
                             Chapter 7 - Psionics
                             ====================

7.1  Psykers
============

 The human race is evolving.  Slowly, the race of Mankind is evolving into a 
psychic race.  The rapidly emerging race of human psykers is capable of great 
mental feats, but there is a darker side.  Long long ago, Mankinds natural 
evolution was directed along the path of the psychic by Tzeentch, Lord of 
Change, Architect of Fate.  Some live their whole life never knowing of their 
latent powers, others attain  great power.  Still others fall prey to the 
predators of the Warp, such as Astral Hounds or Enslavers.  Others still, 
face worse Heresy.  Some consort with the daemons of Chaos.  And some, 
inevitably, become a living gateway to the material realm for one of these 
Chaos monstrocities.

 The new found psychic powers of Mankind are still weak in comparison to such 
as the ancient race of Eldar, and easy prey for these malevolent entities.  
Only with the Emperors help can Mankind hope to prosper as a psychic race.  
For that not to happen would be a worse disaster than the Fall of the Eldar 
eons ago.  As the Eldar gave birth to Slaanesh, so would the Fall of Mankind 
create a new, hungry and tremendously powerful chaos god.

 For the Emperor to prevent this, his soul must be sustained, through his 
worship as a deity, and through the sacrifice of thousands of psykers to him 
every day by the Adeptus on Earth.  Every hour of every day the Inquisition 
hunts psykers not yet serving the Imperium.  Those strong enough are deemed 
worthy and serve the Imperium as Astropaths, Primaris Psykers and, if Space 
Marines, Librarians.  Those too weak and deemed likely to one day allow a 
Chaos daemon into real space must sacrifice themselves to sustain the 
Emperor.  They are rounded up across the Galaxy in Inquisition Blackships, 
specially psychically shielded vessels whose purpose is to carry the weak 
psykers to Earth, where some will be sacrificed to the Emperor, others to 
join the Adeptus Astronomica.  In the Adeptus Astronomica they join the choir 
of psykers who transmit the signal of the Astronomican across the Galaxy to 
guide ships in the Warp.

 Of those that serve the Imperium with their powers, Astropaths are 
undeniably the most common.  To survive, the Imperium must maintain lines of 
communication along its length and breadth.  At light speed or by Warp travel 
delivery, even the quickest message would take months or years to cross the 
galaxy of the Imperium.  Instead, special psykers must be trained to transmit 
and receive these subspace messages through the Void, something even the 
strongest natural psyker would be simply unable to achieve.  Those chosen must 
train for years with the Adeptus Astra Telepathica, their years of training 
and preparation all finally resting on one day.  They must endure the ritual 
of Soul Binding, wherein the Emperor transfers some of his psychic potential 
to the aspirant.  Though but a tiny portion of the Emperors great psychic 
potential, it is a huge amount of power.  It is traumatic, and not all survive 
the experience.  Those that do are never totally unaffected, for to be touched 
by but a fraction of the Emperors power is something to behold.  Most are 
changed in personality to some degree, and the process often damages some of 
the more sensitive nerves, especially the optic nerve at the back of the eye.  
As a result, the vast majority of all Astropaths are blind, though this is 
more than made up for by their new psychic ability to "see" the world around 
them.

 Then there are those who, rather than follow the Astropath route, train in 
the Scholastia Psykana as Primaris Psykers.  Fully trained, Primaris Psykers 
give psychic aid in battle to such forces as the Imperial Guard.

 They do not, however, serve the Adeptus Astartes in the same capacity.  
Instead, aspiring Space Marine recruits with psychic potential are tested 
and, if found powerful enough, trained to serve as Librarians.  Librarians 
form the psychic core of the Space Marine chapters, providing psychic aid to 
their Chapter, both in and out of battle.

 Other psykers eventually join the ranks of the Inquisition, that paradoxical 
organisation composed of large numbers of psykers, and one of whose major 
roles is to hunt down other aspiring psychics, either to enlist them to the 
Imperiums cause, or send them in the Blackships to sustain the Emperors 
spirit...  Rogue psykers are dealt with the most terminal way possible: the 
punishment is death.

