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Psychic Powers
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Daemonology Powers
Some of the powers described here are marked as ‘forbidden’. These powers dabble too deeply into heretical areas – usually the summoning and controlling of Daemons – for any organisation within the Imperium to tolerate them. There is nothing to stop an Imperial agent from using forbidden powers, except that in doing so he is breaking both Imperial secular and religious laws and will be tried, convicted and executed as a heretic if caught. Because of the high Difficulty value of some Daemonology powers, the most efficient users are generally sorcerers or shamans.
Banishment
Difficulty: ½ of target’s Willpower
Duration: Instantaneous
The daemonologist opens a temporary portal to the warp, about one yard in diameter. The portal draws ‘stray’ psychic energy from the real universe. This ‘stray’ energy can be anything composed or utilising psychic energy, whether it is a psyker, Daemon, warp entity or a psychically-imbued artefact such as a force or Daemon weapon. Normally only one target can be affected, but if there are multiple characters or artefacts within the one yard area of effect (in close combat, a psyker holding a Daemon weapon, etc.), all are affected by the power. The actual effects of the banishment vary, depending on the nature of the target.
Daemons or warp entities
If the caster knows the Daemon’s true name, the power’s Difficulty rating is reduced to 0. Daemonhosts increase the Difficulty rating for the power by +30, unless the caster knows its true name.
A Daemon or warp entity affected by the power loses D6 hit points for every 10 points or part by which the test was failed. On a matched success, the Daemon is instantly banished.
Psykers
Psychic characters are stunned for one round for every 10 points or part by which the Psychic test was passed and lose a number of Willpower points equal to the margin of success. Additionally, there is a chance, equal to the margin of success, of losing a random psychic power for the next D10 days.
Artefact
Artefacts must take a Willpower test with a +20 bonus and a negative modifier equal to the Psychic test’s margin of success. If the test is failed, the artefact’s Daemonic or psychic essence is banished. The artefact may still function, depending on it’s nature (i.e. a force sword becomes a sword, but a psi-tracker auspex becomes a useless box of fancy crystals and diodes.
Bind Daemon (Forbidden)
Difficulty: The Daemon’s Willpower
Duration: Permanent, except for Daemonhosts (see below)
Summoning Daemons is a dangerous matter. Even after the appropriate pacts, sacrifices and incantations have been made, Daemons despise being given orders by mortals and they are experts at twisting words and promises to suit them. What many daemonologists do is bind a Daemon into some kind of prepared receptacle. This limits its power, but means that the Daemon is permanently imprisoned and enslaved – at least until the receptacle is destroyed or the Daemon is banished.
A Daemon must already have been summoned in order to be bound. The binder need not be the same character as the summoner. Note that binding a Daemon confers control over it for as long as it remains bound, so a casting of Control Daemon is not required.
The bound receptacle gains the mental characteristics of the Daemon, although only Willpower will commonly be used.
Each type of potential receptacle is treated differently:
Weapon
Any civilian close combat weapon may become the home of a Daemon, gaining one Daemon weapon property for every ten points or part by which the Psychic test was passed. See the Slaves to Darkness bestiary for guidelines on generating Daemon weapon properties. The maximum number of properties for the type of Daemon being bound must be abided by, as described in the Slaves to Darkness bestiary. Note that the weapon’s form will change to some degree once the Daemon is bound into the weapon, meaning that it is difficult to hide a weapon’s Daemonic nature.
Common ritual items for the forging of a Daemon weapon include forges heated by sacrificial victims being burnt alive, a cauldron of blood for quenching, or a blessed or cursed set of hammer and tongs. Sigils of binding are often engraved into the weapon’s blade, head or haft.
Armour
Any piece of armour may be used as a receptacle, increasing its Armour Value by a number of points equal to the Daemon’s Toughness divided by 10. Alternatively, with a –10 penalty to the Psychic test, the armour may be conferred with a Daemonic Aura instead (D10 force field armour, in addition to its normal Armour Value). Daemon armour repairs any holes or denting after being struck.
Multiple pieces of armour can be bound with the same Daemon, provided all pieces are worn by the same person, and can conceivably form a ‘set’. For example, a cuirass and vambraces could be collectively bound, as could a pair of boots, but a boot, a gauntlet and a greave could not. There is a –5 penalty to the Psychic test for every piece of armour above one.
