Poderes de Dark Heresy en Rogue Trader

Copipasteado de Converting Dark Heresy Powers to Rogue Trader Techniques . Gracias Surrealistik , esta información es demasiado valiosa como para arriesgarnos a que desaparezca. El Dios-Emperador sabrá recompensar tu generosidad.

Minor Powers: As the concept of Minor Powers does not exist in RT, I will be divvying these up between the Disciplines, putting them where they best (which usually means most thematically) fit.

Overbleed X: The difference between a successful roll and the target number on a Focus Power roll equals the Overbleed generated by a Focus Power Test. The maximum amount of Overbleed that may be generated is equal to the Psyker’s Willpower Bonus times the Psy Rating used for that Focus Power Test. This Overbleed may be expended on Overbleed Bonuses. X is equal to the amount of Overbleed that must be ‘spent’ to trigger a given Overbleed Bonus. An Overbleed Bonus can only be triggered once per such expenditure. Unless otherwise noted, Overbleed Bonuses are cumulative and stack with each other.

Sorcery:<input class="button">


Sorcerer Talent:When a character first gains the Sorcerer Talent, he gains his Willpower Bonus + his Intelligence Bonus x 300 XP to spend on Arcana. Arcana can replicate Psychic Techniques, though when manifested as Arcana, these suffer a -2 penalty on the Focus Power Roll. A Sorcerer is not constrained by prerequisites or Disciplines when selecting Psychic Techniques. Basic Psychic Techniques may be purchased for 100 XP each. A Sorcerer can gain Arcana Mastery, in much the same way a Psyker can gain Mastery over a discipline by knowing 8 or more Arcana.

This talent is otherwise identical to the one in Disciples of the Dark Gods and Radical’s Handbook.

Sublime Arcana: When using this Talent, a Sorcerer can use Arcana without the usual somatic and verbal components required, albeit at the cost of increasing the difficulty of manifesting it, causing him to suffer a -2 penalty on the Focus Power Roll. This talent is otherwise identical to the one in Disciples of the Dark Gods and Radical’s Handbook.

Learning Arcana: Learning or developing new Arcana is an iterative process that typically requires painstaking prolonged study, research and experimentation.

When a character wishes to study or develop a new Arcana, he must make an Easy (30) Forbidden Lore(Warp) or Routine (20) Scholastic Lore(Occult) Test. For every 100 XP of an Arcana’s cost, this Test requires 1d5 hours of study to complete (minimum of 1 hour). If the Arcana being studied is Major, this Test requires double the normal amount of time to complete. This Test may be spread out over any number of days. The character subtracts his Intelligence Bonus, and the number of degrees of success on this Test from the hours of required to complete the Test, to a minimum of 1 hour. At the GM’s discretion, certain useful referential materials, such as Malefic Codexes (Disciples of the Dark Gods, Page 120) may provide a bonus to this Test.

Whether or not the Forbidden Lore(Warp) or Scholastic Lore(Occult) Test is successful, the character must make an Easy (30) Willpower Test as the baleful nature of the knowledge gained through the character’s malign scholarship exerts a corrosive effect on his psyche and soul. The Difficulty of this Willpower Test decreases by one step per degree of success on either of these Skill Tests, representing astute mastery of these dark studies and the slight measure of protection this extent of understanding affords. On a failure, and for each degree of failure on the Willpower Test, the character gains 1 Corruption and Insanity Point, doubling this amount if the Arcana is Major.

In order to fully and successfully learn an Arcana, the character must accumulate a total number of degrees of success from these Forbidden Lore(Warp) and/or Scholastic Lore(Occult) Tests equal to its XP cost divided by 100. If the Arcana being studied is Major, double the total degrees of success required. Subtract each degree of failure accumulated from this total to a minimum of 0. After the completion of this step, the learned Arcana may then be used as normal by the character when he expends its XP cost to complete his mastery of it, or half of that cost, if learned through a medium other than experimentation.

The Difficulty of all Tests above is increased by one step per 100 XP the Arcana to be learned costs, and by an additional one step if that Arcana is Major. While anyone may learn Arcana in this way, only Daemons, Warp Entities, and those with the Sorcerer and/or Master Sorcerer Talents (Disciples of the Dark Gods, Page 117) may actually utilize it. Characters with the Sorcerer Talent reduce the Difficulty of these Tests by one step, while those with the Master Sorcerer Talent reduce their Difficulty by two steps, reflecting the impact of their superior skill, knowledge and mastery over the Dark Arts.

Arcana:<input class="button">

Bolt of Change
Value: 400 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 20m * Psy Rating
The user discharges an amorpheous ball of roiling, prismatic energy at the target. He must make a Willpower Test to hit; this otherwise counts as a normal ranged attack.
If the bolt hits a living target, he must succeed at a Very Hard (-30) Willpower Test or suffer one random, Mutation per degree of failure. If the target already has the rolled mutation, he takes 1d10 R Damage, ignoring Toughness and Armour as his body haphazardly flows and reforms with lethal consequence. Should the target fail his Willpower Test by 5 or more degrees, he instantly degenerates into a mindless Chaos Spawn.
Should this bolt strike a non-living entity or inanimate object, it instead deals 1d10 R Damage per Arcana Psy Rating, with the Warp Weapon Quality as it buckles, twists, melts and transmutes the target completely at random. For each 9 rolled on the Damage dice, permanently reduce the Armour Points of the stricken area by 1.
This attack can be dodged in the same manner as any other ranged attack.
Overbleed 9: Increase this Arcana’s effective Psy Rating by 1, OR the user may launch another bolt at a target within Range.

Create Door
Value: 500 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 2m * Psy Rating
The user creates a burning portal through the warp to a place he’d like to go. This place may be anywhere the user can clearly recall in his mind. Upon entering, the user must succeed on a Forbidden Lore (Warp) Test that the Arcana’s Psy Rating permits at an appropriate difficulty set by the GM as per the following list, or the GM chooses an alternate destination; typically this is one the user would wish to avoid:
1-9m: Easy (30), Psy Rating 1
10-100m: Routine (20), Psy Rating 1
101-1000m: Ordinary (
10), Psy Rating 1
Anywhere on a planet: Challenging (0), Psy Rating 1
Anywhere within a system: Difficult (-10), Psy Rating 2
Anywhere within a sub-sector: Hard (-20), Psy Rating 3
Anywhere within a sector: Very Hard (-30), Psy Rating 4
Anywhere within a segmentum: Arduous (-40), Psy Rating 5
Anywhere within a galaxy: Punishing (-50), Psy Rating 6
Anywhere within the universe: Hellish (-60 or worse), Psy Rating 7

If a character does not have the Forbidden Lore(Warp) skill as a Trained Skill, he uses it as a Basic Skill.
Whether or not the Intelligence Test is successful, anyone entering the portal must succeed at a Willpower Test of the same Difficulty, or be subject to Perils of the Warp.
The portal lasts as long as it’s sustained + 1d5 Rounds + the Technique’s effective Psy Rating unless prematurely dismissed by its creator.
Overbleed 10: Decrease the difficulty of all Tests by one step, or increase the Technique’s effective Psy Rating by 1.

