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Psychic Disciplines

Although the powers of psykers are many and varied, they usually fall into one of several disciplines. The five most common psychic disciplines are: Biomancy, Divination, Pyromancy, Telekinesis and Telepathy. Some psykers specialise in only one discipline, honing a few powers to the exclusion of all others. Others manifest a much broader range of psychic disciplines and abilities -- in such cases, the psyker will be able to generate powers from several psychic disciplines.

Abel Moore will start off with one discipline in the beginning before he quickly learns a second one and eventually a third one. Between the five disciplines, I chose the three I like the most since letting him have all five will make it kinda boring.

Keep in mind the mc isn't a traditional psyker since the warp doesn't exist MHA. Instead, his quirk will be tied to his control over his emotions. Pyskers are supposed to keep themselves as sane as possible unless they want to get killed by a commissar. So when mc shows fear, anger, sadness, all that crap, his powers get out of hand since they require complete focus.

Biomancy Discipline: The third discipline

Biomancers specialise in manipulating biological energy and processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies or their enemies, according to their will.

Smite - Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing his foes apart.

Iron Arm - By transmuting his flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with his bare fists.

Enfeeble - As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping vitality from their bodies.

Endurance - Reaching into the essence of his allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight.

Life Leech - With a twist of his gnarled hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to reinvigorate and restore his own injured flesh.

Warp Speed - The powers of the Immaterium flow into the psyker, heightening his speed to supernatural levels. A blur is he amongst his enemies, felling the unrighteous with blows too swift to see.

Haemorrhage - Focussing his mutant mind, the psyker reaches forth and sets a fire within his victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing him asunder as it bursts from every pore.

Telekinesis Discipline: The first discipline

Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves and even rend apart the fabric of reality.

Assail - Using nothing but the power of his mind, the psyker tears a boulder or rock from the ground and hurls it at the foe.

Crush - By reaching out his arm and clenching his fist, the psyker entraps his foe in a choking and crushing mass of psychic force. Gritting his teeth, the psyker continues the assault until flesh, armour and bone alike are ground to powder.

Gate of Infinity - The psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye.

Objuration Mechanicum - Weapons jam and engines seize up as the telekine uses his powers to wrench and twist the inner workings at the hearts of nearby machines.

Shockwave - The psyker slams his palms together and the noise is magnified a hundredfold, releasing a shockwave that snaps bones and knocks foes off their feet.

Telekine Dome - Bullets bounce off of thin air and are deflected alarmingly towards friendly forces as the psyker erects a barrier of shimmering psychic energy about himself.

Vortex of Doom - The telekine opens a tear between the material realm and the howling destruction of the Warp, unleashing energies that utterly consume his foes.

Divination Discipline: The second discipline

Diviners seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of the answers they seek, and sometimes even influence the outcome of fate itself.

Prescience - The psyker can effortlessly predict the paths of bullets and swords. By focussing his Warp-sight even more closely, he can guide his allies' aim, bringing a swift and merciless death to their foes.

Foreboding - Thanks to his Warp-gifted insights, the psyker and his allies are aware that their foes are about to charge, even before the foes themselves have realised it.

Misfortune - With a click of his fingers, the diviner twists fate so that his followers' blows punch through the weakest points in their opponents' armour.

Perfect Timing - As soon as his consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of his enemies, down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot.

Precognition - Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, he is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should his self-wrought prophecies fade, or turn false, he will surely be doomed to ignominious defeat.

Scrier's Gaze - The diviner can see the battlefield clearly in his mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath his omniscient gaze. Thus can the diviner direct exactly when and where they are most needed, leaving no clue behind as to how this trickery was achieved.

This is just explaining some of the mc abilities as a psyker, I might give him some of the chaos gods psyker abilities but I'm undecided.

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