Today’s article is a continuation of Dulio‘s Adeptus Mechanicus series, with an analysis of the various Psyker Powers and how to best use them.
“These are not the droids you’re looking for.” –Obi-Wan Kenobi
The Warp is undeniably a hostile place, a roiling mass of unbound energy churned by the universe’s collective Id and inhabited by some of the most malevolent entities to ever come into existence. Yet the Warp also represents power that can be muzzled and bent to one’s purposes by sheer force of will to accomplish feats beyond both mortal skill and artifice, even bending the laws of reality itself. Psychic Powers is the catchall term for such feats, covering a wide array of abilities that can be benign as lighting a flame on one’s finger to dominating an entire planet’s population, but uniformly all tap into the warp as a power source with commensurate risk.