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	<updated>2026-08-02T13:20:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:The_Viterna-Ecclesia_War&amp;diff=335659</id>
		<title>The Sellsword Queen:The Viterna-Ecclesia War</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:The_Viterna-Ecclesia_War&amp;diff=335659"/>
		<updated>2018-03-22T01:18:28Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It the year 826 AU. Almost a thousand years have passed since the Fall of the Ancient Viterna Empire. After the fragmentation of Sidissum, fear and uncertainty gripped the world. Some of Viterna&#039;s greatest heroes renounced the Empire and struck out on their own, while others still turned to faith to calm their souls for the dark days ahead. Worshippers of Inpral, God of Order, gathered in the territory now known as Ecclesia, and their influence began to spread. 800 years later, Ecclesia is poised to seize Sidissum, with worshippers of Inpral marching further north-west with every passing moment. Armies gather at the Ignis Desert, awaiting confirmation to invade what remains of Viterna.&lt;br /&gt;
&lt;br /&gt;
Never managing to fully rebuild after its Empire collapsed, Viterna&#039;s lack of fortresses and strong armies make it an easy target for Inpral&#039;s followers. In desperation, Queen Lyra IV turned to the Arkadorian Merchant Guilds, and the warriors of The Contractor&#039;s Collective. To complement the weak armies of modern Viterna, thousands of mercenaries have been shipped to the northlands to hold back the Ecclesian invasion. You are just one of thousands of sellswords, freshly recruited and ready for battle, having landed in Orient, and eager to make the week-long trek to Caelesnam, where the best contracts can be found. Straight, it would seem, from the Queen herself.&lt;br /&gt;
&lt;br /&gt;
=Current State of Viterna=&lt;br /&gt;
&lt;br /&gt;
[[File:Viterna_Map_1.png]]&lt;br /&gt;
&lt;br /&gt;
*174-826:&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Viterna_Map_1.png&amp;diff=335658</id>
		<title>File:Viterna Map 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Viterna_Map_1.png&amp;diff=335658"/>
		<updated>2018-03-22T01:11:33Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:The_Viterna-Ecclesia_War&amp;diff=335546</id>
		<title>The Sellsword Queen:The Viterna-Ecclesia War</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:The_Viterna-Ecclesia_War&amp;diff=335546"/>
		<updated>2018-03-21T04:24:16Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Created page with &amp;quot;wip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335544</id>
		<title>The Sellsword Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335544"/>
		<updated>2018-03-21T04:23:45Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crusader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A freeform Fantasy RPG with inspiration from D&amp;amp;D, and many other fantasy settings.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
OOC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[The Sellsword Queen:PLACEHOLDER|PLACEHOLDER]], played by PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
=Major Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor contacts can be found on their village/location&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hall of Heroes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage area for Player Characters who have died or are otherwise incapable of continuing their Mercenary career.&lt;br /&gt;
&lt;br /&gt;
=Background Info=&lt;br /&gt;
&#039;&#039;&#039;Useful information about Viterna and the World at Large.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Nations|Nations of Sidissum]]&lt;br /&gt;
*[[The Sellsword Queen:Religion|Gods &amp;amp; Worship]]&lt;br /&gt;
*[[The Sellsword Queen:The Viterna-Ecclesia War|The Viterna-Ecclesia War]]&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key cities, dungeons, and other interesting locations on Viterna. Additional locations within these areas can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Viterna|Viterna]]&lt;br /&gt;
&lt;br /&gt;
=Contracts=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and contracts here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*[[The Sellsword Queen:Weapons|Weapons]]&lt;br /&gt;
*[[The Sellsword Queen:Armour|Armour]]&lt;br /&gt;
*[[The Sellsword Queen:Magic|Magic]]&lt;br /&gt;
*[[The Sellsword Queen:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Sellsword Queen:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
[[The Sellsword Queen:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:Nations&amp;diff=335534</id>
		<title>The Sellsword Queen:Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:Nations&amp;diff=335534"/>
		<updated>2018-03-21T04:18:15Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Centuries of war and diplomacy have split the world of Sidissum and its once proud Empire into 7 nations.&lt;br /&gt;
&lt;br /&gt;
[[File:Sidissum_Map.png]]&lt;br /&gt;
&lt;br /&gt;
=Viterna=&lt;br /&gt;
&lt;br /&gt;
Once the seat of an immense and powerful empire, Viterna crumbled to a shadow of its former self after hundreds of years of infighting. While still one of the more populous regions of Sidissum, most of Viterna&#039;s ancient fortresses have fell into disrepair, leaving the country vulnerable to an Ecclesian Invasion. Viterna lacks the trading prowess of the Arkadorians and the strength of the Okkdan Empire, but it is still a pleasant place to live. As such, despite its human rulers, Viterna boasts high populations of all races, with the exception of the dwarves, who rarely stray far from their tunnels. The capital of Viterna is Caelesnam, a wondrous city that still radiates the brilliance of the Ancient Empire.&lt;br /&gt;
&lt;br /&gt;
=Ecclesia=&lt;br /&gt;
&lt;br /&gt;
A small but rapidly growing nation, Ecclesia is run by The Clergy, a collection of priests who serve Inpral, the God of Order. Ecclesia promotes a mandatory state religion and boasts few individual freedoms. The Clergy&#039;s rule is absolute, and their word is the will of God. Their armies are strong, driven by faith and the blessings of the Clergy, but Ecclesia has not yet managed to unite Sidissum under one banner. Too weak to make war on the great Okkdan Empire, and too impatient to clear the buried Dwarven Strongholds of Tiefhuss, Ecclesia, in its surge to claim new territory, has pushed north towards Viterna. Ecclesia&#039;s capital is the city of Templum Dominus, a massive fortified temple-complex south of the border with Viterna.&lt;br /&gt;
&lt;br /&gt;
=Tiefhuss=&lt;br /&gt;
Most of the dwarves on Sidissum, after the breakdown of the Ancient Viternian empire, withdrew back to their underground fortresses, disgusted that they had been enticed into fighting and dying for a society that failed to protect itself from its own infighting. Eventually, their tunnels spread throughout the central mountains, which now house most of the dwarven population. Only a few dwarves neglected their return to Tiefhuss, whilst some established new colonies in the mountains of the Western Okkdan Empire.&lt;br /&gt;
&lt;br /&gt;
=Moratus=&lt;br /&gt;
While elves can be found across all of Sidissum, the forests and plains of Moratus remain their ancestral homeland, and contains many sacred sites to Elvish history. Moratus has fought with many other nations in the past for control of their lands, and relations between the Elves, Dwarves, and the Clergy are tenser than ever before as Ecclesia continues to spread its influence westward.&lt;br /&gt;
&lt;br /&gt;
=Arkadorian Merchant Guilds=&lt;br /&gt;
While the title of strongest nation on Sidissum easily falls to the Okkdan Empire, the most prosperous is by far the Arkadorian Merchant Guilds. Run by representatives of the many trading families on the nation&#039;s island holdings, the Merchant Guilds have become a beacon of stability amongst the conflicts to their east. Manipulation by the Guildmasters, traders with a lifetime of diplomatic experience, has allowed the Arkadorians to maintain their trade routes through wars and disaster, supplying all of Sidissum with premium goods and mercenaries.&lt;br /&gt;
&lt;br /&gt;
==The Contractor&#039;s Collective==&lt;br /&gt;
The Contractor&#039;s Collective is Sidissum&#039;s finest mercenary company, supplying sellswords from the Arkadorian Merchant Guilds all across the globe. The Collective has extravagant bases throughout Sidissum, with their primary outposts in Viterna being based in the Capital, Caelesnam, and the coastal cities of Orient and Rystead, where new arrivals from Arkadorian first land in the country.&lt;br /&gt;
&lt;br /&gt;
=Okkdan Empire=&lt;br /&gt;
From the ashes of Viterna&#039;s ancient, world-spanning kingdoms arose the Okkdan Empire. Created by some of Viterna&#039;s greatest ancient heroes, the Okkdan Empire quickly established its dominance by reclaiming much of Viterna&#039;s abandoned territory. To this day, the Okkdan Empire has remained the strongest nation on Sidissum, though they have neglected expansion following the failings of Ancient Viterna. The Okkdan Empire maintains its strength for defensive purposes only, refusing to partake in the squabbles of other countries unless they perceive it to be a direct threat to their own citizens.&lt;br /&gt;
&lt;br /&gt;
=Glerran Wastes=&lt;br /&gt;
The destruction of the Ancient Glerran kingdoms has remained a mystery throughout the ages, with only two cities and one ruined castle being known to survive to the modern day. Cut off from most of Sidissum by ocean and ice, the only outside contact Glerran sees is rare trade with Viterna, though trips between the two nations have become almost impossible after the collapse of Glerran&#039;s infrastructure. No roads lead to the Wastes, forcing travellers to traverse the hostile, permanent winter or sail through treacherous ice fields to reach the remnants of Glerran&#039;s civilisation.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:Nations&amp;diff=335533</id>
		<title>The Sellsword Queen:Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen:Nations&amp;diff=335533"/>
		<updated>2018-03-21T04:14:47Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Created page with &amp;quot;Centuries of war and diplomacy have split the world of Sidissum and its once proud Empire into 7 nations.  File:Sidissum_Map.png  =Viterna=  Once the seat of an immense an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Centuries of war and diplomacy have split the world of Sidissum and its once proud Empire into 7 nations.&lt;br /&gt;
&lt;br /&gt;
[[File:Sidissum_Map.png]]&lt;br /&gt;
&lt;br /&gt;
=Viterna=&lt;br /&gt;
&lt;br /&gt;
Once the seat of an immense and powerful empire, Viterna crumbled to a shadow of its former self after hundreds of years of infighting. While still one of the more populous regions of Sidissum, most of Viterna&#039;s ancient fortresses have fell into disrepair, leaving the country vulnerable to an Ecclesian Invasion. Viterna lacks the trading prowess of the Arkadorians and the strength of the Okkdan Empire, but it is still a pleasant place to live. As such, despite its human rulers, Viterna boasts high populations of all races, with the exception of the dwarves, who rarely stray far from their tunnels. The capital of Viterna is Caelesnam, a wondrous city that still radiates the brilliance of the Ancient Empire.&lt;br /&gt;
&lt;br /&gt;
=Ecclesia=&lt;br /&gt;
&lt;br /&gt;
A small but rapidly growing nation, Ecclesia is run by The Clergy, a collection of priests who serve Inpral, the God of Order. Ecclesia promotes a mandatory state religion and boasts few individual freedoms. The Clergy&#039;s rule is absolute, and their word is the will of God. Their armies are strong, driven by faith and the blessings of the Clergy, but Ecclesia has not yet managed to unite Sidissum under one banner. Too weak to make war on the great Okkdan Empire, and too impatient to clear the buried Dwarven Strongholds of Tiefhuss, Ecclesia, in its surge to claim new territory, has pushed north towards Viterna. Ecclesia&#039;s capital is the city of Templum Dominus, a massive fortified temple-complex south of the border with Viterna.&lt;br /&gt;
&lt;br /&gt;
=Tiefhuss=&lt;br /&gt;
Most of the dwarves on Sidissum, after the breakdown of the Ancient Viternian empire, withdrew back to their underground fortresses, disgusted that they had been enticed into fighting and dying for a society that failed to protect itself from its own infighting. Eventually, their tunnels spread throughout the central mountains, which now house most of the dwarven population. Only a few dwarves neglected their return to Tiefhuss, whilst some established new colonies in the mountains of the Western Okkdan Empire.&lt;br /&gt;
&lt;br /&gt;
=Moratus=&lt;br /&gt;
While elves can be found across all of Sidissum, the forests and plains of Moratus remain their ancestral homeland, and contains many sacred sites to Elvish history. Moratus has fought with many other nations in the past for control of their lands, and relations between the Elves, Dwarves, and the Clergy are tenser than ever before as Ecclesia continues to spread its influence westward.&lt;br /&gt;
&lt;br /&gt;
=Arkadorian Merchant Guilds=&lt;br /&gt;
While the title of strongest nation on Sidissum easily falls to the Okkdan Empire, the most prosperous is by far the Arkadorian Merchant Guilds. Run by representatives of the many trading families on the nation&#039;s island holdings, the Merchant Guilds have become a beacon of stability amongst the conflicts to their east. Manipulation by the Guildmasters, traders with a lifetime of diplomatic experience, has allowed the Arkadorians to maintain their trade routes through wars and disaster, supplying all of Sidissum with premium goods and mercenaries.&lt;br /&gt;
&lt;br /&gt;
==The Contractor&#039;s Collective==&lt;br /&gt;
The Contractor&#039;s Collective is Sidissum&#039;s finest mercenary company, supplying sellswords all across the globe. The Collective has extravagant bases throughout Sidissum, with their primary outposts in Viterna being based in the Capital, Caelesnam, and the coastal cities of Orient and Rystead, where new arrivals from Arkadorian first land in the country.&lt;br /&gt;
&lt;br /&gt;
=Okkdan Empire=&lt;br /&gt;
From the ashes of Viterna&#039;s ancient, world-spanning kingdoms arose the Okkdan Empire. Created by some of Viterna&#039;s greatest ancient heroes, the Okkdan Empire quickly established its dominance by reclaiming much of Viterna&#039;s abandoned territory. To this day, the Okkdan Empire has remained the strongest nation on Sidissum, though they have neglected expansion following the failings of Ancient Viterna. The Okkdan Empire maintains its strength for defensive purposes only, refusing to partake in the squabbles of other countries unless they perceive it to be a direct threat to their own citizens.&lt;br /&gt;
&lt;br /&gt;
=Glerran Wastes=&lt;br /&gt;
The destruction of the Ancient Glerran kingdoms has remained a mystery throughout the ages, with only two cities and one ruined castle being known to survive to the modern day. Cut off from most of Sidissum by ocean and ice, the only outside contact Glerran sees is rare trade with Viterna, though trips between the two nations have become almost impossible after the collapse of Glerran&#039;s infrastructure. No roads lead to the Wastes, forcing travellers to traverse the hostile, permanent winter or sail through treacherous ice fields to reach the remnants of Glerran&#039;s civilisation.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Sidissum_Map.png&amp;diff=335532</id>
		<title>File:Sidissum Map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Sidissum_Map.png&amp;diff=335532"/>
		<updated>2018-03-21T03:16:20Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335531</id>
		<title>The Sellsword Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335531"/>
		<updated>2018-03-21T00:18:40Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crusader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A freeform Fantasy RPG with inspiration from D&amp;amp;D, and many other fantasy settings.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
OOC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[The Sellsword Queen:PLACEHOLDER|PLACEHOLDER]], played by PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
=Major Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor contacts can be found on their village/location&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hall of Heroes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage area for Player Characters who have died or are otherwise incapable of continuing their Mercenary career.&lt;br /&gt;
&lt;br /&gt;
=Background Info=&lt;br /&gt;
&#039;&#039;&#039;Useful information about Viterna and the World at Large.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Nations|Nations of Sidissum]]&lt;br /&gt;
*[[The Sellsword Queen:Religion|Gods &amp;amp; Worship]]&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key cities, dungeons, and other interesting locations on Viterna. Additional locations within these areas can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Viterna|Viterna]]&lt;br /&gt;
&lt;br /&gt;
=Contracts=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and contracts here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*[[The Sellsword Queen:Weapons|Weapons]]&lt;br /&gt;
*[[The Sellsword Queen:Armour|Armour]]&lt;br /&gt;
*[[The Sellsword Queen:Magic|Magic]]&lt;br /&gt;
*[[The Sellsword Queen:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Sellsword Queen:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
[[The Sellsword Queen:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335530</id>
		<title>The Sellsword Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335530"/>
		<updated>2018-03-20T23:48:13Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crusader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A freeform Fantasy RPG with inspiration from D&amp;amp;D, and many other fantasy settings.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
OOC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[The Sellsword Queen:PLACEHOLDER|PLACEHOLDER]], played by PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
=Major Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor contacts can be found on their village/location&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hall of Heroes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage area for Player Characters who have died or are otherwise incapable of continuing their Mercenary career.&lt;br /&gt;
&lt;br /&gt;
=Background Info=&lt;br /&gt;
&#039;&#039;&#039;Useful information about Viterna and the World at Large.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key cities, dungeons, and other interesting locations on Viterna. Additional locations within these areas can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Viterna|Viterna]]&lt;br /&gt;
&lt;br /&gt;
=Contracts=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and contracts here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*[[The Sellsword Queen:Weapons|Weapons]]&lt;br /&gt;
*[[The Sellsword Queen:Armour|Armour]]&lt;br /&gt;
*[[The Sellsword Queen:Magic|Magic]]&lt;br /&gt;
*[[The Sellsword Queen:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Sellsword Queen:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
[[The Sellsword Queen:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335457</id>
		<title>The Sellsword Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Sellsword_Queen&amp;diff=335457"/>
		<updated>2018-03-20T04:11:14Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Created page with &amp;quot;File:Crusader.jpg  &amp;#039;&amp;#039;&amp;#039;A freeform Fantasy RPG with inspiration from D&amp;amp;D, and many other fantasy settings.&amp;#039;&amp;#039;&amp;#039;  IC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]  OOC: [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crusader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A freeform Fantasy RPG with inspiration from D&amp;amp;D, and many other fantasy settings.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
OOC: [https://forum.rpg.net/showthread.php?PLACEHOLDER]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[The Sellsword Queen:PLACEHOLDER|PLACEHOLDER]], played by PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
=Major Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor contacts can be found on their village/location&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hall of Heroes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage area for Player Characters who have died or are otherwise incapable of continuing their Mercenary career.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key cities, dungeons, and other interesting locations on Viterna. Additional locations within these areas can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Sellsword Queen:Viterna|Viterna]]&lt;br /&gt;
&lt;br /&gt;
=Contracts=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and contracts here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*[[The Sellsword Queen:Weapons|Weapons]]&lt;br /&gt;
*[[The Sellsword Queen:Armour|Armour]]&lt;br /&gt;
*[[The Sellsword Queen:Magic|Magic]]&lt;br /&gt;
*[[The Sellsword Queen:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Sellsword Queen:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
[[The Sellsword Queen:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Crusader.jpg&amp;diff=335455</id>
		<title>File:Crusader.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Crusader.jpg&amp;diff=335455"/>
		<updated>2018-03-20T02:49:45Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Cyrus_Mordigael&amp;diff=330350</id>
		<title>The Tantumirean Heresy:Cyrus Mordigael</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Cyrus_Mordigael&amp;diff=330350"/>