 Finally, of course, there are whispers of those who prove strong enough and 
who are born in the right circumstances.  Of those who join the ranks of the 
Grey Knights, a Space Marine force from the Second Founding forming the 
militant arm of the Inquisition, and dedicated to the battling of the most 
dire Chaos threats, experts in the destruction and banishment of daemons.


7.2  Navigators
===============

7.2.1 Introduction
=-=-=-=-=-=-=-=-=-

 The following is an extract from Games Workshop's 'Space Fleet'.  It's all 
you need to know when generating Navigator player characters.

7.2.2  Navis Nobilite
=-=-=-=-=-=-=-=-=-=-=

 The Navis Nobilite - also known as the Navigator Houses - is an institution 
which predates the Imperium by many thousands of years.  It is the most 
ancient of all human organisations.  It was founded sometime in the Dark Age 
of Technology and survived through the Age of Strife to the present day.  
Over this period of approximately 30,000 years, the fortunes of the Navis 
Nobilite have constantly waxed and waned, but its power has never been broken.  
Today it thrives as a vital part of the Imperium.

 The Navis Nobilite is divided into many individual Houses or Great Families.  
Each House is a large related family, but it is also a literal house, 
fortified mansion where the House leader - or Novator - lives together with 
his immediate kin and retainers.  This mansion is regarded as the seat of the 
entire Great Family, even though it is only the hereditary ruling family that 
lives there.

 The Great Families of the Navis Nobilite are uniquely composed of a 
particular form of human mutant called a Navigator.  The mutation is not a 
spontaneous or natural one, but rather the result of genetic engineering 
conducted in the distant past during the earliest history of the Navigator 
Gene that distinguishes Navigators from ordinary humans.  The gene itself can 
only be preserved by intermarriage, as it is lost when a Navigator breeds 
with an ordinary human. This factor has led to the development of the 
closely-related Navigator families.

 The genetic creation of Navigators has a single purpose: to endow a human 
with the ability to steer a spacecraft through Warp space.  Only Navigators 
can do this - no other human or machine has the ability to navigate Warpspace 
in this way.  It is this ability that allows human spacecraft to travel so 
quickly compared to alien craft.  Without Navigators to steer its ships, the 
Imperium would quickly fragment into thousands of separate stellar empires, 
each only a few dozen light years across, whose spacecraft would be obliged to 
use tiny and dangerous blind jumps to cover interstellar space.

 The physique of Navigators is unusual. The feature which distinguishes all 
Navigators is the Third or Warp Eye situated in the centre of their 
forehead.  Nearly all young Navigators traditionally work in space as pilots.  
Over the years they gradually increase their familiarity with the Warp and 
their powers become stronger.

 The mental maturation may take as many as fifty or hundred years of space 
flight, but as Navigators can live for three or four hundred years this is not 
a great proportion of their lives.  As they grow more experienced they also 
change physically. The white and iris of the Third Eye gradually 
vanishes leaving a single black pupil.  The eye itself hardens, and the 
eyelids shrink leaving a single staring orb. Often the Navigator continues 
to grow more massive as he ages, his ribs enlarge, and internal gills 
develop in the chest cavity.


7.2.3  The Witch Eye
=-=-=-=-=-=-=-=-=-=-

 The unusual feature shared by all Navigators is the Third Eye or Warp Eye, 
also called the Witch Eye.  Navigators normally keep this eye covered with a 
bandanna or covering which is often decorated with an eye.  This has led to 
many humans to doubt the existence of this Third Eye.  In fact the Third Eye 
is the focus of the Navigator's powers.  The eye enables the Navigator to see 
the shifting currents of warp space and so guide his spacecraft within the 
warp.

 It is said that a Navigator can always see the Warp even when he is in the 
material universe, and that it is this constant exposure to the unnamed 
horrors of Chaos that leads to their strange physical changes. It has been 
known for Navigators to react suddenly and violently to invisible things in 
the Warp, and to collapse, lose their sanity or even die as a result.

 The eye has other powers too, although these are employed far more rarely 
and are the subject of some mystique.  These powers develop with the 
Navigator's experience of the Warp, so that they are most developed of all in 
the Heirs Apparent.  The uncovered stare of a Navigator can kill a man, and 
that of an Heir Apparent is said to ward off even the daemonic creatures of 
the Warp.