Disease
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 2m * Psy Rating
The user inflicts a warp spawned disease upon a target within Range. The disease lasts a number of Rounds equal to the Arcana’s Psy Rating times 2, minus the target’s Toughness Bonus.
Each Round the target is diseased, all of his Characteristics are reduced by 10. If any one of his Characteristics are reduced to 0 in this way, the target dies immediately, his soul is forfeit to Nurgle, while his body rises as a Plaguebearer 5 Rounds later.
Overbleed 5: Increase the duration of the disease by 1 Round.

Death’s Messenger
Value: 100 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Self
The next attack made by the Sorcerer counts as having the Tearing Quality. If the attack already has the Tearing Quality, he rolls an additional damage dice, and takes the best result. If Arcana Psy Rating * 5 Rounds elapse without striking a blow, the effect dissipates.
Overbleed 10: The effects of this Arcana apply to an additional attack. OR increase this Arcana’s effective Psy Rating by 1.

Daemon Wrack
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 25m * Psy Rating
By weaving a pattern of Warp energies, the user may attempt to repel, ensnare or seize command of Daemonic entities.
The user makes an Opposed Willpower Test against a target with the Daemonic and Warp Instability Traits to inflict Malediction on that target. If the user succeeds by 3 degrees of success or more on this Opposed Willpower Test, the user may attempt a Daemonic Mastery Test against the target instead.
If the target has a Willpower of 10 times the Arcana’s Psy Rating or less, the user may immediately attempt a Daemonic Mastery Test instead. With respect to determining whether the user may enact this option, increase the effective Willpower of the Daemon by 10 per Unnatural Willpower Multiplier.
Overbleed 5: The user gains a 10 bonus on this Arcana’s Opposed Willpower and Daemonic Mastery Tests, OR increase this Arcana’s effective Psy Rating by 1.

Exsanguine
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 5m * Psy Rating
The user causes blood to bubble and rush from the target’s body, making an Opposed Willpower Test against the target’s Toughness. If the target fails, he takes Damage equal to four times the Arcana’s Psy Rating ignoring Toughness Bonus and Armour, and suffers Blood Loss.
Special: This Arcana does not work on targets without blood, ichor or an equivalent.
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test, OR increase this Arcana’s effective Psy Rating by 1.

Flail of Skulls
Value: 200 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Half Action
Range: Self
The user creates a flail of warp energy from one or more skulls. This weapon has the same profile as a Flail, but loses the Primitive Quality, may deal Energy type Damage at the user’s option, gains the Warp Weapon Quality and deals bonus Damage equal to twice the Arcana’s Psy Rating.
Any target taking Damage from the Flail of Skulls suffers 1d10 Insanity Points, plus an additional Insanity Point per skull used in its creation on a failed Opposed Willpower Test (roll this Test once for the user, when the Arcana is manifested).
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test, OR increase this Arcana’s effective Psy Rating by 1.

Flaming Word
Value: 200 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 10m * Psy Rating
The user opens his mouth, using it as a gateway for the fires of the Warp. The flames generated by this Arcana inflict 1d10
4 plus effective Psy Rating Energy Damage, have a Penetration of 3, and the Flame Quality. If this Arcana has an effective Psy Rating of 4 or greater, these flames also gain the Warp Weapon Quality.
Due to the strange nature of the flames, any struck by them are automatically set on fire.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Hellish Blast
Value: 200 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 10m * Psy Rating
The user discharges a blast of raw destructive Warp energy. The user makes a Challenging (0) Willpower Test to hit; this otherwise acts as a normal ranged attack. On a hit, this Arcana deals 1d10 E Damage, plus 2 per point of the Arcana’s Psy Rating with the Warp Weapon Quality.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1, or increase the Damage by 1d10.

Immunity
Value: 400 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Self
The user swallows a bullet or other solid round of ammunition. If he then succeeds on a Difficult(-10) Toughness Test with a +5 bonus per Arcana Psy Rating, he gains complete immunity to all Impact Damage for 1 Round per Arcana Psy Rating.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Leach Life
Value: 200 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Touch
This power can only be used on a Stunned, or otherwise helpless or incapacitated victim. The victim automatically loses wounds equal to the Arcana’s Psy Rating. The user then gains a number of Wounds equal to the wounds the target lost, and transfers a number of levels of Fatigue to the victim up to the Arcana’s Psy Rating (he must have the Fatigue in order to transfer it). If the victim’s Wounds are reduced to 0 or less in this way he dies immediately.
The user cannot gain more Wounds than his base amount in this way.
Overbleed 5: Increase this Arcana’s effective Psy Rating by 1.

Living Weapon
Value: 300 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
The user transforms into an engine of destruction, gaining a bonus to his Initiative, WS, S, T and Ag Qualities equal to this Arcana’s Psy Rating * 5. In addition, he gains the Natural Weapons Trait, and his melee attacks gain the Tearing Quality. His Fellowship suffers a -10 penalty while so transformed.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Mask of Flesh
Value: 100 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
The user transforms and reorders his flesh with the powers of the Warp. This Arcana is able to change the user’s facial structure, eye and hair colour, voice, skin tone, build and apparent age. By using this in conjunction with the Disguise Skill, specific individuals may be imitated.
This Arcana grants a 5 times the Arcana’s Psy Rating bonus to the Disguise Skill when used in conjunction with it.
The effects of the transformation last a number of hours equal to twice the Arcana’s Psy Rating, or until dismissed, at which point the user reverts to his normal form and appearance. As soon as he changes back, he must succeed on a Challenging (
0) Toughness Test, or suffer 1d5 levels of Fatigue from the immense pain and physical strain.
Overbleed 5: Increase this Arcana’s effective Psy Rating by 1, OR you may add detailed cosmetic changes to the guise, including tattoos, brands.
Overbleed 10: The user’s mass may be changed by up to 50%, or you can imitate cosmetic mutations as well as any appearance changes Overbleed 5 would permit.
Overbleed 15: The user’s apparent gender and race may be changed as well as any appearance changes Overbleed 10 would permit.
Special: If the user suffers Perils of the Warp while manifesting this Arcana, he immediately gains a permanent random Minor Mutation, in addition to incurring the normal effects of Perils.

Malefic Curse
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Line of Sight
The user can inflict one of a variety of curses on the target if he fails a Challenging (0) Willpower Test.
Hex: The victim suffers a -5 x Arcana Psy Rating penalty to all Characteristic and Skill Tests for Arcana Psy Rating Hours. If the Test to resist this power is failed by 3 or more Degrees, the target must roll on the Shock Table, counting this as Warp Shock.
As this curse is comparatively easy to invoke, attempts to manifest it enjoy a +2 bonus on the Focus Power Roll.
Blind: The victim’s eyes fill with cataracts and weep blood, blinding him for Arcana Psy Rating Hours. If the Test to resist this power is failed by 3 or more Degrees, the target’s eyes rupture, dealing 1d10 R Damage to his Head Location (ignoring Toughness and Armour), blinding him permanently and inflicting 1d10 Insanity Points.
Death: Inflicts a great deal of bodily harm to the target, incurring Arcana Psy Rating x 1d10 + 2 x Arcana Psy Rating Toughness Damage (divided by the target’s Unnatural Toughness multiplier if any). If the victim is reduced to 0 Toughness in this way he dies immediately. If the Test to resist this Arcana is failed by 3 or more Degrees, double the Toughness Damage suffered. As this curse is exceptionally taxing to invoke, attempts to manifest it suffers a -2 penalty to the Focus Power Roll.
If successfully manifested, the user must succeed on a Challenging (
0) Willpower Test, or suffer 1d5 Corruption Points.
Overbleed 5: Increase this Arcana’s effective Psy Rating by 1 OR increase the Difficulty of the Willpower Test to resist by 1 step.