		<updated>2017-11-30T06:06:04Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cyrus Mordigael.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Cyrus Mordigael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 20&#039;s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Quiet but inquisitive with the loyalty of a Krieger, Cyrus serves with an absolute faith in the God-Emperor but always seems to be hiding something. He tends to suffer from anxiety, which he calms through the copious use of both liquid herbal remedies and amasec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Occupation:&#039;&#039;&#039; Battle Psyker and medic for the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home World Class:&#039;&#039;&#039; Shrine World (Eden Prime)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Info:&#039;&#039;&#039; Cyrus always remains fully clothed and masked at all times, even when sleeping. No one is sure why, and his superiors only say it has something to do with penance for his sins, though obviously his outfit is designed to inspire fear, both in allies and enemies. He carries a heavy book around with him constantly that contains hundreds of prayers, rites, and sermons to the Emperor, while also containing his personal notes on psyker knowledge in the back. When not deploying his dangerous powers, Cyrus uses a plasma gun, an item that, no matter who asks, he only says was a gift to him from a loved one, and he will fight to the death to keep. A Commissar in the Guard once tried to &#039;appropriate&#039; it from him... he was found later sprayed across the walls of the barracks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039; &lt;br /&gt;
*A finely-crafted rifle that fires bolts of super-heated plasma. Has a rare chance to explode when used. Loaded with a 90% capacity hydrogen canister.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psykana Mercy Blade&#039;&#039;&#039;&lt;br /&gt;
*A small blade issued to all Sanctioned Psykers. Intended as a tool to commit suicide, but functions well enough in melee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hooded Robe&#039;&#039;&#039;&lt;br /&gt;
*A long black robe studded with soft armored panels. Includes a face-concealing grey mask, which has been damaged and needs repairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gulonog Charm&#039;&#039;&#039;&lt;br /&gt;
*A small silver charm in the shape of a Gulonog, commonly believed by the natives of Eden Prime to bring good luck. Identifies the holder as a native of said world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Hydrogen Canister (1)&lt;br /&gt;
*A cartridge used as ammunition for Plasma weaponry. Reloading must be undertaken slowly and carefully, however.&lt;br /&gt;
&lt;br /&gt;
Thrones (100)&lt;br /&gt;
*Standard Imperial currency that functions as legal tender on most worlds.&lt;br /&gt;
&lt;br /&gt;
Data-slate&lt;br /&gt;
*A simple digital storage device.&lt;br /&gt;
&lt;br /&gt;
Prayer Book&lt;br /&gt;
*A large book filled with prayers and sermons to the Emperor, as well as notes on psyker knowledge.&lt;br /&gt;
&lt;br /&gt;
Medical Stimm (2)&lt;br /&gt;
*A combat stimm filled with adrenaline that will get the user on their feet following a semi-serious wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[The Tantumirean Heresy:Psychic Powers|Psychic Powers]]=&lt;br /&gt;
&lt;br /&gt;
==Biomancy==&lt;br /&gt;
*Invigorate&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
==Pyromancy==&lt;br /&gt;
*Manipulate Flame&lt;br /&gt;
*Spontaneous Combustion&lt;br /&gt;
&lt;br /&gt;
==Minor Powers==&lt;br /&gt;
*Lucky&lt;br /&gt;
*Suggestion&lt;br /&gt;
*Spectral Hands&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329763</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329763"/>
		<updated>2017-11-14T04:06:58Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt;Interrogate the Enginseer.&amp;lt;/s&amp;gt;&lt;br /&gt;
**Search Maintenance Deck IX.&lt;br /&gt;
**Search Maintenance Deck VIII.&lt;br /&gt;
**Search Maintenance Deck VII.&lt;br /&gt;
**Search Maintenance Deck VI.&lt;br /&gt;
**Search Maintenance Deck V.&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;br /&gt;
&lt;br /&gt;
=Additional Data=&lt;br /&gt;
&lt;br /&gt;
*The Nurgling originates from between UNKNOWN and Maintenance Deck VIII.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329762</id>
		<title>The Tantumirean Heresy:Kane Hulliam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329762"/>
		<updated>2017-11-14T04:01:41Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kane Hulliam.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kane Hulliam&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 56&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Kane is extensively knowledgeable, studious, but also with a certain confidence, arrogance perhaps, that the Emperor is guiding him to do great things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Occupation:&#039;&#039;&#039; Ordinate-Senioris, Office of the Imperial Pursary - Departmento Munitorum - Adeptus Administratum  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home World Class:&#039;&#039;&#039; Hive World&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Info:&#039;&#039;&#039; Possesses an ornate laspistol, but his expertise is in facts and arguing he knows them better than anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate Laspistol&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
*A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Ornate engravings and proper oils have appeased this weapon&#039;s Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack. Loaded with a 105% capacity standard power pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administratum Robes&#039;&#039;&#039; &lt;br /&gt;
*Simple, plain robes worn by the many drones that serve the Administratum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chrono&#039;&#039;&#039; &lt;br /&gt;
*A simple circular device worn on the wrist. Tells the current time.&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Hotshot Power Pack (1) &lt;br /&gt;
*A power pack that temporarily boosts the power of a lasgun at the cost of being able to fire less shots. Has a chance to &amp;quot;burn out&amp;quot; during use, after which it becomes useless.&lt;br /&gt;
&lt;br /&gt;
Thrones (100) &lt;br /&gt;
*Standard Imperial currency that functions as legal tender on most worlds.&lt;br /&gt;
&lt;br /&gt;
Data-slate&lt;br /&gt;
*A simple digital storage device.&lt;br /&gt;
&lt;br /&gt;
Auto-quill&lt;br /&gt;
*An elaborate scribing device, composed of ink-stained brass and an artificial quill, that allows the user to copy text or transcribe speech with impressive speed and accuracy.&lt;br /&gt;
&lt;br /&gt;
Mafalda&#039;s Auspex&lt;br /&gt;
*A piece of hand-held ranged sensory equipment that functions as a bio-detector. In addition, connecting it to a Deck&#039;s life support systems allows it to scan the entire deck for traces of Nurglite daemons.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329761</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329761"/>
		<updated>2017-11-14T03:57:29Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt;Interrogate the Enginseer.&amp;lt;/s&amp;gt;&lt;br /&gt;
**Search Maintenance Deck IX.&lt;br /&gt;
**Search Maintenance Deck VIII.&lt;br /&gt;
**Search Maintenance Deck VII.&lt;br /&gt;
**Search Maintenance Deck VI.&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;br /&gt;
&lt;br /&gt;
=Additional Data=&lt;br /&gt;
&lt;br /&gt;
*The Nurgling originates from between UNKNOWN and Maintenance Deck VIII.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329760</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329760"/>
		<updated>2017-11-14T03:57:12Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt;Interrogate the Enginseer.&amp;lt;/s&amp;gt;&lt;br /&gt;
**Search Maintenance Deck IX.&lt;br /&gt;
**Search Maintenance Deck VIII.&lt;br /&gt;
**Search Maintenance Deck VII.&lt;br /&gt;
**Search Maintenance Deck VI.&lt;br /&gt;
**Search Maintenance Deck V.&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;br /&gt;
&lt;br /&gt;
=Additional Data=&lt;br /&gt;
&lt;br /&gt;
*The Nurgling originates from between UNKNOWN and Maintenance Deck VIII.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329759</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329759"/>
		<updated>2017-11-14T03:51:52Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt;Interrogate the Enginseer.&amp;lt;/s&amp;gt;&lt;br /&gt;
**Search Maintenance Deck IX.&lt;br /&gt;
**Search Maintenance Deck VIII.&lt;br /&gt;
**Search Maintenance Deck VII.&lt;br /&gt;
**Search Maintenance Deck VI.&lt;br /&gt;
**Search Maintenance Deck V&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;br /&gt;
&lt;br /&gt;
=Additional Data=&lt;br /&gt;
&lt;br /&gt;
*The Nurgling originates from between UNKNOWN and Maintenance Deck VIII.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329715</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329715"/>
		<updated>2017-11-13T02:13:42Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;s&#039;&#039; specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
*&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing.&lt;br /&gt;
*&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX. Deceased.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Adrianna Mafalda)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2&lt;br /&gt;
*6 - Solarian&#039;s Chambers (Nathaniel Solarian)&lt;br /&gt;
*7 - Mafalda&#039;s Chambers&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329714</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329714"/>
		<updated>2017-11-13T02:12:57Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;s&#039;&#039; specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
*&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing.&lt;br /&gt;
*&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX. Found at Abandoned Medicae Wing.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Adrianna Mafalda)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2&lt;br /&gt;
*6 - Solarian&#039;s Chambers (Nathaniel Solarian)&lt;br /&gt;
*7 - Mafalda&#039;s Chambers&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Cyrus_Mordigael&amp;diff=329456</id>
		<title>The Tantumirean Heresy:Cyrus Mordigael</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Cyrus_Mordigael&amp;diff=329456"/>
		<updated>2017-11-09T20:45:37Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cyrus Mordigael.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Cyrus Mordigael&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 20&#039;s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Quiet but inquisitive with the loyalty of a Krieger, Cyrus serves with an absolute faith in the God-Emperor but always seems to be hiding something. He tends to suffer from anxiety, which he calms through the copious use of both liquid herbal remedies and amasec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Occupation:&#039;&#039;&#039; Battle Psyker and medic for the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home World Class:&#039;&#039;&#039; Shrine World (Eden Prime)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Info:&#039;&#039;&#039; Cyrus always remains fully clothed and masked at all times, even when sleeping. No one is sure why, and his superiors only say it has something to do with penance for his sins, though obviously his outfit is designed to inspire fear, both in allies and enemies. He carries a heavy book around with him constantly that contains hundreds of prayers, rites, and sermons to the Emperor, while also containing his personal notes on psyker knowledge in the back. When not deploying his dangerous powers, Cyrus uses a plasma gun, an item that, no matter who asks, he only says was a gift to him from a loved one, and he will fight to the death to keep. A Commissar in the Guard once tried to &#039;appropriate&#039; it from him... he was found later sprayed across the walls of the barracks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039; &lt;br /&gt;
*A finely-crafted rifle that fires bolts of super-heated plasma. Has a rare chance to explode when used. Loaded with a 90% capacity hydrogen canister.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psykana Mercy Blade&#039;&#039;&#039;&lt;br /&gt;
*A small blade issued to all Sanctioned Psykers. Intended as a tool to commit suicide, but functions well enough in melee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hooded Robe&#039;&#039;&#039;&lt;br /&gt;
*A long black robe studded with soft armored panels. Includes a face-concealing grey mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gulonog Charm&#039;&#039;&#039;&lt;br /&gt;
*A small silver charm in the shape of a Gulonog, commonly believed by the natives of Eden Prime to bring good luck. Identifies the holder as a native of said world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Hydrogen Canister (1)&lt;br /&gt;
*A cartridge used as ammunition for Plasma weaponry. Reloading must be undertaken slowly and carefully, however.&lt;br /&gt;
&lt;br /&gt;
Thrones (100)&lt;br /&gt;
*Standard Imperial currency that functions as legal tender on most worlds.&lt;br /&gt;
&lt;br /&gt;
Data-slate&lt;br /&gt;
*A simple digital storage device.&lt;br /&gt;
&lt;br /&gt;
Prayer Book&lt;br /&gt;
*A large book filled with prayers and sermons to the Emperor, as well as notes on psyker knowledge.&lt;br /&gt;
&lt;br /&gt;
Medical Stimm (2)&lt;br /&gt;
*A combat stimm filled with adrenaline that will get the user on their feet following a semi-serious wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[The Tantumirean Heresy:Psychic Powers|Psychic Powers]]=&lt;br /&gt;
&lt;br /&gt;
==Biomancy==&lt;br /&gt;
*Invigorate&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
==Pyromancy==&lt;br /&gt;
*Manipulate Flame&lt;br /&gt;
*Spontaneous Combustion&lt;br /&gt;
&lt;br /&gt;
==Minor Powers==&lt;br /&gt;
*Lucky&lt;br /&gt;
*Suggestion&lt;br /&gt;
*Spectral Hands&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329419</id>
		<title>The Tantumirean Heresy:Kane Hulliam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329419"/>
		<updated>2017-11-09T03:20:51Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kane Hulliam.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kane Hulliam&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 56&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Kane is extensively knowledgeable, studious, but also with a certain confidence, arrogance perhaps, that the Emperor is guiding him to do great things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Occupation:&#039;&#039;&#039; Ordinate-Senioris, Office of the Imperial Pursary - Departmento Munitorum - Adeptus Administratum  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home World Class:&#039;&#039;&#039; Hive World&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Info:&#039;&#039;&#039; Possesses an ornate laspistol, but his expertise is in facts and arguing he knows them better than anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate Laspistol&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
*A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Ornate engravings and proper oils have appeased this weapon&#039;s Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack. Loaded with a 105% capacity standard power pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administratum Robes&#039;&#039;&#039; &lt;br /&gt;
*Simple, plain robes worn by the many drones that serve the Administratum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chrono&#039;&#039;&#039; &lt;br /&gt;
*A simple circular device worn on the wrist. Tells the current time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Hotshot Power Pack (1) &lt;br /&gt;
*A power pack that temporarily boosts the power of a lasgun at the cost of being able to fire less shots. Has a chance to &amp;quot;burn out&amp;quot; during use, after which it becomes useless.&lt;br /&gt;
&lt;br /&gt;
Thrones (100) &lt;br /&gt;
*Standard Imperial currency that functions as legal tender on most worlds.&lt;br /&gt;
&lt;br /&gt;
Data-slate&lt;br /&gt;
*A simple digital storage device.&lt;br /&gt;
&lt;br /&gt;
Auto-quill&lt;br /&gt;
*An elaborate scribing device, composed of ink-stained brass and an artificial quill, that allows the user to copy text or transcribe speech with impressive speed and accuracy.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Weapons&amp;diff=329418</id>
		<title>The Tantumirean Heresy:Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Weapons&amp;diff=329418"/>
		<updated>2017-11-09T03:19:02Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;List of Weapons and their modifiers, plus ammo that they use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All weapons have a quality modifier, that applies different bonuses or penalties. To improve a weapon, leave it with a Tech-Priest between missions.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Practically Orkish:&amp;lt;/span&amp;gt; Horrible condition; Extremely High number of jams, malfunctions, explosions, and other problems. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Ramshackle:&amp;lt;/span&amp;gt; Poor condition; High number of jams, malfunctions, and other problems.&lt;br /&gt;
*Standard: Average condition; Average number of jams, malfunctions, and other problems.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Well-Maintained:&amp;lt;/span&amp;gt; Good condition; Low number of jams, malfunctions, and other problems. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate:&amp;lt;/span&amp;gt; Very Good condition; Extremely low number of jams, malfunctions, and other problems. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blessed:&amp;lt;/span&amp;gt; Perfect condition; No jams or malfunctions. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Masterwork:&amp;lt;/span&amp;gt; The weapon is a Custom-made masterpiece. +2 bonus traits.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short range (~50m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Laspistol - A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Uses Power Packs. Number of shots varies depending on type of power pack.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Well-Maintained Laspistol:&amp;lt;/span&amp;gt; This weapon is constantly given proper maintenance, making it more likely to hit beyond its effective range.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate Laspistol:&amp;lt;/span&amp;gt; Ornate engravings and proper oils have appeased this weapon&#039;s Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack.&lt;br /&gt;
*Stub Revolver - A basic double-action handgun. Uses Stub Pistol Rounds. Can hold 6 bullets at a time; each bullet must be loaded individually unless a speedloader is used.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium range (~200m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Plasma Rifle - A finely-crafted rifle that fires bolts of super-heated plasma. Has a rare chance to explode when used. Uses Hydrogen Canisters. Number of shots varies depending on type of hydrogen canister.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range (~2km maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Short range (~10m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Arbites Shotgun - Pump-action, manually-loaded shotgun issued to members of the Adeptus Arbites. Wide range of customization options. Uses shotgun shells. Can hold 5 shells at a time; each shell must be loaded individually.&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varying range (check each individual range)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Small Melee Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Melee Range (~1m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Psykana Mercy Blade - A small blade issued to all Sanctioned Psykers. Intended as a tool to commit suicide, but functions well enough in melee combat.&lt;br /&gt;
&lt;br /&gt;
=Large Melee Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Range (~2m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Chainsword - A sword with powered teeth that run along a single-edged blade.&lt;br /&gt;
*Truncheon - A simple, non-lethal plastic club issued to the Praetors of the Adeptus Arbites.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Short range (~10m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Other-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varying range (check each individual range)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Ammo=&lt;br /&gt;
&lt;br /&gt;
*Power Pack - A rechargeable &amp;quot;magazine&amp;quot; for Las-weapons. Each shot uses 5% of its capacity.&lt;br /&gt;
**Hotshot Power Pack - A power pack that temporarily boosts the power of a lasgun at the cost of being able to fire less shots. Has a chance to &amp;quot;burn out&amp;quot; during use, after which it becomes useless. Each shot uses 10% of its capacity.&lt;br /&gt;
*Stub Pistols Rounds - Small-calibre bullets designed for smaller stub weapons,&lt;br /&gt;
**Armor-Piercing Stub Pistol Rounds - Stub pistol bullets that specialize in punching through armor.&lt;br /&gt;
**Hollow Point Stub Pistol Rounds - Stub pistol bullets that specialize at causing as much damage as possible to lightly-armored targets.&lt;br /&gt;
*Shotgun Shells - Lethal munitions for a shotgun.&lt;br /&gt;
**Beanbag Shells - Non-Lethal munitions for a shotgun that temporarily stun and knock down those who are shot.&lt;br /&gt;
*Hydrogen Canister - A cartridge used as ammunition for Plasma weaponry. Reloading must be undertaken slowly and carefully, however. Each shot uses 10% of its capacity.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329417</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329417"/>
		<updated>2017-11-09T02:25:30Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;s&#039;&#039; specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
*&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing.&lt;br /&gt;
*&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX. Found at Abandoned Medicae Wing.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329416</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329416"/>