 Rival Navigators sometimes fight using the power of their eyes to blast 
each other - such open conflicts are rare but spectacular.  It is also said 
that the eye of a Navigator has prophetic powers and that it can literally see 
into the future.  Navigators are very reluctant to talk about their powers and 
it may well be that only the Paternova understands the full potential of a 
Navigator's abilities.


7.2.4  Navigator Player Characters & Abilities
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 The only way a PC can become a Navigator is if he rolls up the Warp Navigation 
skill as a starting skill.  This represents the fact that they are mostly 
human with genetic additions, so a separate race is not needed. Although 
Navigators begin as pilots of spacecraft they can deviate from the path that 
the Imperium gave them thousands of years ago.

 Navigators have the following special abilities:

* Any Int tests for Warp-Jumps are only ever failed on a roll of 91+ because 
  the Navigator uses the psychic signals given out by the Astronomican.  This 
  means that a spacecraft piloted by a Navigator can never be lost in the 
  Warp.  This assumes, of course, that the Astronomican is "audible" in the 
  local region.  This is only not the case in some very special circumstances.

* Any non-Navigator looking into the Warp Eye must pass a Cl test or be 
  exposed to the terrors of Chaos.  Failure by 20 results in the victim 
  suffering from Fear.  Failure by 30 results in the victim suffering from 
  Terror.  Failure by 40+ means that the victim will suffer a massive spasm 
  and will die of a heart-attack at the end of 2D6 rounds.  Surviving any 
  experience with the Warp Eye results in the individual gaining D6 insanity 
  points.  The only way to avoid the Warp Eye is if the victim has the Alien 
  Knowledge skill.  In which case the victim has heard of the strange nature 
  of the Eye and must pass an I test to look away from the Navigator's gaze.  
  The Warp Eye has a range of 6 metres.

* In time, a Navigators resistance to the vacuum of space and radiation 
  becomes quite considerable.  This gives the Navigator immunity to a zero 
  oxygen atmosphere (like water), and radiated affected areas, for D6x10 
  minutes.

* Navigators of advanced age begin to change further.  The Navigator becomes 
  able to breathe underwater for an indefinite length of time and his 
  radiation immunity is extended to D6 hours.

 Greater details concerning Navigators will follow in the future...


7.3  Psionic Abilities
=====================

 These are abilities psykers (see 7.1) may possess, converted from Rogue 
Trader by Arne Dam.


Psychic Abilities - Level 1
---------------------------

Aura of Resistance
------------------
Complexity Level: 1
Psi-points: 2
Range: Personal
Duration: 1 hour per level
 Auras are powerful emanations that protect the psyker from harm.  The aura 
provides a physical barrier - a sort of force field - giving the psyker 1 
extra AP on all body parts.
 Auras may be destroyed by some psychically attuned weapons, and so are not a 
guarantee of invulnerability.  A character may only bear one aura at a time, 
and can remove his own aura whenever he wishes.  Bearing an aura does not 
prevent a psyker form using other abilities.


Cure Injury
-----------
Complexity Level: 1
Psi-points: 3
Range: Personal/by touch
Duration: Permanent until further wounding occurs
 This ability can be used by the psyker to heal either himself or one other 
character by touch. D6 wounds is instantly restored to the character.  This 
ability will not work work on a character who is suffering from heavy wounds 
or worse.  If used on such a character, the spell has no effect.
 A psyker who uses this ability and fails will cause D6 wounds rather than 
heal; there is no psychic test.  This ability will not work on a creatrue that 
is already slain.


Hammerhand
----------
Complexity Level: 1
Psi-points: 2
Range: Personal
Duration: 1D6 x 10 turns or until the psyker is wounded
 This ability allows the psyker to channel raw psychic energy through his 
body - turning him into a powerful fighter.  He may fight in hand-to-hand 
combat with twice as many attacks as normal, and blows struck will be at 
strength +2.


