Activation Time: Half Action
Range: Self
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Biomedicae, Biogladius
Basic Technique: Mind Over Body
Biomancers channel the Warp through their bodies and the bodies of others, manipulating physical forms at will. Masters of flesh-shaping are feared and envied for their ability to forge their own form into whatever their desire, and reduce their enemies to infirm weaklings.
The user can adjust and modify his body in a variety of ways, readjusting the formation and make-up of his cellular structures, or encouraging their repair such that a variety of incredible effects may be achieved.
The Biomancer may assume a number of the following effects equal to the Technique’s Psy Rating / 2 (rounded up):
Psy Rating 1+, 1+ Biomancy Techniques (including Mind Over Body):
- Gain the Regeneration (1) Trait and immunity to Blood Loss. If you already have the Regeneration Trait, increase the amount of Wounds it restores by 1.
- Gain the Resistance (Heat) and Resistance (Cold) Talents and ignore the effects of extreme environmental temperatures.
- Gain immunity to vacuums (you still need to breathe).
- Increase any one Characteristic, except Willpower, Ballistic or Weapon Skill by +10. This effect can stack with itself.
- Gain the Resistance (Poisons) and Resistance (Disease) Talents.
- Gain the Dark-Sight Trait.
- Tests involving one of your five senses gain a +20 bonus. This bonus is subject to the same restrictions as the Heightened Senses Talents
The Biomancer may also improve this Technique further, allowing him to select additional properties should he spend the required XP and achieve the necessary prerequisites. Each must be bought in sequence, from top to bottom, and do not count as additional Techniques for the purposes of fulfilling prerequisites. The prerequisites and properties are as follows:
Psy Rating 2+ Biomancy Techniques, 200 XP for each effect:
Level 2 Effects:
- Gain immunity to being on fire (this protection does not extend to your gear).
- Gain immunity to Deafness.
- Gain the Natural Armour (2) Trait. If you already have the Natural Armour Trait, increase the Armour Points it provides by 1.
- Gain the Natural Weapons Trait. If you already have the Natural Weapons Trait, increase the Damage and Penetration of your natural weapons by 2 each.
- Gain the Crawler Trait.
- Gain the Sturdy Trait.
- Adjust size up or down by one Category.
Psy Rating 4+ Biomancy Techniques, 300 XP for each effect :
Level 3 Effects:
- Gain immunity to diseases (including the Toxic trait where appropriate).
- Gain immunity to poisons (including the Toxic trait and drugs where appropriate).
- Gain the Burrower Trait (Agility Bonus).
- Gain the Hoverer Trait (Agility Bonus).
- Gain Unnatural Senses (Perception Bonus x 4).
Psy Rating 6+ Biomancy Techniques, 400 XP for each effect :
Level 4 Effects:
- Gain immunity to Blindness.
- Gain immunity to Stunning.
- Gain immunity to Fatigue.
- Gain the Flyer (Agility Bonus) Trait.
- Gain the Multiple Arms Trait.
- Gain the Quadruped Trait.
- Gain the Toxic Trait.
- Gain any Mutation.
One chosen effect may be changed once each Round as a Free Action. Any other change performed in the same Round requires a Half Action, and counts as that Round’s use of a Focus Power. Multiple identical benefits gained as a result of this power stack with each other.
Special: At the end of the user’s turn, if the total level of effects active exceed his Toughness Bonus, he must make a Toughness Test. If he fails, he must immediately dismiss the Technique or lose 1 Wound per excess level as his body begins to break down under the strain. The Difficulty of this Test is increased by one step per excess level beyond the first.
Example
Jericus the Psyker has a TB of 4, the Toxic Trait and Fatigue Immunity effects active (each of these being Level 4 effects), the total level of effects active is 8. This is in excess of his TB by 4. He must then make an Very Hard (-30) Toughness Test (excess levels beyond the first is 3, so the Difficulty is increased by 3 steps). If he fails, he must dismiss the Technique or lose 4 Wounds.
Open Psychic Techniques:
Warp Speed
Value: 500 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
Multi-target: No
Effect: Your form begins to distort and grow fuzzy as you draw energy from the Warp and transfer it straight into your own limbs.
While you sustain this power your Speed is doubled, you may take one additional Action per round at no penalty (which can be an action or reaction), your Dodge/Parry increases by +10, and you act first in every Round.
Warp Speed taxes a Psyker physically. You suffer 1+DoF Fatigue after Tougness check for every Round you sustain the power.
