Rogue Heresy Death Crusade Powers
Contents
- 1 Using Psychic Powers
- 2 Psychic Phenomena
- 3 Psychic Powers
- 3.1 Minor
- 3.2 Biomancy
- 3.3 Divination
- 3.4 Pyromancy
- 3.5 Telekinesis
- 3.6 Telepathy
- 3.6.1 Astral Telepathy
- 3.6.2 Beastmaster
- 3.6.3 Compel
- 3.6.4 Delude
- 3.6.5 Dominate
- 3.6.6 Inspire
- 3.6.7 Mental Bond
- 3.6.8 Mind’s Eye
- 3.6.9 Mind Link
- 3.6.10 Mind Probe
- 3.6.11 Mind Scan
- 3.6.12 Psychic Scream
- 3.6.13 Puppet Master
- 3.6.14 Reprogram
- 3.6.15 Sensory Deprivation
- 3.6.16 Short Range Telepathy
- 3.6.17 Terrify
- 3.6.18 Thought Sending
- 3.7 Navigator Powers
- 3.8 Librarian Powers
- 3.9 Arcanas
- 3.10 Chaos Powers
Using Psychic Powers
Psy Ratings
Psychic Strength
Focus Power Test
Unlike psychic powers, Navigators do not need to summon the energies of the warp or use arcane psychic foci to activate their powers. Rather, their powers are a result of their innate connection to the warp and the legacy of their genes. Because of these factors, a Navigator character does not make a focus test to try and gather warp energy as a Psyker would or have a Psy Rating. Instead, whenever he chooses to use one of his powers, he must pass a characteristic test for it to be successful.
Each navigator power’s description indicates which characteristic must be tested, plus any modifiers and additional effects for degrees of success the Navigator gains. The most common characteristics used by a Navigator in this way are Willpower and Perception.
In addition to any modifiers detailed in the power’s description, a Navigator gains a bonus to the test based on his level of mastery with the power:
• +0 Novice
• +10 Adept
• +20 Master
Unless otherwise noted, using a Navigator Power is a Standard Action.
Note that Navigators never need to roll for Psychic Phenomena or Perils of the Warp, and cannot risk triggering these effects with the use of their powers. Likewise, any items, creatures, or psychic effects that would either cause or increase the chance of a Psyker triggering Perils of the Warp will not affect them when they use their abilities.
A Navigator character begins play with The Lidless Stare power and may choose one more power, or instead of choosing a second power, he may increase his mastery of one of his powers by one stage. At higher ranks a Navigator may spend 200 experience to gain access to additional powers or improve the powers he already knows.
As sure as a star will dwindle and die, a Navigator will be warped by his heritage over time “The sins of blood” as the old Imperial proverb goes, “will out.” As stable a mutation as the Navigator gene is, it still gives rise to countless other deformities of body and soul within its host. This, combined with long term exposure to the warp, almost always ensures that Navigators will be afflicted with some kind of physical aberration. Simply being born into a Navigator family means that an individual will be mutated in some way.
Whenever the character gains a new Navigator power, or increases his level of mastery over a power he already has, he must test for mutation as his body begins to change as his mysterious power waxes.
A Navigator’s resistance or susceptibility to mutation is almost purely down to the psychical purity of his gene-stock. When a Navigator learns a new power or increases mastery of a power, he must make an Ordinary (+10) Toughness Test. If he fails this test, then a flaw in his genes has revealed itself, and he must generate a mutation on Table Navigator Mutations. Should a Navigator gain the same mutation twice, re-roll the result.