Common ritual items for the forging of Daemon armour include blessed or cursed weapons to be struck against the armour during the ritual (these are intended to break, but do not always do so), and a sacrificial victim to wear the armour as this takes place. Sigils are normally used to bind the Daemon securely.
Artefact
Any inanimate object may have a Daemon bound into it – gems, idols, and so on. The binding of a Daemon into an artefact is different to most other receptacles, in that the artefact’s bearer can summon forth the Daemon on a successful Willpower test. If the test is failed, the bearer loses 2D10 points of Willpower. If at any point the Daemon’s Willpower is higher than the bearer’s there is a risk of attempted possession, as described under the rules for Daemon weapons, in the Slaves to Darkness bestiary.
If the Willpower test is passed, the Daemon is called forth for a number of minutes equal to the margin of success, or until the artefact’s bearer chooses to dismiss it. Upon dismissal, the Daemon will return to the artefact. The Daemon will obey the commands of the bearer until it is either killed or returned to the artefact.
It is possible, with an additional –10 to the Psychic test, to set a condition allowing the automatic release of a Daemon from an artefact. For example, an idol’s occupant may manifest if the treasure on the altar is removed illegally.
Very large artefacts, such as above life-size statues, monoliths and so on, confer a –30 penalty to the Psychic test.
Common ritual items for binding a Daemon into an artefact include sacrifice or sigils daubed over the surface of the artefact.
Machine
Any machine or vehicle can be used as a receptacle, although it can be difficult, requiring a lengthy ritual to perform correctly. There is a –50 penalty to attempts to possess a machine that would normally be human-portable, with anything larger conferring a –100 penalty (not cumulatively). Extremely large machines, such as super heavy tanks, Adeptus Mechanicus forgeworld databanks and Titans should impose a heftier penalty, in the range of –200 to –500, depending on the actual machine in question. Starships would confer penalties in the thousands, so requiring whole covens of daemonologists, rituals lasting months, and countless sacrifices. Note that only Greater Daemons or Daemon Princes can successfully operate a receptacle with a casting penalty of –200 or greater.
A possessed machine acquires a malign sentience of its own (use the Daemon’s mental characteristics), and can operate by itself – levers and buttons may even move without anyone touching the device. The exact capabilities of a Daemon-possessed machine should be left up to the GM. The machine’s appearance almost always mutates to some degree as the Daemon makes itself at home.
Bound vehicles (also known as Daemon engines) must be completely sealed, with hexes and wards on every possible point of entry. Often, the bodies of sacrificial victims are placed in the driving, gunnery and command seats, to guide the Daemon in the use of the vehicle. It takes a single Daemon to crew a vehicle, no matter how many crew are normally needed, and it fires all weapons and operates close combat weapons using its own WS and BS characteristics. The Daemon cannot be harmed or adversely affected by damage to the vehicle, but if it is destroyed, the Daemon will be released into the warp. This means that Daemon engines are capable of taking massive amounts of damage before being destroyed.
For sake of argument, Daemons bound into machines always have the abilities necessary to operate the machine efficiently.
Common ritual items for binding a Daemon to a machine include blessed (or cursed) engineer’s tools, engraved or painted sigils, vehicle hatches welded shut with molten silver, certain body parts of sacrificial victims, and so on.
Daemonhost
Any creature, from the a size of a small rodent and upwards, living or dead, can be used as a Daemonhost. If the host is unwilling to be possessed, as is frequently the case, he, she or it is allowed a free attempt to nullify the power. A willing host must take a Nerve test before being possessed. If this test is failed, the host chickens out at the last minute, and attempts to resist possession. This nullification attempt works exactly as normal. A useful strategy when binding a Daemon into an unwilling host is to first erase the host’s personality with a telepathic power like Mental Blitz.
If the Daemon is bound into the host, the security of the binding (and therefore the Daemonhost’s appearance) depends on the margin of success. The more securely bound a Daemon is, the less likely the host’s body is to mutate. For this reason, a Daemonhost develops D10 Chaos attributes (either immediately or over a period of time), but this number is reduced by one for every ten points, or part, by which the Psychic test was passed. For example, a Daemonhost bound with a 25 point margin of success would have D10-3 Chaos Attributes.