Open
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Touch
Tracing a blasphemous rune in his own blood across a locked door or object, the user can dissolve the essence of its locking mechanism. It can be used on any object, regardless of how it’s specifically sealed. The Sorcerer suffers Damage when using this Arcana as per the size of the object to be opened as follows:
Small: 1d5 Damage
Medium: 1d10 Damage
Large: 2d10 Damage
The GM is free to adjudicate damages for objects even larger than this. Damage dealt as a consequence of using this Arcana is not reduced by Toughness or Armour, but is reduced by the Arcana’s Psy Rating.
Specially warded locks may require a Willpower Test to breach of a difficulty dependent on the quality and strength of the ward. The user gets a bonus to this Willpower Test equal to 5 times this Arcana’s Psy Rating.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Psy Barrier
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 2m * Psy Rating
The user traces a burning rune in the air with a blood dipped finger. Anyone wishing to approach the rune within its Range, or attempting to enter its Range, must succeed on a Difficult (-10) Willpower Test or be paralyzed with fear and confusion for 1 Round.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1, OR increase the Difficulty of the Willpower Test by one step.

Revelation of Truth
Value: 200 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Half Action
Range: 10m * Psy Rating
The user bends reality around himself, warping time and filling the air with a tumult of daemonic whispers and phantasmal images.
At the beginning of each Round, characters within Range must pass a Hard (-20) Willpower Test or suffer Warp Shock, rolling on the Shock Table, and suffering Corruption Points equal to this Arcana’s Psy Rating.
Creatures with the Fearless Talent or From Beyond Trait are immune to the effects of this Arcana.
Overbleed 5: Increase this Arcana’s effective Psy Rating by 1.
Overbleed 10: Increase the Difficulty of the Willpower Test by one step.

Summon Object
Value: 500 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 5m * Psy Rating
The user chooses a single item to manifest. If the user succeeds at a Willpower Test at a Difficulty set by the GM, he conjures the chosen item at a location within Range. The Difficulty of this Willpower Test should typically be set by the net availability modifier of the item to be summoned, excluding Scale Modifiers.
An excess offering of blood confers a bonus. Each time the minimum offering is doubled, decrease the difficulty of the Willpower Test by one step.
Special: The Arcana requires an offering of blood; the larger the object to be summoned, the more blood is required. Generally, the amount needed is equal to the volume of the object divided by 4 times the Arcana’s Psy Rating (multiply first).
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Time Distortion
Value: 400 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
The user sets himself fractionally out of phase with time and space, appearing to blur and shift with shadowy double images of possible past and future actions that flow around him like ghosts.
This Arcana imposes a -5 times the Arcana’s Psy Rating penalty to all attacks made to hit the user. Further, any successful attack that hits the user which doesn’t possess either the Holy, or Warp Weapon Qualities, or use Psychic Energy is negated on a 1d10 roll equal to or less than the Arcana’s Psy Rating (maximum 9).
Special: If the user suffers a Perils of the Warp while manifesting this Arcana, he instead suffers a temporal backlash that deals 3d10 E Damage.
Overbleed 5: Increase the duration of the Arcana by 1 Round after it is not sustained, OR increase its effective Psy Rating by 1.

Transfix
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 2m * Psy Rating
The sorcerer flicks blood of the recently dead (the source must have died within a week) onto the face of the target, and mutters a guttural curse, inflicting horrific, paralyzing hallucinations on the target. The target must make a Very Hard (-30) Willpower Test. If he fails, he can do nothing for 30 minutes times this Arcana’s Psy Rating, and Insanity Points equal to this Arcana’s Psy Rating.
Special: If the sorcerer omits the blood reagent, he suffers a -5 penalty to this Arcana’s Focus Power Roll.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1, OR increase the difficulty of the Willpower Test by one step.

Wall of Souls
Value: 300 XP
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 10m * Psy Rating
Creates a wall of souls up to Psy Rating * 5 meters in width and height, and 1 meter in thickness. Anything passing into or through the Wall, even as it manifests, must pass a Hellish (-60) Willpower Test, or suffer 2d10 Insanity Points, and is subject to an Ordinary (10) Toughness Test, becoming Stunned for a number of Rounds equal to this Arcana’s Psy Rating on a failure.
Special: If the sorcerer fails to manifest this Arcana by 2 degrees of failure or more, the wall of souls backlashes, swirling around him instead, inflicting 1d10 Insanity Points and rendering him incapable of acting for the rest of the round.
Overbleed 10: The user may increase the height or width of the wall by 1 meter, OR increase the difficulty of all Tests by one step.

Warp Corruption
Value: 500 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Earshot
Crying aloud the dark truths of the Warp, the user is able to corrupt all souls within earshot, including those of allies. Everyone who hears the user chanting must make a Willpower Test. Those who fail suffer a number of Corruption Points equal to the amount by which the Test was failed, plus the Arcana’s Psy Rating.
Special: Sublime Arts cannot suppress the verbal components of this Arcana, or it will fail to work.
Overbleed 10: Increase the Difficulty of the Willpower Test by one step, OR increase this Arcana’s effective Psy Rating by 1.

Warp Lightning
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 5m * Psy Rating
The user strikes the target with bolts of warp energy. The user may project a number of bolts up to this Arcana’s Psy Rating, and may target a different individual with each bolt provided that target is within 5 meters of the previous target. The user makes a Challenging(
0) Willpower Test to hit with each bolt; this otherwise acts as a normal ranged attack. If struck, the target must roll 1d5 + the Arcana’s Psy Rating minus his Toughness bonus, on the Energy Critical Effects Table for the location struck.
This attack can be dodged in the same manner as any other ranged attack.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Warp Tongue
Value: 100 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Earshot
Any creature with the Daemonic Trait who hears the Sorcerer must pass an Opposed Willpower Test against him or become vulnerable to his suggestions. If successful, the Sorcerer gains a 5 * Arcana Psy Rating bonus to all Charm, Deceive and Intimidate Tests against these targets, as well as Daemonic Mastery Tests. Daemons who succeed on the Test however, gain a +5 * Arcana Psy Rating bonus to ALL Tests made against the Sorcerer.
Special: Sublime Arts cannot suppress the verbal components of this Arcana, or it will fail to work.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.

Warp Vigour
Value: 300 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Touch
The user marks the touched target with a burning rune of blood and ash. The target may re-roll any Strength or Toughness Tests he is required to make, taking the best result, and gains an additional number of temporary Wounds equal to twice this Arcana’s Psy Rating. Any Damage taken to the character is first deducted from these temporary Wounds.
The effects of this Rune last for 30 minutes times this Arcana’s Psy Rating.
The target gains a number of Corruption Points equal to twice the Arcana’s Psy Rating.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.


Whispers of the Warp
Value: 100 XP
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Earshot
Any creature who hears and understands the Sorcerer must pass an Opposed Willpower Test against him or become vulnerable to his suggestions. If successful, the Sorcerer gains a 5 * Arcana Psy Rating bonus to all Charm, Deceive and Intimidate Tests against these targets.
Special: Sublime Arts cannot suppress the verbal components of this Arcana, or it will fail to work.
Overbleed 10: Increase this Arcana’s effective Psy Rating by 1.