01-15 | Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the Acrobatics Skill as a trained Basic Skill. If you already possess the Acrobatics Skill, you gain it at +10 instead. |
16-30 | Elongated Form: You are extremely tall and painfully thin, and loose 1d5 Toughness permanently. Re-roll this mutation if you already have the Bloated Form mutation. |
31-45 | Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair. |
46-55 | Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait. |
56-60 | Withered Form: Your body is withered, your flesh hanging loosely from your bones. You reduce your Strength Characteristic by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the Bloated Form mutation. |
61-65 | Bloated Form: Your body is grossly bloated and your limbs thick with flesh. You gain 5 wounds and the Sturdy trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations. |
66-70 | Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh; you suffer –5 Fellowship permanently. |
71-75 | Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait. |
76-80 | Fingers like Talons: The bones of your fingers have grown and hardened into talons. You gain the Natural Weapons Trait. |
81-85 | Teeth as Sharp as Needles: Your mouth is filled with hundreds of fine, pointed teeth. You gain the Natural Weapons Trait and suffer –1d5 Fellowship. |
86-90 | Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (+2) Trait. |
91-95 | Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and close quickly, bones knit together after being horrifically broken. You gain the Regeneration Trait. |
96-00 | Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10. |
Resisting Enemy Psychic Powers
Sustaining Psychic Powers
Cumulative Effects
Range and Line of Sight
Detecting Psychic Powers
Psychic Bolts
Psychic Barrage
Psychic Storm
Psychic Blast
Psychic Phenomena
Psychic Powers
Minor
Biomancy
Divination
Pyromancy
Telekinesis
Telepathy
At Psy Rating 1-2, the psyker can only send or receive verbal communications but no images. At Psy Rating 3-4, the psyker can send or receive visual communication as well, but all images will only be in black and white, with a dream-like quality. At Psy Rating 5-6, any images will be crisp, clear, in colour, and accompanied by other sensory input—sound, taste, etc—as appropriate. At Psy Rating 7+, the psyker sends so powerfully that any communication at higher than the Fettered Psychic Strength level will come across as “shouting” unless carefully modulated.
Astral Telepathy
Value: Free
Prerequisites: Soul-bound to the Emperor, Astropath
Activation Time: Varies (see table below)
Maintainable: No
Focus Power Test: Willpower
As part of the Soul Binding process, astropaths become able to send and receive messages across vast distances using the warp as a medium. Using astro-telepathic abilities in this way requires careful concentration, meditation, and freedom from distraction, and so cannot be done “on the move,” let alone during combat or strife. Transmitting a message over interstellar distances normally takes 1d5 hours (this time may be adjusted at the GM’s discretion based on the length and complexity of the message).
Astropathic communication in this way is a matter of sending and receiving messages that must themselves be encapsulated and encrypted lest they become lost in the warp, hopelessly garbled, or worse yet, intercepted. As a result, messages sent over long distances are often ‘packets’ of information, akin in some ways to letters or brief recordings from the real world absorbed and sent on their way to be (hopefully) caught and possibly relayed on by other astropaths to their intended destination. This process is not instantaneous. However, it is considerably faster than warp travel—an astropathic signal will cross a solar system in moments, across a subsector in hours, a sector in days and, if strong enough, a Segmentum in weeks and so on.
An astropath’s “signal strength”—broadly how far in average conditions in the warp he may transmit clearly with a successful focused use of his power—is determined by his Psy Rating (see Table: Astral Signals). After this distance, unless relayed on, the signal will sharply degrade, imposing a –20 penalty to understand per additional range bracket until it dissolves into nothingness. Picking up an astropathic communication by its intended target within clear range is a Routine (+10) Psyniscience Test for an astropath in a meditative state to receive one, and a Challenging (+0) test for one going about ordinary life, increasing to Hard (–20) if he is in life or death combat or other such distracting circumstances.
Time | Distance | Required Psy Rating† Base | Difficulty†† |
Instant | Orbit | 2 | Routine (+20) |
1d5Rounds | Nearby Solar | 2 | Ordinary (+10) |
1d10 Rounds | Distant Solar | 3 | Challenging (+0) |
1d10 Minutes | Nearby System | 6 | Difficult (–10) |
1d5 Hours | Sub Sector | 10 | Hard (–20) |
1d5 Weeks | Sector | 15 | Very Hard (–30) |
1d5 Months | Segmentum | 18 | Very Hard (–30) |
†This is the minimum Psy Rating required to send a signal this distance, including any boosting effect for the presence of an Astropathic Choir, etc.
†† This is the basic difficulty for a test needed to transmit or receive a message at this distance; prevailing difficulties such as Warp Storms can adversely effect this.
Astrotelepathic Relays |
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Astropathic relays are techno-arcane installations found both aboard major star vessels and in spires and facilities on important worlds designed to boost an astropath’s gifts. Sending and receiving from a relay provides an astropath with the following benefits.
