Psyker: Psykinetic

## Key Features

- Effective vs Elite enemies

- Warp Charges

- Peril Management

> *“It seems that no matter how low I set my expectations, it can always get worse... A lifetime spent in the mire, hiding from the witchseekers and the bigots in the most desolate places the Imperium of Man has to offer.” -*Anonymous Loner Psykinetic
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Psykers’ abilities are tied to the disciplines they learn to stave off madness and control their otherworldly gifts. Such disciplines run the gamut from showstopping to subtle, depending on the Psyker’s personality and tutelage. Psykinetics manipulate empyrean forces with the power of their mind, repurposing it to crush heads and inflict gnawing agony on their victims. They leave a trail of mangled bodies in their wake--most of whom never had a chance to react to their danger.

## The Warp

    Through the power of the warp, you can manipulate the world with your mind, but not without cost. Each time you use a warp ability, you gain **Peril,** which is shown by an icon and a percentage onscreen. If a warp ability is used while at 100% peril, you will lose control and explode, immediately placing yourself into the downed or Health & Armour|captured]] state depending on your wounds. Using the class ability Psykinetic's Wrath during the loss of control animation will cancel the Perils of the Warp explosion and prevent you from going down as a result.

Peril passively begins to decay after 3 seconds but can be reduced more quickly using the Quell ability, accessed using the reload key on Brain Burst and Force Weapons. Force Weapons include their own Warp Resistance bonuses and the class feat **Inner Tranquility** grants bonus Peril resistance across the board per Warp Charge you have.

Some Feats of this class utilize a unique damage over time effect called **Soulblaze.** This is shared by the class' Purgatus Staff.

## How to Use Abilities

### Brain Burst

There are two ways to use this ability.

**The first method** is used by holding down left click, which will highlight and lock on the target you are currently looking at. When the ability charges fully after 3 seconds, it will automatically release the charge and hit the target. Note, in the gif the person is looking at the target while performing the action. **You do not have to look at the target AFTER starting the action**, it's locked onto the target and even if they leave your line of sight (go behind a wall for example) it will still finish the action and hit them. If the target dies before the burst fires, charging stops but Peril continues building to no effect. Most enemies will be forced into their stagger state when the action hits half-completion.

**The second method** is used by holding down right click. Upon doing so, the ability will charge without having a lock on a target. When it charges fully after 4 seconds, it will not release but instead will wait for you to focus on a target. **When you highlight the target you wish to hit, you have to press the left mouse button to release the charge and hit them or. If the burst is still charging when you left-click, it will instead to lock on to them like the first method.** In this way it can be useful to start charging before the target comes into sight, lock on (if not fully charged), and then allow it to automatically fire when fully charged. Most enemies will be forced into their stagger state as soon as they are locked onto

## Media

### Melee

#### Force Sword

Force Sword Light attack comboForce Sword Heavy attack comboForce Sword Special Action
### Ranged

#### Surge Force Staff

Surge Staff primary actionSurge Staff secondary action
#### Trauma Force Staff

Trauma Staff primary actionTrauma Staff secondary action
#### Purgatus Force Staff

Purgatus primary abilityPurgatus secondary ability

## Tips and Tricks

* The Psyker can pull off **three** brain burst actions in succession without overloading their peril and exploding themselves, as beginning an action below 98% will not trigger the explosion even if 100% is hit mid-charge. If using the right-mouse method, **locking on** must be done below 98%.
* As locking onto an enemy with the right-mouse will instantly stagger them, it can be used to quickly interrupt problematic enemies. Note that ogryn, trappers, bombers, ragers, and shotgunners **cannot** be staggered this way.

* Melee helps keep **you** safe, staves keep **your team** safe and brainburst keeps **everyone** safe from enemies that are tougher.

* On uprising and below, you can use brain burst to two shot most tougher enemies, helping your team a lot!

* Brainburst can be used to keep snipers and hard to reach enemies off your team's back. It helps a lot that brainburst's primary ability can be used to kill an enemy even if they go behind cover.

* You can dash (dodge) while performing brain burst, this will help you steer clear of enemies within your immediate vicinity as you perform the ability.

# Character Creator: Lore

Backstory options within the Character Creator that are specific to the character's class: Veteran, Zealot, **Psyker**, or Ogryn.

## Personalities

 Savant
 Loner
 Zehra Naqvi

## Defining Moments

"DEFINING MOMENT: You've been through a lot. This struggle you call "life" demanded it. But through all the hardships, and all the triumphs, one incident stand out in your memory, which has shaped you more than anything." Unique options for psykers.