Daemonhosts rarely last for long periods of time before the sheer power running through the frail mortal form burns it out. This burnout can take the form of rapid decomposition, twisted muscles and joints, brittle bones or ‘melting’ flesh. The length of time before the body breaks down completely and the Daemon is released into the warp is a number of days equal to the Psychic test’s margin of success. If the host body was dead when it was possessed, it will continue to decompose at a natural rate, and the length of time the Daemon can inhabit the host is halved.
A Daemon released from a host body (either by banishment, the body wearing out, or the Daemonhost being destroyed) will dissipate back into the warp. If the host survives the period of possession, he or she gains 5D10 Insanity points.
Common ritual items for creating a Daemonhost include silver chains (or tattoos, in silver ink, of chains) to symbolically bind the host, silver spikes to be hammered through limbs and torso, numerous catechisms or spells painted, burned or carved into the host’s body, various talismans to be placed around the neck and limbs of the host, and so on.
Control Daemon (Forbidden)
Difficulty: The Daemon’s Willpower
Duration: Margin of success in days
If the power is successfully cast, a single Daemon is brought under the caster’s control and can be forced to do anything its new master requires. The Psychic test’s margin of success determines the length of time, in days, that the caster has control over the Daemon.
Under no circumstances will a controlled Daemon attempt to harm its master, or allow harm to come to its master, although it almost certainly wishes to do so. If the Daemon is the master of other Daemons, then they too are forced to serve the caster and must abide by the same rules, even if the leading Daemon is later banished or destroyed.
Common tasks asked of a Daemon include revealing its true name, to protect the caster from harm, to answer inquiries about a particular issue, and so on. Anything that is within the Daemon’s power, it will do, if instructed. Note that issuing the order, ‘Go away and never come back,’ only works for as long as the Daemon is under the caster’s control. As soon as the control ends, the Daemon is under no compulsion to stay away and will probably seek revenge, next time it makes it into the mortal universe, for presuming to boss a Daemon around.
Chaos worshippers of a particular power (i.e. not Chaos Undivided) may not control Daemons of other Chaos powers.
Note that this power is not the only way to control a Daemon. Sometimes, a Chaos power may grant control of a Daemon to a particularly favoured cultist for many years at a time.
Create Circle
Difficulty: 30
Duration: Until the circle is broken
Most ancient tomes of daemonology would have the reader believe that holy circles, dedicated to a particular deity, are integral to most rituals of Daemon summoning or banishment. They are not. However, they do serve a particularly important function, as a focus of the caster’s psychic energy that prevents a Daemon from entering or leaving a particular area. Circles must be represented physically in some way (chalked outline, copper ring, drawn in the dirt with a stick, carved into stone, etc.), and may be up to five yards in radius. Pentagrams, sigils and so on may be added if the caster wants, although they are unimportant – the psychic symbolism of the holy circle is in the enclosing nature of the circle, not the extraneous details.
Larger circles impose an additional –10 Willpower modifier for every extra five yards radius.
A correctly drawn and consecrated circle (i.e. the Psychic test is passed) cannot be entered or left by any Daemonic creature, although Daemons can be summoned into or banished from the circle. Additionally, any psychic power cast within the circle, and with the entirety of its effects confined within the circle, halve all negative modifiers to their Psychic tests.
If the circle is incorrectly drawn, or is broken in any way (even a footprint smudging the chalk can break the circle), it ceases to have any effect whatsoever – although often this only becomes apparent when a Daemon leaps from the circle and attacks its summoner. For surprise value, the GM may want to make the Psychic test when a PC wishes to create a holy circle. This way, a player can be as unsure as to the integrity of a holy circle as his or her character.
Create Familiar
Difficulty: the familiar’s Encumbrance
Duration: Permanent
This power allows characters to create a psychic familiar, normally an animal of some kind, but occasionally an artificial construct, that will serve a master faithfully, acting as additional eyes and ears, and as a focus for psychic abilities. This power only breathes ‘life’ into a familiar – it does not create the physical shell, which must be obtained beforehand. This shell can be a cloned bio-construct (Imperial familiars are often shaped like cherubs), a bird or animal, a wax sculpture, wooden doll, or any other object or small creature, provided it is at least vaguely anthropomorphic (e.g. a book with legs, human skeleton, or a creeping hand), and no larger than the caster.