Astropathic Choir: For each astropath in the choir assisting the sending astropath, the sending astropath’s Psy Rating for transmission is boosted by +1 to a maximum of +5. However, weaker astropaths are at risk of burn out. If a signal is sent at the Push Psychic Strength, the astropath suffers a +20 on any rolls on the Psychic Phenomena or Perils of the Warp charts. Dispersal Scoop: +10 to Psyniscience tests to detect astral signals. Hexagrammatic Warding: All rolls on the Psychic Phenomena and Perils of the Warp Charts are at –10. |
Beastmaster
Value: 200 xp
Prerequisites: None
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 5m x Psy Rating
The psyker can establish rudimentary control over animals. He can affect a number of animals (creatures with the Bestial trait) equal to his Psy Rating, and if the psyker succeeds at the Opposed Willpower Test, the target animals must follow his psychic commands. Each round, the psyker may spend a Reaction to give a single animal a simple command such as “Come here”, “Guard me,” “Run,” “Attack,” and so forth. The animal will do its best to follow the command. If the animal feels threatened, becomes injured, or is commanded to act in manner contrary to its nature, it may make a further Opposed Willpower Test against the psyker with a +10 bonus to break free of the psyker’s control. How the animal reacts if it breaks free depends largely on how the psyker treated the animal.
Compel
Value: 200 xp
Prerequisites: Delude
Activation Time: Half Action
Maintainable: No
Focus Power Test: Opposed Willpower
Range: 5m x Psy Rating
The next level of compulsion, this technique allows the psyker to force others to briefly act against their will. The psyker makes an Opposed Willpower Test against the target. If the psyker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Willpower Test.
Delude
Value: 100 xp
Prerequisites: None
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 1m x Psy Rating
One of the simpler Telepathic tricks, Delude allows the psyker to subtly mask his intentions and manipulate others into reacting favourably to him for a short time. The psyker makes an Opposed Willpower Test against the target. If the psyker succeeds, the target will find the psyker to be a person deserving of respect and react positively to any friendly overtures he makes. For as long as the psyker maintains this power, he gains a +30 bonus to all Interaction Skill Tests against the target. Note that this technique is not ‘mind control’ as such and the psyker cannot force others to act against their better judgement, harm themselves, nor hide acts of overt hostility by the psyker.
Dominate
Value: 300 xp
Prerequisites: Sensory Deprivation
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 5m x Psy Rating
The psyker has gained the most infamous power attributed to witches and renegades, the control of another’s mind. The psyker makes an Opposed Willpower Test against the target. If the psyker succeeds, the target is controlled as if he were a puppet. For as long as the psyker maintains the power, he can divide his Actions between himself and the target. The dominated target uses its own Characteristics, but at a –10 penalty to all Tests—except Opposed Willpower Tests—due to the crudity of the control. Any action deemed suicidal forces another Opposed Willpower Test to try and break the hold. The range for Dominate counts for both for the initial Test and for ongoing control.
Inspire
Value: 100 xp
Prerequisites: None
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 2m x Psy Rating
The psyker can bolster his comrades by sending out waves of reassurance and martial spite. A number of targets equal to the psyker’s Psy Rating (including the psyker himself ) may immediately overcome the effects of Pinning and gain a +10 bonus to all Willpower rolls to resist Fear. This effect lasts as long as the targets stay within range of the psyker and the psyker maintains the power.
Mental Bond
Value: 300 xp
Prerequisites: Mind Link
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 1 km x Psy Rating
With a successful Focus Power Test, the psyker can create a permanent Fettered Strength telepathic connection to another being. The psyker must succeed at a Difficult (–10) Focus Power Test in order to forge the link, and doing so takes 1d5 hours. If the Test is failed, the psyker must start the process again. If he succeeds, a permanent mental link is formed. No effort is needed to establish or maintain the link, it automatically works as long as the psyker and his target are within range of each other and the psyker wishes to engage it. The psyker can only maintain one Mental Bond at a time.
If the target dies, the bond is dissolved, and the psyker suffers 1d10 Insanity points in the backlash. If the psyker wants to eliminate the bond at any time, he must succeed at a Hard (–20) Willpower Test.
Mind’s Eye
Value: 200 xp
Prerequisites: None
Activation Time: N/A
Maintainable: N/A
Focus Power Test: None
This technique allows the psyker to increase the range of all of his Telepathic communications (with the exception of Astrotelepathy) by a factor of 10. Thus, standard Telepathy would have a range of 10km x Psy Rating, Short Range Telepathy would be 100m x Psy Rating, and so forth.