* **Spell of Madness**: Unsanctioned Psykers are considered to be the most serious threat to the Imperium, and they are ruthlessly hunted. Some go on to be pressed into service by the Scholastia Psykana, but for most, a darker fate awaits.
	+ You developed mental powers and sought seclusion to avoid persecution, but were eventually captured, and trained by the Scholastia Psykana.

* **Declared a Witch**: Unsanctioned Psykers are rounded up and handed over to the Adeptus Atra Telepathica, where their fate is decided. Most are either selected for training by the Scholastia Psykana, or sent on the Black Ships to feed the Astronomican.
	+ Tipped off by locals, the enforcers arrived and declared you an unsanctioned psyker. You were arrested and handed to the Scholastia Psykana.

* **The Black Ships**: Rogue psykers - oft-called "witches" - that are not slain outright are either sent to the Emperor's table via the Black Ships, or taught to control their powers under the gruelling regime of the Scholastia Psykana.
	+ After being subjected tp rigorous (and painful) tests, you were slated for deportation upon one of the Black Ships. However, at the elevanth hour, an agent of the Adeptus Astra Telepathica spotted your potential, and granted you a training place in the Scholastia Psykana.
* **Mutant Incident**: Whether by genetic defect or Chaos-taint, mutants are reviled by the Imperium. Most Imperial agencies teach intolerance of the mutant as a key tenet, and see mutation as a curse that leads only to corruption.
	+ You were attacked by a mutant, and saw first-hand the true horrors of their aberrations.
* **Captured**: Citizens and loyal defenders of the Imperium understand that there are many fates worse than death. For some, there is no nightmare like being captured by cultists, rival gangers, or even foul xenos. Whether taken for study, hard labour, or interrogation, the results are always grim.
	+ Ambushed and captured, you worked in terrible conditions in a prison camp, before your liberation by a regiment of the Astra Militarum.

* **The Voices** (*Zealot and Psyker*): In most occupations, hearing voices would be considered a sign of madness. However, to some members of the Ecclesiarchy and the Scholastia Psykana, such messages are a source of inspiration, for they are perhaps a sign of blessed communion with the God-Emperor.
	+ One day the voice of the Emperor spoke in your mind, and told you to dedicate your life to His service.

## Growing Up

"There aren't a lot of option for folk like you growing up. But you had to find a way to overcome the trials of youth, by fair means or foul." Unique options for psykers.

* **Escaped to the Wastes**: The needs of the Imperium exact a heavy toll, with mass industry creating wastelands - vast dead zones that are often home to outcast mutants, but also attract settlers who dream of freedom beyond the hive's imposing walls.
	+ You broke free from the structured confines of your youth, surviving a nomadic lifestyle in the unforgiving wastelands.
* **Isolated** (*Zealot and Psyker*): The arbitrary bureacratic decrees of the Adeptus Adminitstratum can draft or displace the populace of an entire hab-block, often for no discernible reason.
	+ After an enforced relocation to new hab-dwellings, you lost contact with all known associates.
* **Self-reliance** (*Zealot and Psyker*): Even the most civilised sectors of the Moebian Domain are subject to all manner of threats, from mutants, rogue psykers, cultists, and more. In the dog-eat-dog world of the lower hives, everyone must find a way to navigate these myriad perils.
	+ After surviving both the Sump Rat Scourge and the Cult of the Red Death uprising, you became a self-confident survivalist, able to emerge relatively unscathed from any situation.

* **Forged by Toil** (*Psyker and Ogryn*): The Imperium is built upon the backs of Strong labourers, who man mines, farms, manufactorums and loading docks throughout the galaxy. Some never know life beyond backbreaking toil, growing strong beneath the arduous demands of their overseers.
	+ As a powerful specimen, you were pressed into service as a heavy lifter in a factorum.

* **Grinding Toil** (*Psyker and Ogryn*): In the Imperium, manufactorums care only about output, and if workers die due to overwork or lack of safety conditions, then so be it. More workers are readily available as grist for the mill. As long as the Imperium endures, no sacrifice is too great.
	+ Since you came of age, you worked in the baking-hot factorum, until day and night were indistinguishable, and life felt like one endless shift.

* **Outcast** (*Psyker and Ogryn*): Imperial Citizens are taught to hate and fear mutants and witches, and in such an atmosphere, any who show even minor inexplicable malady are avoided like a plague, or even ostracized by their communities.
	+ As you came of age, you became subject to strange fits that sometimes had you speaking in tongues. It was not long before you were shunned by all who knew you.
* **Visions**: It is possible to make a living telling fortunes in the seedy underbelly of Moebian society, but such is the mistrust of witches that it is only a matter of time before the unsanctioned use of psychic powers is reported.
	+ About the time of your coming of afe, you began to see murky visions of the future.