Using Psychic Powers:Step 1: Determine Psychic StrengthWhen using a psychic power, the psyker must choose an effective psy rating for the power that is equal to or below his base psy rating. This value must be at least 1. The psyker receives a +10 bonus to his Focus Power test for every point the chosen effective psy rating is below his base psy rating. Additionally, the effective psy rating of a psychic power determines how potent the effects of the power will be when used.
Pushing: When determining the effective psy rating of a psychic power, a psyker can choose to push. If he does so, he strains his own limits, and can set the effective psy rating of the psychic power up to 2 higher than his base psy rating. Certain types of psykers can increase this amount, as indicated in the following Table. Pushing is dangerous, however, for when a psyker draws from the Warp so deeply, he might be unable to control the energies released. When pushing a psychic power in this way, it triggers Psychic Phenomena on any Focus Power test roll that does not produce doubles, instead of under the normal conditions. The psyker receives a –10 penalty to this test for every point the chosen effective psy rating is above his own psy rating.
Step 2: Make Focus Power TestAny use of a psychic power begins with a Focus Power action, which requires a Focus Power test to determine whether or not the power manifests successfully, and how potent its effects are. The amount of time this action takes is determined by the power being used, and may be a Free Action, Half Action, Full Action, or Reaction. In most cases, a Focus Power test is a Willpower test, modified by the difficulty of the power being used and the effective psy rating the psyker chose for the power. The power being used determines what skill or characteristic the test uses. As mentioned earlier, this test receives a +10 bonus for each point the power’s effective psy rating is under the psyker’s base psy rating, or a –10 penalty for each point it is over that value. The GM can also apply situation modifiers as needed. In many cases, the number of degrees of success scored when passing the Focus Power test determines some of the effects of the power— when this is the case, it will be noted in the power’s description. If the Focus Power test succeeds, the psyker successfully manifests the power and applies the effects detailed in its description. Additionally, if he rolls doubles (that is, both the tens dice and the ones dice come up with the same number) on the Focus Power test, the power triggers Psychic Phenomena. This can occur even if the test fails. If the psyker pushed when attempting the power, he instead triggers Psychic Phenomena on any result other than doubles. When it is triggered, roll to determine what phenomenon is to occur before resolving the power (as some phenomena can alter how or if the power manifests properly, and if so should be resolved first).
Resisting Enemy Psychic Powers If they are attacked by hostile psychic powers, psykers have better mental defences than “normal” people, using the power of the Warp to fight back. When making an Opposed Focus Power test to resist a psychic attack, a targeted psyker first decides if he will push or not, then adds double his resultant psy rating (including any bonus from pushing) to the Willpower test to resist the enemy power. As the target is a psyker, his Focus Power test can also cause Psychic Phenomena.
Class of Psyker | Normal Strength (Psy Rating or Lower) | Push (Psy Rating +2/3/4) | Sustaining Powers |
Bound: Sanctioned psykers, Astropaths, sorcerers, Librarians, Chaos Space Marines, and xenos psykers | If the psyker rolls doubles during a Focus Power test, he must roll on Table Psychic Phenomena. | Can add up to +2 PR. If the psyker rolls anything but doubles during Focus Power test, roll on Table Psychic Phenomena. | +10 to all rolls on Table Psychic Phenomena, decrease psy rating by 1 per power. |
Unbound: Wyrds, unsanctioned psykers, and mortal sorcerers | If the psyker rolls doubles during a Focus Power test, roll on Table Psychic Phenomena adding +10 to the total. | Can add up to +4 to PR. Roll on Table Psychic Phenomena at +5 per +1 PR added, up to a maximum of +20. | +10 to all rolls on Table Psychic Phenomena, decrease psy rating by 1 per power. |