		<updated>2017-11-09T02:25:14Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;s&#039;&#039; specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing.&lt;br /&gt;
&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX. Found at Abandoned Medicae Wing.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329415</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329415"/>
		<updated>2017-11-09T02:24:24Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing&lt;br /&gt;
&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329414</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329414"/>
		<updated>2017-11-09T02:24:11Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing&lt;br /&gt;
&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
One of the many sections of the &#039;&#039;Sinner&#039;s Sorrow that fell into disrepair and was promptly forgotten about, Interrogator Solarian has converted this sealed-off section of the Medicae Deck for studying the Nurgling found aboard, and to serve as quarters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329408</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329408"/>
		<updated>2017-11-09T02:05:30Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing&lt;br /&gt;
&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing1.png]]&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing1.png&amp;diff=329407</id>
		<title>File:Abandoned Medicae Wing1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing1.png&amp;diff=329407"/>
		<updated>2017-11-09T02:05:19Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329406</id>
		<title>File:Abandoned Medicae Wing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329406"/>
		<updated>2017-11-09T02:04:05Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Ol&amp;#039; Mate uploaded a new version of File:Abandoned Medicae Wing.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329404</id>
		<title>File:Abandoned Medicae Wing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329404"/>
		<updated>2017-11-09T01:51:55Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Ol&amp;#039; Mate uploaded a new version of File:Abandoned Medicae Wing.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329403</id>
		<title>File:Abandoned Medicae Wing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329403"/>
		<updated>2017-11-09T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Ol&amp;#039; Mate uploaded a new version of File:Abandoned Medicae Wing.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329402</id>
		<title>File:Abandoned Medicae Wing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329402"/>
		<updated>2017-11-09T01:49:38Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Ol&amp;#039; Mate uploaded a new version of File:Abandoned Medicae Wing.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329401</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329401"/>
		<updated>2017-11-09T01:43:08Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure. Found at Maintenance Deck V.&lt;br /&gt;
&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - One of the ship&#039;s medical officers, who has been forcibly conscripted by Solarian. Found at Abandoned Medicae Wing&lt;br /&gt;
&#039;&#039;&#039;Enginseer&#039;&#039;&#039; - An Enginseer from the Imperial guard who was injured by a Nurgling on Maintenance Deck IX.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing.png]]&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1 (Nathaniel Solarian)&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2 (Chirurgeon)&lt;br /&gt;
*5 - Isolation Chamber #2 (Enginseer)&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers (Adrianna Mafalda)&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329394</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329394"/>
		<updated>2017-11-09T01:22:53Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt;Interrogate the Enginseer.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;br /&gt;
&lt;br /&gt;
=Additional Data=&lt;br /&gt;
&lt;br /&gt;
*The Nurgling originates from between UNKNOWN and Maintenance Deck VIII.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329366</id>
		<title>The Tantumirean Heresy:Welcome to the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Welcome_to_the_Inquisition&amp;diff=329366"/>
		<updated>2017-11-08T04:13:20Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Briefing=&lt;br /&gt;
&lt;br /&gt;
[[File:TTHMissionDataslate1.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
*Find how the Nurgling managed to board the &#039;&#039;Sinner&#039;s Sorrow.&#039;&#039;&lt;br /&gt;
**Interrogate the Enginseer.&lt;br /&gt;
*Plug the leak.&lt;br /&gt;
**Find and recruit Praetor Benedictus.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329364</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329364"/>
		<updated>2017-11-08T03:20:45Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abandoned Medicae Wing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing.png]]&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1.&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2&lt;br /&gt;
*5 - Isolation Chamber #2&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329363</id>
		<title>The Tantumirean Heresy:Sinner&#039;s Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Sinner%27s_Sorrow&amp;diff=329363"/>
		<updated>2017-11-08T03:15:09Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sinner&#039;s_Sorrow.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sinner&#039;s Sorrow&#039;&#039; is a Universe-Class Mass Conveyor, the largest transport vessel in the Imperium of Man. The ship has been packed with guardsmen, equipment, weaponry, and supplies intended for reinforcing the Tantumire Sector and much of the Eastern Fringe to prepare for invasion by the Tau Empire and Tyranid Hive Fleets, as well as the many other horrors that threaten to overwhelm the vast, sparsely-defended Eastern flank of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praetor Benedictus&#039;&#039;&#039; - Head of the &#039;&#039;Sinner&#039;s Sorrow&#039;&#039;&#039;s specialised defence troopers, trained to defend against the horrors of the warp in the event of a Gellar Field Failure.&lt;br /&gt;
&lt;br /&gt;
=Location Maps=&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned_Medicae_Wing.png]]&lt;br /&gt;
&lt;br /&gt;
*1 - Elevator&lt;br /&gt;
*2 - Observation Area #1.&lt;br /&gt;
*3 - Isolation Chamber #1&lt;br /&gt;
*4 - Observation Area #2&lt;br /&gt;
*5 - Isolation Chamber #2&lt;br /&gt;
*6 - Solarian&#039;s Chambers&lt;br /&gt;
*7 - Mafalda&#039;s Chambers&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329362</id>
		<title>File:Abandoned Medicae Wing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Abandoned_Medicae_Wing.png&amp;diff=329362"/>
		<updated>2017-11-08T03:03:52Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Weapons&amp;diff=329205</id>
		<title>The Tantumirean Heresy:Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Weapons&amp;diff=329205"/>
		<updated>2017-11-07T04:56:16Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;List of Weapons and their modifiers, plus ammo that they use.&amp;#039;&amp;#039;&amp;#039;  All weapons have a quality modifier, that applies different bonuses or penalties. To improve a weapon, lea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;List of Weapons and their modifiers, plus ammo that they use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All weapons have a quality modifier, that applies different bonuses or penalties. To improve a weapon, leave it with a Tech-Priest between missions.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Practically Orkish:&amp;lt;/span&amp;gt; Horrible condition; Extremely High number of jams, malfunctions, explosions, and other problems. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Ramshackle:&amp;lt;/span&amp;gt; Poor condition; High number of jams, malfunctions, and other problems.&lt;br /&gt;
*Standard: Average condition; Average number of jams, malfunctions, and other problems.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Well-Maintained:&amp;lt;/span&amp;gt; Good condition; Low number of jams, malfunctions, and other problems. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate:&amp;lt;/span&amp;gt; Very Good condition; Extremely low number of jams, malfunctions, and other problems. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blessed:&amp;lt;/span&amp;gt; Perfect condition; No jams or malfunctions. +1 bonus trait.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Masterwork:&amp;lt;/span&amp;gt; The weapon is a Custom-made masterpiece. +2 bonus traits.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short range (~50m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laspistol - A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Uses Power Packs. Number of shots varies depending on type of power pack.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Well-Maintained Laspistol:&amp;lt;/span&amp;gt; This weapon is constantly given proper maintenance, making it more likely to hit beyond its effective range.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate Laspistol:&amp;lt;/span&amp;gt; Ornate engravings and proper oils have appeased this weapon&#039;s Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack.&lt;br /&gt;
&lt;br /&gt;
Stub Revolver - A basic double-action handgun. Uses Stub Pistol Rounds. Can hold 6 bullets at a time; each bullet must be loaded individually unless a speedloader is used.&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium range (~200m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma Rifle - A finely-crafted rifle that fires bolts of super-heated plasma. Has a rare chance to explode when used. Uses Hydrogen Canisters. Number of shots varies depending on type of hydrogen canister.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range (~2km maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Short range (~10m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arbites Shotgun - Pump-action, manually-loaded shotgun issued to members of the Adeptus Arbites. Wide range of customization options. Uses shotgun shells. Can hold 5 shells at a time; each shell must be loaded individually.&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varying range (check each individual range)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Small Melee Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Melee Range (~1m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psykana Mercy Blade - A small blade issued to all Sanctioned Psykers. Intended as a tool to commit suicide, but functions well enough in melee combat.&lt;br /&gt;
&lt;br /&gt;
=Large Melee Weapons=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Range (~2m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chainsword - A sword with powered teeth that run along a single-edged blade.&lt;br /&gt;
&lt;br /&gt;
Truncheon - A simple, non-lethal plastic club issued to the Praetors of the Adeptus Arbites.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Short range (~10m maximum effective distance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Other-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varying range (check each individual range)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Ammo=&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329204</id>
		<title>The Tantumirean Heresy:Kane Hulliam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Kane_Hulliam&amp;diff=329204"/>
		<updated>2017-11-07T04:47:39Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kane Hulliam.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kane Hulliam&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 56&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality:&#039;&#039;&#039; Kane is extensively knowledgeable, studious, but also with a certain confidence, arrogance perhaps, that the Emperor is guiding him to do great things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Occupation:&#039;&#039;&#039; Ordinate-Senioris, Office of the Imperial Pursary - Departmento Munitorum - Adeptus Administratum  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home World Class:&#039;&#039;&#039; Hive World&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Info:&#039;&#039;&#039; Possesses an ornate laspistol, but his expertise is in facts and arguing he knows them better than anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate Laspistol&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
*A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Ornate engravings and proper oils have appeased this weapon&#039;s Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack. Loaded with a 100% capacity standard power pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administratum Robes&#039;&#039;&#039; &lt;br /&gt;
*Simple, plain robes worn by the many drones that serve the Administratum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chrono&#039;&#039;&#039; &lt;br /&gt;
*A simple circular device worn on the wrist. Tells the current time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Hotshot Power Pack (1) &lt;br /&gt;
*A power pack that temporarily boosts the power of a lasgun at the cost of being able to fire less shots. Has a chance to &amp;quot;burn out&amp;quot; during use, after which it becomes useless.&lt;br /&gt;
&lt;br /&gt;
Thrones (100) &lt;br /&gt;
*Standard Imperial currency that functions as legal tender on most worlds.&lt;br /&gt;
&lt;br /&gt;
Data-slate&lt;br /&gt;
*A simple digital storage device.&lt;br /&gt;
&lt;br /&gt;
Auto-quill&lt;br /&gt;
*An elaborate scribing device, composed of ink-stained brass and an artificial quill, that allows the user to copy text or transcribe speech with impressive speed and accuracy.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:GM_Notes&amp;diff=329203</id>
		<title>The Tantumirean Heresy:GM Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:GM_Notes&amp;diff=329203"/>
		<updated>2017-11-07T02:53:30Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Non-Player Characters=&lt;br /&gt;
*[[The Tantumirean Heresy:Octavia Jaleesa|The Inquisitor]]&lt;br /&gt;
&lt;br /&gt;
=Missions=&lt;br /&gt;
&lt;br /&gt;
*[[The Tantumirean Heresy:Breached (Mission)|Mission II: Breached]] - Previous mission: 1&lt;br /&gt;
*[[The Tantumirean Heresy:Arrival (Mission)|Mission III: Arrival]] - Previous mission: 2&lt;br /&gt;
*[[The Tantumirean Heresy:Depths (Mission)|Mission IV: Depths]] - Previous mission: 3&lt;br /&gt;
*[[The Tantumirean Heresy:The Hitman (Mission)|Mission V: The Hitman]] - Previous mission: 3&lt;br /&gt;
*[[The Tantumirean Heresy:Greenskin (Mission)|Mission VI: Greenskin]] - Previous mission: 3&lt;br /&gt;
*[[The Tantumirean Heresy:Defenceless (Mission)|Mission VI: Defenceless]] - Previous mission: 4 &amp;amp; 5&lt;br /&gt;
*[[The Tantumirean Heresy:Ritual (Mission)|Mission VII: Ritual]] - Previous mission: 5 &amp;amp; 6&lt;br /&gt;
*[[The Tantumirean Heresy:New Beginnings (Mission)|Mission VIII: New Beginnings]] - Previous mission: 7&lt;br /&gt;
*[[The Tantumirean Heresy:Riot (Mission)|Mission IX: Riot]] - Previous mission: 8&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
&lt;br /&gt;
*[[The Tantumirean Heresy:Weapons|Weapons]]&lt;br /&gt;
*[[The Tantumirean Heresy:Armour|Armour]]&lt;br /&gt;
*[[The Tantumirean Heresy:Vehicles|Vehicles]]&lt;br /&gt;
*[[The Tantumirean Heresy:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Tantumirean Heresy:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
*NPC buddies like the tech-priest can join the players on missions to fill roles they cannot accomplish themselves (like tech-priests, untouchables, etc)&lt;br /&gt;
*If a player leaves a firearm, suit of power armour, or other device (note: make list. Servoskulls?) with a tech-priest while on mission (assuming the tech-priest remains at hq, of course), they will spend time upgrading it.&lt;br /&gt;
*Upgrade tiers should go something like &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Practically Orkish&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Rusty&amp;lt;/span&amp;gt; &amp;gt; Average &amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Well-Maintained&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Ornate&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Blessed&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Masterwork&amp;lt;/span&amp;gt;&lt;br /&gt;
*Practically Orkish makes gear shit; barely functions, and mucks up a lot.&lt;br /&gt;
*Rusty (probably change word later) makes gear prone to malfunctions and slightly less effective than normal.&lt;br /&gt;
*Well-Maintained lowers risk of screw-ups, and might give a small bonus.&lt;br /&gt;
*Ornate: even less screw ups + small bonus + shiny shit all over it&lt;br /&gt;
*Blessed: Weapon never jams/blows up in user&#039;s face/etc. No more screw ups, a bonus, plus a loyalty bonus (filthy greenskins will find it less co-operative if they steal it, etc)&lt;br /&gt;
*Masterwork = Tack on a really good bonus + bonus + small bonus&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329194</id>
		<title>The Tantumirean Heresy:Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329194"/>
		<updated>2017-11-07T01:17:33Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The many powers available to Psykers, which fall under five main &amp;quot;schools.&amp;quot; In order to gain new powers, a Psyker must already have knowledge of the required powers, and either find tomes detailing the power or pay an expert to teach them. Psychic powers mentally drain and exhaust the Psyker, with more powerful abilities requiring more energy. Psychic powers also have varying degrees of danger, as does anything involving the warp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger levels - The risk of bad shit happening when used:&#039;&#039;&#039;&lt;br /&gt;
*0 - Safe&lt;br /&gt;
*1 - Low risk.&lt;br /&gt;
*2 - Possibly hazardous.&lt;br /&gt;
*3 - Hazardous to the untrained&lt;br /&gt;
*4 - Hazardous.&lt;br /&gt;
*5 - High risk.&lt;br /&gt;
*6 - Catastrophic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion levels - How much the power saps the Psykers energy and mind:&#039;&#039;&#039;&lt;br /&gt;
*0 - Simple.&lt;br /&gt;
*1 - Requires concentration.&lt;br /&gt;
*2 - High level of concentration required.&lt;br /&gt;
*3 - Difficult.&lt;br /&gt;
*4 - Tiring.&lt;br /&gt;
*5 - Exhausting.&lt;br /&gt;
*6 - Lethal.&lt;br /&gt;
&lt;br /&gt;
=Biomancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists of living ﬂesh, Biomancers can push their own bodies beyond human limits, and even control the biological processes of others. These powers allow a psyker to enhance his own abilities and aid his allies, but can also be used stop a foe’s heart with but a thought.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invigorate&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Biomancy.&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Smite&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Invigorate&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Shape Flesh&lt;br /&gt;
*Powerful biomancers are able to bend the living body to their will with great ﬁnesse. At the heights of ability, a psyker can mould ﬂesh with an expertise any sculptor would envy. Lasts 1 day, unless reversed earlier.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Enfeeble&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Iron Arm&lt;br /&gt;
*The psyker’s ﬂesh transforms, hardening into a slick, living metal, weighing him down but also rendering him incredibly resistant. His new form allows him to shrug oﬀ small arms ﬁre and crush his enemies with his bare hands. Lasts ~10 (in-game) minutes. The fatigue from using this power is not felt by the Psyker until the effect wears off.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
*Focussing his mind on the injured bodies of his allies, the psyker energises their biology, initiating rapid cell growth. In moments, shattered bones re-knit, gaping wounds close and heal, and the eﬀects of combat damage disappear.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Life Leech&lt;br /&gt;
*The psyker latches on to his target’s life force and tears it from the hapless victim’s body. The psyker absorbs this stolen essence, using it to reinvigourate and bolster his own ﬂesh. &lt;br /&gt;
*Prerequisites - Enfeeble&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
Warp Speed&lt;br /&gt;
*Tapping into the power of the Empyrean, the psyker suﬀuses his body with energy, pushing himself beyond physical limits. While under the eﬀects of this power, the psyker moves with unbelievable speed, ensuring that no heretic is swift enough to escape justice. Lasts ~5 (in-game) minutes. The fatigue from using this power are not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Iron Arm, Endurance.&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Haemorrhage&lt;br /&gt;
*Drawing on his mastery of the living body, the biomancer accelerates his victim’s heart rate beyond the bounds of biological possibility. Betrayed by his own body, the target’s blood boils over, ﬂooding his brain and bursting his over-taxed veins. Those nearby have their own hearts caught in the unnatural rhythm, suﬀering the same fate. &lt;br /&gt;
*Prerequisites - Life Leech&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps the most ancient of psychic disciplines, divination foretells the future. Though diviners may seek answers by scattering animal entrails or studying the movement of stars, it is in fact the timeless realm of the Warp to which they turn. The powers of divination are of inestimable use to an Inquisitor and his Acolytes in the pursuit of their duties, both in the frenzied arena of combat and while undertaking investigative pursuits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warp Perception&lt;br /&gt;