Immunity from Poison
--------------------
Complexity Level: 1
Psi-points: 2
Range: Personal
Duration: Until the next sunrise
 This ability gives the psyker the power to transmute poisons and other 
harmful chemicals into harmless ones.  This power may be given to the psyker 
himself or any other single creature within 6 yards.  It takes effect 
immediately and gives the bearer complete immunity from poisons, animal 
venoms, choke, hallucinogen, scare, stumm, toxin and virus grenades, web 
toxins, needler chemicals, frenzon and stimulant for the remainder of the 
day.


Mental Blow - mental attack 1
-----------------------------
Complexity Level: 1
Psi-points: 1
Range: 48 yards
Duration: Instantaneous
 This ability enables the psyker to directly attack the mind of his target 
with a bolt of mental energy - a sort of psychic punch!  Target restrictions 
apply in the same way as for normal missile fire.  There is no need to roll 
to hit, the blow automatically hits its target, the hit causing 3 + 2D6 
wounds, irrespective of any armour.  A psychic save can be attempted, but 
armour offers no protection.


Steal Mind
----------
Complexity Level: 1
Psi-points: 4
Range: 24 yards
Duration: D6 rounds
 This ability enables the psyker to reach into the mind of an enemy and to 
temporarily disconnect all higher functions.  The victim is allowed to make a 
psychic save.  If failed the victim appears to be a slavering idiot, remaining 
aware of what is happening, although unable to do anything about it.  The 
victim can do little other do little other than sit on the ground, gibber, 
dribble and eat grass.  The effect is only temporary, lasting for D6 combat 
rounds.  The dice can be rolled by the GM in secret to prevent the players 
from knowing exactly when the effect ends.


Telekinesis - 1
---------------
Complexity Level: 1
Psi-points: 1
Range: 24 yards
Duration: 1 round
 Telekinesis is the power to move objects by pure will.  A psyker with this 
ability may move any one unsecured object within 24 yards, weighing a kilo 
or less, up to a distance of 12 yards.  Alternatively, the object may be made 
to hover, or suspend itself mid-air.  Most handheld equipment, including 
grenades, weigh less than a kilo, and lever pulling and button pressing can 
be achieved by means of this ability.


Telepathy 1
-----------
Complexity Level: 1
Psi-points: 1
Range: 48 yards
Duration: 1 round per psi-point
 This ability enables the psyker to establish momentary one-way contact 
between himself and another individual within 48 yards.  A brief message, the 
equivalent of about 10 words, may be given during each round the telepathic 
contact is maintained.


Teleport 1
----------
Complexity Level: 1
Psi-points: 3
Range: Personal
Duration: Instantaneous
 A psyker with this ability can teleport a distance of up to 48 yards.  This 
happens immediately, the psyker disappearing and rematerialising all within a 
matter of seconds.  The psyker cannot teleport through walls, solid objects, 
etc.


Wind Blast
----------
Complexity Level: 1
Psi-points: 3
Range: 48 yards
Duration: While psyker concentrates
 The psyker generates a sudden and powerful disturbance of the atmosphere by 
releasing a burst of psychic energy.  Anyone in the area of effect is knocked 
to the ground and may not move or fire.  The effect lasts for as long as the 
psyker wants, so long as the psyker does not use other abilities, move or is 
engaged in hand-to-hand combat.  Anyone protected by a hedge, wall, buildings 
or cover of any kind are not affected.Note that if used on a target in 
hand-to-hand combat, both combatants are affected.
%%% [[Compare to Wind Blast spell of WFRP and make appropriate changes]]


Psychic Abilities - Level 2
---------------------------

Aura of Protection
------------------
Complexity Level: 2
Psi-points: 3
Range: Personal
Duration: 1 hour per hour
 This is an improved version of the aura of resistance.  The aura of 
protection operates identically except that the psyker gains 2 (instead of 1) 
extra AP on all body parts.


Ectoplasmic Mist
----------------
Complexity Level: 2
Psi-points: 4
Range: Sight
Duration: 2D6 rounds
 The psyker drews energy from himself and fuses it into a grey, cold and cloudy 
fog called an ectoplasmic mist.  This mist covers an area 12 yards in diameter 
anywhere within the psykers sight.  Individuals caught in the mist cannot see 
out of it or through it, while those outside cannot see into it or past it.  
Individuals caught in the ectoplasmic mist move at half-rate.  The duration of 
the mist should be determined secretly by the GM.


