Minor Psychic Powers

Source: Dark Heresy minor psychic powers converted to Rogue Trader, edited for Ultima Tectum campaign

Overbleed X

  • The difference between a successful roll and the target number on a Focus Power roll equals the Overbleed generated by a Focus Power Test.
  • The maximum amount of Overbleed that may be generated is equal to the Psyker’s Willpower Bonus times the Psy Rating used for that Focus Power Test.
  • This Overbleed may be expended on Overbleed Bonuses.
  • X is equal to the amount of Overbleed that must be ‘spent’ to trigger a given Overbleed Bonus.
  • An Overbleed Bonus can only be triggered once per such expenditure.
  • Unless otherwise noted, Overbleed Bonuses are cumulative and stack with each other.

Sense Presence Value: 200 XP
Prerequisites: Psycholocation
Focus Power Test: Psyniscience
Sustained: Yes
Focus Time: Half Action
Range: 25m x Psy Rating
You automatically detect all living creatures within Range. Walls and other physical obstacles in excess of 1 metre thick block this Technique.
Overbleed 5: Increase this Technique’s Range by 25m, OR increase the distance this Technique can penetrate walls and other physical obstacles by 1 metre OR you learn one of the following pieces of information about the detected creatures: Race and Species (if you are familiar enough to identify them), exact distance in metres from your location, or their approximate psychic strength (whether their Psy Rating is higher or lower than yours). e
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish.

Sense Mechanism

Value: 200 XP
Prerequisites: Psycholocation
Focus Power Test: Psyniscience
Sustained: Yes
Focus Time: Half Action
Range: 25m x Psy Rating
You automatically detect the form and location of all constructs and machinery within Range. Walls, and physical obstacles in excess of 1 metre thick, and living creatures block this Technique.
Overbleed 5: Increase this Technique’s Range by 25m, OR increase the distance this Technique can penetrate walls and other physical obstacles by 1 metre OR you learn one of the following pieces of information about the detected constructions and machines: Whether they are Xenos in origin, whether they are tainted by Chaos, OR how prominent the machine spirit within is (this is usually a rough measure of its complexity and how advanced its technology is).
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish.

Preternatural Awareness

Value: 300 XP
Prerequisites: Foreshadow, In Harms Way
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Half Action
Range: Self While sustained, you gain a 5 x this Technique’s Psy Rating bonus to your Awareness Tests, and increase your Initiative by this Technique’s Psy Rating.
Overbleed 10: You may increase your Initiative by this Technique’s Psy Rating again, or further increase the bonus to your Awareness Tests by 5 x this Technique’s Psy Rating.

Far Sight

Value: 300 XP
Prerequisites: Preternatural Awareness
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 1km x Psy
vision moves to a fixed spot of your choice anywhere within Range. If this would cause your vision to materialize within a solid object, the Technique fails automatically. You can turn your vantage up to 90 degrees as a Half Action while sustaining this Technique. Far Sight does not grant you special vision, and does not extend your hearing, though it can be used in conjunction with other Techniques such as Soul Sight that are active on your person. This Technique is disorientating, restricting you to a Half Action each round, and imposing a -30 penalty to all Tests prompted by actions with the Concentration, Movement and Attack subtypes while active and sustained.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

ForeshadowOverbleed 10: Increase the bonus to the skill roll by an additional +10.Otherwise identical to RT entry.In Harm’s WayOverbleed 10: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user by -10.Otherwise identical to RT entry.Blessed by the EmperorOverbleed 10: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user and those warned by the user by -10 OR increase the Range by 10 metres.Otherwise identical to RT entry.

This is a list of the original Dark Heresy psychic powers that were not included with Rogue Trader, converted to the latter system’s Psychic Technique format, bringing back the altogether scrapped disciplines of Biomancy and Pyromancy, and supplementing Divination, Telepathy and Telekinesis.Because Rogue Trader does not operate with the concept of minor powers, these were divided among the disciplines as appropriate. All credit for the conversion goes to Surrealistik.Optional Rule –

Cipher Seed

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Touch
The user psionically attaches an image or phrase to an individual which is triggered into the mind of the target via touch. The target unknowingly carries it with him until touched by the proper, designated individual. The image or message passes into the mind of the recipient upon contact. The message can be any image or symbol or sentence of no more than 5 words.Overbleed 5: Double the number of words or images permitted; this is multiplicative with other Overbleed bonuses.

Twitch

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 10m x Psy Rating
The user psychically distracts the target until the end of their next Turn, causing him to suffer a -5 x Psy Rating penalty to all Perception based Tests. Further, characters may attempt a Concealment Test to hide from the target (but not other observers) for the duration of this Technique’s effect, even while being observed by him and/or without proper concealment.
Overbleed 10: Increase the Technique’s effective Psy Rating by 1, or increase its duration by 1 Turn.