Once it has been animated, the familiar will devote itself to its creator until either the creator dies or the familiar is destroyed. It will attempt to spend all its time within a few yards of its master, and will pine disconsolately if they are ever separated. Should the master be threatened, the familiar will do everything within its power to protect its master, although it should be borne in mind that the familiar has the same personality as its master, and if the master is a coward, so will be the familiar.
Everything the familiar is aware of, its master is aware of too, and the master can cast psychic powers through the familiar (for the purposes of line of sight, range and so on). If a master attempts to use a familiar as a scout, remember that the familiar can travel no more than a few yards from its master.
A character can only have one familiar at a time. Any attempts to support more than this number requires a Willpower test to be taken once a day, with failure causing the character to gain an Insanity point – the strain of spreading his or her consciousness between several bodies has a loosening effect on the mind.
If the master is killed, all life leaves the familiar and it collapses, falls apart or simply stops whatever it was doing. If a familiar is killed, the master immediately loses 4D10 Willpower points, gains D3 Insanity points and is stunned for D3 rounds.
The familiar has the following characteristics, but shares mental characteristics with its master. As the master’s mental characteristics rise or fall (through advancement, injury or otherwise), so will the familiar’s, and vice versa. These are the characteristics for an impish creature about the size of a small child. The GM should adjudicate on a familiar significantly different in size or abilities, possibly imposing additional modifiers to the Psychic test if the familiar is more powerful than the example given here. This should not normally be necessary, because the Strength and Toughness of the familiar go towards determining its Encumbrance, and therefore the Difficulty of this power.
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
|
Familiar |
25 |
25 |
40 |
40 |
50 |
- |
- |
- |
- |
Random Stats |
2D10 + 15 |
2D10 + 15 |
3D6 + 30 |
3D6 + 30 |
3D10 + 35 |
- |
- |
- |
- |
It is possible to produce a familiar and assign another character to be its master. This requires a Willpower test on the part of the intended master. If this test is failed, the familiar refuses to be adopted out and clings to its creator, treating him or her as its master. This may cause Insanity points if the creator already possesses a familiar.
For purposes of being affected by psychic powers, a familiar counts as a psychic artefact.
Divination
Difficulty: 20
Duration: Instantaneous
Time flows strangely in the warp. Past, present and future mix up almost at random, blending so that snatches of conversation from the long-dead and fragments of ideas from the end of time are woven in with the normal flow of time. Divination or precognition, both names for the art of picking out threads that don’t match the rest of the timestream, do not give a clear view of the future. Even the eldar farseers cannot predict with one hundred percent certainty what the results of a given choice will be. Their policy decisions are based on the balance of probabilities of what might happen, rather than knowing what will happen. Amongst humans, precognition is even vaguer, and often not noticed until the predicted event is in motion. Generally, the psyker receives a flash of déjà vu suggesting that the current course of events will throw up an unwelcome consequence (predictions are almost always negative, such is the doom-laden worldview of most precognitive psykers). Although the clearest visions relate to the psyker receiving them, there is normally no guidance as to how to alter the future. Some refer to the visions they see as a single speck of paint taken from a wall-filling masterpiece that is covered by a sheet, and interpreting the vision before witnessing the event it refers to is similar to working out from where on the canvas the speck was taken.
Precognition, when cast, allows the psyker to apply a modifier (positive or negative) equal to the Psychic test’s margin of success, to the next D100 roll that affects the psyker, with the exception of Psychic tests. Alternatively, the prediction could relate to rolls affecting another specific character, in which case the modifier is halved.
Identify Daemon
Difficulty: ¼ of Daemon’s Willpower
Duration: Instantaneous
If successfully cast, the character becomes aware of the Daemon’s true name and its type (e.g. Bloodletter). This may be useful for other activities, such as summoning or banishing the Daemon. The Daemon must be present in some form for this power to work.
