PSYCHIC POWERS

 

CONTENTS

INTRODUCTION, PROCEDURE

ARTIFACTS

MAJOR ARTIFACTS ; Weapons, Armour

MINOR ARTIFACTS; Arrows, Potions


INTRODUCTION

Those with psychic abilities fall into two basic categories; Priests and Psykers. In the eyes of the vast majority of the inhabitants of Nordheim these two types can be summarized as follows.

Priests; Devout servants of a particular deity, who manifest his/her divine powers in this world.

Psykers; Dangerous madmen who worship dark gods and daemons, they are heretics and should be feared, hated and persecuted.

The first skill of every character with psychic abilities is Trance. This skill allows the character to recover and/or raise his psychic potential in order to use his/her abilities. more about this below.

Every psychic user has a particular discipline or aspect depending on which deity if any is followed.

The Six Aspects/Disciplines

D100 Aspect Description
01-25 Telepath Ability to talk mind-mind, thought control
26-50 Telekine Ability to move objects at a distance by force of mind
51-70 Healer Obvious
71-90 Elemental Control over one of the four elements
91-95 Illusion Deceives the senses
96-00 Scryer Ability to read the future, gain knowledge esoterically etc often blind

Most psychic users study only one discipline or aspect but with adequate training it is possible to specialize in more than one. An appropriate teacher must be found, paid for and at least 500 EPs will be required.

In addition to the aspects some abilities are available to all psychic users, and can be acquired in the same way as skills. 

FORCE CIRCLES
Force Circles with a three yard radius cost 12 points. larger circles cost an additional six points per extra yard radius. are created with a SIX yard diameter (can be upgraded- see below), centered upon the psyker.
Their chief use is as a part of another Ritual Force ability.  Force forms may never overlap, if they touch each other, both are instantly destroyed.

All abilities effecting the psykers or targets Aura if use in conjunction with a force circle have the radius extended to that of the circle

Other abilities like Teleport,  Summoning and Group Force need force circles. 

Group trance, a group can be formed and trance starts with each drawing power as above, however the ability is use as a group from the pooled power, if any are struck etc WP test or the circle is broken and all power is lost.

INTRODUCTION

Psychic abilities
Easy= 12-24
Moderate= 30-42
Difficult= 48-60

Max for Priests = 48

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PROCEDURE

Ability using Summary

The psyker must declare at the beginning of the round that he is entering a meditative 
state, a WP test is made and if successful the psykers power level increases by D6/2D6 at the 
start of each subsequent round. Once the increase has been calculated the psyker may decide 
to continue meditating or to use a ability from his repertoire.

The maximum power level of a character is defined by his initial 2D6 roll but can be 
increased by six points at the cost of 50 EPs up to a maximum increase of +48.

If the psyker exceeds his maximum power level his vitality drops by the number of points 
exceeded and concentration may be broken. In addition a Cl test must be taken, if failed by up to 10 points = 1 insanity point, if failed by up to 20= 2 etc. Please use the insanity table.
If the psyker leaves the trance without using a ability his power level will return to zero.

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WIZARD

Description; Psychic, telekinesis, force

Number of Power Points required to cast;
12; Flip, Silence, Sounds
18; Heal Injury, Restore Vitality, Clot, Sanctuary, Psychical Resistance, Agony,
Blast, Sleep, Open, Gift of Tongues, Fetch, Alarm, Lock, Disrupt, Reinforce.
24; 
30;
36;
42;
48;
54;
60;


Abilitys requiring TWELVE Power Points

 

FLIP  
The psychician may flip one object no heavier than a bottle of wine . Often used 
to turn a page in a book, or flip a coin to impress friends and relatives.

SILENCE
A zone of 1 yard surrounding the psyker through which no sound however loud will pass 
from within the zone. If cast with conjunction with force circle has a six yard diameter, or 
by touch on another person (+3), or by LOS on another person(+6). Lasts until diabilityed

SOUNDS
Creates a sound that can be heard for miles or quiet, not speech, the sound emanates from 
the psyker or for an extra 3 points can emanate from a spot of the psyker choice within LOS

Abilitys requiring EIGHTEEN Power Points

HEAL INJURY
In the damage charts many entries indicate that a limb is incapacitated until medical attention
 is received. This ability counts as that attention.