Divination Discipline:<input class="button">

Sense Presence
Value: 200 XP
Prerequisites: Psycholocation
Focus Power Test: Psyniscience
Sustained: Yes
Focus Time: Half Action
Range: 25m * Psy Rating
You automatically detect all living creatures within Range. Walls and other physical obstacles in excess of 1 metre thick block this Technique.
Overbleed 5: Increase this Technique’s Range by 25m, OR increase the distance this Technique can penetrate walls and other physical obstacles by 1 metre OR you learn one of the following pieces of information about the detected creatures: Race and Species (if you are familiar enough to identify them), exact distance in metres from your location, or their approximate psychic strength (whether their Psy Rating is higher or lower than yours).
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish.

Sense Mechanism
Value: 200 XP
Prerequisites: Psycholocation
Focus Power Test: Psyniscience
Sustained: Yes
Focus Time: Half Action
Range: 25m * Psy Rating
You automatically detect the form and location of all constructs and machinery within Range. Walls, and physical obstacles in excess of 1 metre thick, and living creatures block this Technique.
Overbleed 5: Increase this Technique’s Range by 25m, OR increase the distance this Technique can penetrate walls and other physical obstacles by 1 metre OR you learn one of the following pieces of information about the detected constructions and machines: Whether they are Xenos in origin, whether they are tainted by Chaos, OR how prominent the machine spirit within is (this is usually a rough measure of its complexity and how advanced its technology is).
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish.

Preternatural Awareness
Value: 300 XP
Prerequisites: Foreshadow, In Harms Way
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Half Action
Range: Self
While sustained, you gain a 5 * this Technique’s Psy Rating bonus to your Awareness Tests, and increase your Initiative by this Technique’s Psy Rating.
Overbleed 10: You may increase your Initiative by this Technique’s Psy Rating again, or further increase the bonus to your Awareness Tests by 5 * this Technique’s Psy Rating.

Far Sight
Value: 300 XP
Prerequisites: Preternatural Awareness
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 1km * Psy Rating
Your vision moves to a fixed spot of your choice anywhere within Range. If this would cause your vision to materialize within a solid object, the Technique fails automatically. You can turn your vantage up to 90 degrees as a Half Action while sustaining this Technique. Far Sight does not grant you special vision, and does not extend your hearing, though it can be used in conjunction with other Techniques such as Soul Sight that are active on your person. This Technique is disorientating, restricting you to a Half Action each round, and imposing a -30 penalty to all Tests prompted by actions with the Concentration, Movement and Attack subtypes while active and sustained.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Soul Sight
Value: 400 XP
Prerequisites: Preternatural Awareness
Focus Power Test: Psyniscience
Sustained: Yes
Focus Time: Full Action
Range: Self
As a Full Action, you may Test Psyniscience to read the aura of an individual within your line of sight. If your target is aware that you are using this power, he may attempt to resist by making this an Opposed Skill Test, pitting your Psyniscience skill against his Willpower. You gain a bonus to this Test equal to 5 times the Technique’s Psy Rating. Targets with a Dark Pact are always aware of attempts to read their aura, and impose a -30 penalty to Psyniscience Tests to do so as per the Mask of Seeming. Each degree of success on the Psyniscience Test determines how much information you garner:
Basic Success, Hue: Detect the three strongest emotions the target is currently experiencing, race, and if they have any Psychic Discipline Powers. You also gain a general impression of the target’s mental and physical health (though not a precisely quantified value). You may also tell whether the target is an Untouchable or Null.
1 Degree, Flow: Gain the insights of Hue, knowledge of the target’s nature and habitual sentiments (whether they are misanthropic, optimistic, etc…), a +10 bonus to all Fellowship Tests versus the target, emotion caused by biological feedback such as hunger, desire, fatigue, intoxication, the target’s exact Wound and Fatigue levels, and if the target has any Psychic Disciple Powers, and the disciplines of those powers.
2 Degrees, Shape: Gain all insights of Flow, whether or not the target has any Corruption Points (not how many), the three major emotions they have experienced in the past twelve hours, the target’s exact Insanity Point total, addictions, and disorders. If the target has any Psychic Disciplines, you infer their exact Psy Rating.
3 Degrees, Pattern: Gain all the insights of Shape, the exact Corruption Points of the target, their Malignancies and if the target has any Minor Psychic Powers (though not what they are). You can also tell if the aura the target projects is genuine or a fabrication, but not what it should be.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Foreshadow
Overbleed 10: Increase the bonus to the skill roll by an additional +10.
Otherwise identical to RT entry.

In Harm’s Way
Overbleed 10: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user by -10.
Otherwise identical to RT entry.

Blessed by the Emperor
Overbleed 10: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user and those warned by the user by -10 OR increase the Range by 10 metres.
Otherwise identical to RT entry.


Telepathy Discipline:<input class="button">

Telepathic Communication Techniques:

Cipher Seed
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Touch
The user psionically attaches an image or phrase to an individual which is triggered into the mind of the target via touch. The target unknowingly carries it with him until touched by the proper, designated individual. The image or message passes into the mind of the recipient upon contact. The message can be any image or symbol or sentence of no more than 5 words.
Overbleed 5: Double the number of words or images permitted; this is multiplicative with other Overbleed bonuses.

Twitch
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 10m x Psy Rating
The user psychically distracts the target until the end of their next Turn, causing him to suffer a -5 * Psy Rating penalty to all Perception based Tests. Further, characters may attempt a Concealment Test to hide from the target (but not other observers) for the duration of this Technique’s effect, even while being observed by him and/or without proper concealment.
Overbleed 10: Increase the Technique’s effective Psy Rating by 1, or increase its duration by 1 Turn.

Warp Howl
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 25m x Psy Rating
The user creates a deafening screech of noise across the Immaterium that tears through into reality with a cacophonous burst. All sound related Perception based Tests made in Range automatically fail for 1 Round. Those in Range must then make a Toughness Test at a penalty equal to this Technique’s effective Psy Rating times 5 or receive an equal penalty to all sound related Perception based Tests for 1 Round plus 1 Round per Degree of Failure. Those who fail this Toughness Test by 5 or more Degrees are Stunned for 1 Round, and Deafened for 1d10 times Psy Rating minutes.
Creatures with the Heightened Senses (Sound) Talent or similar Talents or Traits double all penalties and durations. Creatures with no auditory senses are immune to this Technique’s effects. Hearing protection may offer bonuses to the Test.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, or increase its duration for 1 Turn.

White Noise
Value: 200 XP
Prerequisites: Short Range Telepathy OR Twitch OR Warp Howl
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 5m x Psy Rating
The user saturates the Warp around him with psychic static. While active, Tests to determine the presence of anything within Range via technological or psychic means are at a -20 penalty. If a technological or psychic method of detection would not normally require a Test, a Routine(10) Tech-Use Test, or a Routine(10) Willpower Test must be made to detect the user respectively.
Overbleed 5: Increase the Range by 10m OR increase the difficulty of all Tests by one step.
Special: Can be used as prerequisite for Psychic Scream instead of Mind Probe.

