniscience), count as Hard (-20). If the means
to the Warp. Roiling energies pour into reality, tearing apart of detection would not normally require a Test, the user must make
anything unlucky enough to be close to the unstable rift. The an Ordinary (+10) Willpower Test if they are using psychic means,
psyker struggles to keep the volatile torrent of energy in check, or an Ordinary (+10) Intelligence Test if they are using
pouring all his energy into constraining the vortex, lest it break out technological means.
of control and cause untold destruction.
Effect: The psyker chooses a point in range and line of sight, and
creates a vortex of energy centered on that point that starts with a
radius of 2 meters. Anyone who is touching the vortex at the end of
the psyker’s Turn must take 2d10 Energy Damage, +2 per point of
Psy Rating, with a Pen equal to the vortex’s current radius in
meters. The psyker may not voluntarily stop sustaining this power.
Instead, at the beginning of each Turn the Psyker is sustaining the
Machine Empathy Ghost in the Shell

Value: 200xp Value: 800xp


Prerequisites: Intelligence 40 Prerequisites: Psy Rating 5
Action: Half Action Action: Full Action
Focus Power: Special - Ordinary (+10) Willpower Test Focus Power: Hard (-20) Opposed Willpower Test
Range: Touch Range: Touch
Sustained: No Sustained: Full Action
Subtype: Concentration Subtype: Concentration
Description: The Telekine is able to manipulate machines with Description: The Telekine is able to fully integrate with the
ease, naturally knowing how to activate and utilize the full machine spirit of a complex machine - such as an Imperial Titan.
capabilities of the holy machine without need of technical The psyker risks much in the process, but in an act of dominance
understanding. he can bend such battle machines to his will.
Effect: This power is a Psychic Manipulation that allows the psyker Effect: This power is a Psychic Manipulation that allows the psyker
to instinctively operate any machine, weapon, or device of a to integrate, commune, and dominate the machine spirit of complex
technological nature. This power can be used to open or lock machines. If this power is successful, the Psyker is able to
mechanical doors, operate machinery and fire emplaced weapons, dominate and control the machine spirit of the machine. However, if
and so on, at the Gamemaster's discretion. Effectively this power he fails he is rejected from the communion and suffers 1d10+ Psy
replaces the need for a Tech-Use Skill Test, even when dealing Rating in temporary Willpower Damage that persists for 1d10 days.
with machines of alien origin. The more complex the activity He may not attempt to commune with the Machine Spirit again for
attempted, the greater the difficulty modifier the GM should impose 24 hours. If the psyker fails by 5 Degrees of Failures or more, his
on the Focus Power Test. soul is psychically ripped from his body and becomes subsumed
into the machine forever (effectively killing the character).
Techsorcism

Value: 200xp
Prerequisites: Psy Rating 3
Action: Full Action
Focus Power: Opposed Willpower Test
Range: Touch
Sustained: Half Action
Subtype: Concentration
Description: The Telekine rests his hands upon a tainted or
corrupted machine, infusing and coaxing the machine spirit with
energy to cast out the baleful influences and daemonic domination.
Effect: This power is a Psychic Manipulation that allows the psyker
to banish a daemonic or malicious presence (such as scrap-code
or schismatically) from a machine or implant. A Daemon or
malicious presence targeted by this power must take an immediate
Opposed Will Power test. A failure means it takes D10 damage.
For every Degree of Failure, it takes an additional D5 damage. If
the target takes damage in excess of its wounds, or rolls more than
twice what it needed to succeed on the W ill Power roll, it is
banished back to the Warp or otherwise excised from the machine.
Note: This power has no effect on large machines such as
corrupted battle tanks, possessed Titans, or daemonic engines -
such constructs are simply far too complex for the psyker to excise
or are by nature too infused with daemonic energy.

Repair Machine

Value: 300xp
Prerequisites: Intelligence 45
Action: Full Action
Focus Power: Special - Ordinary (+10) Willpower Test
Range: Touch
Sustained: Full Action
Subtype: Concentration
Description: With a touch, the Telekine is able to will inoperable
and damaged machines to knit themselves back together. Cogs
and gears snap back into place, scorched and twisted metal re-
forged, and data-stacks are restored.
Effect: This power is a Psychic Manipulation that allows the psyker There is only the Emperor, and he is
to instinctively repair damaged machines. Trivial devices - such as
data-slates, chronos, and firearms are repaired with ease. More our Shield and Protector.
complex devices such as cogitators require much more strain from
the psyker, requiring a greater difficulty modifier from the GM for
the Focus Power Test. Vehicles and Machines with Armor Points or
-Second Book of Chantings
Hull Points are repaired 1d10 points (with Hull Points being
restored before Armor Points) per Degree of Success on the Focus
Power Test.
Technopathic Disruption Techniques Objuration Mechanicum