Jinx
----
Complexity Level: 2
Psi-points: 4
Range: 48 yards
Duration: Permanent until ability used again or another psyker reverses it
 This is a very general ability, allowing the psyker to interfere with 
mechanical, electric, hydraulic or similar mechanisms.  It can be used to 
fudge a door so that it wont open, a weapon so that it cannot be fired or 
a vehicle so that it goes out of control.  Conversely, it can be used to open 
a locked door or repair a broken system.  Once used, the target remains 
fudged unless a psyker uses the same ability to reverse the process.  The 
ability can only be used on one item at a time.


Mental Bolt - mental attack 2
-----------------------------
Complexity Level: 2
Psi-points: 4
Range: 48 yards
Duration: Instantaneous
 This is a more powerful version of the mental blow.  A mental bolt enables 
the psyker to attack the mind of his target with a bolt of mental energy.  
Target restrictions apply in the same way as for normal missile fire.  There 
is no need to roll to hit, the blow automatically hits its target, the hit 
causing 4 [5?!] + 2D6 wounds, irrespective of any armour.  A psychic save can 
be attempted, but armour offers no protection.


Rally
-----
Complexity Level: 2
Psi-points:4
Range: sight
Duration: Instantaneous
 This ability enables the psyker to form a brief telepathic link with the 
minds of his colleagues, banishing fear and panic from the minds of routing 
characters.  It affects one group or creature within sight which has just 
failed a Fear or Terror test- The effects of the fear/terror are immedeately 
cancelled, and the creatures can move and act normally.  However, any Insanity 
Points from failed Terror tests remain with them.  This ability cannot affect 
natural animals, creatures with Int 10 or below, or those immune to 
psychological effects.


Sense Presence
--------------
Complexity Level: 2
Psi-points: 3
Range: 24 yards
Duration: Instantaneous
 This ability enables the psyker to sense the presence and location of living 
creatures within 24 yards of himself.  This ability can be used to locate a 
hidden target prior to shooting at it - the psyker may shoot in the same 
round at I-30.


Smash
-----
Complexity Level: 2
Psi-points: 3
Range: Touch
Duration: Instantaneous
 This ability utilises raw psychic energy to destroy material objects, such as 
a door or wall.  It will not work on a living creature.  The psyker must touch 
the surface to be affected.  The ability causes 10 + 2D6 points of damage on 
the target section or wall.


Telekinesis 2
-------------
Complexity Level: 2
Psi-points: 3
Range: 24 yards
Duration: 1 round
 Using this improved version of the telekinesis ability a psyker may move any 
one or more unsecured objects weighing less than 10 kilos in total up to a 
distance of 12 yards.  Alternatively, the object may be made to hover, or 
suspend itself mid-air.  An assortment of loose objects can be employed as a 
missile attack causing 3 + 2D6 wounds to the victims.


Teleport 2
----------
Complexity Level: 2
Psi-points: 6
Range: Personal
Duration: 
 This is a longer-ranged, more powerful version of the first level teleport 
ability.  It allows the psyker to teleport a distance of up to a mile in any 
direction.  This is achieved immediately, the psyker disappearing and 
rematerialising all within a matter of seconds.  He is able to teleport 
through walls, solid objects, etc, so long as the thickness of 
interposing matter is no more than a metre.


Psychic Abilities - Level 3
---------------------------

Animate Weapon
--------------
Complexity Level: 3
Psi-points: 6 +2 per turn to maintain
Range: Sight
Duration: 1+ rounds
 This ability allows a psyker to pass on a little of his power into an 
inanimate object - such as a weapon.  The weapon, or other single piece of 
equipment, can now act independently of either the psyker or any operator.  
Where appropriate the weapon can be considered as having the following profile:
 M  WS  BS  S  T  W  I   A
 6  60  60  4  6  6  60  2
The weapon cannot only fire of its own accord but may move about, floating in 
the air if it has no obvious means of propulsion.  For each round after the 
first, the psyker must expend a further two psi-points to maintain the power, 
plus one point for each hit scored on the sword by its opponent(s) during the 
previous round.  The psyker may use other psychic powers while maintaining 
this power, but may not use Meditation skill to recover psi-points.  If the 
weapon is wounded to zero or less, use the Sudden Death Table; if the weapon 
is killed the ability ends immediately.  The effect also ends if the weapon 
goes out of the sight of the psyker - such as entering the building or turning 
a corner in a passageway.