*The psyker opens his senses to the Warp, allowing unnatural tendrils of energy to augment his own perceptions. His ﬂesh no longer limited, he casts his gaze wider and hungrily scents prey from farther aﬁeld. Allows the Psyker to detect warp-based phenomena far more easily.&lt;br /&gt;
*Prerequisites - Basic knowledge of Divination&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Prescience&lt;br /&gt;
The psyker sees brief, fuzzy ﬂashes into his immediate future, which he can use to guide the warband’s aim against their enemies. Though the glimpses are short, such foretelling can mean the diﬀerence between life and death when in combat.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Foreboding&lt;br /&gt;
*The psyker gains an unnatural sixth sense. With this inexplicable insight, he knows how and where his enemies will attack, dodging blows and lasblasts with contemptuous and frightening ease. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Misfortune&lt;br /&gt;
*Twisting fate, the psyker focuses his inner eye to ensure that his foe suﬀers every possible calamity that ill-fortune could provide. From embarrassing mishaps to life-and-death struggles, chance itself betrays the target at every turn. &lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Scrier&#039;s Gaze&lt;br /&gt;
*The most accomplished diviners are not only able to see into the future, but also the present. Unbound by the limits of mere physical vision, his mind peers far and wide, with little able to hide from his sight. To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision— drawing Tarot cards, casting runes, gazing deep into ﬁre, or other methods as varied as the stars of the Imperium.&lt;br /&gt;
*Prerequisites - Prescience&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Forewarning&lt;br /&gt;
*Foreseeing his foes’ intentions, the psyker taps into the Warp and, like dropping a small pebble into a pool, sends ripples to slightly shift the course of events. Without moving a muscle, the psyker saves his ally from certain injury and leaves his enemy baﬄed. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Precognition&lt;br /&gt;
*In one of the most viscerally intense applications of the Divination discipline, the psyker witnesses solid and perfectly lifelike visions of his own future. Peering into moments yet to come, he can use this information to ensure or avoid future fates. The stress on the mind from using this power will instantly knock the Psyker unconscious.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Winding Fate&lt;br /&gt;
*By touching a character or item, the psyker sees visions into that subject’s future and past. Though ghostly and laced with tendrils of Warp-smoke, these images reveal not only what was, but what is yet to be.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Perfect Timing&lt;br /&gt;
*So accurate are the diviner’s premonitions, that he can predict the exact moment his foe will expose himself as a target. Further, the psyker can forge a link with his allies, momentarily intertwining their fortunes, so that they might ﬁre in perfect unison, already squeezing their weapons’ triggers before the foe is aware. Lasts ~10 (in-game) minutes, The fatigue from using this power is not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Forewarning&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
*Winds of Change&lt;br /&gt;
*Casting their very soul into the currents of the warp, the Psyker is able to see a great calamity that will affect the warband in the near future, or one that has already passed, and change the very fabric of time to prevent it. The toss into the warp is a one-way trip; however, and averting one calamity does not mean that the warband&#039;s safety is guaranteed.&lt;br /&gt;
*Prerequisites - Precognition&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Pyromancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most destructive discipline, pyromancy allows a psyker to control and create ﬂame using his mind. These powers focus on combat, from incinerating foes from within to summoning walls of ﬂame to shield allies. Pyromancers are greatly feared, for their powers are often diﬃcult to control once released, and can inﬂict great collateral damage.&#039;&#039;&#039;&lt;br /&gt;
Manipulate Flame&lt;br /&gt;
*Reaching out with his mind, the psyker grasps nearby ﬂame and moulds it to his desire. The ﬂames dance to his tune, moving to untouched areas or falling quiet at their master’s command. &lt;br /&gt;
*Prerequisites - Basic Knowledge of Pyromancy&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Fire Shield&lt;br /&gt;
*With but a gesture, the psyker summons a wall of shimmering, unnatural ﬁre in the air before him. Any who would strike the pyromancer must contend with ﬁery retribution, as ﬂames leap outward, travelling in reverse down the path of the bullet or lasbolt to strike the psyker’s assailant. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Spontaneous Combustion&lt;br /&gt;
*In one of the purest displays of his power, the psyker ignites his enemies, burning them alive. The target’s blood boils and ﬂesh smoulders, and as the psyker’s rage reaches its pinnacle, the target’s body begins to explode in blasts of ash and ﬂame. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Fiery Form&lt;br /&gt;
*Unnatural ﬂame engulfs the psyker’s entire body. He is cloaked in sheets of ﬁre that somehow do not harm him, but burns any nearby with horrifying results. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Cauterize&lt;br /&gt;
*With careful application of his powers, the psyker applies intense heat to a wound on his own ﬂesh or to the ﬂesh of an ally, quenching the ﬂow of blood. The eﬀect is quite painful, but certainly preferable to bleeding to death. The use of this power generates a focused and intense heat that rivals advanced medicae equipment, and certainly far exceeds the eﬀects of ordinary battleﬁeld cauterisations. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Flame Breath&lt;br /&gt;
*Using his body as a conduit for his Warp-drawn power, the psyker expels a torrent of ﬂame from his mouth and eyes. Even his allies can ﬁnd the sight terrifying as his foes are burned with his unnatural exhalations. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Molten Beam&lt;br /&gt;
*The pyrokine projects from his hands a blindingly bright beam of sun-hot energy. At the touch of this blazing ray, plasteel liqueﬁes and ﬂesh bursts into ash. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Sunburst&lt;br /&gt;
*The psyker releases a nova of ﬁery energy from his body. As the psyker focuses his power, a blazing aura coalesces around him, growing brighter and hotter before rapidly expanding outward in all directions. As the calm at the eye of the ﬁrestorm, the psyker is untouched, while all around him is reduced to ash and cinder. &lt;br /&gt;
*Prerequisites - Flame Breath&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Inferno&lt;br /&gt;
*Focussing his power, the psyker ignites the very atmosphere surrounding his target, placing his foe in the midst of a sudden and violent conﬂagration. &lt;br /&gt;
*Prerequisites - Molten Beam, Sunburst&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Supernova&lt;br /&gt;
*Similar to the Sunburst power, the Psyker builds up a nova of fiery energy, using his flesh as a conduit to increase the power, creating what is essentially a miniature sun that incinerates everything around him, before collapsing on itself and ripping a hole in the fabric of reality. The Psyker, in unleashing this power, is incinerated, and the small warp rift he creates may cause further problems if left untouched.&lt;br /&gt;
*Prerequisites - Sunburst&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telekinesis=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Through the power of the Warp, telekines translate mental impulses into physical force. Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of force, and even tear holes in the very fabric of reality. Such powers oﬀer great utility in a variety of situations, for they allow a psyker to aﬀect the world around him without the constraints of his physical body. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telekinetic Control&lt;br /&gt;
*The telekine calls on his powers to reach out farther than his ﬂesh can extend, distorting reality to grasp objects with eldritch hands. With invisible ﬁngers perhaps only betrayed with frosted rime or whispered breezes, few can notice his subtle manipulations.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telekinesis&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Assail&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekinetic Control&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Telekine Shield&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Crush&lt;br /&gt;
*Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible ﬁst of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Telekine Dome&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Telekine Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Objuration Mechanicum&lt;br /&gt;
*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 technology ﬁnd themselves bereft of their support and helpless. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Gate of Infinity&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekine Dome&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Shockwave&lt;br /&gt;
*The psyker uses his unnatural control of the physical world to amplify a sound to impossible levels. From clapping his hands together, stamping on a hab ﬂoor, or even shouting, the psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking people oﬀ their feet. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Vortex of Doom&lt;br /&gt;
*In perhaps the ultimate display of his mastery of both the physical world and the Warp, the psyker tears open a hole twixt the two. Around the roiling vortex, the laws of physical space are undone as the ravenous predations of Chaos devour all in the vicinity. This power is extraordinarily dangerous, and not only to the psyker’s enemies. The Vortex of Doom feeds on itself and can sustain its power without need of the psyker. &lt;br /&gt;
*Prerequisites - Telekine Dome, Shockwave&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
*By sacrificing his ultimate fate to the whims of the Warp, the Psyker rips a hole into the Warp which uses his own life force to remain stable. The teleportation is a perfectly safe journey for any who pass through, though the Psyker will almost certainly be killed in the process, unless the jump is relatively short.&lt;br /&gt;
*Prerequisites - Gate of Infinity&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telepathy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps due to Astropaths being amongst the more common types of psyker, many individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the talent to enter the minds of others, and even fewer the strength of will to maintain their own sanity in the face of constant exposure to others’ thoughts. These powers may not inspire awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle before a single shot is ﬁred. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telepathic link&lt;br /&gt;
*In this, the simplest yet purest expression of his powers, the telepath establishes a mental connection to another, linking their minds and allowing him to receive or transmit thoughts. When stealth is essential, such silent communication is ideal&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telepathy&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Erasure&lt;br /&gt;
*With a surgeon’s skill, the psyker opens up his target’s mind and slices away a memory, removing it forever. This power is of immense utility to an Inquisitor’s work, particularly one who wishes to operate discreetly, without the usual mess of an execution. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Hallucination&lt;br /&gt;
*The human mind’s grasp on reality is fragile and easily manipulated with suﬃcient power. With his own psychic senses, the telepath touches the psyche of his target and severs its connection to normal existence. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Psychic Shriek&lt;br /&gt;
*Drawing a deep soul-breath, the psyker unleashes a rippling Warp tide that sears the souls and blasts the minds of those in its path. The violent psychic wave is enough to overwhelm and shut down the minds of those it strikes, while those not slain outright are left reeling and dazed. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Dominate&lt;br /&gt;
*Demonstrating the superiority of his mutant mind, the telepath subverts his foe’s will and forces him to act against his every inclination. Few psychic abilities are so rightly feared. &lt;br /&gt;
*Prerequisites - Erasure&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Terrify&lt;br /&gt;
*Turning an eldritch key, the psyker unlocks his target’s deepest and strongest fears, exposing him to the worst recesses of his own psyche. These nightmarish visions are enough to drive even the strongest helplessly mad. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Mental Fortitude&lt;br /&gt;
*Drawing from the limitless potential of the Warp, the psyker augments the mental abilities of his targets, providing defence against the stresses of combat and the terrors of the galaxy. &lt;br /&gt;
*Prerequisites - Dominate, Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Invisibility&lt;br /&gt;
*Clouding enemy minds, the psyker obscures his allies from their foes’ senses. Though eyes and other senses detect them as normal, their minds do not perceive them, save for a slight distortion in their vision. Lasts ~10 (in-game) minutes. &lt;br /&gt;
*Prerequisites - Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Puppet Master&lt;br /&gt;
*In the ultimate expression of telepathic power, the psyker utterly crushes his target’s will, locking him away in a dark corner of his own mind and taking complete control of his body. After recovering their wits, those subjected to this power are often struck with bouts of insecurity, never certain again if their actions are truly their own. &lt;br /&gt;
*Prerequisites - Mental Fortitude&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Chaotic Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretical powers that should only be used in the most dire of circumstances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Minor Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This plethora of lesser abilities is collectively known as Minor Psychic Powers and often forms the standard arsenal of most Imperial psykers. Unlike the more powerful Disciplines, these powers are relatively easy to learn and use. Minor Psychic Powers are tricks and knacks that those with even a shadow of psychic ability can learn. They are nothing compared to the &amp;quot;true&amp;quot; Disciplines, but are useful nonetheless.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Minor Powers&lt;br /&gt;
*All Minor Powers follow this template.&lt;br /&gt;
*Prerequisites: None.&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
*Call Creatures - A psyker can call a number of simple-minded creatures within range to travel to their location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin.&lt;br /&gt;
&lt;br /&gt;
*Call Item - A psyker can summon a specially-prepared item to instantly appear in his hand. To prepare the object, he must spend one solar hour in deep meditation, infusing the object with his psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. He may only have one prepared item at a time.&lt;br /&gt;
&lt;br /&gt;
*Chameleon - A psyker can cause reality to blur around himself, distorting his image and allowing him to blend in with his surroundings&lt;br /&gt;
&lt;br /&gt;
*Déjà vu - A psyker can create a brief memory loop in the mind of the target, causing their thoughts to slip back several solar seconds in time. The psyker must be able to see the target and they must be within the range of the power to be affected.&lt;br /&gt;
&lt;br /&gt;
*Distort Vision - With this power, a psyker disappears and his image reappears in another space no more than 10 metres away.&lt;br /&gt;
&lt;br /&gt;
*Dull Pain - A psyker can nullify the pain of any creature, including himself.&lt;br /&gt;
&lt;br /&gt;
*Fearful Aura - A psyker twists reality in such a way as to make himself appear more sinister and dangerous. The psyker becomes the source of dread for anyone who looks upon him.&lt;br /&gt;
&lt;br /&gt;
*Flash Bang - A psyker can create a bright flash of light and a deafening bang.&lt;br /&gt;
&lt;br /&gt;
*Float - A psyker can focus his concentration and slowly begin to lift off the ground. He can only move up and down while under the effects of this power, and cannot rise higher than 5 metres.&lt;br /&gt;
&lt;br /&gt;
*Forget Me - A psyker becomes instantly forgettable to a single creature within range. They can&#039;t seem to recall having met the psyker before that very instant and the psyker can effectively suppress all memories of their previous encounters.&lt;br /&gt;
&lt;br /&gt;
*Healer - A psyker channels his power into a single target to knit flesh and mend bones. He may only use this power on a willing target, including himself.&lt;br /&gt;
&lt;br /&gt;
*Ill Omen - Drawing on Mankind&#039;s natural, and often quite justified, superstitious fears, the psyker bleeds just a miniscule drop of the Warp&#039;s influence into the real world. The result, while perhaps logically explainable, nonetheless instills a deep unease in those who witness it -- an &lt;br /&gt;
unmistakable sense of worse things to come. The exact nature of the omen could take any number of forms, including a raven crying three times, a small plant wilting, a disturbingly familiar patina of rust, animals spooking with no apparent cause, or anything else that might unnerve the target.&lt;br /&gt;
&lt;br /&gt;
*Inflict Pain - A psyker causes a person to be wracked with agony, filling their minds with unspeakable pain.&lt;br /&gt;
&lt;br /&gt;
*Inspiring Aura - A psyker seems to glow with an inner light and all those around him are filled with confidence.&lt;br /&gt;
&lt;br /&gt;
*Knack - A psyker taps into their unconscious to awaken a deeper understanding of his capabilities.&lt;br /&gt;
&lt;br /&gt;
*Lucky - It is said that luck acts strangely around psykers, no doubt in part due to powers like this one, which can alter the probabilities of certain events in realspace.&lt;br /&gt;
&lt;br /&gt;
*Psychic Stench - By momentarily handling an item, a psyker imbues it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person&#039;s mind, it will also affect creatures that do not have a sense of smell or have had their physical sense of smell impaired.&lt;br /&gt;
&lt;br /&gt;
*Resist Possession - A psyker creates mental wards to shield his mind from the malign denizens of the Warp.&lt;br /&gt;
&lt;br /&gt;
*Suggestion - Although a far cry from the mind-influencing techniques of a trained telepath, many wyrds and nascent psykers possess a preternatural ability to convince others of small falsehoods. As with many of the powers such psykers evince, this is a useful survival mechanism, allowing the psyker to evade detection.&lt;br /&gt;
&lt;br /&gt;
*Sense Presence - Reaching out with his mind, a psyker gets a vague inkling of other life forms within range. He automatically detects all living creatures in the area.&lt;br /&gt;
&lt;br /&gt;
*Spasm - A psyker causes a target&#039;s muscles to spasm.&lt;br /&gt;
&lt;br /&gt;
*Spectral Hands - A psyker creates an invisible force that he can use to manipulate any object within 30 metres.&lt;br /&gt;
&lt;br /&gt;
*Staunch Bleeding - A psyker causes himself or another creature within range to halt blood loss.&lt;br /&gt;
&lt;br /&gt;
*Torch - By burning the very stuff of their thoughts, a psyker can create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on the psyker&#039;s body. The flame is roughly the size of his palm, and pulses slightly in time with his heartbeat. It may be coloured according to the psyker&#039;s whim. The light produces no heat.&lt;br /&gt;
&lt;br /&gt;
*Touch of Madness - A psyker reaches into the mind of a target within range and forces them to believe something that just isn&#039;t true.&lt;br /&gt;
&lt;br /&gt;
*Trick - A psyker subtly influences the fields of probability flowing around him, making them especially good at cheating at games of chance.&lt;br /&gt;
&lt;br /&gt;
*Unnatural Aim - A psyker draws upon the power of the Warp to guide his aim.&lt;br /&gt;
&lt;br /&gt;
*Wall Walk - A psyker bends gravity to his will. They negate all penalties incurred by low- or high-gravity worlds. In addition, he can walk on walls or ceilings for as long as this power is active. The psyker moves across such surfaces at half his normal rate of speed.&lt;br /&gt;
&lt;br /&gt;
*Warp Howl - A psyker sends out a long, keening screech throughout the Warp that tears through into reality in a cacophonous burst.&lt;br /&gt;
&lt;br /&gt;
*Weaken Veil - A psyker weakens the fabric of space within 30 metres by drawing the Immaterium closer.&lt;br /&gt;
&lt;br /&gt;
*Weapon Jinx - A psyker reaches into nearby machines with their mind to scramble their circuitry. All mechanical devices within range cease to function.&lt;br /&gt;
&lt;br /&gt;
*White Noise - A psyker fills the Warp with static, fouling psychic detection and making technological sensors less reliable.&lt;br /&gt;
&lt;br /&gt;
*Wither - A psyker causes a vile wave of invisible pestilence to emerge from his body, extending out to the range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329193</id>
		<title>The Tantumirean Heresy:Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329193"/>
		<updated>2017-11-07T01:16:48Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The many powers available to Psykers, which fall under five main &amp;quot;schools.&amp;quot; In order to gain new powers, a Psyker must already have knowledge of the required powers, and either find tomes detailing the power or pay an expert to teach them. Psychic powers mentally drain and exhaust the Psyker, with more powerful abilities requiring more energy. Psychic powers also have varying degrees of danger, as does anything involving the warp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger levels - The risk of bad shit happening when used:&#039;&#039;&#039;&lt;br /&gt;
