Psychic Phenomena Table
Also known as the Psychic Phenomena Chart or Minor Warp Disturbances, this table is rolled on before the Perils of the Warp table and represents less catastrophic but still dangerous side effects that may occur when a psyker fails to control their power.
When Is It Used?
- Whenever a psyker rolls zero on their Focus Power Test.
- The result is a d100 roll on the Psychic Phenomena table.
- If the roll totals 75 or more (after modifiers), it escalates into the Perils of the Warp table.
Psychic Phenomena Table
| Roll (d100) | Phenomenon | Effect |
|---|---|---|
| 01–05 | Dark Foreboding | Nearby characters feel dread; -10 to next Willpower Test. |
| 11–15 | The Earth Protests | Small tremor; everyone within 1d10 m must pass Agility Test or fall prone. |
| 26–30 | Ghostly Whispers | Faint voices fill the air; may cause Fear (1). |
| 36–40 | The Furies | Nearby glass shatters; loose objects fly about. |
| 61–65 | Blood Rain | A fine mist of blood falls in 3d10 m radius for 1d5 Rounds. |
| 71–75 | Daemonic Mask | For a moment, the psyker’s face is replaced by a terrifying daemonic visage; Fear (2). |
| 76+ | Escalates to Perils of the Warp |
Perils of the Warp
Roll a d100 to determine the chaotic Warp effect—a perilous result that always adds +1 Corruption Point.
Perils of the Warp Table
| Roll (d100) | Peril | Effect |
|---|---|---|
| 01–05 | The Gibbering | Psyker screams; must roll Willpower Test or be stunned for 1d5 Rounds. |
| 06–09 | Warp Burn | Burst of Warp energy stuns the psyker for 1d5 Rounds. |
| 10–13 | Psychic Concussion | Psyker knocked unconscious for 1d5 Rounds; everyone within 3d10 m must pass a Willpower Test or be stunned 1 Round. |
| 14–18 | Psy-Blast | Explosion throws the psyker 1d10 m into the air; they fall and take damage per falling rules. |
| 19–24 | Soul Sear | Warp scorches the psyker’s soul; they can’t use powers for 1 hour and gain 5 Corruption Points. |
| 25–30 | Locked In | Power entraps the psyker’s mind; they lie catatonic until passing Willpower Test (one per Round). |
| 31–38 | Chronological Incontinence | Time warps; psyker vanishes and reappears after 1d10 Rounds. |
| 39–46 | Psychic Mirror | Psyker is affected by their own power—beneficial effects become harmful energy damage. |
| 47–55 | Warp Whispers | Daemonic voices emerge; everyone within 4d10 m must pass Hard Willpower Test or gain 1d10 Corruption Points. |
| 56–61 | Vice Versa | Psyker swaps minds with a nearby creature for 1d10 Rounds; if none, psyker becomes catatonic and gains 1d5 Insanity Points. |
| 62–67 | Dark Summoning | A Lesser Daemon briefly appears within 3d10 m of the psyker. |
| 68–72 | Ethereal Storm | Psychic maelstrom hits everyone within 1d100 m for 1d10 Energy Damage (ignores armor). |
| 73–78 | Blood Rain | Area of 5d10 m is drenched in blood and wind; any psychic powers used invoke Perils automatically for 1d5 Rounds. |
| 79–82 | Cataclysmic Blast | Massive Warp discharge deals 1d10+5 Energy Damage to everyone within 2d10 m—and the psyker is left naked and overheated. |