RESTORE VITALITY
This ability increases the targets vitality by up to six points, but will not increase the value 
beyond its original level.

CLOT
When using this ability, the psyker may staunch the flow of blood of any victim. The bleeding
stops by as many Wounds as the psychician invests Force Points in the ability, at the rate of 
exchange given above.

SANCTUARY
This ability prevents any Daemons or Undead from coming within the Aura (1 yard radius) of
 the psyker. If cast in conjunction with a force circle the radius extends to that of the circle

PSYCHICAL RESISTANCE

This ability increases the psykers resistance to force by increasing tests to defend against force by 
10% (WP). Can be upgraded to 20% or 30%. If cast with conjunction with force circle has a six yard diameter

AGONY
Cost; 6 upgrade to LOS +6, additional D6 +6.
    Psyker projects an impression of agonizing pain in the conscious mind of the victim. The 
victim's mind may recognize the pain as unreal, and ignore the effect; otherwise, the victim
 is briefly overcome by the painful sensations. If the target fails the WP test they writhe in agony as electrical currents run through their 
body, they lose D6 vitality points.  Victims are allowed a Will Power test to resist. If the victim fails the Force test, the victim
 involuntarily retreats (as if pushed back after losing a round of combat), is stunned for the 
remainder of this round and for 1D3 further rounds, and may do nothing but parry for the 
duration of the effect. (Attackers do not receive a Weapon Skill bonus for pushing the 
subject back.) Neither Undead or Daemons are affected by this ability.

BLAST
Touch/ 90 LOS The psyker touches the target and they are thrown across the room. This 
ability can be upgraded to affect a target by LOS or to affect a 3 yard area emanating from the
 psyker. The psyker throws a tremendous storm blast at his targets. All beings and objects 
along a straight line chosen by the psychician and within 48 yards must make a Strength test 
to remain standing. No one may advance towards the psyker. If the psyker chooses, he may 
fuel the storm blast with Force Points for several rounds, requiring a Strength test each 
round for effected creatures.

SLEEP
This ability causes the target to take a WP test and if failed fall into a deep sleep from which 
he cannot be roused for minutes after which The psyker can transmit thoughts of such 
tranquility to any one individual within 5 meters per level that the target will fall instantly 
asleep. The effects last for D6 turns and the target is permitted a Will Power test to avoid 
being put to sleep. Tranquility has no effect on warp entities, such as daemons, or creatures
 that are not truly alive.

OPEN
Touch This ability can be cast against any door or similar  and causes it automatically to 
unlock, unbolt and open.  This ability will not work on a door that has been psychically locked 
bolted or latched. This ability can be cast in reverse to close, lock bolt etc an open door by 
touch. Can be upgraded to LOS

GIFT OF TONGUES
This ability affects the psyker only, enabling the speaking and understanding of any language
 heard. The effects last until concentration is broken

FETCH
This ability allows the psyker to bring one small (how small is up to the GM) object from 
across a room towards him.  Used mainly to impress the rubes, the wizard merely has to 
wave his hand and utter some fancy words to cast this ability on the wizard's staff, his hat, 
his pipe, or the kettle of tea on the stove, making it psychically and effortlessly float over to the 
wizard. Telekinesis is the power to move objects by pure will. A psyker is able to psychically 
grab a gun from its holster from an enemy at a distance or even to lift a man off the ground. 
The psyker can manipulate small objects of up to 10 encumbrance points, i.e. cups and small
knives.

ALARM
Touch, This ability can be cast on any spot the psyker wishes. Should any living creature 
pass within 1 yard of it, the psyker will be made aware that this has happened - even to the 
point of waking up if asleep at the time - no matter how far away the event takes place The 
psyker knows only that something has disturbed the ability, and will not be aware of any 
other details. The psyker may only have one such ability in existence at any one time. Lasts 
until next sunrise

LOCK
Touch, This ability can be cast on any lock or bolt within 1 yard of the psyker. An enchanted 
lock/bolt cannot ever be picked or forced open, but will remain solidly firm. However, the 
ability does not prevent someone from smashing down a psychically locked door, for example,  and psychically locked chests could still be broken open. Lasts until next sunrise