Reviled universally by the Adeptus Mechanicus are the Value: 300 xp


Telekines who can disrupt and damage the holy machines with Prerequisite: Intelligence 40
instinctive malice. While such techniques are taught by the Action: Half Action
Scholastica Psykana to promote greater flexibility for their Militant- Focus Power: Challenging (+0) Willpower test
Savants, the practices are nonetheless looked down upon by their Range: 10 meters x Psy Rating
more technological peers. Sustained: No
Subtype: Concentration
Weapon Jinx Description: With this power, the psyker reaches into and disrupts
the inner workings of nearby machines, jamming gears, blowing
fuses, and severing power couplings. Those who rely on
Value: 100xp technology find themselves bereft of their support and helpless.
Prerequisites: Willpower 35 Effect: The psyker chooses a point anywhere within range and line
Action: Full Action of sight. This power creates a Haywire Field centered at this point,
Focus Power: Hard (-20) Opposed Willpower Test with a radius in meters equal to the psyker’s psy rating.
Range: 25 meters x Psy Rating
Sustained: Full Action Machine Curse
Subtype: Concentration
Description: The psyker reaches into nearby machines with his
mind to scramble their circuitry. The Adeptus Mechanicus are Value: 400 xp
especially loathing of this kind of ability and tend to take a very dim Prerequisite: Psy Rating 5
view of psykers that employ it. Action: Half Action
Effect: This is a Psychic Malediction that effects all mechanical Focus Power: Challenging (+0) Willpower test
devices within range, which cease to function as long as this power Range: 10 meters x Psy Rating
is in effect. Weapons caught in the area of effect jam. The jammed Sustained: No
weapons can be cleared as normal. Subtype: Attack, Concentration
Description: The Telekine is able to focus his baleful energies to
Haywire dissemble and destroy mechanical machines, electronic devices,
and vehicles with ease.
Effect: This power is a Psychic Lance that effects all mechanical
Value: 200xp machines, electronic devices, or vehicles. For every Degree of
Prerequisites: Willpower 40 Success the affected targets are rendered totally useless for that
Action: Half Action many turns. Living creatures with cybernetic implants or the
Focus Power: Challenging (+0) Willpower Test Machine (X) Trait, or vehicles suffer 2d10+Psy Rating Energy
Range: 5 meters x Psy Rating Damage to the implant location, Body location or Hull that ignores
Sustained: Yes armor. If the psyker succeeds his Focus Power Test with 4
Subtype: Concentration Degrees or more, the mechanical devices struck by this power
Description: The psyker focuses disruptive energies into the heart dissemble completely - requiring intensive repair to return to
of an electronic device, causing it to temporary malfunction. The functionality.
power has the effects of a Haywire Field centered exclusively on
the target. Beings with mechanical elements, such as servitors or
characters with cybernetic implants or the Machine Trait suffer
1d10+Psy Rating Energy Damage to the implant or body Location
that ignores Armor.

