Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Psyker Traits

Download as rtf, pdf, or txt
Download as rtf, pdf, or txt
You are on page 1of 2

Homeworld Bonus:

Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30
bonus to tests for moving in zero-gravity.
Background Bonus:
The Constant Threat: When the character or an ally within 10 meters triggers a roll on the Table
6-2: Psychic Phenomenon (pg 196). Adeptus Astra Telepathica character can increase or decrease
the result by amount equal to his Willpower bonus.
Tested on Terra: If the character takes the Psyker elite advance during character creation, he also
gains the Sanctioned trait (pg 138).
Role Bonus:
Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (pg 90). It
is recommended that a character who wishes to be a Mystic have a Willpower of at least 35.
Divination:
Only in death does duty end: The first time this character would suffer Fatigue each session, he
suffers that amount of Fatigue minus 1 (to a minimum of 0) instead.
Sanctioned: If a Sanctioned character gains the Psyker elite advance, he does not gain the
Corruption normally inflicted with that advance and starts at psy rating of 2 instead of 1.

Smite
Drawing on the electric field of his own body, the psyker projects crackling bolts of bio-
lightning, transforming his very life force into destructive energy. Diviners often claim that one
can tell much about the state of a biomancer’s soul from the colour and appearance of this power.
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 20 metres x psy rating
Sustained: No
Subtype: Attack, Concentration
A Psychic Barrage is a cluster of bolts of energy, similar to a semi-automatic weapon. If the
Focus Power test succeeds, then the psyker produces one Psychic Bolt for the initial degree of
success, plus one for every 2 additional degrees of success. The number of hits scored in this
manner cannot exceed the psyker’s effective psy rating when using this power. The first hit must
strike the initially chosen target, while any subsequent hits may strike either the initial target or
any other targets within two metres, providing all of the targets are within range and line of sight.

Enfeeble
The psyker lashes at his target with tendrils of Warp energy. The vile power quickly strips the
victim of vitality, draining its spirit with every caress.
Action: Half Action
Focus Power: Challenging (+0) Opposed Willpower test
Range: 20 metres x psy rating
Sustained: Half Action
Subtype: Attack, Concentration
Effect: The psyker nominates a single target in range and line of sight who opposes this power
with a Toughness test. If the target fails to resist the power, it is Stunned for one round. In
addition, as long as this power remains in effect, if the target rolls doubles on any test it makes, it
suffers a number of levels of Fatigue equal to half the psyker’s psy rating (rounded down). A
single target can only be affected by one instance of the Enfeeble power at a time, with other
usages on the same target having no further effect.

Invigourate
The psyker draws upon the energies of the Warp to galvanise the flesh, a possibly hazardous
endeavour but one that can be essential to continue the warband’s efforts. Newly empowered, the
Acolytes can continue afresh.
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 1 metre
Sustained: No
Subtype: Concentration
Effect: The psyker can remove a number of levels of Fatigue from himself and allies within
range. He can chose how many levels to reduce per character, but the sum of all levels removed
from all characters cannot exceed his psy rating. This power is very taxing and requires at least
12 hours of recovery before it can be used again.

You might also like