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- Table 6-3: Perils of the Warp
- Roll Effect
- 01–05 The Gibbering: The Psyker screams in pain as uncontrolled warp energies surge through his unprotected mind.
- He must make a Willpower Test or gain 1d5 Insanity Points.
- 06–09 Warp Burn: A violent burst of energy from the warp smashes into the Psyker’s mind, sending him reeling. He
- is Stunned for 1d5 Rounds.
- 10–13 Psychic Concussion: With a crack of energy the Psyker is knocked unconscious for 1d5 Rounds and everyone
- within 3d10 metres must make a Willpower Test or be Stunned for a Round.
- 14–18 Psy-Blast: There is an explosion of power and the Psyker is thrown 1d10 metres into the air, falling to the
- ground (see page 210 for Falling Damage).
- 19–24 Soul Sear: Warp power courses through the Psyker’s body, scorching his very soul. The Psyker cannot use any
- powers for one hour and gains 5 Corruption Points.
- 25–30 Locked In: The power cages the Psyker’s mind in an ethereal prison. The Psyker falls to the ground in a catatonic state.
- Each Round thereafter, he must spend a Full Action to Test Willpower. On a success, his mind is freed and restored to his body.
- 31–38 Chronological Incontinence: Time warps around the Psyker. The character winks out of existence and
- reappears in 1d10 Rounds (or one minute if you’re using Narrative Time).
- 39–46 Psychic Mirror: The Psyker’s power is turned upon him. Resolve the power’s effects as normal but the power
- targets the Psyker instead. Should the power be of benefit, it instead deals 1d10+5 Energy Damage to the Psyker
- and the beneficial effect is cancelled. Armour offers the Psyker no protection against this Damage.
- 47–55 Warp Whispers: The ghostly voices of Daemons fill the air within 4d10 metres of the Psyker. Everyone in the
- area (including the Psyker) must make a Hard (–20) Willpower Test or gain 1d10 Corruption Points.
- 56–61 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 within 50 metres swap minds for 1d10 Rounds. This may include fellow Acolytes,
- or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower,
- and Fellowship during the swap, but gain the other Characteristics of the new body. Should either body be slain,
- the effect immediately ends. Both beings are strangely revolted by the process and are unable to meet each other’s
- gaze for some time afterwards. Each gains 1d5 Insanity Points for the experience. If there are no
- creatures within this range, the Psyker must make a Willpower Test or become catatonic for 1d5 Rounds whilst
- his mind wanders the warp and gains 1d5 Insanity Points.
- 62–67 Dark Summoning: A Lesser Daemon (see Chapter XII: Aliens, Heretics & Antagonists) pops into existence within
- 3d10 metres of the Psyker for 1d10 Rounds or until it is slain. It detests the Psyker and trains its attacks on the fool that
- summoned it.
- 68–72 Ethereal Storm: All sentient creatures (including the Psyker) within 1d100 metres take 1d10 Energy Damage
- that ignores Armour.
- 73–78 Blood Rain: A psychic storm erupts, covering an area of 5d10 metres. In addition to whipping winds and raining
- blood, any Psychic Powers used in the area automatically invoke the Perils of the Warp for 1d5 Rounds.
- 79–82 Cataclysmic Blast: The Psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within
- 2d10 metres of him (including the Psyker) takes 1d10+5 Energy Damage and all of the Psyker’s clothing and gear
- are destroyed, leaving him naked and smoking on the ground.
- 83–86 Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres for 2d10 Rounds. Every
- character in the area must Test Willpower at the start of their Turn. A failed Test indicates that the character must spend his entire
- Turn fighting off the attack and counts as helpless. Characters that also fail the Test gain 1d5 Corruption Points.
- 87–90 The Surly Bonds of Earth: Reality buckles and all gravity within 1d100 metres reverses for 1d10 Rounds. All
- creatures and unattended objects begin to lift off the ground at a rate of three metres per Round. At the end of this
- time, reality asserts itself and everything comes crashing down, likely dealing Damage to all those affected.
- 91–99 Daemonhost: The Psyker must immediately pass a Very Hard (–30) Willpower Test or be possessed by a Daemon and become
- a Daemonhost! Create an Unbound Daemonhost (See Chapter XII: Aliens, Heretics & Antagonists) that will immediately
- attack. Only the destruction of the Daemonhost will free the Psyker (though he may die anyway if his body is destroyed in the
- process). If the Psyker does somehow manage to survive this result, he automatically gains 4d10 Corruption Points.
- 100 Warp Feast: A rift in reality is torn open and the Psyker is sucked into the warp with a little burping noise. He
- is no more.
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