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  1. Table 6-3: Perils of the Warp
  2. Roll Effect
  3. 01–05 The Gibbering: The Psyker screams in pain as uncontrolled warp energies surge through his unprotected mind.
  4. He must make a Willpower Test or gain 1d5 Insanity Points.
  5. 06–09 Warp Burn: A violent burst of energy from the warp smashes into the Psyker’s mind, sending him reeling. He
  6. is Stunned for 1d5 Rounds.
  7. 10–13 Psychic Concussion: With a crack of energy the Psyker is knocked unconscious for 1d5 Rounds and everyone
  8. within 3d10 metres must make a Willpower Test or be Stunned for a Round.
  9. 14–18 Psy-Blast: There is an explosion of power and the Psyker is thrown 1d10 metres into the air, falling to the
  10. ground (see page 210 for Falling Damage).
  11. 19–24 Soul Sear: Warp power courses through the Psyker’s body, scorching his very soul. The Psyker cannot use any
  12. powers for one hour and gains 5 Corruption Points.
  13. 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.
  14. Each Round thereafter, he must spend a Full Action to Test Willpower. On a success, his mind is freed and restored to his body.
  15. 31–38 Chronological Incontinence: Time warps around the Psyker. The character winks out of existence and
  16. reappears in 1d10 Rounds (or one minute if you’re using Narrative Time).
  17. 39–46 Psychic Mirror: The Psyker’s power is turned upon him. Resolve the power’s effects as normal but the power
  18. targets the Psyker instead. Should the power be of benefit, it instead deals 1d10+5 Energy Damage to the Psyker
  19. and the beneficial effect is cancelled. Armour offers the Psyker no protection against this Damage.
  20. 47–55 Warp Whispers: The ghostly voices of Daemons fill the air within 4d10 metres of the Psyker. Everyone in the
  21. area (including the Psyker) must make a Hard (–20) Willpower Test or gain 1d10 Corruption Points.
  22. 56–61 Vice Versa: The Psyker’s mind is thrown out of his body and into another nearby creature or person.
  23. The Psyker and a random being within 50 metres swap minds for 1d10 Rounds. This may include fellow Acolytes,
  24. or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower,
  25. and Fellowship during the swap, but gain the other Characteristics of the new body. Should either body be slain,
  26. the effect immediately ends. Both beings are strangely revolted by the process and are unable to meet each other’s
  27. gaze for some time afterwards. Each gains 1d5 Insanity Points for the experience. If there are no
  28. creatures within this range, the Psyker must make a Willpower Test or become catatonic for 1d5 Rounds whilst
  29. his mind wanders the warp and gains 1d5 Insanity Points.
  30. 62–67 Dark Summoning: A Lesser Daemon (see Chapter XII: Aliens, Heretics & Antagonists) pops into existence within
  31. 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
  32. summoned it.
  33. 68–72 Ethereal Storm: All sentient creatures (including the Psyker) within 1d100 metres take 1d10 Energy Damage
  34. that ignores Armour.
  35. 73–78 Blood Rain: A psychic storm erupts, covering an area of 5d10 metres. In addition to whipping winds and raining
  36. blood, any Psychic Powers used in the area automatically invoke the Perils of the Warp for 1d5 Rounds.
  37. 79–82 Cataclysmic Blast: The Psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within
  38. 2d10 metres of him (including the Psyker) takes 1d10+5 Energy Damage and all of the Psyker’s clothing and gear
  39. are destroyed, leaving him naked and smoking on the ground.
  40. 83–86 Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres for 2d10 Rounds. Every
  41. character in the area must Test Willpower at the start of their Turn. A failed Test indicates that the character must spend his entire
  42. Turn fighting off the attack and counts as helpless. Characters that also fail the Test gain 1d5 Corruption Points.
  43. 87–90 The Surly Bonds of Earth: Reality buckles and all gravity within 1d100 metres reverses for 1d10 Rounds. All
  44. creatures and unattended objects begin to lift off the ground at a rate of three metres per Round. At the end of this
  45. time, reality asserts itself and everything comes crashing down, likely dealing Damage to all those affected.
  46. 91–99 Daemonhost: The Psyker must immediately pass a Very Hard (–30) Willpower Test or be possessed by a Daemon and become
  47. a Daemonhost! Create an Unbound Daemonhost (See Chapter XII: Aliens, Heretics & Antagonists) that will immediately
  48. attack. Only the destruction of the Daemonhost will free the Psyker (though he may die anyway if his body is destroyed in the
  49. process). If the Psyker does somehow manage to survive this result, he automatically gains 4d10 Corruption Points.
  50. 100 Warp Feast: A rift in reality is torn open and the Psyker is sucked into the warp with a little burping noise. He
  51. is no more.
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