Projecting Psychic Powers

Back to Warpcraft main page

Projecting a psychic power in the Warpcraft system involves multiple steps, reflecting both the difficulty of manipulating the Warp and the dangers of unleashing its energy.


1. Power Projection Check

When a psyker attempts to use a psychic power, they first perform a Power Projection Test to determine if the power is successfully manifested.

  • Roll:
    [Technique + Form + Psyker’s Characteristic + Affinities + Aura + Talisman/Relic Bonus + Familiar Bonus + Warp Essence spent + die] vs. Power Level of the effect modified by Range, Duration, Target complexity
  • If the total meets or exceeds the required level, the power is successfully projected.

2. Perils of the Warp and Overbleed

Perils of the Warp

  • If the die roll is a 0, the psyker must immediately roll on the Perils of the Warp check and apply the result.
  • If the required Power Level is reached, the psychic power still activates — but Perils occur due to Warp instability.
  • If the required Power Level is not reached, the power fails, and only the Perils of the Warp result takes effect.

Overbleed

  • Overbleed is the amount by which the psyker’s Power Projection Total exceeds the required Power Level.
  • Overbleed = Power Projection Total – Power Level
  • Overbleed provides Penetration for the power (used to overcome psychic resistance, armor, or wards).
  • Penetration = Overbleed value (e.g., Overbleed 5 = Penetration 5)

Optional: Overbleed could also enhance range, damage, or intensity, depending on the power, discipline and GM.


3. Targeting the Power

Once the power is successfully projected, it must be applied to the target. This depends on the nature of the power:

Direct Attack Powers

  • Examples: Force bolt, psychic lightning, telekinetic strike
  • The psyker must make a ranged attack roll (or equivalent targeting check)
  • The target may attempt to Dodge, and in some cases Parry (if the power is physical or force-based)

Indirect / Mental Powers

  • Examples: Mind control, illusions, fear projection, warp plague
  • The psyker and target make an Opposed Willpower Test
    • Psyker: Willpower + Bonuses
    • Target: Willpower + Resistance bonuses or Ward Defense
  • The victor determines whether the power takes hold

4. Effect Resolution

If the power connects:

  • Resolve damage, mental control, area effect, or status change as dictated by the power’s effect
  • Track duration, ongoing sustain cost, or environmental impact

Back to Warpcraft main page