Warp Howl

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 25m x Psy Rating
The user creates a deafening screech of noise across the Immaterium that tears through into reality with a cacophonous burst. All sound related Perception based Tests made in Range automatically fail for 1 Round. Those in Range must then make a Toughness Test at a penalty equal to this Technique’s effective Psy Rating times 5 or receive an equal penalty to all sound related Perception based Tests for 1 Round plus 1 Round per Degree of Failure. Those who fail this Toughness Test by 5 or more Degrees are Stunned for 1 Round, and Deafened for 1d10 times Psy Rating minutes.Creatures with the Heightened Senses (Sound) Talent or similar Talents or Traits double all penalties and durations. Creatures with no auditory senses are immune to this Technique’s effects. Hearing protection may offer bonuses to the Test.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, or increase its duration for 1 Turn.

White Noise

Value: 200 XP
Prerequisites: Short Range Telepathy OR Twitch OR Warp Howl
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 5m x Psy Rating
The user saturates the Warp around him with psychic static. While active, Tests to determine the presence of anything within Range via technological or psychic means are at a -20 penalty. If a technological or psychic method of detection would not normally require a Test, a Routine(+10) Tech-Use Test, or a Routine(+10) Willpower Test must be made to detect the user respectively.
Overbleed 5: Increase the Range by 10m OR increase the difficulty of all Tests by one step.Special: Can be used as prerequisite for Psychic Scream instead of Mind Probe.

Touch of Madness Value: 200 XP

Prerequisites: Mind Probe OR White NoiseFocus

Power Test: Opposed Willpower

Sustained: No Focus

Time: Half Action

Range: 50m x Psy Rating

You reach into the mind of a target within Range and force the target to experience images of utter insanity. The target is entitled to an Opposed Willpower Test to resist.

Psychic talents from wrath and glory 2 ed.

Deny The Witch
Activation: Action*
Duration: Instant
Range: 50 m
Multi-target: No
Effect: You can unravel another psyker’s attempt to manipulate the Warp.
All characters with the PSYKER keyword can attempt to prevent the activation of a psychic power within range, or nullify an already active Sustained or timed duration psychic power. Your character must be aware that a power is being used in order to Deny the Witch.

Minor psychic powers from Wrath & Glory 2. edition.

Chameleon
Activation: Action
Duration: Sustained
Range: Self
Multi-target: No
Effect: You bend reality just enough to cause your image to blend with your surroundings. While this power remains in effect, you gain +20 bonus dice to Stealth (Ag) Tests and + 10 to your Dodge against ranged attacks.
Overbleed:
1 DoS Stealth (Ag) bonus increased by +10.
3 DoS Additional +10 bonus to Dodge.


Compel
Activation: Simple Action
Duration: 1 Round
Range: 5 m
Multi-target: No
Effect: You implant a simple command in the mind of a nearby creature. This command must be short (consisting of a single action), simple, and obvious, but can otherwise overcome the given creature’s own interests or base instincts.
Example commands include: ‘drop the weapon,’ ‘open the door’ or ‘push him.’ Suggestions cannot make a creature perform an action that they are simply incapable of performing — for example, you can’t make a Cyber Mastiff work a cogitator.
The target creature must successfully pass a DN 4 Willpower Test or is compelled to obey.
Overbleed:
1 DoS +1 DN to the Willpower test to resist.
2 DoS +1 Round duration.


Conceal Phenomena
Activation: Full-Round Action
Duration: Sustained
Range: Self
Multi-target: No
Effect: You draw the dark energies of the Warp about your mind, cloaking your presence against those who may attempt to detect you via psychic means.
If successful, you can resist attempts to locate you or identify you as a Psyker via powers such as Psyniscience. Any Psychic Mastery (Wil) Test made to detect you must be made with a +2 DN penalty.
Overbleed:
1 DoS +1 to the DN for detection attempts.

Conjure Flame
Activation: Movement
Duration: Sustained
Range: Self
Multi-target: No
Effect: You conjure a simple flame. This flame can vary in size, from as small as a match to as large as a crackling torch. This flame behaves in every way as real fire and can be used to ignite combustible materials.
While the flame exists, you are immune to its effects, though you are not immune to the effects of fire from any other source (nor is your clothing or any items you’re holding). When making a melee attack, this flame can be used as a weapon inflicting 8+1 E damage. At the GM’s discretion, this can cause the On Fire condition.
Overbleed:
1 DoS You generate an additional flame.
2 DoS +1 E damage.

Dull Pain
Activation: Simple Action
Duration: 1 Round
Range: 5 m
Multi-target: Yes
Effect: You use your force of will to desensitize others (or yourself) to pain. While this power remains in effect, the target reduces all Shock they suffer by 1.
Overbleed:
1 DoS Shock reduced by a further 1.
3 DoS Target reduces all Wounds they suffer by 1.