Instability
Difficulty: 20
Duration: Margin of success in rounds
The psyker is able to ‘phase’ out of the real universe for short periods of time, existing partly in the warp. Whilst incorporeal, the psyker cannot interact with the world in any way, nor can he or she be harmed by any attacks except for those of psychic origin (powers, force weapons, Daemons etc.).
Unfortunately, the psyker is unable to communicate with characters in the real world in any way, except sign language or via lip reading. The psyker cannot operate equipment in the real world (in fact, all clothes and equipment fall through the psyker’s body when the power is cast). Nor can he or she use psychic powers, since the psychic back-flows would dissipate the psyker’s insubstantial form into the warp. An insubstantial character glows slightly, and other characters have a +20 Initiative bonus to visual Awareness tests against the psyker.
It is difficult to remain insubstantial, and so a psyker using the Instability power must take an unmodified Willpower test at the start of each round or return to corporeality. Materialising within a solid object or other character is invariably fatal.
Resurrection (Forbidden)
Difficulty: The subject’s Willpower
Duration: Instantaneous – the power cannot be nullified after casting
It is possible to seek out a recently deceased soul in the warp and return it to its body, provided the soul has not been gone for longer than a few moments. Souls absent for longer than around a minute dissipate into the warp and cannot be retrieved, although psykers tend to last longer.
Resurrection can only be cast within a single minute of death occurring, although this is increased to D6 minutes in the case of psykers or eldar (or 2D6 for eldar psykers). If successful, the soul is drawn back from the warp and restored to the body. The resurrected character regains 2D6 hit points, although no location injuries are restored. Bleeding still continues, decapitation is still fatal, and so on, so the resurrectee may die again from the same injury.
Resurrection lasts for a number of days equal to the Psychic test’s margin of success. When this period runs out, nature makes up for lost time and the resurrected character simply dies. Note that a resurrectee will realise about ten hours before the end of this time that death is nearing.
Resurrection can be cast repeatedly on a resurrected character, increasing the length of time the character remains resurrected.
Being dragged back from the dead does few favours to either the body or the mind. The resurrected character loses D10 points from each characteristic, and there is a 50% chance that each ability is lost (the exceptions being physical abilities like Resistant to Disease). Additionally, non-psychic resurrectees gain 5D10 Insanity points, while psychic resurrectees, who were still conscious during their death in the warp, gain 10D10 Insanity points. These penalties does not apply to resurrectees attempting to extend their tenure in the mortal plane.
If the psychic test was a matched failure, the soul has not been drawn into the body, but something else has… The daemonologist has unwittingly created an unbound Daemonhost with the full D10 Chaos attributes – if the power was cast to extend the lifespan of an already resurrected character, that character is killed instantly by the Daemonic possession. This is in addition to the Perils Of The Warp affecting the daemonologist.
Because of the uncertain outcome of resurrecting a character, and the fact that neither the caster or the resurrectee will have any idea how long a successful resurrection will last, it is recommended that the GM make the Psychic test.
Sanctuary
Difficulty: 10
Duration: Margin of success in rounds
A weaker, but more simple form of the Create Circle power, Sanctuary does not require the protected area to be drawn out beforehand. However, it is also possible for a Daemon to enter the circle, though not without suffering severe injury.
The radius of the sanctuary zone is equal to the Psychic test’s margin of success, divided by 10, in yards. Any Daemonic creatures within the zone or trying to enter it must take a Willpower test, modified by the Psychic test’s margin of success, or be expelled to the edge, loses 2D6 hit points, and is stunned for a round. Any Daemon within the zone at the end of a round automatically loses D6 hit points.
Séance
Difficulty: ½ subject’s Willpower
Duration: Margin of success, in seconds
It is possible to communicate with the dead or nearly-dead, and Imperial Inquisitors regularly use séances to interrogate suspects who have died under torture. During the séance, both the caster and the subject view themselves to be in an environment familiar to the subject, such as his home, place of work or somewhere else memorable to the character. Normally, the subject is calm and relaxed, and willing to answer questions.
A séance requires either the subject’s recently deceased corpse (within one minute) or a loved personal item used regularly by the subject (such as a gunfighter’s pistols, a jeweller’s tools, a nobleman’s cloak, a Space Marine’s armour, and so on). If the Psychic test is passed, the character has a number of seconds equal to the margin of success in which to interrogate the subject.