Touch of Madness
Value: 200 XP
Prerequisites: Mind Probe OR White Noise
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 50m x Psy Rating
You reach into the mind of a target within Range and force the target to experience images of utter insanity. The target is entitled to an Opposed Willpower Test to resist this Technique. If he fails, he must roll 1d100 on the Mental Trauma table, adding 10 to his roll for every degree of failure. If he fails by three or more degrees, he is Stunned for a number of Rounds equal to this Technique’s effective Psy Rating, and gains an equal number of Insanity Points.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1 OR the user gains a +10 bonus on his Opposed Willpower Test OR you may select an additional target within Range to be affected.

Fearful Aura
Value: 300 XP
Prerequisites: Touch of Madness OR Terrify AND White Noise
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Self
You gain a Fear Rating equal to this Technique’s Psy Rating divided by 2 (round up) versus those able to perceive you who fail an Opposed Willpower Test. Note that this Technique can increase your effective Fear Rating above 4.
Overbleed 10: Increase the Fear Rating gained by 1, or gain a +10 bonus on the Opposed Willpower Test.

Soul Killer
Value: 400 XP
Prerequisites: Psychic Scream OR Touch of Madness
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 10m * Psy Rating
Deals 1d10 E damage, plus four times the Technique’s Psy Rating to a target within Range. This attack ignores Armour unless the Armour is psychically warded. Instead of subtracting the target’s Toughness Bonus from the Damage, subtract his Willpower Bonus instead.
Any Critical Hits scored are applied simultaneously to the Body and Head Locations (Critical Damage is not doubled).
This power has no effect on inanimate matter, but may be used on Daemons and other Warp Entities. Any slain by Soul Killer are permanently and irrevocably destroyed, including Daemons and other Warp Entities.
Overbleed 5: Increase this Technique’s effective Psy Rating by 1.
Overbleed 10: Affect the same target or a different one with another instance of this power.


Telepathic Domination Techniques:


Deja Vu
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 15m x Psy Rating
You create a brief memory loop in the target with Range that you can see. If they fail an Opposed Willpower Test, they must repeat all actions taken during their last Turn in the exact same order. Any action that would obviously be suicidal allows them to automatically succeed on the Test.
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.
Special: Can substitute for Delude as a prerequisite for Compel.

Forget Me
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 5m x Psy Rating
The user makes a target within Range completely forget about him prior to the instant he uses this power. If the target fails an Opposed Willpower Test, they recall absolutely nothing about the user for a number of minutes equal to this Technique’s effective Psy Rating times 5.
Overbleed 5: The user gains a +10 bonus on his Opposed Willpower Test, may affect another target in Range with this Technique, or increases this Technique’s effective Psy Rating by 1.
Special: Can substitute for Delude as a prerequisite for Compel.

Truth Seeker
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Touch
Those affected by this Technique must succeed on a Opposed Willpower Test in order to lie, or otherwise utter a falsehood. The target may choose to remain silent rather than respond.
Overbleed 5: The user gains a +10 bonus on his Opposed Willpower Test.
Special: Can substitute for Delude as a prerequisite for Compel.

Distort Vision
Value: 200 XP
Prerequisites: Delude OR Forget Me OR Deja Vu
Focus Power Test: Willpower
Sustained: No
Focus Time: Free Action
Range: Self
The user’s form appears to distort, becoming blurry and indistinct, almost imperceptible, making him hard to hit. All attacks made against the user suffer a -30 penalty to hit, he gains a +30 bonus to Concealment Tests, and he may attempt a Concealment Tests even while being observed and without proper concealment until the end of his next Turn.
The penalty to hit decreases to -10 for attackers possessing the Blind Fighting Talent. A character that succeeds on a Challenging(
0) Psyniscience Test ignores all penalties imposed by this Technique, and otherwise counts as if he were not reliant on sight for the purposes of determining the effects of this Technique.
Sensors, creatures and entities that do not rely on sight are not affected by this Technique, ignoring any bonuses or penalties it provides and automatically succeed at detecting the user if he attempts to make a Concealment Test while being observed by them and/or without proper concealment.
Overbleed 10: Increase the difficulty of the Psyniscience Test by one step OR increase the Duration by 1 Round.
Special: Can substitute for Compel as a prerequisite for Sensory Deprivation.

Mutable Features
Value: 200 XP
Prerequisites: Delude
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
So long as the user is familiar with an individual’s looks and facial features, he can cause himself to appear as that individual by altering the perceptions of his observers. Those observing the user are entitled to an Opposed Willpower Test (the GM secretly rolls once for the user when this power is manifested; use the result of this roll for all subsequent Opposed Willpower Tests) to see through the deception. In the case of many NPCs, utilize the one with the highest Willpower to determine if they’re fooled.
If the mimicked individual has a Fear Rating, the user gains that Fear Rating for those who fail the Willpower Test.
Note that this power duplicates appearance only; those that do not, or cannot see the user are completely unaffected by this Technique.
Overbleed 5: The user gains a 10 bonus on his Opposed Willpower Test.
Special: Can substitute for Compel as a prerequisite.

Trusting Aura
Value: 200 XP
Prerequisites: Delude OR Suggestion
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
The user gains a +10 bonus to all Interaction Skills while this Technique is active.
Overbleed 10: Increase the bonus to Interaction Skills by an additional +10.
Special: Can substitute for Compel as a prerequisite.

Zone of Compulsion
Value: 300 XP
Prerequisites: Compel
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 5m + 2 * Psy Rating
Everyone but the user (including his allies) within Range must make an Opposed Willpower Test against him (roll once for the user). Those who fail must follow a single command of the user as if successfully targeted with the Compel Psychic Technique. The command must be the same for everyone in the area of effect.
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.
Special: Can substitute for Dominate as a prerequisite.

Seed Mind
Value: 400 XP
Prerequisites: Dominate, Mind Probe
Focus Power Test: Opposed Willpower
Sustained: No
Range: Touch
The user must be in contact with the target for the entire duration of this power. If contact is broken at any point, any accumulated progress is lost and the psyker must start again.
The user and target must make Opposed Willpower Tests each round until either the Psyker or target accumulates 5 degrees of success.
If the target achieves 5 degrees of success, the process fails, and the Psyker cannot ever use this power on him again.
If the user achieves 5 degrees of success, he has seeded the target’s mind. The target will now automatically be affected by any of the Psyker’s telepathic powers, with no Tests required, or rolls permitted for resistance.
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.

Delude
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.
Otherwise identical to RT entry.

Dominate
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.
Otherwise identical to RT entry.

Compel
Overbleed 10: The user gains a +10 bonus on his Opposed Willpower Test.
Otherwise identical to RT entry.


Telekinesis Discipline:<input class="button">

Float
Value: 200 XP
Prerequisites: Precision Telekinesis
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Self
The user gains the Hoverer Trait with a speed equal to twice this Technique’s effective Psy Rating, and the exception that he may ascend a maximum number of meters off the ground equal to this amount. If the user already has the Hoverer Trait, increase its speed and maximum height by this amount instead. This Technique can be used to prevent the user from falling.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Weapon Jinx
Value: 200 XP
Prerequisites: Precision Telekinesis
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 25m * Psy Rating
The user Jams a number of weapons within Range up to his Psy Rating.
Overbleed 5: The user may Jam an additional weapon within Range, OR increase the Technique’s Range by 25m.