*0 - Safe&lt;br /&gt;
*1 - Low risk.&lt;br /&gt;
*2 - Possibly hazardous.&lt;br /&gt;
*3 - Hazardous to the untrained&lt;br /&gt;
*4 - Hazardous.&lt;br /&gt;
*5 - High risk.&lt;br /&gt;
*6 - Catastrophic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion levels - How much the power saps the Psykers energy and mind:&#039;&#039;&#039;&lt;br /&gt;
*0 - Simple.&lt;br /&gt;
*1 - Requires concentration.&lt;br /&gt;
*2 - High level of concentration required.&lt;br /&gt;
*3 - Difficult.&lt;br /&gt;
*4 - Tiring.&lt;br /&gt;
*5 - Exhausting.&lt;br /&gt;
*6 - Lethal.&lt;br /&gt;
&lt;br /&gt;
=Biomancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists of living ﬂesh, Biomancers can push their own bodies beyond human limits, and even control the biological processes of others. These powers allow a psyker to enhance his own abilities and aid his allies, but can also be used stop a foe’s heart with but a thought.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invigorate&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Biomancy.&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Smite&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Invigorate&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Shape Flesh&lt;br /&gt;
*Powerful biomancers are able to bend the living body to their will with great ﬁnesse. At the heights of ability, a psyker can mould ﬂesh with an expertise any sculptor would envy. Lasts 1 day, unless reversed earlier.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Enfeeble&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Iron Arm&lt;br /&gt;
*The psyker’s ﬂesh transforms, hardening into a slick, living metal, weighing him down but also rendering him incredibly resistant. His new form allows him to shrug oﬀ small arms ﬁre and crush his enemies with his bare hands. Lasts ~10 (in-game) minutes. The fatigue from using this power is not felt by the Psyker until the effect wears off.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
*Focussing his mind on the injured bodies of his allies, the psyker energises their biology, initiating rapid cell growth. In moments, shattered bones re-knit, gaping wounds close and heal, and the eﬀects of combat damage disappear.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Life Leech&lt;br /&gt;
*The psyker latches on to his target’s life force and tears it from the hapless victim’s body. The psyker absorbs this stolen essence, using it to reinvigourate and bolster his own ﬂesh. &lt;br /&gt;
*Prerequisites - Enfeeble&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
Warp Speed&lt;br /&gt;
*Tapping into the power of the Empyrean, the psyker suﬀuses his body with energy, pushing himself beyond physical limits. While under the eﬀects of this power, the psyker moves with unbelievable speed, ensuring that no heretic is swift enough to escape justice. Lasts ~5 (in-game) minutes. The fatigue from using this power are not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Iron Arm, Endurance.&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Haemorrhage&lt;br /&gt;
*Drawing on his mastery of the living body, the biomancer accelerates his victim’s heart rate beyond the bounds of biological possibility. Betrayed by his own body, the target’s blood boils over, ﬂooding his brain and bursting his over-taxed veins. Those nearby have their own hearts caught in the unnatural rhythm, suﬀering the same fate. &lt;br /&gt;
*Prerequisites - Life Leech&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps the most ancient of psychic disciplines, divination foretells the future. Though diviners may seek answers by scattering animal entrails or studying the movement of stars, it is in fact the timeless realm of the Warp to which they turn. The powers of divination are of inestimable use to an Inquisitor and his Acolytes in the pursuit of their duties, both in the frenzied arena of combat and while undertaking investigative pursuits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warp Perception&lt;br /&gt;
*The psyker opens his senses to the Warp, allowing unnatural tendrils of energy to augment his own perceptions. His ﬂesh no longer limited, he casts his gaze wider and hungrily scents prey from farther aﬁeld. Allows the Psyker to detect warp-based phenomena far more easily.&lt;br /&gt;
*Prerequisites - Basic knowledge of Divination&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Prescience&lt;br /&gt;
The psyker sees brief, fuzzy ﬂashes into his immediate future, which he can use to guide the warband’s aim against their enemies. Though the glimpses are short, such foretelling can mean the diﬀerence between life and death when in combat.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Foreboding&lt;br /&gt;
*The psyker gains an unnatural sixth sense. With this inexplicable insight, he knows how and where his enemies will attack, dodging blows and lasblasts with contemptuous and frightening ease. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Misfortune&lt;br /&gt;
*Twisting fate, the psyker focuses his inner eye to ensure that his foe suﬀers every possible calamity that ill-fortune could provide. From embarrassing mishaps to life-and-death struggles, chance itself betrays the target at every turn. &lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Scrier&#039;s Gaze&lt;br /&gt;
*The most accomplished diviners are not only able to see into the future, but also the present. Unbound by the limits of mere physical vision, his mind peers far and wide, with little able to hide from his sight. To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision— drawing Tarot cards, casting runes, gazing deep into ﬁre, or other methods as varied as the stars of the Imperium.&lt;br /&gt;
*Prerequisites - Prescience&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Forewarning&lt;br /&gt;
*Foreseeing his foes’ intentions, the psyker taps into the Warp and, like dropping a small pebble into a pool, sends ripples to slightly shift the course of events. Without moving a muscle, the psyker saves his ally from certain injury and leaves his enemy baﬄed. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Precognition&lt;br /&gt;
*In one of the most viscerally intense applications of the Divination discipline, the psyker witnesses solid and perfectly lifelike visions of his own future. Peering into moments yet to come, he can use this information to ensure or avoid future fates. The stress on the mind from using this power will instantly knock the Psyker unconscious.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Winding Fate&lt;br /&gt;
*By touching a character or item, the psyker sees visions into that subject’s future and past. Though ghostly and laced with tendrils of Warp-smoke, these images reveal not only what was, but what is yet to be.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Perfect Timing&lt;br /&gt;
*So accurate are the diviner’s premonitions, that he can predict the exact moment his foe will expose himself as a target. Further, the psyker can forge a link with his allies, momentarily intertwining their fortunes, so that they might ﬁre in perfect unison, already squeezing their weapons’ triggers before the foe is aware. Lasts ~10 (in-game) minutes, The fatigue from using this power is not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Forewarning&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
*Winds of Change&lt;br /&gt;
*Casting their very soul into the currents of the warp, the Psyker is able to see a great calamity that will affect the warband in the near future, or one that has already passed, and change the very fabric of time to prevent it. The toss into the warp is a one-way trip; however, and averting one calamity does not mean that the warband&#039;s safety is guaranteed.&lt;br /&gt;
*Prerequisites - Precognition&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Pyromancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most destructive discipline, pyromancy allows a psyker to control and create ﬂame using his mind. These powers focus on combat, from incinerating foes from within to summoning walls of ﬂame to shield allies. Pyromancers are greatly feared, for their powers are often diﬃcult to control once released, and can inﬂict great collateral damage.&#039;&#039;&#039;&lt;br /&gt;
Manipulate Flame&lt;br /&gt;
*Reaching out with his mind, the psyker grasps nearby ﬂame and moulds it to his desire. The ﬂames dance to his tune, moving to untouched areas or falling quiet at their master’s command. &lt;br /&gt;
*Prerequisites - Basic Knowledge of Pyromancy&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Fire Shield&lt;br /&gt;
*With but a gesture, the psyker summons a wall of shimmering, unnatural ﬁre in the air before him. Any who would strike the pyromancer must contend with ﬁery retribution, as ﬂames leap outward, travelling in reverse down the path of the bullet or lasbolt to strike the psyker’s assailant. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Spontaneous Combustion&lt;br /&gt;
*In one of the purest displays of his power, the psyker ignites his enemies, burning them alive. The target’s blood boils and ﬂesh smoulders, and as the psyker’s rage reaches its pinnacle, the target’s body begins to explode in blasts of ash and ﬂame. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Fiery Form&lt;br /&gt;
*Unnatural ﬂame engulfs the psyker’s entire body. He is cloaked in sheets of ﬁre that somehow do not harm him, but burns any nearby with horrifying results. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Cauterize&lt;br /&gt;
*With careful application of his powers, the psyker applies intense heat to a wound on his own ﬂesh or to the ﬂesh of an ally, quenching the ﬂow of blood. The eﬀect is quite painful, but certainly preferable to bleeding to death. The use of this power generates a focused and intense heat that rivals advanced medicae equipment, and certainly far exceeds the eﬀects of ordinary battleﬁeld cauterisations. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Flame Breath&lt;br /&gt;
*Using his body as a conduit for his Warp-drawn power, the psyker expels a torrent of ﬂame from his mouth and eyes. Even his allies can ﬁnd the sight terrifying as his foes are burned with his unnatural exhalations. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Molten Beam&lt;br /&gt;
*The pyrokine projects from his hands a blindingly bright beam of sun-hot energy. At the touch of this blazing ray, plasteel liqueﬁes and ﬂesh bursts into ash. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Sunburst&lt;br /&gt;
*The psyker releases a nova of ﬁery energy from his body. As the psyker focuses his power, a blazing aura coalesces around him, growing brighter and hotter before rapidly expanding outward in all directions. As the calm at the eye of the ﬁrestorm, the psyker is untouched, while all around him is reduced to ash and cinder. &lt;br /&gt;
*Prerequisites - Flame Breath&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Inferno&lt;br /&gt;
*Focussing his power, the psyker ignites the very atmosphere surrounding his target, placing his foe in the midst of a sudden and violent conﬂagration. &lt;br /&gt;
*Prerequisites - Molten Beam, Sunburst&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Supernova&lt;br /&gt;
*Similar to the Sunburst power, the Psyker builds up a nova of fiery energy, using his flesh as a conduit to increase the power, creating what is essentially a miniature sun that incinerates everything around him, before collapsing on itself and ripping a hole in the fabric of reality. The Psyker, in unleashing this power, is incinerated, and the small warp rift he creates may cause further problems if left untouched.&lt;br /&gt;
*Prerequisites - Sunburst&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telekinesis=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Through the power of the Warp, telekines translate mental impulses into physical force. Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of force, and even tear holes in the very fabric of reality. Such powers oﬀer great utility in a variety of situations, for they allow a psyker to aﬀect the world around him without the constraints of his physical body. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telekinetic Control&lt;br /&gt;
*The telekine calls on his powers to reach out farther than his ﬂesh can extend, distorting reality to grasp objects with eldritch hands. With invisible ﬁngers perhaps only betrayed with frosted rime or whispered breezes, few can notice his subtle manipulations.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telekinesis&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Assail&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekinetic Control&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Telekine Shield&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Crush&lt;br /&gt;
*Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible ﬁst of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Telekine Dome&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Telekine Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Objuration Mechanicum&lt;br /&gt;
*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 technology ﬁnd themselves bereft of their support and helpless. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Gate of Infinity&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekine Dome&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Shockwave&lt;br /&gt;
*The psyker uses his unnatural control of the physical world to amplify a sound to impossible levels. From clapping his hands together, stamping on a hab ﬂoor, or even shouting, the psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking people oﬀ their feet. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Vortex of Doom&lt;br /&gt;
*In perhaps the ultimate display of his mastery of both the physical world and the Warp, the psyker tears open a hole twixt the two. Around the roiling vortex, the laws of physical space are undone as the ravenous predations of Chaos devour all in the vicinity. This power is extraordinarily dangerous, and not only to the psyker’s enemies. The Vortex of Doom feeds on itself and can sustain its power without need of the psyker. &lt;br /&gt;
*Prerequisites - Telekine Dome, Shockwave&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
*By sacrificing his ultimate fate to the whims of the Warp, the Psyker rips a hole into the Warp which uses his own life force to remain stable. The teleportation is a perfectly safe journey for any who pass through, though the Psyker will almost certainly be killed in the process, unless the jump is relatively short.&lt;br /&gt;
*Prerequisites - Gate of Infinity&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telepathy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps due to Astropaths being amongst the more common types of psyker, many individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the talent to enter the minds of others, and even fewer the strength of will to maintain their own sanity in the face of constant exposure to others’ thoughts. These powers may not inspire awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle before a single shot is ﬁred. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telepathic link&lt;br /&gt;
*In this, the simplest yet purest expression of his powers, the telepath establishes a mental connection to another, linking their minds and allowing him to receive or transmit thoughts. When stealth is essential, such silent communication is ideal&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telepathy&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Erasure&lt;br /&gt;
*With a surgeon’s skill, the psyker opens up his target’s mind and slices away a memory, removing it forever. This power is of immense utility to an Inquisitor’s work, particularly one who wishes to operate discreetly, without the usual mess of an execution. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Hallucination&lt;br /&gt;
*The human mind’s grasp on reality is fragile and easily manipulated with suﬃcient power. With his own psychic senses, the telepath touches the psyche of his target and severs its connection to normal existence. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Psychic Shriek&lt;br /&gt;
*Drawing a deep soul-breath, the psyker unleashes a rippling Warp tide that sears the souls and blasts the minds of those in its path. The violent psychic wave is enough to overwhelm and shut down the minds of those it strikes, while those not slain outright are left reeling and dazed. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Dominate&lt;br /&gt;
*Demonstrating the superiority of his mutant mind, the telepath subverts his foe’s will and forces him to act against his every inclination. Few psychic abilities are so rightly feared. &lt;br /&gt;
*Prerequisites - Erasure&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Terrify&lt;br /&gt;
*Turning an eldritch key, the psyker unlocks his target’s deepest and strongest fears, exposing him to the worst recesses of his own psyche. These nightmarish visions are enough to drive even the strongest helplessly mad. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Mental Fortitude&lt;br /&gt;
*Drawing from the limitless potential of the Warp, the psyker augments the mental abilities of his targets, providing defence against the stresses of combat and the terrors of the galaxy. &lt;br /&gt;
*Prerequisites - Dominate, Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Invisibility&lt;br /&gt;
*Clouding enemy minds, the psyker obscures his allies from their foes’ senses. Though eyes and other senses detect them as normal, their minds do not perceive them, save for a slight distortion in their vision. Lasts ~10 (in-game) minutes. &lt;br /&gt;
*Prerequisites - Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Puppet Master&lt;br /&gt;
*In the ultimate expression of telepathic power, the psyker utterly crushes his target’s will, locking him away in a dark corner of his own mind and taking complete control of his body. After recovering their wits, those subjected to this power are often struck with bouts of insecurity, never certain again if their actions are truly their own. &lt;br /&gt;
*Prerequisites - Mental Fortitude&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Chaotic Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretical powers that should only be used in the most dire of circumstances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Minor Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This plethora of lesser abilities is collectively known as Minor Psychic Powers and often forms the standard arsenal of most Imperial psykers. Unlike the more powerful Disciplines, these powers are relatively easy to learn and use. Minor Psychic Powers are tricks and knacks that those with even a shadow of psychic ability can learn. They are nothing compared to the &amp;quot;true&amp;quot; Disciplines, but are useful nonetheless.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Minor Powers&lt;br /&gt;
*All Minor Powers follow this template.&lt;br /&gt;
*Prerequisites: None.&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
*Call Creatures - A psyker can call a number of simple-minded creatures within range to travel to their location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin.&lt;br /&gt;
&lt;br /&gt;
*Call Item - A psyker can summon a specially-prepared item to instantly appear in his hand. To prepare the object, he must spend one solar hour in deep meditation, infusing the object with his psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. He may only have one prepared item at a time.&lt;br /&gt;
&lt;br /&gt;
*Chameleon - A psyker can cause reality to blur around himself, distorting his image and allowing him to blend in with his surroundings&lt;br /&gt;
&lt;br /&gt;
*Déjà vu - A psyker can create a brief memory loop in the mind of the target, causing their thoughts to slip back several solar seconds in time. The psyker must be able to see the target and they must be within the range of the power to be affected.&lt;br /&gt;
&lt;br /&gt;
*Distort Vision - With this power, a psyker disappears and his image reappears in another space no more than 10 metres away.&lt;br /&gt;
&lt;br /&gt;
*Dull Pain - A psyker can nullify the pain of any creature, including himself.&lt;br /&gt;
&lt;br /&gt;
*Fearful Aura - A psyker twists reality in such a way as to make himself appear more sinister and dangerous. The psyker becomes the source of dread for anyone who looks upon him.&lt;br /&gt;
&lt;br /&gt;
*Flash Bang - A psyker can create a bright flash of light and a deafening bang.&lt;br /&gt;
&lt;br /&gt;
*Float - A psyker can focus his concentration and slowly begin to lift off the ground. He can only move up and down while under the effects of this power, and cannot rise higher than 5 metres.&lt;br /&gt;
&lt;br /&gt;
*Forget Me - A psyker becomes instantly forgettable to a single creature within range. They can&#039;t seem to recall having met the psyker before that very instant and the psyker can effectively suppress all memories of their previous encounters.&lt;br /&gt;
&lt;br /&gt;
*Healer - A psyker channels his power into a single target to knit flesh and mend bones. He may only use this power on a willing target, including himself.&lt;br /&gt;
&lt;br /&gt;
*Ill Omen - Drawing on Mankind&#039;s natural, and often quite justified, superstitious fears, the psyker bleeds just a miniscule drop of the Warp&#039;s influence into the real world. The result, while perhaps logically explainable, nonetheless instills a deep unease in those who witness it -- an &lt;br /&gt;
unmistakable sense of worse things to come. The exact nature of the omen could take any number of forms, including a raven crying three times, a small plant wilting, a disturbingly familiar patina of rust, animals spooking with no apparent cause, or anything else that might unnerve the target.&lt;br /&gt;