The subject will answer any questions asked, but will rarely give additional information, unless the subject is either stalling for time (with the intention of causing the séance to overrun) or is favourably predisposed towards the caster.
Because of the short duration of a séance, most are extended via rituals. If the caster runs out of time, he or she loses one point of Willpower for every second of overrun.
It is possible to perform a séance interrogation on an unconscious character, but this will cause the subject to lose one point of Willpower every second of the interrogation. Unconscious subjects also lose Willpower if the séance overruns.
Soul Theft
Difficulty: ¼ target’s Willpower
Duration: Instantaneous
The psyker reaches into the warp and ‘unravels’ a few of the threads holding the target character’s soul into the body. The target immediately takes damage equal to the Psychic test’s margin of success to both Willpower and hit points. This damage has no effect on location injury.
Soulless Puppet (Forbidden)
Difficulty: The puppet’s Encumbrance
Duration: Margin of success in rounds
The warp is formed from the collective consciousness of almost all living creatures. As such, a portion of warp energy, shaped in a particular way, can be used to reanimate a corpse for a period of time. Such necromancy is strictly forbidden by almost all species, as it breaks the instinctive taboo that death holds for them. There are always those who are willing to use the dead as tools, soldiers or servants, and soulless puppets are the most effective way to achieve this.
Any dead creature can be reanimated using this power, whereupon it comes under the control of the caster. In order for the puppet to do anything, the caster must give it an order, sent via the psychic link that exists between the caster and his or her puppets. It takes one action to give a single command to any number of puppets. Once an order has been given, the puppets in question will do everything within their power to carry it out. An order can be either specific or general in its scope, such as ‘Pick up the spanner,’ or ‘Kill anything that enters.’
Puppets retain their physical characteristics from life, except that their Initiative score is halved, and BS is reduced to 0. Mental characteristics are reduced to 10 points each (or remain the same, if the living creature had scores below 10). Puppets are immune to all psychological effects, except that fire can hold them at bay, or even drive them away in sufficient intensity (e.g. a flame weapon).
Soulless puppets are exceptionally resistant to injury, and cannot be stunned or rendered unconscious by any means, and will not be killed by their hit points reaching zero. Bleeding injuries, therefore, are irrelevant except for descriptive purposes. Only fatal crippling injuries to the head or body will stop a soulless puppet, anything else will just slow it down or impede it in some way.
A character can control a number of soulless puppets up to half of his or her Willpower characteristic. Should the character’s Willpower fall, any extra soulless puppets will collapse and die. If the character is killed, all puppets under his or her control will immediately die.
For purposes of being affected by psychic powers, a soulless puppet counts as a psychic artefact.
Stasis
Difficulty: 20
Duration: Margin of success in rounds
A single character, machine, vehicle, or any other object or area of space (such as that occupied by a fire) can be temporarily taken out of the time stream, for a number of rounds equal to the Psychic test’s margin of success. A character caught in stasis will have no concept of being removed from time, and will perceive any changes in the environment as being instantaneous.
Nothing can interact with the object placed in stasis – projectiles will hit it and flatten out, las-bolts will dissipate harmlessly, swords will hit with full force but not even crease clothing. Psychic powers will similarly have no effect. Obviously, while in stasis, a character cannot perform any actions whatsoever.
Summon Daemon (Forbidden)
Difficulty: The Daemon’s Willpower
Duration: Margin of success in days
Trafficking with Daemons is the highest crime under Imperial Law. The penalty is always death, with those who refuse to repent being excommunicated. When balanced against the promise of immortality and absolute power, it is unsurprising that even the most affluent Imperial citizens may be tempted to consort with Chaos. Many great Inquisitors have had their careers (and lives) ended by accusations of Daemon ‘worship’. As often as not, these accusations are baseless, but occasionally, a more radical Inquisitor may summon a Daemon in order to prevent a more serious Chaos incursion. These inquisitors’ reports into the incident will carefully neglect any mention of his true methods in doing so, but the more puritan inquisitors will go so far as to manufacture evidence to support suspicions of ‘heresy’ amongst their colleagues.
