Difference between revisions of "The Tantumirean Heresy:Psychic Powers"

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Shape Flesh
 
Shape Flesh
*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 until rever
+
*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.
 
*Prerequisites - Smite
 
*Prerequisites - Smite
 
*Danger - 4
 
*Danger - 4
Line 46: Line 46:
  
 
Iron Arm
 
Iron Arm
*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 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.
 
*Prerequisites - Shape Flesh
 
*Prerequisites - Shape Flesh
 
*Danger - 5
 
*Danger - 5
Line 64: Line 64:
  
 
Warp Speed
 
Warp Speed
*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.
+
*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.
 
*Prerequisites - Iron Arm, Endurance.
 
*Prerequisites - Iron Arm, Endurance.
 
*Danger - 5
 
*Danger - 5
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Summon Toxic Monstrosity.
 
Summon Toxic Monstrosity.
*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 friends alike. Such a power is, naturally, completely heretical, and should only be used in the most dire of circumstances.
+
*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. Such a power is, naturally, completely heretical, and should only be used in the most dire of circumstances.
 
*Prerequisites - Shape Flesh, Haemorrhage
 
*Prerequisites - Shape Flesh, Haemorrhage
 
*Danger - 6
 
*Danger - 6
Line 83: Line 83:
 
=Divination=
 
=Divination=
 
Warp Perception
 
Warp Perception
*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.
+
*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.
 
*Prerequisites - Basic knowledge of Divination
 
*Prerequisites - Basic knowledge of Divination
*Danger - 2
+
*Danger - 1
 
*Energy - 1
 
*Energy - 1
  
Line 95: Line 95:
  
 
Foreboding
 
Foreboding
*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.  
+
*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.
*Prerequisites -  
+
*Prerequisites - Warp Perception
 +
*Danger - 2
 +
*Energy - 2
 +
 
 +
Misfortune
 +
*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.
 +
*Prerequisites - Foreboding
 +
*Danger - 2
 +
*Energy - 3
 +
 
 +
Scrier's Gaze
 +
*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.
 +
*Prerequisites - Prescience
 +
*Danger - 3
 +
*Energy - 4
 +
 
 +
Forewarning
 +
*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.
 +
*Prerequisites - Foreboding
 +
*Danger - 3
 +
*Energy - 3
 +
 
 +
Precognition
 +
*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.
 +
*Prerequisites - Scrier's Gaze
 +
*Danger - 4
 +
*Energy - 5
 +
 
 +
Winding Fate
 +
*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.
 +
*Prerequisites - Scrier's Gaze
 +
*Danger - 4
 +
*Energy - 5
 +
 
 +
Perfect Timing
 +
*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.  
 +
*Prerequisites - Forewarning
 +
*Danger - 4
 +
*Energy - 5
  
 
=Pyromancy=
 
=Pyromancy=
 +
 +
Manipulate Flame
 +
*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.
 +
*Prerequisites - Basic Knowledge of Pyromancy
 +
*Danger - 2
 +
*Energy - 1
 +
 +
Fire Shield
 +
*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.
 +
*Prerequisites - Manipulate Flame
 +
*Danger - 3
 +
*Energy - 1
 +
 +
Spontaneous Combustion
 +
*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.
 +
*Prerequisites - Manipulate Flame
 +
*Danger - 3
 +
*Energy - 3
 +
 +
Fiery Form
 +
*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.
 +
*Prerequisites - Fire Shield
 +
*Danger - 4
 +
*Energy - 3
  
 
=Telekinesis=
 
=Telekinesis=

Revision as of 04:33, 6 November 2017

The many powers available to Psykers, which fall under five main "schools." 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.

Danger levels - The risk of bad shit happening when used:

  • 0 - Safe
  • 1 - Low risk.
  • 2 - Possibly hazardous.
  • 3 - Hazardous to the untrained
  • 4 - Hazardous.
  • 5 - High risk.
  • 6 - Catastrophic.

Exhaustion levels - How much the power saps the Psykers energy and mind:

  • 0 - Simple.
  • 1 - Requires concentration.
  • 2 - High level of concentration required.
  • 3 - Difficult.
  • 4 - Tiring.
  • 5 - Exhausting.
  • 6 - Lethal.

Biomancy

Invigorate

  • 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.
  • Prerequisites - Basic Knowledge of Biomancy.
  • Danger - 2
  • Energy - 3

Smite

  • Drawing on the electric field of his own body, the psyker projects crackling bolts of bio-lightning, transforming his very life force into destructive energy. Diviners often claim that one can tell much about the state of a biomancer’s soul from the colour and appearance of this power.
  • Prerequisites - Invigorate
  • Danger - 1
  • Energy - 1

Shape Flesh

  • 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.
  • Prerequisites - Smite
  • Danger - 4
  • Energy - 3

Enfeeble

  • The psyker lashes at his target with tendrils of Warp energy. The vile power quickly strips the victim of vitality, draining its spirit with every caress.
  • Prerequisites - Smite
  • Danger - 3
  • Energy - 2

Iron Arm

  • 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.
  • Prerequisites - Shape Flesh
  • Danger - 5
  • Energy - 5

Endurance

  • 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.
  • Prerequisites - Shape Flesh
  • Danger - 3
  • Energy - 4

Life Leech

  • 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.
  • Prerequisites - Enfeeble
  • Danger - 3
  • Energy - 3

Warp Speed

  • 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.
  • Prerequisites - Iron Arm, Endurance.
  • Danger - 5
  • Energy - 5

Haemorrhage

  • 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.
  • Prerequisites - Life Leech
  • Danger - 5
  • Energy - 5

Summon Toxic Monstrosity.

  • 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. Such a power is, naturally, completely heretical, and should only be used in the most dire of circumstances.
  • Prerequisites - Shape Flesh, Haemorrhage
  • Danger - 6
  • Energy - 5

Divination

Warp Perception

  • 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.
  • Prerequisites - Basic knowledge of Divination
  • Danger - 1
  • Energy - 1

Prescience 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.

  • Prerequisites - Warp Perception
  • Danger - 2
  • Energy - 2

Foreboding

  • 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.
  • Prerequisites - Warp Perception
  • Danger - 2
  • Energy - 2

Misfortune

  • 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.
  • Prerequisites - Foreboding
  • Danger - 2
  • Energy - 3

Scrier's Gaze

  • 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.
  • Prerequisites - Prescience
  • Danger - 3
  • Energy - 4

Forewarning

  • 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.
  • Prerequisites - Foreboding
  • Danger - 3
  • Energy - 3

Precognition

  • 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.
  • Prerequisites - Scrier's Gaze
  • Danger - 4
  • Energy - 5

Winding Fate

  • 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.
  • Prerequisites - Scrier's Gaze
  • Danger - 4
  • Energy - 5

Perfect Timing

  • 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.
  • Prerequisites - Forewarning
  • Danger - 4
  • Energy - 5

Pyromancy

Manipulate Flame

  • 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.
  • Prerequisites - Basic Knowledge of Pyromancy
  • Danger - 2
  • Energy - 1

Fire Shield

  • 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.
  • Prerequisites - Manipulate Flame
  • Danger - 3
  • Energy - 1

Spontaneous Combustion

  • 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.
  • Prerequisites - Manipulate Flame
  • Danger - 3
  • Energy - 3

Fiery Form

  • 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.
  • Prerequisites - Fire Shield
  • Danger - 4
  • Energy - 3

Telekinesis

Telepathy

Minor Powers