Mind Link
Value: 200 xp
Prerequisites: None
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 1km x Psy Rating
A successful Focus Power Test allows the psyker to create a Fettered Strength telepathic communication link for a number of willing minds up to his Willpower Bonus at the same time. This technique does not require line of sight.
Mind Probe
Value: 200 xp
Prerequisites: None
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 1m x Psy Rating
This technique allows the psyker to peel back the layers of another’s mind to read the basic surface thoughts and beyond.
It takes 5 rounds of sustained effort to complete the mind probe. The psyker must win an Opposed Willpower Test to successfully establish the forced link to the target’s mind. Each Round, the psyker digs successively deeper into the subject’s consciousness. If the psyker wins the Opposed Willpower Test, he gleans certain information from the target’s mind, depending on what level of contact he has achieved (see Table Mind Probe). If the psyker fails the Opposed Willpower Test, the probe is rebuffed, the technique fails, and the psyker suffers one level of Fatigue for every degree of failure. This is also not a gentle process, brute force is a factor, and the target will be aware that his mind is being plundered. However, the psyker retains any knowledge he received at each level he successfully attained.
If the psyker wants to perform the Probe without the target’s knowledge, then the psyker takes a –20 penalty to the Opposed Willpower Test and can only use this technique at the Fettered Psychic Strength.
Round One (Contact) | The psyker makes initial contact, and learns basic information about the target such as his name, mood, Insanity level, and the state of his physical health. |
Round Two (Surface Thoughts) | Now the psyker can sense the thoughts uppermost in the target’s mind, such as immediate fears/concerns, conscious lies, etc. The target’s Corruption level is also now known to the psyker. |
Round Three (Short Term Memory) | The psyker can now sort through the target’s memories over the last 12 hours. Less casual information the subject may keep as secrets — such as simple passwords or recent experiences he might wish to hide — may also be available at this level. |
Round Four (Subconscious) | The psyker now gains detailed information about people, places, or objects that the target considers as important and how they relate to each other. The target’s beliefs, motivations and personal goals are known, as any contacts or complicated hidden ciphers. The psyker is also aware of the pivotal moments in the target’s life. |
Round Five (Broken) | The psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an open book for the psyker. The psyker can also use this technique to identify implanted memories or personalities. |
Mind Scan
Value: 300 xp
Prerequisites: Mind’s Eye, Mind Probe
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 250m x Psy Rating
The psyker extends his mind to contact and identify other sentient minds within range. This technique does not require line of sight, enabling the psyker to garner impressions and information about the consciousnesses within range. The information the psyker receives from this technique is based on the degrees of success from the Focus PowerTest:
One Success: The psyker gains a crude impression of the number of conscious minds in his range and his general position in relation to them.
Two Successes: The psyker knows the number, general location and relative ‘strength’ of conscious minds within the area of effect, and may determine if those minds are themselves psykers with a successful Challenging (+0) Psyniscience Test.
Three Successes: As per two successes, plus the psyker may attempt to initiate telepathic communication with any of the minds he has sensed in the area.
Four or More Successes: As per three successes, plus the psyker may attempt to carry out a Mind Probe on one of the minds he has sensed in the area.
Untouchables, mindless creatures — such as servitors or robots — and other psychically inert creatures are invisible to Mind Scan. Also, individuals with the Resistance (Psychic Techniques) Talent inflict a –10 penalty on the Psyker’s Focus Power Test (the penalty does not stack with itself ). Other creatures or individuals that are resistant to psychic powers may be hidden entirely at the GM’s discretion.
Psychic Scream
Value: 300 xp
Prerequisites: Mind Probe
Activation Time: Half Action
Maintainable: No
Focus Power Test: Willpower
Range: 5m x Psy Rating
By focusing all of his will behind one massive psychic scream, the psyker can injure or stun an opponent out to a range of 5m x Psy Rating. The psyker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Psy Rating) with the Shocking quality. The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the psyker’s Psy Rating. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the psyker’s Psy Rating (rounding up).