Flash Bang
Activation: Action
Duration: Instant
Range: 5 m
Multi-target: Yes
Effect: You mentally snap Warp energy like a whip, creating a bright flash and a sharp crack of sound. Everyone within range must make a successful Toughness Test or be stunned for 1 round and be Blinded for 1 round.
Overbleed:
1 DoS Additional stunned for 1 round
2 DoS Range increased by 5 m


Invoke Luck
Activation: Simple Action
Duration: 1 Round
Range: Self
Multi-target: No
Effect: You manipulate the energies of the Warp, perhaps without even consciously doing it, to make sure probabilities seem to favour you. You may choose to gain +10 bonus dice to one Test you make during the power’s duration.
Overbleed:
1 DoS You gain additional +10 bonus dice to the chosen Test.


Inflict Pain
Activation: Action
Duration: Sustained
Range: 5 m
Multi-target: Yes
Effect: You draw upon the swirling energies of the Warp and pour them into the mind of your target, wracking them with debilitating pain.
Choose a target within visual range. That target is immediately Stunned for 1d3 rounds and must make a successful Willpower Test or become Prone.
As long as you sustain this power, the target must make the same Test again at the beginning of each of their Turns or be dealt another round of Stun and must remain Prone. If the target resists, they are immune to becoming Prone by this power for the rest of the scene, but still takes Stun.
Inflict Pain has no effect against targets that aren’t truly alive (such as Daemons, plants, Beings with Machine Trait 6+, etc.).
Overbleed:
1 DoS Additional +1 Shock damage per sustained Round.

Subvert Machine
Activation: Action
Duration: Instant
Range: 25 m
Multi-target: Yes
Effect: You reach into a specific machine or mechanism with your mind and cause it to temporarily cease functioning. A mechanism jammed with this power remains inoperable for one minute. The mechanism can be cleared and made operational during this time with a successful Tech Test.
Overbleed:
1 DoS Range increased by 25 m.
2 DoS Tech Test difficulty is increased by +10.


Hover
Activation: Simple Action
Duration: Sustained
Range: Self
Multi-target: No
Effect: You use your force of will to unshackle your body from the constraints of gravity.
You can float freely, hovering or moving slowly up or down (1/2 Speed). You are not able to truly fly, however, so must use some other means to move in any other direction. This power may be used to attempt to negate a fall.
Overbleed:
1 DoS May move at normal Speed up or down.
2 DoS May also affect a willing creature within 5m. The Psyker controls their vertical movement.


Psychic Torch
Activation: Simple Action
Duration: Sustained
Range: 5 m
Multi-target: No
Effect: You conjure a floating orb of glowing light. Though typically equal in intensity to a common
lumen torch, you can cause it to become as dim as a candle or as bright as a flare through concentration.
The orb typically floats in the air beside you, but with a mental command it can be given simple instructions
such as to follow you, orbit your head, or to remain stationary at a specific location. The orb may move up
to your Speed, but instantly dissipates if it passes out of range and must be re-summoned.
Overbleed:
1 DoS Range is increased by 5 m.
2 DoS May create an additional orb.

Phantom Grip
Activation: Full Action
Duration: Sustained
Range: 10 m
Multi-target: No
Effect: You manifest an invisible set of phantom hands within range.
By using the appropriate action, you can use these hands to perform any number of tasks that they might do — push a button, open/close a door, pull the pin from a grenade, etc., though you must be able to see the object/target to be manipulated. For the purposes of these tasks, the Phantom Grip has a Strength and Agility equal to your Willpower.
Phantom Grip can’t be used to make an attack, but the GM may allow you to make an Interaction Attack using a dice pool equal to your Willpower.
Overbleed:
1 DoS Activation reduced to an Half-Action.
2 DoS Range increased by 10 m.


Mental Force
Activation: Action
Duration: Instant
Range: 15 m
Multi-target: No
Effect: Through sheer willpower, you summon an invisible mental force and use it to shove a target in
line-of-sight.
The target must immediately make a successful DN 4 Agility Test or is knocked Prone, possibly
incurring additional consequences depending upon their situation at the time.
Overbleed:
1 DoS Range is increased by 15 m.
2 DoS Agility Test DN increased by 1.

Otherworldly Voices
Activation: Action
Duration: Sustained
Range: 25 m
Multi-target: No
Effect: You mould the cacophonous sounds of the Warp into a tool for your own purposes, causing ghostly voices or other sounds to appear from places or objects within line of sight and in range.
These voices or sounds have an echoing, otherworldly quality to them, and cannot rise in volume above a typical conversational tone. These sounds are usually used to unnerve or distract others, but they can also be used to convey information to distant targets, though such communication is oneway and disturbing in nature.
Overbleed:
1 DoS Range is increased by 25 m.
2 DoS Volume of voices and sounds increased to level of a shout.