Psychokinetic Storm

Value: 300xp
Prerequisites: Psy Rating 3
Action: Half Action
Focus Power: Hard (-20) Opposed Willpower Test
Range: 10 meter x Psy Rating radius
Sustained: Half Action
Subtype: Concentration
Description: The psyker manifests an uncontrolled storm of
unleashed psychokinetic potential, raising a tumult of squalling
winds from nowhere and causing small objects to jump and topple,
glass to shatter, electrical contacts to short out and spark, flames to
leap, cogitators to spit gibberish, and other distracting phenomena.
Effect: This power is a Psychic Blast. Everyone within the radius of
the power other than the manifesting psyker suffers a -10 penalty
to all physical actions while the power is in effect, in addition to any
damaging effects the Psychokinetic Storm has on the surrounding
environment. Complex machines within the radius shut down and
become Damaged. Each character with one or more cybernetic
replacements or implants suffers 1d10+Psy Rating energy damage
to the body location that ignores armor.
Table: Telekinesis Perils of the Warp
1D100 Effect
01-05 Haunting Breeze: A light wind whips within 3d10 meters around the around the psyker, hurling light objects such as
leaves and sheets of paper into the air and causing the clothes and hair of everyone around him to billow dramatically.
06-09 The Earth Protests: The ground beneath the psyker’s feet grows quarrelsome, rattling all who have the audacity to
stand up on it. Each character within 2d10 meters (including the psyker) must make a +20 Agility test or be
Immobilized for 1 round.
10-13 Warp Tempo: Time around the psyker begins fluctuating inconsistently, stagnating in some places and accelerating in
others. Each character within 1d10+5 meters (including the psyker) must make a –10 Intelligence test to adjust to the
unnatural pace. Each character who succeeds gains a +30 bonus to Evasion tests for the next 1d5 rounds.
14-18 Spatial Lurch: The world seems to stretch for a several seconds as if made of an elastic substance before hurling
individuals and unsecured objects into new locations at a dizzying velocity. Each character within 1d10 meters
(including the psyker) is hurled 3d10 meters in a randomly chosen horizontal direction (see the Scatter Diagram).
19-24 Falling Upwards: Gravity lapses, and people and objects tumble skyward. Each character within 2d10 meters
(including the psyker) is immediately hurled 1d5 meters into the air before crashing back to earth with a crunch.
25-30 Mind Maze: Until the end of the encounter, the psyker’s imagined mindscape spills over into reality, and walls of force
solidify in the 2d10 meters around him. The psyker suffers 2 fatigue. Until the end of the encounter, this area counts as
difficult terrain (see page 204) and provides 2 APs of cover to anyone within.
31-38 Shearing Thoughts: Invisible blades hack into anyone near the psyker, slicing apart bodies as he looks on in horror
(or possibly manic glee). Each other character within 1d10+5 meters of the psyker suffers 1d10 rending damage to a
randomly selected location that ignores armor. The psyker suffers 2 Corruption for each character he wounds this way.
39-46 Tech Scorn: With a crackle of static, the psyker’s mental disruption causes all machine-spirits to flee the area.
Complex machines within 3d10 meters shut down and become Damaged. Each character with one or more cybernetic
replacements or implants suffers 1d10+5 energy damage to the body location that ignores armor. Ranged weapons in
the area become Jammed.
47-55 Psychic Mirror: The psyker’s power twists, mercilessly assailing him instead of his intended target. Its effects resolve
as normal, but target the psyker himself instead of his original target. If the power is beneficial, it inflicts 1d10+5 energy
damage to a randomly chosen location that ignores armor instead of granting its normal effect.
56-58 The Furies: The psyker’s unchecked emotions roil into existence in the form of a clawed hand that grasps a randomly
chosen being within 1d10 meters of the psyker (potentially including the psyker) and slams it against the ground. The
target suffers 2d10 impact damage to the head location with the Concussive (2) quality. If the psyker is not the target,
he suffers 1d10 Corruption.
59-67 Banshee Shriek: The psyker looses an unearthly wail that cracks mirrors, pierces eardrums, and chills the soul. Each
other character within 4d10 meters must make a –30 Toughness test or be Deafened for 1d5 rounds and suffer 1d5
fatigue.
68-72 Ethereal Storm: Bolts of mind-force fly from the psyker’s head. Each other character within 2d10+5 suffers 1d10+5
Impact damage to the body location and is knocked Prone. The psyker suffers 1d5 Corruption for each character he
wounds this way.
73-78 Forceful Impact: A randomly selected large object in the area (or a chunk of a large object) hurls high into the air;
1d10 rounds later, the object lands 2d10 meters in a randomly selected direction (see page 204) from where it was
originally launched, inflicting 2d10+5 Impact damage to a randomly selected location of each character caught beneath
it.
79-82 Shadow Killer: The psyker’s shadow wells up, rising off the ground into an orb of darkness that cracks like an egg. An
eerily familiar figure slides forth from the oozing umbra, screaming curses upon the psyker for some unidentified
misdeed or betrayal. The shadow has the profile of one randomly chosen character within 4d10 meters of the psyker
(potentially including the psyker himself) and takes its turn immediately after the psyker, making every effort to kill him.
The figure vanishes after 1d10+2 rounds or when slain; if it kills the psyker, it gloats over his corpse for the remainder
of its time.
83-86 Chronological Incontinence: Inky hands reach through a seam in reality, grabbing a randomly chosen character
(potentially including the psyker) within 4d10 meters and pulling into a prison of time outside of reality for 1d10 rounds.
When he returns, he has aged 1d10 years, suffers 1d10 Corruption, and remembers being somewhere that he
steadfastly refuses to discuss.
87-90 Mass Reflection: The psyker attempts to stammer out a word of warning as he feels his power rebel. Bolts of energy
fly from his mind, striking everyone except the individual he intended to affect. The power’s effects resolve as normal,
but affects all targets within 2d10 meters of the psyker (including himself) except for his original target. If the power is
beneficial, it deals 1d10+5 Energy damage to a randomly chosen location that ignores armor instead of granting its
normal effect.
91-95 Gravity Unbound: The bonds of earth are severed with a jolt, and gravity within 1d100 meters reverses for 1d10
rounds. All creatures and unattended objects lift off the ground at a rate of 5 meters per round. At the end of this time,
reality reasserts itself and everything comes crashing down. Characters who fall this way suffer falling damage as
normal (see page 204).
95-99 Brain Lightning: A blast of psychic energy rips its way out of the psyker’s skull. The psyker is Stunned for 1d10
rounds and suffers Intelligence Decay (2d10). The nearest character within 30 meters must make a –30 Willpower test
or suffer a wound to the head location with an energy effect of 2d10+5. If a character fails this test, the psychic arc
continues on to the next character within 30 meters who has not already suffered the attack.
00 Warp Rift: A point of fathomless darkness appears in the psyker’s forehead, rapidly expanding until it opens into a full-
fledged portal to the Immaterium. The psyker is Stunned for 1d10 rounds. Until the rift is closed (almost invariably
through the psyker’s death), 2d10 Chaos Furies (see page 306) or other appropriate Daemons rip their way into reality
via his mental causeway at the beginning of each of his turns and set about wreaking destruction on anyone nearby.

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