Psychokinetic Storm
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m * Psy Rating
Raises a tumult of squalling winds, causing small objects to jump and topple, glass to shatter, electrical contacts to short and spark, flames to leap, cogitators to spit gibberish and other distracting phenomena.
Each round everything within the radius other than the user suffers 1d10 I Primitive damage, and a -10 penalty to their Focus Power Tests, and all Tests utilizing the Weapon Skill, Ballistic Skill, Intelligence, Perception and Agility characteristics.
Further, everything within the radius, including the user suffers an additional -20 to their Awareness, Invocation and Tech Use Tests.
Overbleed 10: Double the Technique’s Range.
Note: I did partake of some creative license with respect to this Technique’s mechanical effects, since its original ones made little sense given its fluff description. Feel free to use the original effects if desired.

Force Barrage
Value: 500 XP
Prerequisites: Force Shards
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 10m * Psy Rating
This power functions as the Force Bolt Psychic Technique except you create Psy Rating Force Bolts (rounded up), and each Force Bolt can be individually directed at will. Roll a Willpower Test to hit separately for each.
This attack can be dodged in the same manner as any other ranged attack.
Overbleed 5: Increase the number of Force Bolts generated by 1 OR the power’s effective Psy Rating by 1 (this increases the damage of the Force Bolts).

Precision Telekinesis
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, OR its effective Willpower by 5.

Force Bolt
Overbleed 5: Increase this Technique’s effective Psy Rating by 1.

Telekinetic Shield
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.
Otherwise identical to RT entry.

Telekinetic Weapon
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, or the Psyker’s effective Weapon Skill when he uses it by 5.
Otherwise identical to RT entry.

Storm of Force
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.
Otherwise identical to RT entry.

Catch Projectiles
Value: 300 XP
Prerequisites: Telekinetic Shield
Focus Power Test: Willpower
Sustained: No
Focus Time: Reaction
Range: 1m x Psy Rating
Until the end of your next turn, the user may stop a number of projectiles up to the user’s Psy Rating that enter this Technique’s Range. These missiles must have a solid physical form to be affected, thus most energy weapons cannot be stopped with this power. Missiles discounted in this way remain suspended in the area until the power ends, whereupon they fall harmlessly to the ground.
Overbleed 10: You may discount an additional missile hit.


Pyromancy Discipline:<input class="button">

Activation Time: Half Action
Range: 5 x Psy Rating
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Pyrotechnics
Special: Any Pyromancy Techniques that deal damage may light their victims on fire.

Basic Technique: Pyromastery
The Pyromancer can call a small flame into his hand. This flame adds 2 Damage and the Energy typing to his unarmed attacks, though is more typically used to set things alight, or serve as fuel for his other Pyrokinetic powers.

The Pyromancer is also able to douse existing flames while this technique is active, in addition to interfering with Fire based weapons like Flamers. At his option, he can douse any flames within the area of effect, or prevent fire based weapons from functioning. Chemically flammable substances like Promethium burst back into flame once they are out of the area of effect.

Lastly the Pyromancer can sculpt and control existing flames. At his option he can:

-Double or halve a fire’s area.
-Spread Fire into a number of adjacent 1 meter squares in any direction equal to the user’s Psy Rating.
-Cause a fire to burst, requiring all objects and creatures adjacent to that fire to Test Agility, lighting them on fire should they fail.
-Sculpt crude shapes from a fire that resemble crude shapes, objects, creatures, people, body parts and creatures.
-Cause a fire to spew smoke, filling three times the area of the fire (treat as fog).

Each turn you sustain this Technique, you may choose only one of these effects to occur as a Free Action during your turn. You may select another beyond the first by spending a Half Action, though this counts as your Focus Power action for that turn.
Overbleed 5: Choose one of the following bonuses:
-Increase the effective Psy Rating of this Technique by 1.
-Increase the detail of sculpted fire into easily recognizable images.
-Double any one numeric parameter of a chosen sub-effect of the Technique. For example, you can double or halve again a Fire’s area, spread a fire by double the user’s Psy Rating, etc… Doublings for multiple Overbleed bonuses used together in this way are multiplicative.
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish. The new Bonuses must not require more total degrees of success in Overbleed to purchase than you rolled during the Focus Power test.

The Pyrotechnics Tree:
Burning Fist
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
Your unarmed attacks deal 1d10Strength Bonus Energy damage, and do not have the Primitive quality.
Overbleed 5: Increase the Damage and Penetration of your unarmed attacks by 1.

Endure Flames
Value: 300 XP
Prerequisites: Burning Fist
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
You are immune to Damage from Fire and Fire based weaponry. Further, you are impervious to the effects of extreme environmental heat, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour. The effects of this power extend to your gear and clothing.
Overbleed 10: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point.

Molten Man
Value: 400 XP
Prerequisites: Endure Flames
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
While active, this Technique bestows the following effects:
-All weapons, clothing and gear you’re currently carrying and wearing burst into flames and are permanently destroyed.
-You are immune to Damage from Fire and Fire based weaponry, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour.
-Gain The Stuff of Nightmares trait, and add 3 to your Toughness Bonus.
-Anything within 5 Metres of you suffers 1d5 E Damage each Round. Any flammable material in this Radius will ignite.
-Your unarmed attacks deal 1d10
5+SB E Damage, have Pen equal to this Technique’s effective Psy Rating, and count as having the Power Field quality. Any melee weapon that strikes you has a 75% chance of being destroyed as if struck by a weapon with the Power Field quality.
After this power lapses, the user suffers 1d5 levels of Fatigue.
Overbleed 10: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point OR increase the Damage and Penetration of your unarmed attacks by 1.

Torch
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: Self
Focus Time: Half Action
Creates a palm-sized light equivalent in brightness to a glow-lamp that is coloured according to your whim, and pulses in tune with your heartbeat.
Overbleed 5: You may up to double or halve the illumination this light gives off and cause it to float up to 1m from your body in any direction. Overbleed bonuses to illumination size or reduction are multiplicative.

Flash Bang
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m * Psy Rating
Focus Time: Half Action
Anyone within Range must succeed on a Challenging (0) Willpower Test or become Stunned for 1 Round (beings that do not have either visual OR auditory senses are immune).
Overbleed 10: Increase this Technique’s effective Psy Rating by 1 OR worsen the difficulty of the Willpower Test by one step.

Blinding Flash
Value: 200 XP
Prerequisites: Flash Bang, Torch
Focus Power Test: Willpower
Sustained: No
Range: 4m * Psy Rating
Focus Time: Half Action
All those within Range must make an Agility Test (those with appropriate glare shielding or beings that don’t have visual sensory organs are immune) or be blinded for a number of rounds equal to 1d10 times the user’s Psy Rating. Blinded targets automatically fail vision-based Tests, move at half normal speed, and take a -20 penalty on any Test that involves fighting, movement or reactions. The user may blind himself with this Technique.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, OR worsen the difficulty of the Agility Test by one step.

Fire Bolt
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 30m x Psy Rating
Focus Time: Half Action
You generate a bolt of fire. The appearance and colouration of these flames is up to you. You can direct this bolt at any target within Range that you can see. Make a Challenging (
0) Willpower Test to strike the target; this otherwise acts as a normal ranged attack. On a hit, the bolt deals 1d10+5 E Damage, plus this Technique’s Psy Rating.
This attack can be dodged in the same manner as any other ranged attack.
Overbleed 5: Increase this Technique’s effective Psy Rating by 1, OR you generate an additional Firebolt which can be directed at any opponent within Range. Test Willpower for each separate target.