Aura of Recalcitrance
---------------------
Complexity Level: 3
Psi-points: 3
Range: Personal
Duration: 1 hour per level
 This is a greatly improved version of the aura of resistance.  It operates in 
the same way, except that the psyker gains 3 (instead of 1) extra AP on all 
body parts.


Cause Confusion
---------------
Complexity Level: 3
Psi-points: 5
Range: 48 yards
Duration: ?
 This ability opens up the targets/target groups mind to a barrage of 
confusing, conflicting and thought-destroying data.  The target is allowed to 
make a psychic save.  If failed, the target becomes instantly confused: 
%%% [[put confusion rules in here]]


Cause Fear
----------
Complexity Level: 3
Psi-points: 5
Range: 48 yards
Duration: 3D6 rounds
 The psyker induces fear in any individual or single group of creatures within 
48 yards.  If they fail their psychic save, the victims become subject to fear 
against all potential combat opponents, and have to make appropriate 
psychological test whenever a combat is initiated.


Destroy Aura
------------
Complexity Level: 3
Psi-points: 4
Range: 48 yards
Duration: Instantaneous
 This ability enables the psyker to make a direct attack against another 
character bearing an aura of levels 1 or 2.  The character may not make 
psychic save, the aura is instantly dispelled.  Note that this ability does 
not affect auras of a higher level.


Mental Blitz - mental attack 3
------------------------------
Complexity Level: 3
Psi-points: 6
Range: 48 yards
Duration: Instantaneous
 This is a more powerful version of the mental bolt.  A mental bolt enables 
the psyker to directly attack the mind of his target with a bolt of mental 
energy.  Target restrictions apply in the same way as for normal missile fire.  
There is no need to roll to hit, the blow automatically hits its target, the 
hit causing 6 + 3D6 wounds, irrespective of any armour.  A psychic save can 
be attempted, but as stated armour offers no protection.


Rout
----
Complexity Level: 3
Psi-points: 6
Range: 48 yards
Duration: 3D6 rounds
 This ability is the inverse of the rally ability.  The psyker forms a brief 
telepathic link with the target individual or group, instilling a sense of 
unreasoning fear and panic.  If the target fails his psychic save, he must test 
against Ld.  If this is also failed, he will withdraw from combat and run away 
from the scene of fighting, if possible.  Victims will continue to flee for the 
duration of the ability.


Transfer Aura
-------------
Complexity Level: 3
Psi-points: 5
Range: 4 yards
Duration: 1 transfer
 Auras can only be created by and around the psyker himself.  However, an 
existing aura can be transferred onto any other character within 4 yards.  The 
character receiving the aura must make a psychic save as though psyhically 
attacked, failing meaning that the aura is transferred.  The psyker can modify 
the psychic save as normal.


Telekinesis 3
-------------
Complexity Level: 3
Psi-points: 6
Range: 48 yards
Duration: 1 round
 Using this much-improved version of the telekinesis ability, a psyker may move 
any one or more unsecured objects with a toal weight of approximately 
equivalent to that of a small vehicle.  The ability has a range of 48 yards 
and the distance moved can be up to 24 yards.  If used against a moving small 
vehicle it must test to go out of control.  Alternatively, the object may be 
made to hover, or suspend itself mid-air.  An assortment of loose objects used 
as a missile attack causes 5 + 3D6 wounds to the victims.


Telepathy 3
-----------
Complexity Level:3 
Psi-points: 6
Range: 48 yards
Duration: Until one party breaks the contact or is wounded
 This ability enables the psyker to establish two way contact between himself 
and another individual within 48 yards.  The individuals remain in contact for 
as long as both parties wish, but the link is severed if either suffers wound 
damage.


