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Psychic Powers
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Telekinesis Powers
Telekinesis allows a psyker to manipulate the material universe, breaking the laws of physics to move themselves and other objects around. The main difference between different telekinetics is the level of control they have over their powers – some can lift heavy objects, but will be unable to telekinetically press a button, while others can pick locks from a distance, but be unable to lift a key.
Assail
Difficulty: 5
Duration: Instantaneous
Using the power of his mind, the telekinetic drags the target along the ground for a number of yards, equal to half of the margin of success, in a direction chosen by the telekinetic. Characters will be knocked prone, and may take damage should they be dragged somewhere inhospitable, like into a fire or over a cliff. Characters or objects colliding with one another will not suffer damage, but will not move any further.
Fine Tuning
Difficulty: Subject’s Encumbrance, multiplied by two
Duration: Margin of success, divided by ten, in rounds
The telekinetic can accurately manipulate any one object. This ability can be used on visible parts of a machine, such as a weapon’s trigger, pulling the pin on a grenade, turning a key in a lock, or taking the handbrake off a parked car, but any hidden parts cannot be telekinetically operated. It is also possible to animate a willing, dead or unconscious creature – including paralysed limbs.
Impel
Difficulty: 0
Duration: Instantaneous
A blast of raw telekinetic energy hurls a single target through the air for a number of yards, equal to the margin of success, directly away from the telekinetic. Characters will be knocked prone, and may take damage should they be thrown somewhere inhospitable, like into a fire or over a cliff. Characters or objects colliding with one another will take D3 damage, +1 for every full ten points of the other object’s Encumbrance above 50.
Hurl Object
Difficulty: Subject’s Encumbrance
Duration: Instantaneous
The telekinetic uses his powers to hurl any object or character through the air for a distance equal to the margin of success. This counts as a psychic bolt, using the thrown weapon rules (see the Ranged Weapons section), with the following profile:
Weapon |
Type |
Short Range (yards) |
Medium Range (yards) |
Long Range (yards) |
Mode |
Damage |
Hurl Object |
Pistol |
- |
- |
- |
Single |
D6 + 1/10 Enc |
Note that anything not intended to be used as a thrown weapon will incur the normal –10 BS penalty. In the case of particularly large objects, the GM may rule that multiple targets are hit.
A hurled object causes D6 damage, plus one tenth of the object’s Encumbrance. Instead of using Strength to work out the usual damage bonus associated with thrown weapons, use the telekinetic’s Willpower.
Hurl Object is too powerful to be used to finely manipulate objects. It is primarily an offensive power.
Machine Curse
Difficulty: 5
Duration: Margin of success, divided by ten, in rounds, or permanent
A single piece of equipment with moving parts is rendered useless for a number of rounds equal to the margin of success, divided by ten. If the Psychic test was a perfect success, the curse is permanent, and the item must be repaired before it can be used again.
Machine Empathy
Difficulty: 5
Duration: Margin of success, divided by ten, in rounds
The telekinetic has a level of control suited to operating machines by remote control. This power is commonly associated with the machine-mentors of the Adeptus Mechanicus.
This power can be used to operate machinery, open or lock mechanical doors, fire weapons, drive vehicles and so on. For more complex activities, the GM should impose additional penalties to the Psychic test. If the machine being operated would normally require a particular ability, then the telekinetic must have this ability to operate the machine efficiently.
The parts of the machine being directly manipulated need not be visible to the telekinetic – for example, the inner workings of a lock are hidden, but the telekinetic can still unlock the door.
Poltergeist
Difficulty: 10
Duration: Instantaneous
The telekinetic unleashes a burst of uncontrolled telekinetic energy that sends any small items not bolted down flying through the air in a blizzard of debris. Assuming there are objects present that can be lifted (debris, crockery, ornaments, sand, twigs and so on), the radius of the blizzard is equal to the Psychic test’s margin of success in yards, centred on the telekinetic.
The storm of debris causes D6 hits, each causing D3 damage, on all characters within the blizzard. Anything delicate will be broken, trees will be denuded, and poor quality books will often be torn apart.
Propel Object
Difficulty: ½ subject’s Encumbrance
Duration: Instantaneous
The telekinetic shoves an object violently along the ground for a distance equal to the margin of success. This counts as a psychic bolt, using the thrown weapon rules (see the Ranged Weapons section), with the following profile:
Weapon |
Type |
Short Range (yards) |
Medium Range (yards) |
Long Range (yards) |
Mode |
Damage |
Propel Object |
Pistol |
- |
- |
- |
Single |
D3 + 1/5 Enc |
The usual –10 BS penalty for improvising thrown weapons does not apply, since the object is being propelled along the ground, rather than through the air. However, the path of the object must be clear of any obstacles that would feasibly block the object from reaching its target. In the case of particularly large objects, the GM may rule that multiple targets are hit.
A propelled object causes D3 damage, plus one fifth of the object’s Encumbrance. Instead of using Strength to work out the usual damage bonus associated with thrown weapons, use the telekinetic’s Willpower.
Propel Object is too powerful to be used to finely manipulate objects. It is primarily an offensive power.
Psychic Shield
Difficulty: 15
Duration: Margin of success, divided by two, in rounds
The telekinetic creates a glowing field of telekinetic energy around himself. This gives the telekinetic a force field with an Armour value of D10, but also means that the chances of spotting the telekinetic are doubled.
Psychic Ward
Difficulty: 10
Duration: Margin of success in rounds
The telekinetic sets up a wall of invisible telekinetic energy around himself. This gives the telekinetic a force field with an Armour value of D6.
Thunder Clap
Difficulty: 5
Duration: Instantaneous
The telekinetic turns a small region of air into a vacuum, and then allows atmosphere to rush back in. Although the power is too imprecise to be used offensively, the loud bang produced by the air rushing back into the vacuum is enough to shock and distract anyone within close proximity.
Anyone within a distance equal to the margin of success, in yards, of the target point must pass an Initiative test or be stunned for a turn. Any character concentrating, aiming or maintaining some sort of trance or astral projection (the Puppet Master power, for example) within this area is automatically thrown off by the bang and the action or power is negated.
Water Sculptor
Difficulty: 20
Duration: Margin of success, divided by two, in rounds
The telekinetic has the ability to manipulate the flow of liquids, creating air pockets, waterspouts or even parting a body of water to allow passage. The effects of water sculpture should be determined on a case-by-case basis by the GM, with additional modifiers being applied to the Psychic test, if appropriate.