When summoning a Daemon, the character must state the type of Daemon being summoned. If the Daemon is a Prince or Greater Daemon, the Difficulty rating of the power is increased to a value equal to the Daemon’s Willpower characteristic (rather than half of it) – more powerful Daemons are reluctant to be summoned and ordered about by any mere mortal.
If the test is a success, the Daemon enters the mortal universe, somewhere in the immediate vicinity of the summoner. Note that the Daemon is not controlled, but counts as stunned for one round after entering the mortal universe, giving the summoner time to control or bind the Daemon before it decides to kill the summoner.
Mass Summonings
Once a Lesser Daemon, Daemonic Beast or Swarm Daemon has been summoned once, and subsequently left the mortal universe, it may be called back again some time in the future, bringing a number of its siblings with it (i.e. a Daemonic Beast will be accompanied by other Daemonic Beasts of the same power). If a character wishes to attempt a mass summoning, take a Psychic test as normal. If the test is successful, one Daemon appears for every ten points, or part, by which the test is passed. In the case of Swarm Daemons, one is summoned for every point by which the test is passed.
In a mass summoning, the first Daemon to appear will be the previously summoned one. Additional Daemons may have been encountered before, or may be newly generated.
It should be assumed that the first Daemon is the leader of the summoned group (otherwise they would not have followed it so readily to the mortal universe), and so if it is controlled, then all the other Daemons are also controlled. Binding Daemons must still take place on a case-by-case basis.
Teleportation
Difficulty: ¼ subject’s Encumbrance
Duration: Instantaneous
The psyker is able to displace items or characters through the warp, passing through all physical obstacles en route. The maximum distance an object or character can be teleported is equal to the margin of success, in yards.
Only freestanding, complete objects or characters can be teleported. In other words, no severing heads by teleportation, and a tree embedded into the ground, or a door attached to hinges, cannot be teleported. Fallen branches, held weapons, a cat sitting on a character’s shoulder, clothing and so on, can be teleported.
A psyker can teleport him or herself. When teleporting a living creature, it is assumed that all clothing and carried equipment goes with them (the creature’s sense of ownership influences the power’s area of effect).
A subject cannot be purposefully teleported into any object denser than gas or vapour, such as water or solid rock, although they can be placed in danger (e.g. above a furnace or a long drop).
If the Psychic test is failed, the subject materialises one yard from the target point for every ten points by which the test was failed, in a randomly determined direction. If this causes the subject to appear within a solid object or character, both the subject and the surrounding object (or part of it, if it is particularly large) are destroyed. The appearance of such meshed objects varies, depending on the nature of the accident.
Time Slip
Difficulty: Duration x 5
Duration: Instantaneous
The psyker leaps forwards in time, taking everything he or she is carrying at the time (except for other living creatures). In effect, the psyker disappears, and then reappears in the same spot a few moments later, but has no perception of the elapsed time. This is not time travel in the traditional sense, but merely stepping out of the time stream and then stepping back in at a predetermined point.
The duration of the power is measured in rounds, and this must be stated when casting the power. Note that no one in the real universe has any idea how long the character is gone for, or even if he or she will ever reappear.
If the Psychic test is a matched failure, the character is lost in the warp forever.
Once cast, this power cannot be nullified in future rounds, since it is, as far as the casting psyker is concerned, instantaneous.
Vortex Of Chaos
Difficulty: 25
Duration: One round
The psyker rips a hole in the fabric of reality, allowing a storm of raw warp energy to flood through. The energy itself is invisible to those not sensitive to the warp, but the lack of anything material where the warp energy has manifested is perceived as pure, matt, blackness, not so much absorbing light as ignoring it completely.
The radius of the vortex is equal to one tenth of the margin of success, measured in yards. Characters even partially within this area must pass a Strength test or be sucked in. Freestanding objects will normally be automatically sucked in, and solid structures like walls or trees will generally suffer enough damage to cause them to collapse (the debris often getting dragged in as well).
If the Strength test is a matched failure, the character is ripped apart by the warp energy. Items that do not require Strength tests have a flat 10% chance of being destroyed. Characters and objects not destroyed are deposited back into the real universe in a random direction 2D10 yards away from the edge of the vortex. Characters are stunned for D6 rounds, and gain D10 Insanity points.
The vortex vanishes at the start of the casting character’s next round, but until then it blocks all line of sight and fire.