Psychic Powers List
Designer Note: All the powers beneath have suggested fluff for how they work, how a player chooses to represent their psyker using their abilities is entirely up to them for example the Smite power might represent a psyker firing bolts of fire and lightning, but it might equally represent hurling psychically charged playing cards at ones opponents - the goal of removing the traditional 'disciplines' is to increase flexibility in how each Psyker roleplays their abilities.
Basic Powers
All Psykers gain the following powers;
Psyniscience
With 30s spent focusing (you may not make use of any abilities or talk but may move around) and using your mind to sense your surroundings you may ask a ref a question about the state of the warp in your surrounding area.
There are no risks associated with this power, you do not test for using it and it does not count as a power use - it is so low level and innate it poses no direct risk.
Telepathic Sending
Most Psykers are low-level telepathically active and able to send messages to the minds of others over short distances (within eye contact) - as such they may write Telepathic Messages to other players to be handed to them. These cannot be responded to except by others with this power.
Deny the Witch
All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or ranged call with Warp attached at the cost of One Willpower.
Psychic Powers
All psykers may select three of the following powers as their powers;
Bioetheric Vampirism
The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;
You may call Warp Weaken at the cost of 1 Willpower whenever a foe takes this effect (does not call No Effect or Deflect) you take the effect of Get it Together on yourself.
Diviners Dart
Those especially talented in divination can guide the flow of fate behind an object to make even the most mundane thing into a lethal weapon in their hands.
Either by physrepping some kind of throwing weapon (that you do not need to physically throw or hit your foe with) or with a ranged weapon you may call Warp Bolt up to 5 times.
If you Open your Mind to the Warp you may call Warp Sunder once with 30s of focus; you may then not use this power again until you Recuperate.
Domination
Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;
You may use Would you Kindly? to issue commands every 10s up to five times before you must Recuperate. If you Open your Mind to the Warp you may use this ten times before you Recuperate.
If you wish to issue a command that you believe would be immediately fatal to the character you are targeting it costs 1 Willpower.
Extrasensory Perception
Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;
- You may call Warp Scan up to three times with no less than 10s between calls at vocal range before needing to Recuperate and meditate.
- You may Open your Mind to the Warp to Find a member of the Game Team. After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).
Harden the Veil
Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;
- This psyker may expend 1 Willpower or 1 Esoterica to call Sanctic Bolt once every 3s - this is still a use of a Psychic Power.
You can use these calls up to 3 times per scene. If you Open your Mind to the Warp you may use this three more times before you Recuperate but may instead do the following;
- A psyker with this ability may Open their Mind to the Warp to call Mass Sanctic Weaken, they cannot use this again until they have Recuperated.
Mind War
It is sometimes said that the best weapon against a Psyker is another Psyker - it is possible for a Psyker astrally projecting themselves across distances to engage their fellows in a battle of will devastating them or even flinging their souls into the warp;
- Get a member of the Game Team you may target another Psyker you are aware of and spend an amount of Willpower that individual blindly spends their own Willpower - if they fail to bid higher than your bid, then they become Bleeding or in some cases have their souls chucked into the warp. You may target psykers who you are nowhere near but must have met them in person first - the consequences of long-distance conflicts and conflicts with Daemons can be different.
Read/Weave the Strands of Fate
Through divinatory process you can glimpse into the future or past allowing you to better aid your allies and guide their actions, as well as understanding the nature and history of objects in your surroundings.
- Expend 3 Willpower to Guide an ally’s movements: they gain four uses of your “guidance”. They may expend this to either call Deflect in response to any call that does not have Warp attached by ‘dodging’ out of its way or to call Warp attached to their normal ranged weapon call.
- Expend 3 Willpower to gain a Lore or Specialism you do not normally possess for the purpose of reading Clue Cards or gain some sort of general knowledge (such as for clue cards that require “Imperial Military” for example). You retain this additional knowledge until you next Recuperate.
Shield
Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;
- You may expend 1 Willpower to call Warp Deflect against a ranged weapon attack that targets you or an ally, you may do this 5 times before you must Recuperate. If you Open your Mind to the Warp to do this five more times.
This has no effect against Null or Sunder calls.
Smite
Calling for the energies of the Warp into a destructive blow against your foes, you smite them with true psychic Might.
At the start of a combat you must pick whether to focus or disperse your power:
- If you disperse your power you may call Warp Shock or Warp Haywire every 10s
- If you focus your power you may call Warp Bolt every 3s
You can change if you are focusing or dispersing at the cost of 1 willpower.
You can use these calls up to 5 times per scene. If you Open your Mind to the Warp you may use this five more times before you Recuperate but may also do the following;
- You may expend 1 Willpower to call Warp Boom you cannot do this again until you have Recuperated.
Warp's Blessing
Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities.
You may suffer the following in order to achieve the described effect;
- Reduce Endurance by Half to enable you or an ally you empower to reduce all damage against them by 1 (to a minimum of 1) and not suffer the Weaken call (calling No Effect).
- Expend 3 Willpower to enable you or an ally you empower to resist three calls of Would you Kindly or with Warp attached.
- Expend 3 Willpower to enter a “Biomantic Rage” (this cannot be used on others) enabling you to call Knockback in melee and increasing uncalled melee blows to Rend and melee Rend to Cleave (you do not improve Cleave if you already have it)
You may only have one of these blessings active at any time, you may stack an additional one if you Open your Mind to the Warp - you cannot regain the expended willpower or endurance through any means other than Recuperating or Doing your Observances