Puppet Master
Value: 300 xp
Prerequisites: Dominate
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 1 km x Psy Rating
This rare and dreaded power takes psychic domination to its final expression. The psyker makes an Opposed Willpower Test against the target—in this Test, the psyker suffers a –10 penalty. If the psyker wins, the target’s body is completely under his control. The psyker’s mind leaves his body behind to take over the victim’s body completely, whilst the victim’s consciousness is suppressed into a nightmarish dream state. The psyker’s own body is vulnerable during this time, as if he were in a deep sleep. The psyker may end this power at any time but suffers 1d5 Fatigue levels for doing so.
The possessed target retains its prior physical characteristics (Weapon Skill, Ballistic Skill, Strength, Toughness, and Agility), but its mental characteristics (Intelligence, Willpower, and Fellowship) are those of the psyker. The psyker in control of the body may use either his skills or the target’s at a –10 penalty. Any action deemed suicidal forces another Opposed Willpower Test to try and break the hold. However, the target is now suffering a –10 penalty rather than the psyker. Should the target’s body be killed, the psyker’s consciousness is hurled violently out of the dying vessel, suffering 1d5 Wounds—these Wounds bypass all defences—and 1d10 Insanity Points.
If the distance between the psyker and his victim reaches beyond the technique’s range, the link is severed, and the psyker returns to his own body whilst suffering 1d5 Fatigue levels in the process.
Reprogram
Value: 500 xp
Prerequisites: Dominate, Mind Probe
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 1m
Requiring utmost skill and experience, this technique enables the psyker to enter into another mind and completely reprogram the contents, insidiously reshaping its memories and experiences as he desires. This can be something as simple as an engram designed to fool casual searches by other telepaths, or something more crafted and elaborate to remake an entire personality and constructed as ‘false self ’ the unfortunate victim will believe to be true.
The briefest expression of this power takes 2d5 rounds. The psyker must win an Opposed Willpower Test against the victim, delving one level deeper into the target’s mind with every two degrees of success. If the target wins, he rejects the reprogramming and forces the psyker out ending the procedure and inflicting a Fatigue level on the psyker, who may not re-attempt this technique for 1d5 hours. This is also not a gentle process, and the target will be aware that his mind is being reordered until the reprogramming is successful, at which point the reprogramming itself will be forgotten as an event, buried deep in the subject’s unconscious mind. For every 2 Psy Rating the psyker uses, he gains a +10 bonus to the Opposed Willpower Test. The effects of Reprogramming are permanent unless they are forcibly broken down (see The Danger of Paradox section). At the end of this process, the psyker’s results will depend on the amount of successes he has achieved.
Major Reprogramming: Given extensive time, effort and the malign will to do so, a psyker with this power can freely implant a complete new personality, restructure memories, counterfeit experience, and implant hate with this ability. However, the level of effort and detailed attention required to do this without overtaxing the psyker and driving the subject mad is far beyond most immediate game use, and requires a minimum of 2d10 hours.
The Danger of Paradox: The mind is a complex thing, and a reprogrammed individual — if faced with evidence of the truth, or major discrepancies between what he has been manipulated into believing and the facts — may break through his reprogramming. If the GM judges such an event occurs, the victim must succeed at a Hard (–20) Willpower Test. If successful, the mental reprogramming breaks down. If the Test is failed, the victim goes on believing what he has been manipulated into thinking is the truth. In either case the mental strain inflicts 1d10 Insanity points on the subject.
Degrees of Success | Effect | 1 (Sow Confusion) | The psyker can shroud a single event or memory in the subject’s mind in doubt and mental fog, inflicting a –20 penalty to his recall of facts concerning it. | |
2 (Implant Falsehood) | The psyker can now implant simple information like a false face on a killer in a witness’s mind, a false pass code, or any other single sentence’s worth of knowledge the subject will now recall as fact. | |||
3 (Rewritten History) | The psyker can now alter a single event or series of events in the subject’s recent memories to his specification. The subject will now earnestly believe this ‘new’ version of events to be the truth. | |||
4 (Sculpt Synapses) | The psyker can now supplant a single major long term memory or obliterate it entirely, affecting potentially the perception of an entire sequence of events in the subject’s lives, and perhaps influencing the subject’s personality in the process. This also inflicts 1D5 Insanity Points on the subject. | 5+ (Psychic Block) | In addition to his other workings, the psyker can put in place a basic psychic block that grants the target a +10 bonus to his Willpower Test when resisting Mind Probes. This also conceals the psyker’s tampering. |
Sensory Deprivation
Value: 200 xp
Prerequisites: Compel
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Opposed Willpower
Range: 10m x Psy Rating
The psyker has learned how to block the messages of the target’s senses. The psyker makes an Opposed Willpower Test against the target. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the psyker maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective ‘invisibility’ allowing the psyker to pass unnoticed to sight or sound. The psyker selects a number of targets equal to his Willpower Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Willpower Test. Those that fail notice nothing out of the ordinary, and the sensory information is successfully masked by the psyker until he stops maintaining the power.