Fire Storm
Value: 300 XP
Prerequisites: Wall of Fire, Blinding Flash
Focus Power Test: Willpower
Sustained: No
Range: 15m x Psy Rating
Focus Time: Half Action
You summon a conflagration of fire to any point or target within Range you have line of sight to. The Radius of the Fire Storm is up to 2 times the Technique’s effective Psy Rating Metres from the point or target you designated. All creatures and objects within the radius take 1d10+5 E Damage, with Penetration equal to this Technique’s effective Psy Rating.
Overbleed 5: Increase this Technique’s effective Psy Rating by 1, or this Technique deals an additional 1d10 E Damage.

Incinerate
Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 3m x Psy Rating
Focus Time: Full Action
Deals 1d10 + Psy Rating Energy Damage to a target within Range that you designate. Each Round beyond the first that you use a Full Action concentrating on the target (it must remain within Range and line of sight), this Technique deals the Damage of the previous Round plus 1. Damage caused by Incinerate ignores both Armour and Toughness.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Wall of Fire
Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 20m x Psy Rating
Focus Time: Full Action
Creates a wall of fire 3 Metres high, 1 Metre thick, and a total number of Metres long equal to the user’s Psy Rating times 10. You can place it anywhere within Range, including on top of foes, though they are allowed an Easy (20) Agility Test to get out of the way. Foes who fail this test, or attempt to cross the wall take 1d105 E Damage, with Penetration equal to this Technique’s effective Psy Rating.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, or increase the Difficulty of the Agility Test by one step.

Holocaust
Value: 500 XP
Prerequisites: Firestorm, Incinerate
Focus Power Test: Willpower
Sustained: Yes
Range: 2m x Psy Rating
Focus Time: Full Action
All creatures and objects except the user within Range suffers Xd10 E Damage, where X is equal to the user’s Psy Rating times 2. The user takes 1d10 E Damage plus his Psy Rating for each Round he sustains this Technique. All Damage dealt by Holocaust ignores Toughness, Armour, Fields and Immunities, and can otherwise not be prevented.
Any who are slain by Holocaust (including Warp Entities) are killed forever, as its flames burn across all dimensions, and immolate the spirit.
Wounds caused by Holocaust may not be healed by any Psychic Techniques.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.


Biomancy Discipline:<input class="button">

Activation Time: Half Action
Range: Self
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Biomedicae, Biogladius

Basic Technique: Mind Over Body
The user can adjust and modify his body in a variety of ways, readjusting the formation and make-up of his cellular structures, or encouraging their repair such that a variety of incredible effects may be achieved. The Biomancer may assume a number of the following effects equal to the Technique’s Psy Rating / 2 (rounded up):

Psy Rating 1+, 1+ Biomancy Techniques (including Mind Over Body):
-Gain the Regeneration (1) Trait and immunity to Blood Loss. If you already have the Regeneration Trait, increase the amount of Wounds it restores by 1.
-Gain the Resistance (Heat) and Resistance (Cold) Talents and ignore the effects of extreme environmental temperatures.
-Gain immunity to vacuums (you still need to breathe).
-Increase any one Characteristic, except Willpower, Ballistic or Weapon Skill by 10. This effect can stack with itself.
-Gain the Resistance (Poisons) and Resistance (Disease) Talents.
-Gain the Dark-Sight Trait.
-Tests involving one of your five senses gain a +20 bonus. This bonus is subject to the same restrictions as the Heightened Senses Talents.

The Biomancer may also improve this Technique further, allowing him to select additional properties should he spend the required XP and achieve the necessary prerequisites. Each must be bought in sequence, from top to bottom, and do not count as additional Techniques for the purposes of fulfilling prerequisites. The prerequisites and properties are as follows:

2
Biomancy Techniques, 200 XP:
Level 2 Effects:
-Gain immunity to being on fire (this protection does not extend to your gear).
-Gain immunity to Deafness.
-Gain the Natural Armour (2) Trait. If you already have the Natural Armour Trait, increase the Armour Points it provides by 1.
-Gain the Natural Weapons Trait. If you already have the Natural Weapons Trait, increase the Damage and Penetration of your natural weapons by 2 each.
-Gain the Crawler Trait.
-Gain the Sturdy Trait.
-Adjust size up or down by one Category.

3+ Biomancy Techniques, 300 XP:
Level 3 Effects:
-Gain immunity to diseases (including the Toxic trait where appropriate).
-Gain immunity to poisons (including the Toxic trait and drugs where appropriate).
-Gain the Burrower Trait (Agility Bonus).
-Gain the Hoverer Trait (Agility Bonus).
-Gain Unnatural Senses (Perception Bonus x 4).

4+ Biomancy Techniques, 400 XP:
Level 4 Effects:
-Gain immunity to Blindness.
-Gain immunity to Stunning.
-Gain immunity to Fatigue.
-Gain the Flyer(Agility Bonus) Trait.
-Gain the Multiple Arms Trait.
-Gain the Quadruped Trait.
-Gain the Toxic Trait.
-Gain any Mutation.

One chosen effect may be changed once each Round as a Free Action. Any other change performed in the same Round requires a Half Action, and counts as that Round’s use of a Focus Power. Multiple identical benefits gained as a result of this power stack with each other.

Special: At the end of the user’s turn, if the total level of effects active exceed his Toughness Bonus, he must make a Toughness Test. If he fails, he must immediately dismiss the Technique or lose 1 Wound per excess level as his body begins to break down under the strain. The Difficulty of this Test is increased by one step per excess level beyond the first.

For example, if Jericus the Psyker has a TB of 4, the Toxic Trait and Fatigue Immunity effects active (each of these being Level 4 effects), the total level of effects active is 8. This is in excess of his TB by 4. He must then make an Very Hard (-30) Toughness Test (excess levels beyond the first is 3, so the Difficulty is increased by 3 steps). If he fails, he must dismiss the Technique or lose 4 Wounds.

The Biomedicae Tree:
Staunch Bleeding
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User negates the Blood Loss condition of a living target within Range. The target is immune to further Blood Loss and gains the Regeneration Trait as long as this Technique is Sustained. If the target already has the Regeneration Trait, he regains an additional Wound on successful Toughness Tests made to regain Wounds with it.
Overbleed 5: Increase the Range of this Technique by 10m, OR you may select another valid target within Range to be affected, OR those affected by this Technique gain a 10 bonus on Toughness Tests concerning the Regeneration Trait.

Dull Pain
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User removes one level of Fatigue from a living target within Range. At the beginning of his Turn, the user also removes one level of Fatigue each Round from all valid targets while this Technique is Sustained.
Overbleed 5: Increase the Range of this Technique by 10m, OR you may select another valid target within Range to be affected, OR remove an additional level of Fatigue from all targets.

Toxic Siphon
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Acts as a dose of Detox on a living target within Range, though it costs the target a Full Action as it expels the poison naturally.
This Technique also purges infections and diseases, though for each disease to be removed, the user must succeed on a Willpower Test subject to the Difficulty Rating of resisting that disease.
Overbleed 5: Increase the Range of this Technique by 10m, OR affect another legal target within Range OR gain a +10 Bonus on the Willpower Test.