Overbleed:
1 DoS Suffer 1 less Fatigue when for sustaining this power.
2 DoS Additional +10 bonus to Defence.
Phantom Form
Value: 500 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
Multi-target: No
Effect: The light surrounding you grows dim, then so does your body, transformed into a wispy phantom. While you sustain the power, you can pass freely through solid objects of any kind, though your Speed is reduced by half. In effect, you become a phantom, a being out of phase with reality. While you can both see and be seen by the real world, you cannot physically interact with it in any way.
Phantom Form is extremely taxing to the spirit. You suffer 1 Fatigue for every round you sustain the power.
Should you revert to your normal form while passing through hazardous conditions, you immediately suffer the consequences of those conditions. If you revert to your true form while passing through a solid object, you appear at a random open space next to the object and suffer 1d6 Wounds.
Overbleed:
1 DoS your Speed is normal.
2 DoS your speech can be heard.
3 DoS you can interact with objects as a Full Round Action.
The Biomedicae Tree:
Staunch Bleeding
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User negates the Blood Loss condition of a living target within Range. The target is immune to further Blood Loss and gains the Regeneration Trait as long as this Technique is Sustained. If the target already has the Regeneration Trait, he regains an additional Wound on successful Toughness Tests made to regain Wounds with it.
Overbleed 5: Increase the Range of this Technique by 10m, OR you may select another valid target within Range to be affected, OR those affected by this Technique gain a +10 bonus on Toughness Tests concerning the Regeneration Trait.
Toxic Siphon
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Acts as a dose of Detox on a living target within Range, though it costs the target a Full Action as it expels the poison naturally.This Technique also purges infections and diseases, though for each disease to be removed, the user must succeed on a Willpower Test subject to the Difficulty Rating of resisting that disease.
Overbleed 5: Increase the Range of this Technique by 10m, OR affect another legal target within Range OR gain a +10 Bonus on the Willpower Test.
Healer
Value: 200 XP
Prerequisites: Dull Pain, Staunch Bleeding
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Full Action
Restores 1d5 Wounds plus this Technique’s effective Psy Rating to a living target within Range (Critical Damage is removed first). Any valid target subject to this Technique who has already been affected by it in the past 6 hours must make a Toughness Test or suffer an equivalent amount of Damage instead of being healed, ignoring Toughness and Armour.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1 OR affect another legal target within Range.
Regenerate
Value: 400 XP
Prerequisites: Healer, Toxic Siphon
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
At the beginning of each Round, the user removes a number of Wounds, Characteristic Damage and Fatigue levels equal to the user’s Psy Rating (minimum 1, remove Critical Damage first).Once all Wounds and Characteristic Damages have been removed, the user begins to regenerate lost organs, limbs and other body parts, unless these have been replaced by bionics/cybernetics.The user also removes any Blood Loss condition, and is immune to the Blood Loss condition while this Technique is sustained and in effect.
Overbleed 10: Remove an additional Wound OR point of Characteristic Damage OR Fatigue level.
Seal Wounds
Value: 500 XP
Prerequisites: Regenerate
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Restores 1d10 Wounds plus the user’s Psy Rating to a living target within Range (Critical Damage is removed first). The target also removes the Blood Loss condition if this Technique restores him to Lightly Wounded status or better.
Overbleed 5: Increase the Range of this Technique by 10m, OR, remove an additional 1d10 + user’s Psy Rating Wounds, OR affect another legal target within Range.
The Biogladius Tree:
Bio-Lightning
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
This Technique discharges a bolt of bio-electric energy at a target within Range. Make a Challenging (+0) Willpower Test to strike the target; this otherwise acts as a normal ranged attack. On a hit, the bolt deals 1d10 E Damage, plus the Technique’s Psy Rating, has Penetration equal to the Technique’s Psy Rating, and has the Shocking Quality.This attack can be dodged in the same manner as any other ranged attack.
Overbleed 5: Increase the effective Psy Rating of this Technique by 1
Overbleed 10: Fire another bolt of energy at a target within Range of your choice, either from your position, or that of a prior target.
Wither
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 3d5m x Psy Rating
Focus Time: Full Action
Withers all normal plant life within Range, leaving the area barren and utterly dead within moments. Plant-like enemies receive 1d10 E Damage, plus 2 times your Psy Rating.
Overbleed 5: Double the Range of this power, OR increase the Damage dealt by 1d10, plus your Willpower Bonus and Psy Rating
Spasm
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 15m x Psy Rating
Focus Time: Half Action
User causes the muscles of a target within Range to spasm uncontrollably. Those affected must make a Challenging (+0) Willpower Test. If they fail, they immediately fire at the closest creature should they be carrying any sort of ballistic weapon, making a Ballistic Skill Test as normal. In addition, they immediately fall Prone on the ground. This affects only targets with some kind of musculature.
Overbleed 5: You may select another valid target within Range to be affected, OR worsen the Difficulty of the Willpower Test by one step.