&lt;br /&gt;
*Inflict Pain - A psyker causes a person to be wracked with agony, filling their minds with unspeakable pain.&lt;br /&gt;
&lt;br /&gt;
*Inspiring Aura - A psyker seems to glow with an inner light and all those around him are filled with confidence.&lt;br /&gt;
&lt;br /&gt;
*Knack - A psyker taps into their unconscious to awaken a deeper understanding of his capabilities.&lt;br /&gt;
&lt;br /&gt;
*Lucky - It is said that luck acts strangely around psykers, no doubt in part due to powers like this one, which can alter the probabilities of certain events in realspace.&lt;br /&gt;
&lt;br /&gt;
*Psychic Stench - By momentarily handling an item, a psyker imbues it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person&#039;s mind, it will also affect creatures that do not have a sense of smell or have had their physical sense of smell impaired.&lt;br /&gt;
&lt;br /&gt;
*Resist Possession - A psyker creates mental wards to shield his mind from the malign denizens of the Warp.&lt;br /&gt;
&lt;br /&gt;
*Suggestion - Although a far cry from the mind-influencing techniques of a trained telepath, many wyrds and nascent psykers possess a preternatural ability to convince others of small falsehoods. As with many of the powers such psykers evince, this is a useful survival mechanism, allowing the psyker to evade detection.&lt;br /&gt;
&lt;br /&gt;
*Sense Presence - Reaching out with his mind, a psyker gets a vague inkling of other life forms within range. He automatically detects all living creatures in the area.&lt;br /&gt;
&lt;br /&gt;
*Spasm - A psyker causes a target&#039;s muscles to spasm.&lt;br /&gt;
&lt;br /&gt;
*Spectral Hands - A psyker creates an invisible force that he can use to manipulate any object within 30 metres.&lt;br /&gt;
&lt;br /&gt;
*Staunch Bleeding - A psyker causes himself or another creature within range to halt blood loss.&lt;br /&gt;
&lt;br /&gt;
*Torch - By burning the very stuff of their thoughts, a psyker can create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on the psyker&#039;s body. The flame is roughly the size of his palm, and pulses slightly in time with his heartbeat. It may be coloured according to the psyker&#039;s whim. The light produces no heat.&lt;br /&gt;
&lt;br /&gt;
*Touch of Madness - A psyker reaches into the mind of a target within range and forces them to believe something that just isn&#039;t true.&lt;br /&gt;
&lt;br /&gt;
*Trick - A psyker subtly influences the fields of probability flowing around him, making them especially good at cheating at games of chance.&lt;br /&gt;
&lt;br /&gt;
*Unnatural Aim - A psyker draws upon the power of the Warp to guide his aim.&lt;br /&gt;
&lt;br /&gt;
*Wall Walk - A psyker bends gravity to his will. They negate all penalties incurred by low- or high-gravity worlds. In addition, he can walk on walls or ceilings for as long as this power is active. The psyker moves across such surfaces at half his normal rate of speed.&lt;br /&gt;
&lt;br /&gt;
*Warp Howl - A psyker sends out a long, keening screech throughout the Warp that tears through into reality in a cacophonous burst.&lt;br /&gt;
&lt;br /&gt;
*Weaken Veil - A psyker weakens the fabric of space within 30 metres by drawing the Immaterium closer.&lt;br /&gt;
&lt;br /&gt;
*Weapon Jinx - A psyker reaches into nearby machines with their mind to scramble their circuitry. All mechanical devices within range cease to function.&lt;br /&gt;
&lt;br /&gt;
*White Noise - A psyker fills the Warp with static, fouling psychic detection and making technological sensors less reliable.&lt;br /&gt;
&lt;br /&gt;
*Wither - A psyker causes a vile wave of invisible pestilence to emerge from his body, extending out to the range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy&amp;diff=329189</id>
		<title>The Tantumirean Heresy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy&amp;diff=329189"/>
		<updated>2017-11-07T01:02:10Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Inquisitorial Rosette.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A freeform game of Warhammer 40k using Dark Heresy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?818683-Warhammer-40-000-The-Tantumirean-Heresy IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?818682-Warhammer-40-000-The-Tantumirean-Heresy OOC Thread]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[[The Tantumirean Heresy:Cyrus Mordigael|Cyrus Mordigael]], played by Pandorym&lt;br /&gt;
*[[The Tantumirean Heresy:Remidius Jocastus|Remidius Jocastus]], played by Mr. Adventurer&lt;br /&gt;
*[[The Tantumirean Heresy:Alfonso Dodarion|Alfonso Dodarion]], played by Jive Professor&lt;br /&gt;
*[[The Tantumirean Heresy:Kane Hulliam|Kane Hulliam]], played by EnigmaticOne&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Major Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor contacts can be found on their planet/ship&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Inquisition==&lt;br /&gt;
&lt;br /&gt;
*[Inquisitor Octavia Jaleesa]&lt;br /&gt;
*[[The Tantumirean Heresy:Nathaniel Solarian|Nathaniel Solarion]]&lt;br /&gt;
*[[The Tantumirean Heresy:Adrianna Mafalda|Adrianna Mafalda]]&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key planets, ships, and other locations in the game. Locations on planets or onboard the ships can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Tantumirean Heresy:Tantumire Sector|Tantumire Sector]]&lt;br /&gt;
*[[The Tantumirean Heresy:Sinner&#039;s Sorrow|&#039;&#039;Sinner&#039;s Sorrow&#039;&#039;]]&lt;br /&gt;
*[[The Tantumirean Heresy:Eden Prime|Eden Prime]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Missions=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and Briefing Slates here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
*[[The Tantumirean Heresy:Welcome to the Inquisition|Mission I - Welcome to the Inquisition]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*[[The Tantumirean Heresy:Weapons|Weapons]]&lt;br /&gt;
*[[The Tantumirean Heresy:Armour|Armour]]&lt;br /&gt;
*[[The Tantumirean Heresy:Vehicles|Vehicles]]&lt;br /&gt;
*[[The Tantumirean Heresy:Psychic Powers|Psychic Powers]]&lt;br /&gt;
*[[The Tantumirean Heresy:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Tantumirean Heresy:Other Items|Other Items]]&lt;br /&gt;
&lt;br /&gt;
[[The Tantumirean Heresy:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329187</id>
		<title>The Tantumirean Heresy:Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329187"/>
		<updated>2017-11-07T00:54:02Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The many powers available to Psykers, which fall under five main &amp;quot;schools.&amp;quot; In order to gain new powers, a Psyker must already have knowledge of the required powers, and either find tomes detailing the power or pay an expert to teach them. Psychic powers mentally drain and exhaust the Psyker, with more powerful abilities requiring more energy. Psychic powers also have varying degrees of danger, as does anything involving the warp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger levels - The risk of bad shit happening when used:&#039;&#039;&#039;&lt;br /&gt;
*0 - Safe&lt;br /&gt;
*1 - Low risk.&lt;br /&gt;
*2 - Possibly hazardous.&lt;br /&gt;
*3 - Hazardous to the untrained&lt;br /&gt;
*4 - Hazardous.&lt;br /&gt;
*5 - High risk.&lt;br /&gt;
*6 - Catastrophic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion levels - How much the power saps the Psykers energy and mind:&#039;&#039;&#039;&lt;br /&gt;
*0 - Simple.&lt;br /&gt;
*1 - Requires concentration.&lt;br /&gt;
*2 - High level of concentration required.&lt;br /&gt;
*3 - Difficult.&lt;br /&gt;
*4 - Tiring.&lt;br /&gt;
*5 - Exhausting.&lt;br /&gt;
*6 - Lethal.&lt;br /&gt;
&lt;br /&gt;
=Biomancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists of living ﬂesh, Biomancers can push their own bodies beyond human limits, and even control the biological processes of others. These powers allow a psyker to enhance his own abilities and aid his allies, but can also be used stop a foe’s heart with but a thought.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invigorate&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Biomancy.&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Smite&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Invigorate&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Shape Flesh&lt;br /&gt;
*Powerful biomancers are able to bend the living body to their will with great ﬁnesse. At the heights of ability, a psyker can mould ﬂesh with an expertise any sculptor would envy. Lasts 1 day, unless reversed earlier.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Enfeeble&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Iron Arm&lt;br /&gt;
*The psyker’s ﬂesh transforms, hardening into a slick, living metal, weighing him down but also rendering him incredibly resistant. His new form allows him to shrug oﬀ small arms ﬁre and crush his enemies with his bare hands. Lasts ~10 (in-game) minutes. The fatigue from using this power is not felt by the Psyker until the effect wears off.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
*Focussing his mind on the injured bodies of his allies, the psyker energises their biology, initiating rapid cell growth. In moments, shattered bones re-knit, gaping wounds close and heal, and the eﬀects of combat damage disappear.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Life Leech&lt;br /&gt;
*The psyker latches on to his target’s life force and tears it from the hapless victim’s body. The psyker absorbs this stolen essence, using it to reinvigourate and bolster his own ﬂesh. &lt;br /&gt;
*Prerequisites - Enfeeble&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
Warp Speed&lt;br /&gt;
*Tapping into the power of the Empyrean, the psyker suﬀuses his body with energy, pushing himself beyond physical limits. While under the eﬀects of this power, the psyker moves with unbelievable speed, ensuring that no heretic is swift enough to escape justice. Lasts ~5 (in-game) minutes. The fatigue from using this power are not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Iron Arm, Endurance.&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Haemorrhage&lt;br /&gt;
*Drawing on his mastery of the living body, the biomancer accelerates his victim’s heart rate beyond the bounds of biological possibility. Betrayed by his own body, the target’s blood boils over, ﬂooding his brain and bursting his over-taxed veins. Those nearby have their own hearts caught in the unnatural rhythm, suﬀering the same fate. &lt;br /&gt;
*Prerequisites - Life Leech&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps the most ancient of psychic disciplines, divination foretells the future. Though diviners may seek answers by scattering animal entrails or studying the movement of stars, it is in fact the timeless realm of the Warp to which they turn. The powers of divination are of inestimable use to an Inquisitor and his Acolytes in the pursuit of their duties, both in the frenzied arena of combat and while undertaking investigative pursuits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warp Perception&lt;br /&gt;
*The psyker opens his senses to the Warp, allowing unnatural tendrils of energy to augment his own perceptions. His ﬂesh no longer limited, he casts his gaze wider and hungrily scents prey from farther aﬁeld. Allows the Psyker to detect warp-based phenomena far more easily.&lt;br /&gt;
*Prerequisites - Basic knowledge of Divination&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Prescience&lt;br /&gt;
The psyker sees brief, fuzzy ﬂashes into his immediate future, which he can use to guide the warband’s aim against their enemies. Though the glimpses are short, such foretelling can mean the diﬀerence between life and death when in combat.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Foreboding&lt;br /&gt;
*The psyker gains an unnatural sixth sense. With this inexplicable insight, he knows how and where his enemies will attack, dodging blows and lasblasts with contemptuous and frightening ease. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Misfortune&lt;br /&gt;
*Twisting fate, the psyker focuses his inner eye to ensure that his foe suﬀers every possible calamity that ill-fortune could provide. From embarrassing mishaps to life-and-death struggles, chance itself betrays the target at every turn. &lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Scrier&#039;s Gaze&lt;br /&gt;
*The most accomplished diviners are not only able to see into the future, but also the present. Unbound by the limits of mere physical vision, his mind peers far and wide, with little able to hide from his sight. To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision— drawing Tarot cards, casting runes, gazing deep into ﬁre, or other methods as varied as the stars of the Imperium.&lt;br /&gt;
*Prerequisites - Prescience&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Forewarning&lt;br /&gt;
*Foreseeing his foes’ intentions, the psyker taps into the Warp and, like dropping a small pebble into a pool, sends ripples to slightly shift the course of events. Without moving a muscle, the psyker saves his ally from certain injury and leaves his enemy baﬄed. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Precognition&lt;br /&gt;
*In one of the most viscerally intense applications of the Divination discipline, the psyker witnesses solid and perfectly lifelike visions of his own future. Peering into moments yet to come, he can use this information to ensure or avoid future fates. The stress on the mind from using this power will instantly knock the Psyker unconscious.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Winding Fate&lt;br /&gt;
*By touching a character or item, the psyker sees visions into that subject’s future and past. Though ghostly and laced with tendrils of Warp-smoke, these images reveal not only what was, but what is yet to be.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Perfect Timing&lt;br /&gt;
*So accurate are the diviner’s premonitions, that he can predict the exact moment his foe will expose himself as a target. Further, the psyker can forge a link with his allies, momentarily intertwining their fortunes, so that they might ﬁre in perfect unison, already squeezing their weapons’ triggers before the foe is aware. Lasts ~10 (in-game) minutes, The fatigue from using this power is not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Forewarning&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
*Winds of Change&lt;br /&gt;
*Casting their very soul into the currents of the warp, the Psyker is able to see a great calamity that will affect the warband in the near future, or one that has already passed, and change the very fabric of time to prevent it. The toss into the warp is a one-way trip; however, and averting one calamity does not mean that the warband&#039;s safety is guaranteed.&lt;br /&gt;
*Prerequisites - Precognition&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Pyromancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most destructive discipline, pyromancy allows a psyker to control and create ﬂame using his mind. These powers focus on combat, from incinerating foes from within to summoning walls of ﬂame to shield allies. Pyromancers are greatly feared, for their powers are often diﬃcult to control once released, and can inﬂict great collateral damage.&#039;&#039;&#039;&lt;br /&gt;
Manipulate Flame&lt;br /&gt;
*Reaching out with his mind, the psyker grasps nearby ﬂame and moulds it to his desire. The ﬂames dance to his tune, moving to untouched areas or falling quiet at their master’s command. &lt;br /&gt;
*Prerequisites - Basic Knowledge of Pyromancy&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Fire Shield&lt;br /&gt;
*With but a gesture, the psyker summons a wall of shimmering, unnatural ﬁre in the air before him. Any who would strike the pyromancer must contend with ﬁery retribution, as ﬂames leap outward, travelling in reverse down the path of the bullet or lasbolt to strike the psyker’s assailant. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Spontaneous Combustion&lt;br /&gt;
*In one of the purest displays of his power, the psyker ignites his enemies, burning them alive. The target’s blood boils and ﬂesh smoulders, and as the psyker’s rage reaches its pinnacle, the target’s body begins to explode in blasts of ash and ﬂame. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Fiery Form&lt;br /&gt;
*Unnatural ﬂame engulfs the psyker’s entire body. He is cloaked in sheets of ﬁre that somehow do not harm him, but burns any nearby with horrifying results. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Cauterize&lt;br /&gt;
*With careful application of his powers, the psyker applies intense heat to a wound on his own ﬂesh or to the ﬂesh of an ally, quenching the ﬂow of blood. The eﬀect is quite painful, but certainly preferable to bleeding to death. The use of this power generates a focused and intense heat that rivals advanced medicae equipment, and certainly far exceeds the eﬀects of ordinary battleﬁeld cauterisations. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Flame Breath&lt;br /&gt;
*Using his body as a conduit for his Warp-drawn power, the psyker expels a torrent of ﬂame from his mouth and eyes. Even his allies can ﬁnd the sight terrifying as his foes are burned with his unnatural exhalations. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Molten Beam&lt;br /&gt;
*The pyrokine projects from his hands a blindingly bright beam of sun-hot energy. At the touch of this blazing ray, plasteel liqueﬁes and ﬂesh bursts into ash. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Sunburst&lt;br /&gt;
*The psyker releases a nova of ﬁery energy from his body. As the psyker focuses his power, a blazing aura coalesces around him, growing brighter and hotter before rapidly expanding outward in all directions. As the calm at the eye of the ﬁrestorm, the psyker is untouched, while all around him is reduced to ash and cinder. &lt;br /&gt;
*Prerequisites - Flame Breath&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Inferno&lt;br /&gt;
*Focussing his power, the psyker ignites the very atmosphere surrounding his target, placing his foe in the midst of a sudden and violent conﬂagration. &lt;br /&gt;
*Prerequisites - Molten Beam, Sunburst&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Supernova&lt;br /&gt;
*Similar to the Sunburst power, the Psyker builds up a nova of fiery energy, using his flesh as a conduit to increase the power, creating what is essentially a miniature sun that incinerates everything around him, before collapsing on itself and ripping a hole in the fabric of reality. The Psyker, in unleashing this power, is incinerated, and the small warp rift he creates may cause further problems if left untouched.&lt;br /&gt;
*Prerequisites - Sunburst&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telekinesis=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Through the power of the Warp, telekines translate mental impulses into physical force. Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of force, and even tear holes in the very fabric of reality. Such powers oﬀer great utility in a variety of situations, for they allow a psyker to aﬀect the world around him without the constraints of his physical body. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telekinetic Control&lt;br /&gt;
*The telekine calls on his powers to reach out farther than his ﬂesh can extend, distorting reality to grasp objects with eldritch hands. With invisible ﬁngers perhaps only betrayed with frosted rime or whispered breezes, few can notice his subtle manipulations.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telekinesis&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Assail&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekinetic Control&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Telekine Shield&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Crush&lt;br /&gt;
*Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible ﬁst of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Telekine Dome&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Telekine Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Objuration Mechanicum&lt;br /&gt;
*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 technology ﬁnd themselves bereft of their support and helpless. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Gate of Infinity&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekine Dome&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Shockwave&lt;br /&gt;
*The psyker uses his unnatural control of the physical world to amplify a sound to impossible levels. From clapping his hands together, stamping on a hab ﬂoor, or even shouting, the psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking people oﬀ their feet. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Vortex of Doom&lt;br /&gt;
*In perhaps the ultimate display of his mastery of both the physical world and the Warp, the psyker tears open a hole twixt the two. Around the roiling vortex, the laws of physical space are undone as the ravenous predations of Chaos devour all in the vicinity. This power is extraordinarily dangerous, and not only to the psyker’s enemies. The Vortex of Doom feeds on itself and can sustain its power without need of the psyker. &lt;br /&gt;
*Prerequisites - Telekine Dome, Shockwave&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
*By sacrificing his ultimate fate to the whims of the Warp, the Psyker rips a hole into the Warp which uses his own life force to remain stable. The teleportation is a perfectly safe journey for any who pass through, though the Psyker will almost certainly be killed in the process, unless the jump is relatively short.&lt;br /&gt;