DISRUPT
The psyker uses this ability to send a blast of energy towards an opposing psyker who is in the process of casting a ability of his own. If a WP test is failed the ability is failed break 
concentration. Can be enhanced to work with LOS or to reduce targets WP by 10%

REINFORCE 
Touch This ability can be cast on any door, chest or similar vessel  to make it physically 
tougher, and thus harder to break open. The door or vessel will gain one point of Resilience.  This ability may be upgraded to give an additional 10% Resilience, up to a maximum of 30%  on any one door or vessel. Lasts until next sunrise

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Abilitys requiring TWENTY FOUR Power Points

IMMUNITY FROM POISON
This ability gives the psyker the power to transmute poisons and other 
harmful chemicals into harmless ones.  It takes effect immediately and gives the bearer 
complete immunity from poisons, animal venoms, and stimulants for the remainder of the 
day.

MIND WIPE
Touch LOS WP The effect is both obvious and temporary. The psyker must be within 
touching distance to make use of this power. If the victim fails a Will Power test he or she 
will be under the effect of Mind Wipe. The Target forgets everything that has occurred 
during the last ½ hour. The victim will also feel very disorientated for 2D6 rounds after the 
Wipe. The effects of Mind Wipe will wear off by sunrise the following day. Mind Wipe does 
not work on creatures that are from the  warp or are not alive.

MENTAL BLOW
The psyker concentrates his mind and focuses his energies onto another within LOS. 
The target must pass a Will Power test or take an instant Strength 20 hit to 
the head. This attack ignores all armour and any damage reduction modifiers.

PROTECTION
Aura/Personal. This ability increases the armour value of the psyker by 10% on every location
 and lasts until sunrise the next day. This ability can be upgraded by 10% armour value for 
each additional 6 points spent up to a maximum increase of 30%. The psyker fashions the 
warp energy into an aura which shimmers whenever a harmful blow or shot hits it giving 
the psyker a complexion that is similar to that of a rippled face in a pond. The Psychic Shield  
gives a protection of 30% and cannot be modified by any penetration values of weapons.

PENETRATING GAZE
By means of this ability, the psyker may see through items no denser than wood as if they were
not there.  This ability does not allow the psychician to see through metals or dense materials like granite or 
marble.

CONCEALMENT
This power creates a chameleon-like shroud centered on the psyker . Once cast, anyone 
within the area blends in with his surroundings making it difficult for people to see them. 
All shooting, against those within the Shroud, is resolved at -10 to hit. Shooting at stationary
 characters incurs an extra penalty of -5 to hit (-15 to hit altogether). Should the casting psyker
 be injured in any way then the ability is immediately nullified. If cast with conjunction with 
force circle has a six yard diameter

BREATHE
The subject may breath freely even in poisonous air  such as natural gas or methane. 
If cast with conjunction with force circle has a six yard diameter

TELEPATHY
This ability enables the psyker to establish momentary one-way contact between himself and
another individual within LOS. A brief message may be given - the equivalent of 
about 10 words. The target of the message must pass an Int test to understand what is being
said, otherwise the target ignores the message. the psychician may by using this ability send any thoughts to whomever he chooses within
range. If the receiver is not aware of the fact that he is to receive a message, he automatically
try to defend himself by making a Force Test, be it friend or foe of the psyker. If the receiver
does not want to continue receiving messages after a link is established, he is allowed one
Force Test each round the psyker tries to uphold the link between them. As soon as a Force
Test is passed, the contact is broken.
ANIMATE OBJECT
This ability allows the psychician to animate one object, no larger than the psyker. Simple 
commands, like 'sweep the floor' and 'dust shelves', can be 
given. The object will try to perform the commands for as long as the psyker concentrates.
Telekinesis is the power to move objects by pure will. The casting psyker can manipulate objects of up to 50 
encumbrance points, i.e. pistol-sized weapons and swords. A Sword can be used
although WP rather than WS counts, for example. for EACH ADDITIONAL 50 ENC +6 P

FORCE SURGE
The psyker taps into pure warp energy to temporarily increase his physical being. Force  Surge lasts for 24 hours and gives the psyker any one of the following: WS+10, BS+10, I+10, +10 S, +1= R, or Vitality +D6. Multiple castings just nullifies the original casting in favour  of the new one.

