Post by pankakku on Oct 18, 2016 5:03:11 GMT
When you roll 90+ on a psyker ability, you must then roll another time to determine your Peril of the Warp! Don't get 95+ kids! Good luck!
Perils of the Warp roll chart:
0-51: Psychic Phenomenas
0-1: Warp Echo - For a short period, any sounds cause strange echoes.
2-3: Mounting Paranoia - The psyker gets an itchy back, as if there is someone behind them.
4-5: Unnatural Aura - Any nearby animals become frightened and attempt to get away.
6-7: Grave Chill - The area around the psyker becomes cold and frost covered out for several metres.
8-9: Dark Foreboding - A faint breeze surrounds the area, giving nearby individuals an unsettling feeling.
10-11: Ethereal Stench - The air around the psyker becomes either pleasant or noxious.
12-13: Unnatural Decay - All plants in the area wither.
14-15: Spoilage - Any perishable goods within several metres become stale and useless.
16-17: Bloody Tears - Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap.
18-19: Distorted Reflection - Any reflective surfaces nearby break or distort.
20-21: Veil of Darkness - The area becomes devoid of natural light for a few feconds.
22-23: Falling Upwards - Gravity reverses for a few seconds.
24-25: Tech Scorn - All tech devices and weapons nearby malfunction or jam.
26-27: Memory Worm - Anyone in the vicinity of the psyker forgets something minor.
28-29: Haunting Breeze - Winds surround the psyker strong enough to move around small objects.
30-31: Psy Discharge - Static electriciy fills the area, causing the psyker to float for a short period.
32-33: Falling Upwards - Gravity reverses for a few seconds.
34-35: Spectral Gale - Very strong winds envelop the area, knocking people to the ground.
36-37: The Furies - The psyker is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously.
38-39: Breath Leech - The air in nearby individuals lungs becomes lost, causing them to pause.
40-41: Banshee Howl - A very loud screech fills the area out to almost a kilometre, causing people to be deafened.
42-43: The Earth Protests - The ground shakes violently, causing a local earthquake.
44-45: Warp Ghosts - Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity.
46-47: Warp Madness - A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm.
48-49: Shadow of the Warp - (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds.
50-51: Daemonic Mask - The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently.
52-94: Peril of the Warp!
52-54:Chronological Incontinence - The psyker vanishes as time bends around them, they reappear a few moments later.
55-57: Warp Burn - The energies of the warp manifest, striking the psykers mind and stunning him temporarily.
58-60: Cataclysmic Blast - The psyker is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres.
61-63: Psy-Blast - There is a sudden explosion, casting the psyker several metres into the air.
64-66: Locked In - The excess energy remains in the psykers mind, locking them into a coma until it is overcome by sheer willpower.
67-69: Psychic Mirror - The psychic power targets the psyker himself.
70-72: Vice Versa - The soul of the psyker is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane.
73-75: Soul Sear - The psykers soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers.
76-78: The Surly Bonds of Earth - much like the Falling Upwards phenomena, however gravity is reversed over a much larger area for much longer. Lifting objects much higher into the air.
79-81: Psychic Concussion - The violent energies knock the psyker unconsious and cascade outwards, also stunning those nearby.
82-84: Ethereal Storm - The excess psychic energy lashes the minds of nearby sentient creatures.
85-87: Blood Rain - A cloud of psychic energy envelops the area, causing storm winds and rain of blood. While this storm is in effect, any psychic powers in the area always cause perils of the warp
88-90: Warp Whispers - The voices of daemons fill the area, speaking into the minds of others and corrupting their souls.
91-93: Mass Possession - Daemons reach into the minds of all living creatures over a large area for a period. Sentient individuals must spend their time mentally combating the daemonic influence or they fall to corruption.
94: Dark Summoning - A lesser daemon physically manifests for a short period.
95-100: Hoo-boy you’re fucked my dude
95: The Gibbering - Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane.
96: Overload - Energies of the warp fill the head of the psyker to the point where there are no longer able to handle it, causing their cranium to explode clean off.
97: Warp Feast - The uncontrolled psychic energies rip a whole in reality, centering on the psyker; sucking him into the warp to be consumed forever.
98: Daemonhost - One of the most dangerous perils; the psyker is possessed by a daemon, becoming an unbound daemonhost.
99: Chaos Conduit - Roll again to determine which chaos god influences your death. 0-25: Khorne: Your body begins twisting and becoming carapaced, turning you into a Bloodletter. 26-50: Nurgle: Your body begins uncontrollably swelling in every crevice with pestilence and rot, expanding out until it bursts open in a large cloud to cover a moderate area. 51-75: Tzeentch: Your body rapidly mutates and bulges out in every direction in cancerous lumps, stopping after nothing more remains than a bulging mass of flesh quivering and screeching, likely lashing out with some form of body weapon. 76-100: Slaanesh: Your body’s nervous system overloads with heightened sensations, outright killing the psyker from nerves damaged beyond repair.