Healer
Value: 200 XP
Prerequisites: Dull Pain, Staunch Bleeding
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Full Action
Restores 1d5 Wounds plus this Technique’s effective Psy Rating to a living target within Range (Critical Damage is removed first). Any valid target subject to this Technique who has already been affected by it in the past 6 hours must make a Toughness Test or suffer an equivalent amount of Damage instead of being healed, ignoring Toughness and Armour.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1 OR affect another legal target within Range.

Regenerate
Value: 400 XP
Prerequisites: Healer, Toxic Siphon
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
At the beginning of each Round, the user removes a number of Wounds, Characteristic Damage and Fatigue levels equal to the user’s Psy Rating (minimum 1, remove Critical Damage first).
Once all Wounds and Characteristic Damages have been removed, the user begins to regenerate lost organs, limbs and other body parts, unless these have been replaced by bionics/cybernetics.
The user also removes any Blood Loss condition, and is immune to the Blood Loss condition while this Technique is sustained and in effect.
Overbleed 10: Remove an additional Wound OR point of Characteristic Damage OR Fatigue level.

Seal Wounds
Value: 500 XP
Prerequisites: Regenerate
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Restores 1d10 Wounds plus the user’s Psy Rating to a living target within Range (Critical Damage is removed first). The target also removes the Blood Loss condition if this Technique restores him to Lightly Wounded status or better.
Overbleed 5: Increase the Range of this Technique by 10m, OR, remove an additional 1d10 + user’s Psy Rating Wounds, OR affect another legal target within Range.


The Biogladius Tree:
Bio-Lightning
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
This Technique discharges a bolt of bio-electric energy at a target within Range. Make a Challenging (
0) Willpower Test to strike the target; this otherwise acts as a normal ranged attack. On a hit, the bolt deals 1d10 E Damage, plus the Technique’s Psy Rating, has Penetration equal to the Technique’s Psy Rating, and has the Shocking Quality.
This attack can be dodged in the same manner as any other ranged attack.
Overbleed 5: Increase the effective Psy Rating of this Technique by 1.
Overbleed 10: Fire another bolt of energy at a target within Range of your choice, either from your position, or that of a prior target.

Wither
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 3d5m x Psy Rating
Focus Time: Full Action
Withers all normal plant life within Range, leaving the area barren and utterly dead within moments. Plant-like enemies receive 1d10 E Damage, plus 2 times your Psy Rating.
Overbleed 5: Double the Range of this power, OR increase the Damage dealt by 1d10, plus your Willpower Bonus and Psy Rating.

Spasm
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 15m x Psy Rating
Focus Time: Half Action
User causes the muscles of a target within Range to spasm uncontrollably. Those affected must make a Challenging (0) Willpower Test. If they fail, they immediately fire at the closest creature should they be carrying any sort of ballistic weapon, making a Ballistic Skill Test as normal. In addition, they immediately fall Prone on the ground. This affects only targets with some kind of musculature.
Overbleed 5: You may select another valid target within Range to be affected, OR worsen the Difficulty of the Willpower Test by one step.

Inflict Pain
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 25m x Psy Rating
Focus Time: Half Action
User inflicts agonizing pain on a target within Range. Those affected must make a Challenging (
0) Willpower Test. If they fail, they suffer a -10 penalty to all Tests for as long as this Technique is sustained. When used in conjunction with the Interrogation Skill, this Technique provides a 5 bonus. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 5: Worsen the Difficulty of the Willpower Test by one step, OR worsen the penalty to all Tests inflicted by this Technique by -10, OR increase the bonus to Interrogation Tests by +5.
Overbleed 10: You may select another valid target within Range to be affected.

Open Wounds
Value: 200 XP
Prerequisites: Spasm, Inflict Pain, Wither
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Opens the wounds of an injured, living target. If your target fails an Opposed Test, pitting your Willpower against their Toughness, this Technique inflicts 1d5 R Damage, plus the user’s Psy Rating, bypassing their Toughness and Armour. If the target is Heavily Wounded or worse after this Damage is applied, they automatically suffer from Blood Loss.
Overbleed 5: Increase the Range of this Technique by 10m, OR gain a +10 bonus on the Opposed Test.
Overbleed 10: You may afflict the same target again OR another target of your choice with this Technique.

Agony
Value: 200 XP
Prerequisites: Bio-lightning, Inflict Pain
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Full Action
User inflicts all-consuming agony on a target within Range. The target must make a Challenging (
0) Toughness Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they may only make up to a Half Action that Round. When used in conjunction with the Interrogation Skill, this Technique provides a +10 bonus to Tests made with that Skill. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 5: Worsen the Difficulty of the Toughness Test by one step, OR increase the bonus to Interrogation Tests by +10, OR You may select another valid target within Range to be affected.

Constrict
Value: 200 XP
Prerequisites: Bio-lightning, Spasm
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
User constricts the windpipe (or its equivalent) of a target within Range. The target begins to Suffocate. Each Round, the target must spend a Half Action to Test Willpower. On a success, the target may act normally (though he is still subject to Suffocation). On a failure, the target must spend a Full Action to Test Toughness. On a success, he regains control over his body, and clears his windpipe (or equivalent). On a failure, he continues to suffocate. The target is considered to be engaged in strenuous physical activity.
Overbleed 10: Worsen the Difficulty of the Willpower and Toughness Tests by one step.

Blood Boil
Value: 300 XP
Prerequisites: Agony, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User increases the blood pressure of a target within Range to lethal levels. Each Round, the user may take a Half Action to make an Opposed Willpower Test, pitting his Willpower against the target’s Toughness. If the user wins the Test, the target takes one level of Fatigue, plus one level per degree of success until he falls unconscious. Every level of Fatigue that would be inflicted beyond that deals 5 Damage instead, ignoring Toughness and Armour. Should Damage dealt by this Technique equal the target’s wounds, his heart and brain explode, showering those nearby with gore. This cannot be used on targets without a functioning circulatory system.
Overbleed 5: User gains a +10 bonus on the Opposed Willpower Tests.

Drain Vigour
Value: 300 XP
Prerequisites: Constrict, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 10m x Psy Rating
Focus Time: Half Action
User drains the life force from a living target within Range. The target must make a Difficult (-10) Willpower Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they suffer 1d5 Strength, Toughness and Agility Damage that Round, plus the user’s Psy Rating (roll once for all Characteristics), and must Test Willpower again at the same difficulty at the beginning of the next Round or incur the same effect. If the target succeeds, this Technique immediately terminates.
Should any of the target’s Characteristics be reduced to 0 as a result of this Technique, it dies immediately.
The Characteristic loss incurred by this Technique lasts for its duration plus 1d5, and the user’s Psy Rating in Rounds.
Overbleed 10: Worsen the Difficulty of the Willpower Test by one step.

Hammerhand
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
Your hands transmute into blunt instruments of destruction. Gain the Natural Weapon trait, and multiply your Strength Bonus by 4. You cannot carry any objects in your transmuted hands.
Overbleed 10: Increase your Strength Bonus by an additional 1 (prior to multiplication).

Flesh Like Iron
Value: 300 XP
Prerequisites: Hammerhand
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
User’s flesh hardens as it channels the power of the Warp. Your Toughness Bonus increases by +2, and your Agility Bonus decreases by -1.
Overbleed 5: Increase your Toughness Bonus by a further +1 up to a maximum of three times your normal Toughness Bonus.

Poderes de Dark Heresy en Rogue Trader

Célula Aurora-431/07 SirRagnar SirRagnar