 

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Abilitys requiring THIRTY Power Points

COMMAND 
Possibly one of the first powers an aspiring apprentice wants to master - the old Mind Trick. 
With this power the psyker can 'suggest' a quick thought with the intention of controlling
 a target's mind for a few seconds. For example, a psyker is confronted by a Footpad, who 
wants to steal his cash, and can simply transmit a thought of "throw my knife away!" or "I'll 
go home now". Simple sentences will only effect a target for a number of seconds but perhaps 
enough for a character to react; after all, time is everything in a life or death situation. As 
always, the target is allowed a Will Power test to avoid a Mind Trick. The target will not be 
convinced to do any rash act that will put themselves or anyone they know in danger. 

ATTRACTION
LOS WP The target must make a WP test or all missile weapons fired within a 3 yard 
radius of the target will redirect themselves at him. 

CHOKE

The psyker uses the Force to psychically kill one of his enemies. The psyker holds out his 
hand and slowly begins to grip it tight, while at the same time his target chokes to death by
 unseen hands. The psyker needs full concentration do this becoming prone as a result and 
must also be able to see the target. To avoid the effects of Iron Grip the target must pass a
  Will Power test or be at the mercy of the casting psyker as he is slowly strangled. This causes
 D3 wounds per round until the target is KO'd or the casting psyker is hit by a blow or shot or 
if the power is nullified. The target of Iron Grip may attempt to pass a Will Power test each 
round to shake off its effects.

SCAN (30)
The psyker opens his mind to sense the presence of all living creatures within 70 metres of 
him (except for Sensei). All creatures within that range will be revealed to the psyker. He 
will be able to tell his comrades where any possible hidden creatures are. Of course only 
the casting psyker knows exactly where the hidden targets are so his comrades can only 
follow the psyker's instructions as to where potential targets may be.
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Abilitys requiring THIRTY SIX Power Points
SHIELD
Once this ability has been cast any missile weapons fired at the psyker will be deflected at
arms reach and do no damage. If cast with conjunction with force circle has a six yard 
diameter so no shots fired from outside can penetrate.
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Abilitys requiring FORTY TWO Power Points

CAGE 
The target of this ability must pass a WP test or becomes trapped unable to move outside the cage which is at arms length. The Cage cannot be shot through, moved through or abilitys cast through. The cage lasts unless a WP test is passed or it is diabilityed. Force creatures, Daemons and the Undead are trapped all day until sunrise the following day

LEVITATION
With this power the psyker can float in mid-air as he rides the invisible currents of the force. 
Upon using this power, the psyker can levitate in any direction for 48 metres. Levitation lasts 
for as long as the psyker can successfully pass a Force test per round. If the psyker fails then 
he must pass a Will Power test. If this is passed then the psyker expertly controls his descent.
 If the Will Power test is failed then the psyker completely loses control and plummets to the 
earth. How much damage the psyker suffers depends on how high the character levitated. 
Whilst the psyker is in levitation he may only use level 1 psychic powers as the 
concentration needed for this power is immense.

WARP SURGE
The psyker attempts to absorb total warp energy. If the Force is successfully controlled then  the psyker has all his characteristics increased by +20 as appropriate. The effect lasts for 24  hours. A failed Force test results in the psyker's soul being weakened and loses -2/-20 to all  characteristics, as appropriate, for 24 hours in addition to any results from the Force Flux
 table.

 

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Abilitys requiring SIXTY Power Points

TELEPORTATION 
The most dangerous, and difficult, psychic power to use is Teleportation. The psyker is 
consumed by the warp itself and taken to another point of the material world altogether. 
This is perilous to the point of insanity and a psyker will only use this power as a last resort
as the daemons of the warp converge upon him....

This ability enables the psyker to Teleport from  anyone of his Force circles another Circle, 
no matter the distance.  Everything within the Circle is teleported with the psyker, including 
living beings.
If the Casting Test for this ability is failed, the psyker must immediately make another 
Intelligence test. If this second test is passed the ability merely failed. If the second test is 
failed, the psyker loses one Fate Point. If the psyker does not have any Fate Points, they are 
lost in the Void forever. If cast with conjunction with force circle has a six yard diameter

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