100: The Portal is Open - Your body floats into the air, slamming down into the ground into a pasty, fleshy mush. This acts as a gateway for a few lesser daemons, or one major daemon.
Perils of the Warp roll chart:
0-51: Psychic Phenomenas
0-1: Warp Echo - For a short period, any sounds cause strange echoes.
2-3: Mounting Paranoia - The psyker gets an itchy back, as if there is someone behind them.
4-5: Unnatural Aura - Any nearby animals become frightened and attempt to get away.
6-7: Grave Chill - The area around the psyker becomes cold and frost covered out for several metres.
8-9: Dark Foreboding - A faint breeze surrounds the area, giving nearby individuals an unsettling feeling.
10-11: Ethereal Stench - The air around the psyker becomes either pleasant or noxious.
12-13: Unnatural Decay - All plants in the area wither.
14-15: Spoilage - Any perishable goods within several metres become stale and useless.
16-17: Bloody Tears - Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap.
18-19: Distorted Reflection - Any reflective surfaces nearby break or distort.
20-21: Veil of Darkness - The area becomes devoid of natural light for a few feconds.
22-23: Falling Upwards - Gravity reverses for a few seconds.
24-25: Tech Scorn - All tech devices and weapons nearby malfunction or jam.
26-27: Memory Worm - Anyone in the vicinity of the psyker forgets something minor.
28-29: Haunting Breeze - Winds surround the psyker strong enough to move around small objects.
30-31: Psy Discharge - Static electriciy fills the area, causing the psyker to float for a short period.
32-33: Falling Upwards - Gravity reverses for a few seconds.
34-35: Spectral Gale - Very strong winds envelop the area, knocking people to the ground.
36-37: The Furies - The psyker is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously.
38-39: Breath Leech - The air in nearby individuals lungs becomes lost, causing them to pause.
40-41: Banshee Howl - A very loud screech fills the area out to almost a kilometre, causing people to be deafened.
42-43: The Earth Protests - The ground shakes violently, causing a local earthquake.
44-45: Warp Ghosts - Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity.
46-47: Warp Madness - A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm.
48-49: Shadow of the Warp - (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds.
50-51: Daemonic Mask - The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently.
52-94: Peril of the Warp!
52-54:Chronological Incontinence - The psyker vanishes as time bends around them, they reappear a few moments later.
55-57: Warp Burn - The energies of the warp manifest, striking the psykers mind and stunning him temporarily.
58-60: Cataclysmic Blast - The psyker is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres.
61-63: Psy-Blast - There is a sudden explosion, casting the psyker several metres into the air.
64-66: Locked In - The excess energy remains in the psykers mind, locking them into a coma until it is overcome by sheer willpower.
67-69: Psychic Mirror - The psychic power targets the psyker himself.
70-72: Vice Versa - The soul of the psyker is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane.
73-75: Soul Sear - The psykers soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers.
76-78: The Surly Bonds of Earth - much like the Falling Upwards phenomena, however gravity is reversed over a much larger area for much longer. Lifting objects much higher into the air.
79-81: Psychic Concussion - The violent energies knock the psyker unconsious and cascade outwards, also stunning those nearby.
82-84: Ethereal Storm - The excess psychic energy lashes the minds of nearby sentient creatures.
85-87: Blood Rain - A cloud of psychic energy envelops the area, causing storm winds and rain of blood. While this storm is in effect, any psychic powers in the area always cause perils of the warp
88-90: Warp Whispers - The voices of daemons fill the area, speaking into the minds of others and corrupting their souls.
91-93: Mass Possession - Daemons reach into the minds of all living creatures over a large area for a period. Sentient individuals must spend their time mentally combating the daemonic influence or they fall to corruption.
94: Dark Summoning - A lesser daemon physically manifests for a short period.
95-100: Hoo-boy you’re fucked my dude
95: The Gibbering - Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane.
96: Overload - Energies of the warp fill the head of the psyker to the point where there are no longer able to handle it, causing their cranium to explode clean off.
97: Warp Feast - The uncontrolled psychic energies rip a whole in reality, centering on the psyker; sucking him into the warp to be consumed forever.
98: Daemonhost - One of the most dangerous perils; the psyker is possessed by a daemon, becoming an unbound daemonhost.
99: Chaos Conduit - Roll again to determine which chaos god influences your death. 0-25: Khorne: Your body begins twisting and becoming carapaced, turning you into a Bloodletter. 26-50: Nurgle: Your body begins uncontrollably swelling in every crevice with pestilence and rot, expanding out until it bursts open in a large cloud to cover a moderate area. 51-75: Tzeentch: Your body rapidly mutates and bulges out in every direction in cancerous lumps, stopping after nothing more remains than a bulging mass of flesh quivering and screeching, likely lashing out with some form of body weapon. 76-100: Slaanesh: Your body’s nervous system overloads with heightened sensations, outright killing the psyker from nerves damaged beyond repair.
100: The Portal is Open - Your body floats into the air, slamming down into the ground into a pasty, fleshy mush. This acts as a gateway for a few lesser daemons, or one major daemon.