Short Range Telepathy
Value: 100 xp
Prerequisites: None
Activation Time: Half Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 10m x Psy Rating
A successful Focus Power Test allows the psyker to establish and maintain a single telepathic connection to another character at Unfettered Psychic Strength. However, using this ability does not provoke Psychic Phenomena.
Terrify
Value: 200 xp
Prerequisites: Mind Probe
Activation Time: Full Action
Maintainable: Yes
Focus Power Test: Willpower
Range: 5m x Psy Rating
By using his psychic abilities to intrude forcefully on another mind, the psyker assails his target with raw fear and horrific imagery. If the psyker succeeds at the Focus Power Test, the target is affected as if the psyker possessed the Fear (1) Trait. The psyker may increase the level of the Fear Trait by 1 for every 3 Psy Rating he uses in the Focus Power Test.
Thought Sending
Value: 100 xp.
Prerequisites: None
Activation Time: Free Action.
Maintainable: Yes.
Focus Power Test: Willpower
Range: 1km x Psy Rating
The psyker can send his thoughts into the minds of those around him. This can be a select group, either to individuals he can see, or minds he is familiar with within range, or a generalised broadcast to every mind within range indiscriminately at the psyker’s discretion. Much of the mind’s processes are still affected by the structure of language, so that if telepathy is attempted without a shared language it suffers a –20 penalty. Minds who do not wish to be open to such a communication can resist with an Opposed Willpower test.
A Cloud in the Warp
By understanding and perceiving the currents of the warp, the Navigator can hide his presence from those that would use the Immaterium to detect him. Whilst it does not in any way mask his presence in the real universe, it can ably hide him from detection by Psykers and confuse creatures whose essence and existence are linked to the warp, such as Daemons and other warp entities. As the Navigator grows in power, he will become harder to detect, as well as being able to mask others if they stand nearby.
Novice: By making a Willpower test, the Navigator becomes shrouded in an immaterial cloak, forcing those that use any kind of psychic sight, detection or divination to make a Challenging (+0) Perception Test to see him with such powers. This power also has the same effect on the perception of all Daemons and warp entities. This power will last as long as the Navigator maintains it, however whilst he does so, he cannot use any other powers (though he may take other actions normally).
Adept: As above, except the test to detect the Navigator becomes Difficult (–10).
Master: As above, except the power gains a radius equal to the Navigator’s Willpower Bonus in metres centred on his person. Any creature within the radius may be shrouded at the choice of the Navigator.
Foreshadowing
By using his warp eye to filter small secrets from the near future, the Navigator can choose to make slight adjustments to his actions to avoid harm and manipulate the course of events. Only if the Navigator tries to dig too deep into the near future for secrets does this power become unpredictable and he may become victim of the warp’s lies.
Novice: With a successful Perception Test, the Navigator draws three secrets from the future. He may then “spend” a secret on his following turn to gain a +10% bonus on any Test. Using one secret in this way carries no danger. However, he may choose to spend either of his other two secrets to add an additional +10 bonus to the roll for each secret spent (for a total bonus of +20 for 2 secrets used, and +30 for three secrets used). For each additional secret used beyond the first, the Navigator must roll a d10; if this roll comes up 7, 8, 9, or 10, then the secret causes the Navigator to suffer a –10 penalty instead of granting a bonus. Secrets not used in the following round are lost as time marches on. Using this power more than once in the same hour is dangerous, as no one should know too much about his own future. For every use after the first in a single hour, the Navigator suffers 1d5 Insanity Points.
Adept: As above, except secrets will only deduct rather than add on a roll of 9 or 10.
Master: As above, except secrets can be used up to five rounds after the power is used.