Level 4 Abilites
----------------

Aura of Invulnerability
-----------------------
Complexity Level: 4
Psi-points: 8
Range: Personal
Duration: 
 This is the most powerful version of the aura of resistance.  It operates in 
the same way as the aura of resistance except that the psyker gains 4 
(instead of 1) extra AP on all body parts.


Change Allegiance
-----------------
Complexity Level: 4
Psi-points: 8
Range: 48 yards
Duration: Remainder of the day [or 1 hour]
 This ability allows the psyker to tamper with the fundamental personality of 
the victim group or individual, changing motivations and loyalties.  The 
victim is entitled to a psychic save.  If affected, the victims changes 
sides, treating the psyker like a friend or ally.  The victims 
Intelligence are not affected, and they cannot be made to do anything 
detrimental to their own well-being.  In such cases they are allowed a test 
against their WP and if successful the effect is broken.


Cure Wounds
-----------
Complexity Level: This ability can be used by the psyker
Psi-points: 10 per D10 wounds
Range: Personal/by touch
Duration: Permanent until further wounding occures
 This ability can be used by the psyker to heal either himself or one 
character by touch.  D10 wounds are instantly restored for each 10 psi-points 
used.  This ability will not work on a slain creature and cannot restore 
wounds above their maximum level nor heal the effects of injuries or 
amputation.


Limbo
-----
Complexity Level: 4
Psi-points: 8
Range: Personal
Duration: D6 days or longer if the psyker wishes
 This ability enables the psyker to disassemble himself, turning into 
phantasm.  As such he is absorbed into the psychic universe, unable to act 
upon or even realise what is happening in the real universe.  The psyker 
remains in this incorporeal state for D6 days, after which he may 
rematerialise anywhere within the universe.  Alternatively, he may remain as 
a phantasm, adrift upon the psychic winds for as long as he chooses.  The 
use of this ability has a weakening effect upon the psyker.  Everytime it is 
used D6 points are permanently lost from his power level, and he gains D3 
insanity points.


Mental Blast - mental attack 4
------------------------------
Complexity Level: 4
Psi-points: 10
Range: 48 yards
Duration: Instantaneous
 This is the most powerful of all the mental attacks enabling the psyker to 
directly attack the mind of his target with a bolt of mental energy - a sort 
of psychic punch.  Target restrictions apply in the same way as for normal 
missile fire.  There is no need to roll to hit, the blow automatically hits 
its target, the hit causing 8 + 3D6 wounds, irrespective of any armour.  
A psychic save can be attempted, but as stated armour offers no protection.


Stasis
------
Complexity Level: 4
Psi-points: 12
Range: 48 yards
Duration: 24 hours [or D6 turns]
 This ability allows the psyker to alter the laws of time and space, 
temporarily creating a stasis comparable to that caused by a stasis grenade.  
The effect may be directed at any individual or group of creatures within 48 
yards.  Characters failing their psychic save will remain in stasis for a 
period approximately 24 hours, and may not do anything at all during this 
time.  Other characters may not fire or move through the stasis.


Strength of Mind
----------------
Complexity Level: 4
Psi-points: 6
Range: Personal
Duration: Until the next sunrise
 This ability channels psychic energy into the mind of the psyker, allowing 
him to increase one of his personal characteristics, excluding Dex (ie. Ld, 
Int, Cl, WP or Fel) by 2D8.  This can take characteristics to above the 
normal maximum of 100.  The effect lasts for the rest of the day, and will 
have worn off by the next morning.  This ability cannot be used repeatedly, 
so long as one characteristic remains enhanced the ability will not work 
again.


Telekinesis 4
-------------
Complexity Level: 4
Psi-points: 9
Range: 48 yards
Duration: 1 round
 The most powerful form of the telekinesis ability.  This allows the psyker 
to move any one or more unsecured objects with a toal weight of approximately 
equivalent to that of a large vehicle (two meduim, or three small vehicles).  
The range of the ability is 48 yards and the distance moved can be up to 24 
yards.  If used against moving vehicles they must test to go out of control.  
Alternatively, the object may be made to hover, or suspend itself mid-air.  
An assortment of loose objects used as a missile attack causes 7 + 5D6 wounds 
to the victims.