*Prerequisites - Gate of Infinity&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telepathy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps due to Astropaths being amongst the more common types of psyker, many individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the talent to enter the minds of others, and even fewer the strength of will to maintain their own sanity in the face of constant exposure to others’ thoughts. These powers may not inspire awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle before a single shot is ﬁred. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telepathic link&lt;br /&gt;
*In this, the simplest yet purest expression of his powers, the telepath establishes a mental connection to another, linking their minds and allowing him to receive or transmit thoughts. When stealth is essential, such silent communication is ideal&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telepathy&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Erasure&lt;br /&gt;
*With a surgeon’s skill, the psyker opens up his target’s mind and slices away a memory, removing it forever. This power is of immense utility to an Inquisitor’s work, particularly one who wishes to operate discreetly, without the usual mess of an execution. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Hallucination&lt;br /&gt;
*The human mind’s grasp on reality is fragile and easily manipulated with suﬃcient power. With his own psychic senses, the telepath touches the psyche of his target and severs its connection to normal existence. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Psychic Shriek&lt;br /&gt;
*Drawing a deep soul-breath, the psyker unleashes a rippling Warp tide that sears the souls and blasts the minds of those in its path. The violent psychic wave is enough to overwhelm and shut down the minds of those it strikes, while those not slain outright are left reeling and dazed. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Dominate&lt;br /&gt;
*Demonstrating the superiority of his mutant mind, the telepath subverts his foe’s will and forces him to act against his every inclination. Few psychic abilities are so rightly feared. &lt;br /&gt;
*Prerequisites - Erasure&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Terrify&lt;br /&gt;
*Turning an eldritch key, the psyker unlocks his target’s deepest and strongest fears, exposing him to the worst recesses of his own psyche. These nightmarish visions are enough to drive even the strongest helplessly mad. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Mental Fortitude&lt;br /&gt;
*Drawing from the limitless potential of the Warp, the psyker augments the mental abilities of his targets, providing defence against the stresses of combat and the terrors of the galaxy. &lt;br /&gt;
*Prerequisites - Dominate, Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Invisibility&lt;br /&gt;
*Clouding enemy minds, the psyker obscures his allies from their foes’ senses. Though eyes and other senses detect them as normal, their minds do not perceive them, save for a slight distortion in their vision. Lasts ~10 (in-game) minutes. &lt;br /&gt;
*Prerequisites - Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Puppet Master&lt;br /&gt;
*In the ultimate expression of telepathic power, the psyker utterly crushes his target’s will, locking him away in a dark corner of his own mind and taking complete control of his body. After recovering their wits, those subjected to this power are often struck with bouts of insecurity, never certain again if their actions are truly their own. &lt;br /&gt;
*Prerequisites - Mental Fortitude&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Chaotic Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretical powers that should only be used in the most dire of circumstances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Summon Toxic Monstrosity.&lt;br /&gt;
*The Psyker combines his strengths to create a monstrosity of muscle and disease, torn from the warp and given shape to destroy their enemies and allies alike.&lt;br /&gt;
*Prerequisites - Shape Flesh, Haemorrhage&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Minor Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This plethora of lesser abilities is collectively known as Minor Psychic Powers and often forms the standard arsenal of most Imperial psykers. Unlike the more powerful Disciplines, these powers are relatively easy to learn and use. Minor Psychic Powers are tricks and knacks that those with even a shadow of psychic ability can learn. They are nothing compared to the &amp;quot;true&amp;quot; Disciplines, but are useful nonetheless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call Creatures - A psyker can call a number of simple-minded creatures within range to travel to their location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin.&lt;br /&gt;
&lt;br /&gt;
Call Item - A psyker can summon a specially-prepared item to instantly appear in his hand. To prepare the object, he must spend one solar hour in deep meditation, infusing the object with his psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. He may only have one prepared item at a time.&lt;br /&gt;
&lt;br /&gt;
Chameleon - A psyker can cause reality to blur around himself, distorting his image and allowing him to blend in with his surroundings&lt;br /&gt;
&lt;br /&gt;
Déjà vu - A psyker can create a brief memory loop in the mind of the target, causing their thoughts to slip back several solar seconds in time. The psyker must be able to see the target and they must be within the range of the power to be affected.&lt;br /&gt;
&lt;br /&gt;
Distort Vision - With this power, a psyker disappears and his image reappears in another space no more than 10 metres away.&lt;br /&gt;
&lt;br /&gt;
Dull Pain - A psyker can nullify the pain of any creature, including himself.&lt;br /&gt;
&lt;br /&gt;
Fearful Aura - A psyker twists reality in such a way as to make himself appear more sinister and dangerous. The psyker becomes the source of dread for anyone who looks upon him.&lt;br /&gt;
&lt;br /&gt;
Flash Bang - A psyker can create a bright flash of light and a deafening bang.&lt;br /&gt;
&lt;br /&gt;
Float - A psyker can focus his concentration and slowly begin to lift off the ground. He can only move up and down while under the effects of this power, and cannot rise higher than 5 metres.&lt;br /&gt;
&lt;br /&gt;
Forget Me - A psyker becomes instantly forgettable to a single creature within range. They can&#039;t seem to recall having met the psyker before that very instant and the psyker can effectively suppress all memories of their previous encounters.&lt;br /&gt;
&lt;br /&gt;
Healer - A psyker channels his power into a single target to knit flesh and mend bones. He may only use this power on a willing target, including himself.&lt;br /&gt;
&lt;br /&gt;
Ill Omen - Drawing on Mankind&#039;s natural, and often quite justified, superstitious fears, the psyker bleeds just a miniscule drop of the Warp&#039;s influence into the real world. The result, while perhaps logically explainable, nonetheless instills a deep unease in those who witness it -- an &lt;br /&gt;
unmistakable sense of worse things to come. The exact nature of the omen could take any number of forms, including a raven crying three times, a small plant wilting, a disturbingly familiar patina of rust, animals spooking with no apparent cause, or anything else that might unnerve the target.&lt;br /&gt;
&lt;br /&gt;
Inflict Pain - A psyker causes a person to be wracked with agony, filling their minds with unspeakable pain.&lt;br /&gt;
&lt;br /&gt;
Inspiring Aura - A psyker seems to glow with an inner light and all those around him are filled with confidence.&lt;br /&gt;
&lt;br /&gt;
Knack - A psyker taps into their unconscious to awaken a deeper understanding of his capabilities.&lt;br /&gt;
&lt;br /&gt;
Lucky - It is said that luck acts strangely around psykers, no doubt in part due to powers like this one, which can alter the probabilities of certain events in realspace.&lt;br /&gt;
&lt;br /&gt;
Precognition - A psyker gets a fuzzy picture of what will occur a few moments into the future. As he draws nearer to the event, the picture becomes clearer.&lt;br /&gt;
&lt;br /&gt;
Psychic Stench - By momentarily handling an item, a psyker imbues it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person&#039;s mind, it will also affect creatures that do not have a sense of smell or have had their physical sense of smell impaired.&lt;br /&gt;
&lt;br /&gt;
Resist Possession - A psyker creates mental wards to shield his mind from the malign denizens of the Warp.&lt;br /&gt;
&lt;br /&gt;
Suggestion - Although a far cry from the mind-influencing techniques of a trained telepath, many wyrds and nascent psykers possess a preternatural ability to convince others of small falsehoods. As with many of the powers such psykers evince, this is a useful survival mechanism, allowing the psyker to evade detection.&lt;br /&gt;
&lt;br /&gt;
Sense Presence - Reaching out with his mind, a psyker gets a vague inkling of other life forms within range. He automatically detects all living creatures in the area.&lt;br /&gt;
&lt;br /&gt;
Spasm - A psyker causes a target&#039;s muscles to spasm.&lt;br /&gt;
&lt;br /&gt;
Spectral Hands - A psyker creates an invisible force that he can use to manipulate any object within 30 metres.&lt;br /&gt;
&lt;br /&gt;
Staunch Bleeding - A psyker causes himself or another creature within range to halt blood loss.&lt;br /&gt;
&lt;br /&gt;
Torch - By burning the very stuff of their thoughts, a psyker can create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-&lt;br /&gt;
lamp. The flame may issue from any point on the psyker&#039;s body. The flame is roughly the size of his palm, and pulses slightly in time with his heartbeat. It may be coloured according to the psyker&#039;s whim. The light produces no heat.&lt;br /&gt;
&lt;br /&gt;
Touch of Madness - A psyker reaches into the mind of a target within range and forces them to believe something that just isn&#039;t true.&lt;br /&gt;
&lt;br /&gt;
Trick - A psyker subtly influences the fields of probability flowing around him, making them especially good at cheating at games of chance.&lt;br /&gt;
&lt;br /&gt;
Unnatural Aim - A psyker draws upon the power of the Warp to guide his aim.&lt;br /&gt;
&lt;br /&gt;
Wall Walk - A psyker bends gravity to his will. They negate all penalties incurred by low- or high-gravity worlds. In addition, he can walk on walls or ceilings for as long as this power is active. The psyker moves across such surfaces at half his normal rate of speed.&lt;br /&gt;
&lt;br /&gt;
Warp Howl - A psyker sends out a long, keening screech throughout the Warp that tears through into reality in a cacophonous burst.&lt;br /&gt;
&lt;br /&gt;
Weaken Veil - A psyker weakens the fabric of space within 30 metres by drawing the Immaterium closer.&lt;br /&gt;
&lt;br /&gt;
Weapon Jinx - A psyker reaches into nearby machines with their mind to scramble their circuitry. All mechanical devices within range cease to function.&lt;br /&gt;
&lt;br /&gt;
White Noise - A psyker fills the Warp with static, fouling psychic detection and making technological sensors less reliable.&lt;br /&gt;
&lt;br /&gt;
Wither - A psyker causes a vile wave of invisible pestilence to emerge from his body, extending out to the range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329186</id>
		<title>The Tantumirean Heresy:Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Psychic_Powers&amp;diff=329186"/>
		<updated>2017-11-07T00:52:10Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The many powers available to Psykers, which fall under five main &amp;quot;schools.&amp;quot; In order to gain new powers, a Psyker must already have knowledge of the required powers, and either find tomes detailing the power or pay an expert to teach them. Psychic powers mentally drain and exhaust the Psyker, with more powerful abilities requiring more energy. Psychic powers also have varying degrees of danger, as does anything involving the warp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger levels - The risk of bad shit happening when used:&#039;&#039;&#039;&lt;br /&gt;
*0 - Safe&lt;br /&gt;
*1 - Low risk.&lt;br /&gt;
*2 - Possibly hazardous.&lt;br /&gt;
*3 - Hazardous to the untrained&lt;br /&gt;
*4 - Hazardous.&lt;br /&gt;
*5 - High risk.&lt;br /&gt;
*6 - Catastrophic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion levels - How much the power saps the Psykers energy and mind:&#039;&#039;&#039;&lt;br /&gt;
*0 - Simple.&lt;br /&gt;
*1 - Requires concentration.&lt;br /&gt;
*2 - High level of concentration required.&lt;br /&gt;
*3 - Difficult.&lt;br /&gt;
*4 - Tiring.&lt;br /&gt;
*5 - Exhausting.&lt;br /&gt;
*6 - Lethal.&lt;br /&gt;
&lt;br /&gt;
=Biomancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists of living ﬂesh, Biomancers can push their own bodies beyond human limits, and even control the biological processes of others. These powers allow a psyker to enhance his own abilities and aid his allies, but can also be used stop a foe’s heart with but a thought.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invigorate&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Biomancy.&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Smite&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Invigorate&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Shape Flesh&lt;br /&gt;
*Powerful biomancers are able to bend the living body to their will with great ﬁnesse. At the heights of ability, a psyker can mould ﬂesh with an expertise any sculptor would envy. Lasts 1 day, unless reversed earlier.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Enfeeble&lt;br /&gt;
*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.&lt;br /&gt;
*Prerequisites - Smite&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Iron Arm&lt;br /&gt;
*The psyker’s ﬂesh transforms, hardening into a slick, living metal, weighing him down but also rendering him incredibly resistant. His new form allows him to shrug oﬀ small arms ﬁre and crush his enemies with his bare hands. Lasts ~10 (in-game) minutes. The fatigue from using this power is not felt by the Psyker until the effect wears off.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
*Focussing his mind on the injured bodies of his allies, the psyker energises their biology, initiating rapid cell growth. In moments, shattered bones re-knit, gaping wounds close and heal, and the eﬀects of combat damage disappear.&lt;br /&gt;
*Prerequisites - Shape Flesh&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Life Leech&lt;br /&gt;
*The psyker latches on to his target’s life force and tears it from the hapless victim’s body. The psyker absorbs this stolen essence, using it to reinvigourate and bolster his own ﬂesh. &lt;br /&gt;
*Prerequisites - Enfeeble&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 0&lt;br /&gt;
&lt;br /&gt;
Warp Speed&lt;br /&gt;
*Tapping into the power of the Empyrean, the psyker suﬀuses his body with energy, pushing himself beyond physical limits. While under the eﬀects of this power, the psyker moves with unbelievable speed, ensuring that no heretic is swift enough to escape justice. Lasts ~5 (in-game) minutes. The fatigue from using this power are not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Iron Arm, Endurance.&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Haemorrhage&lt;br /&gt;
*Drawing on his mastery of the living body, the biomancer accelerates his victim’s heart rate beyond the bounds of biological possibility. Betrayed by his own body, the target’s blood boils over, ﬂooding his brain and bursting his over-taxed veins. Those nearby have their own hearts caught in the unnatural rhythm, suﬀering the same fate. &lt;br /&gt;
*Prerequisites - Life Leech&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps the most ancient of psychic disciplines, divination foretells the future. Though diviners may seek answers by scattering animal entrails or studying the movement of stars, it is in fact the timeless realm of the Warp to which they turn. The powers of divination are of inestimable use to an Inquisitor and his Acolytes in the pursuit of their duties, both in the frenzied arena of combat and while undertaking investigative pursuits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warp Perception&lt;br /&gt;
*The psyker opens his senses to the Warp, allowing unnatural tendrils of energy to augment his own perceptions. His ﬂesh no longer limited, he casts his gaze wider and hungrily scents prey from farther aﬁeld. Allows the Psyker to detect warp-based phenomena far more easily.&lt;br /&gt;
*Prerequisites - Basic knowledge of Divination&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Prescience&lt;br /&gt;
The psyker sees brief, fuzzy ﬂashes into his immediate future, which he can use to guide the warband’s aim against their enemies. Though the glimpses are short, such foretelling can mean the diﬀerence between life and death when in combat.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Foreboding&lt;br /&gt;
*The psyker gains an unnatural sixth sense. With this inexplicable insight, he knows how and where his enemies will attack, dodging blows and lasblasts with contemptuous and frightening ease. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Warp Perception&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Misfortune&lt;br /&gt;
*Twisting fate, the psyker focuses his inner eye to ensure that his foe suﬀers every possible calamity that ill-fortune could provide. From embarrassing mishaps to life-and-death struggles, chance itself betrays the target at every turn. &lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Scrier&#039;s Gaze&lt;br /&gt;
*The most accomplished diviners are not only able to see into the future, but also the present. Unbound by the limits of mere physical vision, his mind peers far and wide, with little able to hide from his sight. To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision— drawing Tarot cards, casting runes, gazing deep into ﬁre, or other methods as varied as the stars of the Imperium.&lt;br /&gt;
*Prerequisites - Prescience&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Forewarning&lt;br /&gt;
*Foreseeing his foes’ intentions, the psyker taps into the Warp and, like dropping a small pebble into a pool, sends ripples to slightly shift the course of events. Without moving a muscle, the psyker saves his ally from certain injury and leaves his enemy baﬄed. Lasts ~10 (in-game) minutes.&lt;br /&gt;
*Prerequisites - Foreboding&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Precognition&lt;br /&gt;
*In one of the most viscerally intense applications of the Divination discipline, the psyker witnesses solid and perfectly lifelike visions of his own future. Peering into moments yet to come, he can use this information to ensure or avoid future fates. The stress on the mind from using this power will instantly knock the Psyker unconscious.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Winding Fate&lt;br /&gt;
*By touching a character or item, the psyker sees visions into that subject’s future and past. Though ghostly and laced with tendrils of Warp-smoke, these images reveal not only what was, but what is yet to be.&lt;br /&gt;
*Prerequisites - Scrier&#039;s Gaze&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Perfect Timing&lt;br /&gt;
*So accurate are the diviner’s premonitions, that he can predict the exact moment his foe will expose himself as a target. Further, the psyker can forge a link with his allies, momentarily intertwining their fortunes, so that they might ﬁre in perfect unison, already squeezing their weapons’ triggers before the foe is aware. Lasts ~10 (in-game) minutes, The fatigue from using this power is not felt until after the effect wears off.&lt;br /&gt;
*Prerequisites - Forewarning&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
*Winds of Change&lt;br /&gt;
*Casting their very soul into the currents of the warp, the Psyker is able to see a great calamity that will affect the warband in the near future, or one that has already passed, and change the very fabric of time to prevent it. The toss into the warp is a one-way trip; however, and averting one calamity does not mean that the warband&#039;s safety is guaranteed.&lt;br /&gt;
*Prerequisites - Precognition&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Pyromancy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most destructive discipline, pyromancy allows a psyker to control and create ﬂame using his mind. These powers focus on combat, from incinerating foes from within to summoning walls of ﬂame to shield allies. Pyromancers are greatly feared, for their powers are often diﬃcult to control once released, and can inﬂict great collateral damage.&#039;&#039;&#039;&lt;br /&gt;
Manipulate Flame&lt;br /&gt;
*Reaching out with his mind, the psyker grasps nearby ﬂame and moulds it to his desire. The ﬂames dance to his tune, moving to untouched areas or falling quiet at their master’s command. &lt;br /&gt;
*Prerequisites - Basic Knowledge of Pyromancy&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Fire Shield&lt;br /&gt;
*With but a gesture, the psyker summons a wall of shimmering, unnatural ﬁre in the air before him. Any who would strike the pyromancer must contend with ﬁery retribution, as ﬂames leap outward, travelling in reverse down the path of the bullet or lasbolt to strike the psyker’s assailant. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Spontaneous Combustion&lt;br /&gt;
*In one of the purest displays of his power, the psyker ignites his enemies, burning them alive. The target’s blood boils and ﬂesh smoulders, and as the psyker’s rage reaches its pinnacle, the target’s body begins to explode in blasts of ash and ﬂame. &lt;br /&gt;
*Prerequisites - Manipulate Flame&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Fiery Form&lt;br /&gt;
*Unnatural ﬂame engulfs the psyker’s entire body. He is cloaked in sheets of ﬁre that somehow do not harm him, but burns any nearby with horrifying results. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Cauterize&lt;br /&gt;
