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Psyker - BC

Psykers must be Human.

Characteristic Bonus: Psykers gain +5 Willpower.

Starting Skills: Awareness, Psyniscience, Forbidden Lore (Psykers), Deceive or Intimidate, Dodge or Parry

Starting Talents: Psy Rating 3, Jaded, Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines (see Chapter VI: The Powers of the Warp), Weapon Training (Primary), Weapon Training (Las) or Weapon Training (SP) or Weapon Training (Shock), Warp Sense or Child of the Warp

Starting Traits: Psyker

Starting Gear: Common Craftsmanship Laspistol or Common Craftsmanship Stub Revolver, Good Craftsmanship Sword or Common Craftsmanship Neural Whip, Flak Cloak, Psy-focus, dataslate fi lled with arcane lore.

Wounds: 8+1d5

Special Ability

Chaos Psyker: The Heretic is an unsanctioned psyker with access to the powers of the warp. He begins play with the Psyker Trait (listed above), a Psy Rating of 3, and 1d5 Corruption Points. In addition, when determining his Psychic Strength (see page 206) he counts as Unbound.
Black Crusade - Archetype
Generic article | Jun 10, 2024
Black Crusade - Core Rulebook

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