Gaze into the Abyss
This power allows a Navigator to see a creature’s or object’s reflection in the warp and learn things hidden from the real universe. This power is most useful in unmasking both psykers and daemons, but has other applications, such as reading residual psychic taint on objects and tracking powerful psychic entities.
Novice: With a successful Perception Test, the Navigator can determine if a creature or object holds the taint of the warp. This will tell the Navigator if the person or object has a Psy Rating or is tainted (roughly speaking if they have more than 20 Corruption Points, warp mutations, are possessed, etc.). Psykers who have made dark pacts with the warp and daemons are more resistant to this power, however. These creatures may make a Willpower Test opposed by the Navigator’s Perception, which if successful will hide their true natures. This power can also be used to track powerful psychic or warp creatures using the rules for Survival Skill.
Adept: As above, with the additional effect that the Navigator can detect major disturbances in the warp, such as warp portals and ships entering and exiting the Immaterium within a radius of 100 kilometres times his Perception Bonus. In Starship Combat, this power functions within a number of VUs equal to the Navigator’s Perception Bonus.
Master: As above but the Navigator can also use the power to detect the use of psychic powers within a radius of 10 metres per point of his Perception Bonus.
Held in my Gaze
The unflinching eye of a Navigator locks a creature in place with a gaze that pierces flesh and bone to see the immaterial essence of all things. Most commonly employed against psykers, this ability can be used to render them effectively powerless and prevent them from calling upon their abilities. It is also undeniably effective against creatures with a strong connection to the warp, such as daemons, for which it can have spectacular and devastating consequences.
Novice: The Navigator chooses a target which he has line of sight to and is no further away than 5 metres per point of his Perception Bonus. He then makes an Opposed Willpower test with the target. If he is successful, then the target is locked and will remain so as long as the Navigator does not use any other powers. A locked target must beat the Navigator in an Opposed Willpower test each time it wishes to use a psychic power or invoke the Daemonic Presence Trait. If the target moves out of range or line of sight, the power ends. Daemons affected by this power suffer 1 point of additional Damage for Warp Instability.
Adept: As above, however the range increases to the 20 metres per point of the Navigator’s Perception Bonus and daemons affected by this power suffer 2d10 points of damage instead of 1 point when suffering Warp Instability.
Master: As above, with the addition that the Navigator no longer needs to have line of sight to the target and daemons suffering any damage from Warp Instability are immediately destroyed and cast back into the warp.
The Course Untravelled
Time is not an arrow that flies straight and true, but rather,a tangled web of moments and possibilities. The Course Untravelled power allows a Navigator to negotiate this web, stepping fractionally from one moment to another, and in the process, altering his position in the physical world. The use of such power is extremely dangerous, however, as the Navigator is not actually physically travelling in place as such, but rather choosing an alternate future in which wish to inhabit. He risks both injury and madness in trying to step outside the flow of time in this way.
Novice: If the Navigator succeeds at a Difficult (–10) Willpower Test, he may move to any point within a distance equal to his Perception Characteristic in metres, so long as he could have walked, climbed, or swam there normally without impediment. If he fails this test, he is Stunned for 1 round and fails to change position. If he fails this test by three degrees or more, he is Stunned for 1d10 rounds and gains an Insanity Point. Whether or not this power is successful, the Navigator suffers a level of Fatigue at the end of the Round thanks to the strain on his body.
Adept: As above, except the test is only Challenging (+0) and the range is increased to double the Navigator’s Perception Characteristic in metres.
Master: As above, except he may now perform this power as a Free Action or as a Reaction.
The Lidless Stare
If a Navigator opens his warp eye fully, anyone gazing into its depths will witness the power and mind breaking unreality of the warp. In an instant, they witness the chaos boiling beneath the skin of existence and for many, it is the last thing they ever see.
Novice: The Navigator makes an Opposed Willpower Test with anyone looking into his Warp Eye. Make a single test for the Navigator and compare it to the results of each of his opponents. If the Navigator achieves more degrees of success, the opponent suffers 1d10+ the Navigator’s Willpower bonus in Energy damage. This damage is not reduced by armour or Toughness Bonus. Anyone taking damage from this power is also Stunned for 1 round as they are ripped with agony.
Using this power is taxing and inflicts a level of Fatigue on the Navigator. If the Navigator fails this Test by one degree of failure or more, he suffers two levels of Fatigue.