*With careful application of his powers, the psyker applies intense heat to a wound on his own ﬂesh or to the ﬂesh of an ally, quenching the ﬂow of blood. The eﬀect is quite painful, but certainly preferable to bleeding to death. The use of this power generates a focused and intense heat that rivals advanced medicae equipment, and certainly far exceeds the eﬀects of ordinary battleﬁeld cauterisations. &lt;br /&gt;
*Prerequisites - Fire Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Flame Breath&lt;br /&gt;
*Using his body as a conduit for his Warp-drawn power, the psyker expels a torrent of ﬂame from his mouth and eyes. Even his allies can ﬁnd the sight terrifying as his foes are burned with his unnatural exhalations. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Molten Beam&lt;br /&gt;
*The pyrokine projects from his hands a blindingly bright beam of sun-hot energy. At the touch of this blazing ray, plasteel liqueﬁes and ﬂesh bursts into ash. &lt;br /&gt;
*Prerequisites - Spontaneous Combustion&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Sunburst&lt;br /&gt;
*The psyker releases a nova of ﬁery energy from his body. As the psyker focuses his power, a blazing aura coalesces around him, growing brighter and hotter before rapidly expanding outward in all directions. As the calm at the eye of the ﬁrestorm, the psyker is untouched, while all around him is reduced to ash and cinder. &lt;br /&gt;
*Prerequisites - Flame Breath&lt;br /&gt;
*Danger - 5&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Inferno&lt;br /&gt;
*Focussing his power, the psyker ignites the very atmosphere surrounding his target, placing his foe in the midst of a sudden and violent conﬂagration. &lt;br /&gt;
*Prerequisites - Molten Beam, Sunburst&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Supernova&lt;br /&gt;
*Similar to the Sunburst power, the Psyker builds up a nova of fiery energy, using his flesh as a conduit to increase the power, creating what is essentially a miniature sun that incinerates everything around him, before collapsing on itself and ripping a hole in the fabric of reality. The Psyker, in unleashing this power, is incinerated, and the small warp rift he creates may cause further problems if left untouched.&lt;br /&gt;
*Prerequisites - Sunburst&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telekinesis=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Through the power of the Warp, telekines translate mental impulses into physical force. Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of force, and even tear holes in the very fabric of reality. Such powers oﬀer great utility in a variety of situations, for they allow a psyker to aﬀect the world around him without the constraints of his physical body. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telekinetic Control&lt;br /&gt;
*The telekine calls on his powers to reach out farther than his ﬂesh can extend, distorting reality to grasp objects with eldritch hands. With invisible ﬁngers perhaps only betrayed with frosted rime or whispered breezes, few can notice his subtle manipulations.&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telekinesis&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Assail&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekinetic Control&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Telekine Shield&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Crush&lt;br /&gt;
*Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible ﬁst of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. &lt;br /&gt;
*Prerequisites - Assail&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Telekine Dome&lt;br /&gt;
*Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deﬂects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. &lt;br /&gt;
*Prerequisites - Telekine Shield&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Objuration Mechanicum&lt;br /&gt;
*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 technology ﬁnd themselves bereft of their support and helpless. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Gate of Infinity&lt;br /&gt;
*The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. &lt;br /&gt;
*Prerequisites - Telekine Dome&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Shockwave&lt;br /&gt;
*The psyker uses his unnatural control of the physical world to amplify a sound to impossible levels. From clapping his hands together, stamping on a hab ﬂoor, or even shouting, the psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking people oﬀ their feet. &lt;br /&gt;
*Prerequisites - Crush&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Vortex of Doom&lt;br /&gt;
*In perhaps the ultimate display of his mastery of both the physical world and the Warp, the psyker tears open a hole twixt the two. Around the roiling vortex, the laws of physical space are undone as the ravenous predations of Chaos devour all in the vicinity. This power is extraordinarily dangerous, and not only to the psyker’s enemies. The Vortex of Doom feeds on itself and can sustain its power without need of the psyker. &lt;br /&gt;
*Prerequisites - Telekine Dome, Shockwave&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
*By sacrificing his ultimate fate to the whims of the Warp, the Psyker rips a hole into the Warp which uses his own life force to remain stable. The teleportation is a perfectly safe journey for any who pass through, though the Psyker will almost certainly be killed in the process, unless the jump is relatively short.&lt;br /&gt;
*Prerequisites - Gate of Infinity&lt;br /&gt;
*Danger - 0&lt;br /&gt;
*Energy - 6&lt;br /&gt;
&lt;br /&gt;
=Telepathy=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perhaps due to Astropaths being amongst the more common types of psyker, many individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the talent to enter the minds of others, and even fewer the strength of will to maintain their own sanity in the face of constant exposure to others’ thoughts. These powers may not inspire awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle before a single shot is ﬁred. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Telepathic link&lt;br /&gt;
*In this, the simplest yet purest expression of his powers, the telepath establishes a mental connection to another, linking their minds and allowing him to receive or transmit thoughts. When stealth is essential, such silent communication is ideal&lt;br /&gt;
*Prerequisites - Basic Knowledge of Telepathy&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 1&lt;br /&gt;
&lt;br /&gt;
Erasure&lt;br /&gt;
*With a surgeon’s skill, the psyker opens up his target’s mind and slices away a memory, removing it forever. This power is of immense utility to an Inquisitor’s work, particularly one who wishes to operate discreetly, without the usual mess of an execution. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Hallucination&lt;br /&gt;
*The human mind’s grasp on reality is fragile and easily manipulated with suﬃcient power. With his own psychic senses, the telepath touches the psyche of his target and severs its connection to normal existence. &lt;br /&gt;
*Prerequisites - Telepathic Link&lt;br /&gt;
*Danger - 2&lt;br /&gt;
*Energy - 2&lt;br /&gt;
&lt;br /&gt;
Psychic Shriek&lt;br /&gt;
*Drawing a deep soul-breath, the psyker unleashes a rippling Warp tide that sears the souls and blasts the minds of those in its path. The violent psychic wave is enough to overwhelm and shut down the minds of those it strikes, while those not slain outright are left reeling and dazed. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Dominate&lt;br /&gt;
*Demonstrating the superiority of his mutant mind, the telepath subverts his foe’s will and forces him to act against his every inclination. Few psychic abilities are so rightly feared. &lt;br /&gt;
*Prerequisites - Erasure&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 4&lt;br /&gt;
&lt;br /&gt;
Terrify&lt;br /&gt;
*Turning an eldritch key, the psyker unlocks his target’s deepest and strongest fears, exposing him to the worst recesses of his own psyche. These nightmarish visions are enough to drive even the strongest helplessly mad. &lt;br /&gt;
*Prerequisites - Hallucination&lt;br /&gt;
*Danger - 4&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Mental Fortitude&lt;br /&gt;
*Drawing from the limitless potential of the Warp, the psyker augments the mental abilities of his targets, providing defence against the stresses of combat and the terrors of the galaxy. &lt;br /&gt;
*Prerequisites - Dominate, Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 3&lt;br /&gt;
&lt;br /&gt;
Invisibility&lt;br /&gt;
*Clouding enemy minds, the psyker obscures his allies from their foes’ senses. Though eyes and other senses detect them as normal, their minds do not perceive them, save for a slight distortion in their vision. Lasts ~10 (in-game) minutes. &lt;br /&gt;
*Prerequisites - Terrify&lt;br /&gt;
*Danger - 1&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
Puppet Master&lt;br /&gt;
*In the ultimate expression of telepathic power, the psyker utterly crushes his target’s will, locking him away in a dark corner of his own mind and taking complete control of his body. After recovering their wits, those subjected to this power are often struck with bouts of insecurity, never certain again if their actions are truly their own. &lt;br /&gt;
*Prerequisites - Mental Fortitude&lt;br /&gt;
*Danger - 3&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Chaotic Powers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretical powers that should only be used in the most dire of circumstances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Summon Toxic Monstrosity.&lt;br /&gt;
*The Psyker combines his strengths to create a monstrosity of muscle and disease, torn from the warp and given shape to destroy their enemies and allies alike.&lt;br /&gt;
*Prerequisites - Shape Flesh, Haemorrhage&lt;br /&gt;
*Danger - 6&lt;br /&gt;
*Energy - 5&lt;br /&gt;
&lt;br /&gt;
=Minor Powers=&lt;br /&gt;
&lt;br /&gt;
While psykers may aspire to mastering the psychic Disciplines, the reality is that most never rise far above only being able to manifest minor powers and effects. This plethora of lesser abilities is collectively known as Minor Psychic Powers and often forms the standard arsenal of most Imperial psykers. Unlike the more powerful Disciplines, these powers are relatively easy to learn and use. Minor Psychic Powers are tricks and knacks that those with even a shadow of psychic ability can learn. They are nothing compared to the &amp;quot;true&amp;quot; Disciplines, but are useful nonetheless:&lt;br /&gt;
&lt;br /&gt;
Call Creatures - A psyker can call a number of simple-minded creatures within range to travel to their location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin.&lt;br /&gt;
Call Item - A psyker can summon a specially-prepared item to instantly appear in his hand. To prepare the object, he must spend one solar hour in deep meditation, infusing the object with his psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. He may only have one prepared item at a time.&lt;br /&gt;
Chameleon - A psyker can cause reality to blur around himself, distorting his image and allowing him to blend in with his surroundings&lt;br /&gt;
Déjà vu - A psyker can create a brief memory loop in the mind of the target, causing their thoughts to slip back several solar seconds in time. The psyker must be able to see the target and they must be within the range of the power to be affected.&lt;br /&gt;
Distort Vision - With this power, a psyker disappears and his image reappears in another space no more than 10 metres away.&lt;br /&gt;
Dull Pain - A psyker can nullify the pain of any creature, including himself.&lt;br /&gt;
Fearful Aura - A psyker twists reality in such a way as to make himself appear more sinister and dangerous. The psyker becomes the source of dread for anyone who looks upon him.&lt;br /&gt;
Flash Bang - A psyker can create a bright flash of light and a deafening bang.&lt;br /&gt;
Float - A psyker can focus his concentration and slowly begin to lift off the ground. He can only move up and down while under the effects of this power, and cannot rise higher than 5 metres.&lt;br /&gt;
Forget Me - A psyker becomes instantly forgettable to a single creature within range. They can&#039;t seem to recall having met the psyker before that very instant and the psyker can effectively suppress all memories of their previous encounters.&lt;br /&gt;
Healer - A psyker channels his power into a single target to knit flesh and mend bones. He may only use this power on a willing target, including himself.&lt;br /&gt;
Ill Omen - Drawing on Mankind&#039;s natural, and often quite justified, superstitious fears, the psyker bleeds just a miniscule drop of the Warp&#039;s influence into the real world. The result, while perhaps logically explainable, nonetheless instills a deep unease in those who witness it -- an unmistakable sense of worse things to come. The exact nature of the omen could take any number of forms, including a raven crying three times, a small plant wilting, a disturbingly familiar patina of rust, animals spooking with no apparent cause, or anything else that might unnerve the target.&lt;br /&gt;
Inflict Pain - A psyker causes a person to be wracked with agony, filling their minds with unspeakable pain.&lt;br /&gt;
Inspiring Aura - A psyker seems to glow with an inner light and all those around him are filled with confidence.&lt;br /&gt;
Knack - A psyker taps into their unconscious to awaken a deeper understanding of his capabilities.&lt;br /&gt;
Lucky - It is said that luck acts strangely around psykers, no doubt in part due to powers like this one, which can alter the probabilities of certain events in realspace.&lt;br /&gt;
Precognition - A psyker gets a fuzzy picture of what will occur a few moments into the future. As he draws nearer to the event, the picture becomes clearer.&lt;br /&gt;
Psychic Stench - By momentarily handling an item, a psyker imbues it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person&#039;s mind, it will also affect creatures that do not have a sense of smell or have had their physical sense of smell impaired.&lt;br /&gt;
Resist Possession - A psyker creates mental wards to shield his mind from the malign denizens of the Warp.&lt;br /&gt;
Suggestion - Although a far cry from the mind-influencing techniques of a trained telepath, many wyrds and nascent psykers possess a preternatural ability to convince others of small falsehoods. As with many of the powers such psykers evince, this is a useful survival mechanism, allowing the psyker to evade detection.&lt;br /&gt;
Sense Presence - Reaching out with his mind, a psyker gets a vague inkling of other life forms within range. He automatically detects all living creatures in the area.&lt;br /&gt;
Spasm - A psyker causes a target&#039;s muscles to spasm.&lt;br /&gt;
Spectral Hands - A psyker creates an invisible force that he can use to manipulate any object within 30 metres.&lt;br /&gt;
Staunch Bleeding - A psyker causes himself or another creature within range to halt blood loss.&lt;br /&gt;
Torch - By burning the very stuff of their thoughts, a psyker can create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on the psyker&#039;s body. The flame is roughly the size of his palm, and pulses slightly in time with his heartbeat. It may be coloured according to the psyker&#039;s whim. The light produces no heat.&lt;br /&gt;
Touch of Madness - A psyker reaches into the mind of a target within range and forces them to believe something that just isn&#039;t true.&lt;br /&gt;
Trick - A psyker subtly influences the fields of probability flowing around him, making them especially good at cheating at games of chance.&lt;br /&gt;
Unnatural Aim - A psyker draws upon the power of the Warp to guide his aim.&lt;br /&gt;
Wall Walk - A psyker bends gravity to his will. They negate all penalties incurred by low- or high-gravity worlds. In addition, he can walk on walls or ceilings for as long as this power is active. The psyker moves across such surfaces at half his normal rate of speed.&lt;br /&gt;
Warp Howl - A psyker sends out a long, keening screech throughout the Warp that tears through into reality in a cacophonous burst.&lt;br /&gt;
Weaken Veil - A psyker weakens the fabric of space within 30 metres by drawing the Immaterium closer.&lt;br /&gt;
Weapon Jinx - A psyker reaches into nearby machines with their mind to scramble their circuitry. All mechanical devices within range cease to function.&lt;br /&gt;
White Noise - A psyker fills the Warp with static, fouling psychic detection and making technological sensors less reliable.&lt;br /&gt;
Wither - A psyker causes a vile wave of invisible pestilence to emerge from his body, extending out to the range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Tantumire_Sector&amp;diff=329185</id>
		<title>The Tantumirean Heresy:Tantumire Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Tantumire_Sector&amp;diff=329185"/>
		<updated>2017-11-07T00:50:46Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tantumire Sector.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location of the Tantumire Sector within the Segmentum Ultima.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tantumire Sector is the main setting of [[The Tantumirean Heresy]]. Drawing its name from a bastardisation of the words &amp;quot;Far Reach&amp;quot; in High Gothic, the sector is one of the more populous on the Eastern Fringe beyond the borders of Ultramar, despite being quite far from Terra and the Astronomican. While this distance has not hampered the sector&#039;s ability to thrive quite independently, it has affected the general populace&#039;s acceptance of Imperial beliefs, leading to many heretical cults forming in recent years.&lt;br /&gt;
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WIP&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy&amp;diff=329184</id>
		<title>The Tantumirean Heresy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy&amp;diff=329184"/>
		<updated>2017-11-07T00:48:58Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: &lt;/p&gt;
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&#039;&#039;&#039;A freeform game of Warhammer 40k using Dark Heresy&#039;&#039;&#039;&lt;br /&gt;
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[https://forum.rpg.net/showthread.php?818683-Warhammer-40-000-The-Tantumirean-Heresy IC Thread]&lt;br /&gt;
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[https://forum.rpg.net/showthread.php?818682-Warhammer-40-000-The-Tantumirean-Heresy OOC Thread]&lt;br /&gt;
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GM: [https://forum.rpg.net/member.php?169826-Ol-Mate Ol&#039; Mate]&lt;br /&gt;
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=Player Characters=&lt;br /&gt;
*[[The Tantumirean Heresy:Cyrus Mordigael|Cyrus Mordigael]], played by Pandorym&lt;br /&gt;
*[[The Tantumirean Heresy:Remidius Jocastus|Remidius Jocastus]], played by Mr. Adventurer&lt;br /&gt;
*[[The Tantumirean Heresy:Alfonso Dodarion|Alfonso Dodarion]], played by Jive Professor&lt;br /&gt;
*[[The Tantumirean Heresy:Kane Hulliam|Kane Hulliam]], played by EnigmaticOne&lt;br /&gt;
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=Major Non-Player Characters=&lt;br /&gt;
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&#039;&#039;&#039;Minor contacts can be found on their planet/ship&#039;s page.&#039;&#039;&#039;&lt;br /&gt;
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==The Inquisition==&lt;br /&gt;
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*[The Inquisitor]&lt;br /&gt;
*[[The Tantumirean Heresy:Nathaniel Solarian|Nathaniel Solarion]]&lt;br /&gt;
*[[The Tantumirean Heresy:Adrianna Mafalda|Adrianna Mafalda]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
&#039;&#039;&#039;Key planets, ships, and other locations in the game. Locations on planets or onboard the ships can be found on their respective pages.&#039;&#039;&#039;&lt;br /&gt;
*[[The Tantumirean Heresy:Tantumire Sector|Tantumire Sector]]&lt;br /&gt;
*[[The Tantumirean Heresy:Sinner&#039;s Sorrow|&#039;&#039;Sinner&#039;s Sorrow&#039;&#039;]]&lt;br /&gt;
*[[The Tantumirean Heresy:Eden Prime|Eden Prime]]&lt;br /&gt;
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=Missions=&lt;br /&gt;
&#039;&#039;&#039;Review objectives and Briefing Slates here, without having to dig through the thread.&#039;&#039;&#039;&lt;br /&gt;
*[[The Tantumirean Heresy:Welcome to the Inquisition|Mission I - Welcome to the Inquisition]]&lt;br /&gt;
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=Armoury=&lt;br /&gt;
*[[The Tantumirean Heresy:Weapons|Weapons]]&lt;br /&gt;
*[[The Tantumirean Heresy:Armour|Armour]]&lt;br /&gt;
*[[The Tantumirean Heresy:Vehicles|Vehicles]]&lt;br /&gt;
*[[The Tantumirean Heresy:Psychic Powers|Psychic Powers]]&lt;br /&gt;
*[[The Tantumirean Heresy:Story-important Items|Story-important items]]&lt;br /&gt;
*[[The Tantumirean Heresy:Other Items|Other Items]]&lt;br /&gt;
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[[The Tantumirean Heresy:GM Notes|&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;GM Notes&amp;lt;/font&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Nathaniel_Solarian&amp;diff=329182</id>
		<title>The Tantumirean Heresy:Nathaniel Solarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Nathaniel_Solarian&amp;diff=329182"/>
		<updated>2017-11-07T00:48:44Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Created page with &amp;quot;File:Nathaniel Solarian.jpg  WIP&amp;quot;&lt;/p&gt;
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WIP&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Adrianna_Mafalda&amp;diff=329181</id>
		<title>The Tantumirean Heresy:Adrianna Mafalda</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Tantumirean_Heresy:Adrianna_Mafalda&amp;diff=329181"/>
		<updated>2017-11-07T00:48:42Z</updated>

		<summary type="html">&lt;p&gt;Ol&amp;#039; Mate: Replaced content with &amp;quot;File:Adrianna Mafalda.jpg  WIP&amp;quot;&lt;/p&gt;
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WIP&lt;/div&gt;</summary>
		<author><name>Ol&#039; Mate</name></author>
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