PSYCHIC
PHENOMENA
When 2 psyker reaches deeper into the warp to power his
abilities, there is always the chance of the Empyrean bleeding,
into reality, a factor Which is at the very least disturbing and
disconcerting, and which may be destructive ot disruptive to
the very fabric of reality. Sometimes this manifestation of the
‘warp is unique tothe Psyker, but in general ii as unpredictable
as the warp itself Some effects can include a dramatic drop
in temperature, ghostly voices, felings of unease, or nearby.
vegetation shrivelling and dying, In rare instances, fllscale
warp breaches with the dires of consequences can occ
‘When a psyker uss his power atthe Unferered level or Push
level, he risks generating such a disturbance in the warp. Any
‘Unfettered Focus Power Test that results in a double om the dice,
fot any power used a the Push level, means thatthe payker must
roll on Table 6-2: Psychic Phenomena. Particularly high rolls
6 this table can result in the psyker having to roll on Table 6-3
Perils of the Warp. A few powers 2s noted in thie descriptions,
cause other effects upon the material world when they manifest
‘TABLE 6-2: PSYCHIC PHENOMENA
Roll Effect
pallney\
Mind Warp: The psyker suffers a 5 penalty to Wil
Ei
the payer asthe nus
Spoilage: Food and drink go bad ina 5410 metre radius
Ene
Fires within $10 metres.
ino immediate darkness
Breath Leech: Everyone (including the psy
cannot make any Run or Charge actions
people inside this area, they appear ta be crying blood.
makes Routine (+10) Agility Test ot be knocked down,
electonics short out while the psyker is wreathed in el
distances fallen,
The Furi
(ignoring armour,
Willpower Test or gan id5 Corruption Points
on
Dark Foreboding: A fut breeze blows pas the sorcerer and those ner im, and everyone gets the feling that
‘somewhere inthe galaxy something unfortunate just happened |
‘Warp Echo: For afew moments, all noises cause echoes, regardless ofthe surroundings.
Unholy Stench: The air around the payker becomes permeated witha bizate and foul sll
ipower Tests until the start of his next cur as his own inherent
phobias, suspicions and hatreds surge fo the surface of is mind in a va o
Harfrost: The tempersture plummet for an instant and a thin costing of rt covers everything within 310 mete,
‘Aura of Taint: All animals within 14100 mecres become spooked and apated: Characters with Psyiscence ean pinpoint
“Memory Worm: Ail people within line of sight ofthe psyker forge something tv,
Haunting Breeze: Winds whip up around the pyr fr a few moments, blowing light objects around! and guitering|
within a 3410 mere radius becomes shor of breath for one round and
eal i i noon i oo a
fave bata Howe fa io Caton
Spl Cl lig at Sop sta pe: a ad oo Oa |
"
“The Earth Protests: The ground suddenly shakes, and everyone including the psyker) within a 5410 mette Fadia us
Banshee Howl Asi losing rings as arose imedie ae sharing gas and fcing ery mont este Beto)
hearing the pyro pas Challenging (+0) Toughnes Testor be define for 110 range.
The Payker aad by unseen horrors Heir ammed othe ground and uff 145 wont i
Sk Teg Bos an be moet oe Fe
Shadow of the Warp: For pli second the world changes in appearance, and exeryor within 14100 mets i ie
tet hoe nae of te shadow ofthe warp Everyone inde asl the ym make « Difele (10)
Tech Scorn: The machine sis reject your unnatural way. All un-warded technology within 5410 metres malfuncho
momentary, and all raged weapons Jam ce Chapter IP
tt pasta Routine (+10) Toughness Testo slr 145 Damage, ignoring Toxghnes Bonus ad Atmos
Gif) Warp Maines: A violent spt fainted disco ase al cet whin 2410 mee (vith the excepto
Mt ferme Fei fora Round nd suffer 143 Comuption Points unl they can passa Diff (-10) Walp
Perils ofthe Warp: The warp opens ina macirom of energy Roll on Table 6-3; Pols ofthe Wap Page 2 na
sound emotion
Veil of Darkness: Fora brief moment (effectively the remainder ofthe round), the area within 3410 metres i plunged 4
Distorted Reflections: Mirrors nd other fective surfaces within a radius of 5d10 metres distort or shat |
(30) Agility or Strength Test to avoid being knocked tothe ground. i]
Bloody Tears: Blood weeps from stone and wood within 3410 metres ofthe psyker. Fthere are any pictures or statues of
Actinic Discharge: Static electricity fills the air within 5410 metres causing hair stand on end and unprotected |
ch ighining,
ray Gives Chay tion dl etx vn 10 aoe soa
Pere ey erin At: ope eee ee
eee cer anor erate
lading the payer himel) ries ILO metres nt the sie
rab
the Game), whilet characters with cybernetic implants‘TABLE 6-3: PERILS OF THE WARP
Roll
Effect
“The Gibbering: The psyer screams in pain 2s uncontrolled warp energies suege through his unprepared mind, He must
sake a Challenging (+0) Willpower Testor be stunned for 1d5 rounds
‘Warp Burn: A violent bust of energy ffom the warp smashes ino the psycer’s min, sending him reeling. He suffers 245,
‘wounds, ignoring Toughness Bonus and Armour, end i stunned for 145 Rounds
Prychic Concussion: With crack of energy, the psyker is knocked unconscious for 1d5 rounds, nd everyone within
3410 metres must make a Routine (+10) Willpower Test or be Stunned for one round,
Py Blast: There is an explosion of power and the psyker is throws. 340 meres ita the ai fling to the ground
moments ate (se page 257 for Falling Damage)
Soul Sear: Warp power couties through the psyke's boy, seorching his ool The psykst cannot use any powers for he
next hour and grins 245 Corruption Point,
Locked In: The power cages the payer's mind in an ethereal prison romented by visions of the warp. The pspker falls to
the ground in a catatonic state. Each round thereafter, he must spend 2 fll acon to make a Difficult (-10) Willpower Test.
