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Psychic Phenomena

343 bytes added, 20:57, 10 February 2014
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The roleplaying games set in the Warhammer 40,000 universe (Dark Heresy, Rogue Trader, etc.) use a more sophisticated set of rules and a more diverse range of peculiar mishaps than the tabletop game.
When a psyker uses a power, she runs the risk of incurring psychic phenomena, proportional to the amount of power she chooses to expend; more powerful effects are thus riskier. Most psychic phenomena do little harm, but there is a slim chance that she may suffer Perils of the Warp, a category of phenomena that are very harmful indeed. ===Known Psychic Phenomena===
The potential '''psychic phenomena''' have been been identified and catalogued by [[Imperial]] [[Inquisitors]].{{Fn|1}}
*'''Warp Madness''' - A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm.
===The Perils of the Warp===
The most dangerous '''psychic phenomena''' are referred to as the '''Perils of the Warp''' and are the most undesirable effects of using psychic abilities. It is for this reason that Psykers are considered to be a considerable threat to the [[Imperium]], as the effects can be potentially catastrophic; allowing daemonic forces to enter the materium, or manifesting abilities beyond the control of the psyker. Therefore it is of the utmost importance that psykers be properly trained in the responsible use of their abilities and why such resources are used to capture '''unsanctioned''' and '''nascent''' psykers.
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