Adept: As above, however, the damage is increased to 2d10+(the Navigator’s WP bonus) and the time the victims are Stunned increases to 1d5 rounds. Victims also suffer 1d5 Insanity Points.
Master: As above, with the additional effect that any creature possessing an Intelligence of 20+ suffering damage from this power must make an immediate Difficult (–10) Toughness Test or be sent into the Warp and slain. If they pass, they suffer 1d10 Insanity points rather than 1d5.
The Lidless Stare will affect anyone, friend or foe, that looks into the Navigator’s third eye when this power is activated. This has an effective range of 15m (reduced to 5m in fog or mist) and has no effect on unliving targets, Untouchables, and daemons or other entities from the Warp. Those forewarned can look away, though even then being within line of sight of a Navigator is dangerous. The power of his eye is persuasive, and looking away only grants them +30 on their rolls to resist its power. Those who are unaware of the Navigator’s presence gain this bonus as well.
Tides of Time and Space
By examining the flow of the warp around him, the Navigator can anticipate near future actions and thus move outside the normal flow of events by choosing strands of reality and slipping between them. Whilst this power can be of great benefit to the Navigator, it is also very dangerous, and should he lose control, the results can be disastrous.
Novice: Each round the Navigator wishes to use this power he must make a Perception test to read the strands of time. On a success, he doubles his Agility Bonus for the purposes of determining initiative and may take an additional Half Action that turn. The additional Action may not have the Concentration subtype. On a failure, he halves his Agility Bonus for initiative and may only take a Half Action that turn as he loses his grip on reality, becoming confounded and disorientated. Should he fail by three degrees or more, he winks out of existence for 1d5 rounds, reappearing where he was at the end of this duration. Should something else occupy that space when the Navigator returns, he shifts his position as much as necessary to a point of the player’s choice should something else occupy that space. Whether or not this power is successful, however, the Navigator suffers a level of Fatigue at the end of the Round each time it is used. This power does not give the Navigator an additional Reaction.
Adept: As above, except he triples his Agility Bonus for the purposes of determining Initiative.
Master: As above, however, he quadruples his Agility Bonus for Initiative. In addition, he may take two extra Half Actions or a Full Action in addition to his other actions this round (rather than a single Half Action as results from the Novice manifestation of this power).
Tracks in the Stars
When a ship travels though either real space or the warp it leaves a faint trail, the lingering shadow of its warp drive. Using his third eye, the Navigator can follow this trail across the stars.
Novice: Using Perception, the Navigator can track the warp trail of a ship through real space in the same way as if he was using the Survival skill. To track a warp trail, it can be no older than the Navigator’s Perception Bonus in weeks, although the size and power of the vessel involved may mitigate this.
Adept: As above, however, the warp trail may be up to a number of months old equal to the Navigator’s Perception Bonus. He may also track ships in the warp in the same manner.
Master: As above, except he can follow a warp trail equal to the Navigator’s Perception bonus in years old, although this information may be erratic and fragmentary.
Void Watcher
Using this power and gazing into the void whilst aboard ship, the Navigator can learn things about space in the immediate vicinity of his vessel. This can reveal hidden dangers such as mines, void creatures, and concealed ships, as well as more mundane perils like asteroids and debris. With skill and practice, a Navigator’s void sense can become amazingly precise and reach out across millions of kilometres of space.
Novice: The Navigator can make a Perception test (modified by range and size of potential objects as the GM thinks appropriate) to detect objects in space up to a distance equal to the Navigator’s Perception Bonus in Void Units. If the power is not being used during space combat, the distance equals 1,000 kilometres times the Navigator’s Perception Bonus. Information gained about such objects is only what the Navigator could discover through normal observation.
Adept: As above, however, range is increased to a distance equal to double the Navigator’s Perception Bonus in Void Units, or 10,000 km times the Navigator’s Perception Bonus if the power is not being used during space combat. He may make a Difficult (–10) Willpower Test to gain some information about the nature of the object (i.e., what minerals are in an asteroid, what kind of crew a starship has).
Master: As above, except range becomes equal to five times the Navigator’s Perception Bonus in Void Units, or 100,000 km times the Navigator’s Perception Bonus if the power is not being used during space combat. The test to gain additional information becomes Ordinary (+10).