(On succes, his mind is freed and restored to his bady, haunted by his experiences but otherwise unharmed,
Chronological Incontinence: Time warps around the psyke. He winks ou of existence and reappears in 1410 ound
(Gor one minute in narrative te) in the exact location. He suffers one point of permanent Toughness and Ineligence
damage as his body and mind rebel aguinst the experience, nd gains 1d5 Corruption Points
Peychic Mirror: The psykers power is tured back on him. Resolve the power effec, but she power tages the payer instead
fhe powers beneficial it deals 14105 Energy Damage ignoring armoor) tothe payer instead of ts orm feet.
‘Warp Whispers: The voices of daemons fil the air within 4410 metres of the psyker, whispering tersible secrets
and shocking truths. Everyone in the are (inclding the poyker must make a Hard (-20) Willpower Testor suffer
15 Corruption Points and an equal amount of Willpower Damage. Is addition, whether or not the psyker passes the
Willpower Test, he sil sues an additional 14545 Willpower Damage
‘Vice Versa: The psyke’s mind is thrown out of his body and into another nearby retute or person, The psyker
and a random being (note this cannot be a daemon, untouchable or ther "soulless" creature) within 50 metres 9
Consciousness fr 1410 rounds This may be ales or enemies, Each erature retains its Weapon Skil, Ballistic Skil,
Tmeligence, Perception, Willpower and Fellowship during the swap, but all other Characteristics ae of the new host
body If either body is slain, the effect ends immediately and bath paris return to thelr original bodies Both suffer 145,
Intelligence Damage ftom the experience If there are no creatures within range, the psyker Becomes catatonic fr 145
rounds while his mind wanders the warp This journey causes 1410 Willpower Damage, 1410 Intelligence Damage and
11410 Corruption Points
Dark Summoning: hore’ woah svelte acrogance ofthe py, and he sens Blodletero del withthe fo.
Chapter Xi: Adversares) The Bloodent isint exizence within 3410 mes of the pk, fr «number of rounds ex to
15 pus he daemons Townes Bors The ppke’ tr neatly end and the acon may ae sur needy I
leet the payer and Vous ll of ts stacks yon the fol that umvatingly summoned wl not atc anyone ee, en if
osha ack
Rending the Veil: The air vibrates with images of cackling daemons and the kaleidoscopic tant of the warp is rendered
visible, All sentient creatures (any creature with an ltelligence characteris) within £4100 metres must test agaist Fest
(2) The peyker must Test against Fear (4) instead. This effect lasts for 1d5 rounds.
Blood Rain: A peychic storm erups, covering an area of 5d10 metres in which everyone must pasta Challenging
(0) Strength Test or be knocked tothe ground, Ia addition ro howling winds and the skies raining blood, any psychic
powers used inthe area automatically invoke Peril ofthe Warp for 145 rounds, in adlition to any Psychic Phenomena
those powers cause The psyker grins 1d5+1 Corruption Points
CCataclysmic Blast: The psyker’s power overloads srcing ot in great bolts of warp energy. Anyone within 1410 metres
(including the psyker) cakes 1d10=8 Energy Damage with a Pen of 5. The psyker may not Dodge thi, or sop the stack
with a eld Sive, In addition ll of the payke's thing and gest i desioyed,lesving him naked and smoking on the
ground. The psyker may use no further powers for 1d5 hours atthe event.
‘Mase Possession: Daemons ravage the mind of every living thing within 14100 metres. Every character in the ates must
resist a possesion attack (se the Possession Trait in Chapter IV: Talents and Traits the attacker i 2 random Lesser
Daemon), This possession wil last for no more than 210 rounds, after which the daemons are catback into the warp
Reality Quake: Realty bucles around the psyer, and an aea radiating owt 310 metes from him is sundered: solid
objects altemately rot, bur, and freeze, and everyone and everything inthe area takes 2410 Rending Damage, ignoring
armour (and unable to be dodged). Warded objects, daemons and untouchables halve the Damage rolled.
{Grand Possession: A grand and terrible warp entity takes interest in che psyke's soul, descending from the Warp 1
seize the mortals body for its own purposes. A Greate Daemon chosen by the GM attempis to poses the payker (see the
| Possession Test in Chapter IV: Talents and Trait). ven if che daemon fils the psy stil suffer: 2410 Toughness
Damage, and will forever add +10 all rolls onthe Psychic Paenomena and Pris ofthe Warp rable a his body now
|_serves a6 a conduit othe power of the warp. Ifthe character dis while possessed, the Greater Daemon manifests in the
“real world fora numberof days equal to iss Toughness Bonus or until itis destroyed
‘Anpibilation: The psyker is immediately and irevocably destroyed, burned to nothing by she screaming fires ofthe
“Imomaterium or dagged into the deepest maelstrom ofthe warp. The payker may not spend Tnfamy to recover fom this
death hes icevocably destroyed, There is chance that a daemon enty of some sore appears the pyker’s place—
Stype of daemon that appears is determined by the GM, based on how powerful the payker was —more powerful
draw more powerful daemons. The percentage chaace tha the demon appeas sequal 1 she psyker's Willpower