Inflict Pain
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 25m x Psy Rating
Focus Time: Half Action
User inflicts agonizing pain on a target within Range. Those affected must make a Challenging (+0) Willpower Test. If they fail, they suffer a -10 penalty to all Tests for as long as this Technique is sustained. When used in conjunction with the Interrogation Skill, this Technique provides a +5 bonus. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 5: Worsen the Difficulty of the Willpower Test by one step, OR worsen the penalty to all Tests inflicted by this Technique by -10, OR increase the bonus to Interrogation Tests by +5.
Overbleed 10: You may select another valid target within Range to be affected.
Open Wounds
Value: 200 XP
Prerequisites: Spasm, Inflict Pain, Wither
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Opens the wounds of an injured, living target. If your target fails an Opposed Test, pitting your Willpower against their Toughness, this Technique inflicts 1d5 R Damage, plus the user’s Psy Rating, bypassing their Toughness and Armour. If the target is Heavily Wounded or worse after this Damage is applied, they automatically suffer from Blood Loss.
Overbleed 5: Increase the Range of this Technique by 10m, OR gain a +10 bonus on the Opposed Test.
Overbleed 10: You may afflict the same target again OR another target of your choice with this Technique.
Agony
Value: 200 XP
Prerequisites: Bio-lightning, Inflict Pain
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Full Action
User inflicts all-consuming agony on a target within Range. The target must make a Challenging (+0) Toughness Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they may only make up to a Half Action that Round. When used in conjunction with the Interrogation Skill, this Technique provides a +10 bonus to Tests made with that Skill. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 5: Worsen the Difficulty of the Toughness Test by one step, OR increase the bonus to Interrogation Tests by +10, OR You may select another valid target within Range to be affected.
Constrict
Value: 200 XP
Prerequisites: Bio-lightning, Spasm
Focus Power Test: Willpower
Range: 5m x Psy Rating
Sustained: No
Focus Time: Half Action
User constricts the windpipe (or its equivalent) of a target within Range. The target begins to Suffocate. Each Round, the target must spend a Half Action to Test Willpower. On a success, the target may act normally (though he is still subject to Suffocation). On a failure, the target must spend a Full Action to Test Toughness. On a success, he regains control over his body, and clears his windpipe (or equivalent). On a failure, he continues to suffocate. The target is considered to be engaged in strenuous physical activity.
Overbleed 10: Worsen the Difficulty of the Willpower and Toughness Tests by one step.
Blood Boil
Value: 300 XP
Prerequisites: Agony, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User increases the blood pressure of a target within Range to lethal levels. Each Round, the user may take a Half Action to make an Opposed Willpower Test, pitting his Willpower against the target’s Toughness. If the user wins the Test, the target takes one level of Fatigue, plus one level per degree of success until he falls unconscious. Every level of Fatigue that would be inflicted beyond that deals 5 Damage instead, ignoring Toughness and Armour. Should Damage dealt by this Technique equal the target’s wounds, his heart and brain explode, showering those nearby with gore. This cannot be used on targets without a functioning circulatory system.
Overbleed 5: User gains a +10 bonus on the Opposed Willpower Tests.
Drain Vigour
Value: 300 XP
Prerequisites: Constrict, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 10m x Psy Rating
Focus Time: Half Action
User drains the life force from a living target within Range. The target must make a Difficult (-10) Willpower Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they suffer 1d5 Strength, Toughness and Agility Damage that Round, plus the user’s Psy Rating (roll once for all Characteristics), and must Test Willpower again at the same difficulty at the beginning of the next Round or incur the same effect. If the target succeeds, this Technique immediately terminates.Should any of the target’s Characteristics be reduced to 0 as a result of this Technique, it dies immediately.The Characteristic loss incurred by this Technique lasts for its duration plus 1d5, and the user’s Psy Rating in Rounds.
Overbleed 10: Worsen the Difficulty of the Willpower Test by one step.
Hammerhand
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
Your hands transmute into blunt instruments of destruction. Gain the Natural Weapon trait, and multiply your Strength Bonus by 4. You cannot carry any objects in your transmuted hands.
Overbleed 10: Increase your Strength Bonus by an additional 1 (prior to multiplication).
Flesh Like Iron
Value: 300 XP
Prerequisites: Hammerhand
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
User’s flesh hardens as it channels the power of the Warp. Your Toughness Bonus increases by +2, and your Agility Bonus decreases by -1.
Overbleed 5: Increase your Toughness Bonus by a further +1 up to a maximum of three times your normal Toughness Bonus
Sources: Psychic Powers converted from Dark Heresy to Rogue Trader, Wrath & Glory 2 ed page 272