Perils of The Warp

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Table 6–3: Perils of the Warp

Roll Effect
The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must
01-05
make a Challenging (+0) Willpower Test or suffer 1d5+1 Insanity Points and is stunned for 1d5 rounds.

VI: Psychic Powers


Warp Burn: A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers 1d5
06-09
Wounds and is Stunned for 1d5 Rounds.
10– Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds, and everyone within
13 3d10 metres must make a Routine (+10) Willpower Test or be Stunned for one Round.
14– Psy-Blast: There is an explosion of power, and the psyker is thrown 1d10 metres into the air, falling to the ground. (See
18 page 261 for Falling Damage)
19– Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for one
24 hour and suffers 5 Corruption Points.
Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic state.
25-30 Each Round thereafter, he must spend a full action to Test Willpower. On a success, his mind is freed and restored to his
body.
Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 Rounds
31-38
(or one minute in narrative time) and suffers 1d5 Insanity Points and 1d5 permanent Toughness damage.
Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power targets
39-46 the psyker instead. If the power is beneficial, it instead deals 1d10+5 Ene gy Damage to the psyker and the beneficial
effect is cancelled. Armour is ignored by the Damage unless warded.
Warp Whispers: The voices of daemons fill the air within 4d10 met es of the Psyker, whispering terrible secrets and
47–
shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or suffer 1d10
55
Corruption Points.
Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker
and a random being (Note this cannot be a daemon, untouchable, or other ‘soulless’ creature) within 50 metres swap
consciousnesses for 1d10 Rounds. This may include allies or even enemy combatants. Each creature retains its Weapon
56–
Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics
58
are of the new host body. If either body is slain, the effect ends immediately. Both suffer 1d5 Insanity Points from the
experience. If there are no creatures within range, the Psyker must make a Willpower Test or become catatonic for 1d5
Rounds while his mind wanders the warp. This journey gains him 2d10 Insanity Points.
Dark Summoning: A Warp Predator (see Chapter XIV: Adversaries & Aliens) rips into existence within 3d10 metres
59-67 of the psyker for 1d10 rounds or until it is slain. It detests the psyker, and trains its attacks on the fool that unwittingly
summoned it.
Rending the Veil: The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered
68-72 visible. All sentient creatures (including the psyker) within 1d100 metres must test against Fear (3) Warp Shock. This effect
lasts for 1d5 rounds.
Blood Rain: A psychic storm erupts, covering an area of 5d10 metres in which everyone must pass a Challenging
73-78 (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic
powers used in the area automatically invoke a Perils of the Warp check for 1d5 Rounds.
Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 metres
79-82 (including the psyker) takes 1d10+5 Energy Damage, and all of the psyker’s clothing and gear is destroyed, leaving him
naked and smoking on the ground. The psyker may use no further powers for 1d5 hours after this event.
Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres. Every character in the area must
83-86 resist as if attacked by the Puppet Master technique (see page 166; the attacker’s Intelligence, Fellowship, and Willpower
are all equal to 60). This possession, if successful, will last for 2d10 rounds
Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid
87-90 objects alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded
objects and Untouchables halve the damage rolled.
Lost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test or he is dragged into the
warp by a daemon immediately for purposes unknown. The psyker appears on an inhabited planet 1d10 weeks later with
91-99 dim memories of horrific act . He suffers 4d10 Corruption Points, as well as any other possible complications from his
actions while possessed, including a potential visit from the Inquisition. In the future, he must adjust all Perils of the Warp
checks by +10 due to his body serving as conduit for fell forces.
Destruction: The psyker is immediately and irrevocably destroyed. Hde is sucked screaming into the warp, never to be seen
00
again or consumed utterly by hellfire. There is a 50% chance, that a daemonic entity appears in the psyker’s place.

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