Telepathy 4
-----------
Complexity Level: 4
Psi-points: 8
Range: 48 yards
Duration: Until one party breaks the contact or is wounded
 This ability enables the psyker to establish two-way contact between himself 
and any or all individuals witin 48 yards.  The individuals remain in contact 
for as long as all parties wish, but the link will be servered if any parties 
are wounded.


Temporal Distort
----------------
Complexity Level: 4
Psi-points: 12
Range: 48 yards
Duration: 1 round
 The psyker can utilise his powers to create a disturbance in the fabric of 
space and time, causing repetitions and negations of the time stream.  A skilful 
individual can manipulate this to his advantage.  This ability gives all 
friendly characters within 48 yards of the psyker a free extra round, ie.  
a round in which enemy characters may not do anything - not even fight 
back or defend themselves.


Astropath Abilities
-------------------

Astrotelepathy
--------------
Complexity Level: A
Psi-points: 4
Range: 50,000 lightyears
Duration: 1 round
 This is an extremely long-range telepathy that permits Astropaths to receive 
and transmit messages over distances up to 50 thousand light years.The 
message must be brief, taking a single round to transmit and receive, and 
being no longer than 10 words.  The use of this ability is successful only 
50% of the time.  Messages are often distorted or lost.


Locate Warp Gate/Portal
-----------------------
Complexity Level: A
Psi-points: 4
Range: 10 light years
Duration: Instantaneous
 This ability allows the Astropath to locate the position of any warp 
gate/portal within 10 light years after one complete turn (six rounds, that 
is) of concentration.  Within warp space this ability can be used to locate 
warp portals through to real space 10% of the time.  Otherwise the ability is 
always successful, assuming a gate/portal is present.


Psychic Beacon
--------------
Complexity Level: A
Psi-points: 4
Range: 10 light years
Duration: While Astropath concentrates
 An Astropath with this ability is able to broadcast a psychic beason similar 
to the Astronomican but far less powerful.  The range of the signal is a 10 
light year radius around the position of the Astropath.  within this sphere 
of space a Navigator can guide a ship even without access to the Astronomican, 
beyond the galaxy for example.  The ability cannot be used from inside warp 
space, so an Astropath on board a spacecraft is unable to provide a signal 
(although if two ships were making alternate jumps it would be possible for 
each to derive coordinates from the other).


Resist Psychic Attack
---------------------
Complexity Level: A
Psi-points: 4
Range: Personal
Duration: 1 round
 This ability can be used at any time the Astropath wishes, even if he has 
already taken his action that round.  Astropaths using this ability may 
discount damage from any psychic attack that round, whatever form it takes, 
whether from a normal ability or a special attack from a warp creature.  
Examples include: catatonia caused by Astral Hounds, possession by an Astral 
Spectre, life-force drain from a Soul-stealer or Vampire, enslavement by an 
Enslaver and influence by a Warp Demon.


Warp Space Trail
----------------
Complexity Level: A
Psi-points: 4
Range: 10 to 1000 kilometres
Duration: D6+4 days
 This ability allows an Astropath to place a psychic homer into the mind of a 
member of a spacecraft crew.  It doesnt matter which crewman is affected, the 
victim wouldnt even be aware of his predicament.  The homer can only be 
placed from a short distance away (up to 1000 kilmetres in clear space, but as 
little as 10 kilometres in a busy spaceport).  Once placed the homer lasts for 
D6+4 days and its signal can be detected within 1000 kilometres by the 
Astropath.  If during this time the ship makes a warp jump the Astropath will 
be able to sense its destination.  Of course, to successfully trail a ship 
through warp space the trailing craft must remain within 1000 kilometres in 
real space, otherwise the signal will be too weak to follow.


7.4  The Emperors Tarot
=-=-=-=-=-=-=-=-=-=-=-=

 Selected psykers are trained in the Emperors Tarot, a form of psychic 
prediction with sometimes vague but almost always trustworthy predictions.  
It uses a deck of cards much like a tarot deck (including cards for the Fool, 
the King of Cups, the Nine of Rods, Death, etc.).  It in fact has similar uses 
and results as the Eldars prophetic method of Rune Casting.  Though sometimes 
vague, it is usually reliable.

