Biomancy

## Blood Boil

**Value**: 300xp

**Prerequisites**: Psy Rating 3

**Action**: Half Action

**Focus Power**: Opposed Challenging (+0) Willpower Test

**Range**: 10 metres x Psy Rating

**Sustained**: Half Action

**Subtype**: Attack, Concentration

**Description**: The psyker attunes himself to the circulation of blood in his victim, slowly but surely increasing the pressure of the flow. At first, this produces the sensation of having just run a short distance as one's heart pumps faster and he feels the need to rest. Gradually, the sensation grows to worrying proportions as bruises erupt where capillaries begin to burst and flecks of light race about in his vision. Should the victim�s body fail to resist the psyker�s will, he finally collapses, blood running from his eyes, nose, and mouth. On the turn that the psyker manifests this power, he makes his Focus Power Test opposed by the target�s Challenging (+0) Toughness Test. The target suffers one level of Fatigue plus another level for every two additional degrees of success the psyker attains on his Focus Power Test. On subsequent turns, the psyker may maintain the power repeating the Opposed Test and dealing levels of Fatigue as stated previously. Should the target take levels of Fatigue equal to or greater than twice his Toughness Bonus, the effects of Blood Boil become lethal; on each subsequent turn, should the psyker win the Opposed Test, the target takes 1d10 + Psy Rating Rending Damage. If on any turn the target wins the Opposed Test, the power immediately ends. Daemons, warp entities, constructs, and other beings without a circulatory system or with a circulatory system that defies human understanding are immune to the effects of this power.

## Cellular Control

**Value**: 300xp

**Prerequisites**: Psy Rating 4, Toughness 40+

**Action**: Full Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: There is no telling how often its own limits cause the body to fail in the face of the horrors of the Screaming Vortex. Thus, those biomancers advanced in the mysteries of their study have uncovered the ability to manipulate, control, and even alter their own cellular structure to suit the demands of their environment. This versatile power allows, among other things, the psyker to survive extremes of temperature and pressure, to process oxygen more efficiently, to resist toxins, or to draw on reserves of metabolic energy. The psyker gains one of the following benefits upon succeeding on his Focus Power Test, or two of the following if he scores five or more Degrees of Success on that roll:

* The psyker gains immunity to all poisons.
* The psyker ignores the effects of either extreme heat or extreme cold. The psyker still suffers damage from fire, although he may reduce that damage by an amount equal to his Toughness Bonus.
* The psyker gains immunity to the effects of Fatigue, including the �10 penalty to Tests and unconsciousness. However, he still suffers the levels of Fatigue and must pay the attendant price when this power ends.
* The psyker can survive in conditions of extreme pressure or in a vacuum.
* The psyker efficiently uses oxygen and may hold his breath for a number of hours equal to his Toughness Bonus. This effect may exceed the normal duration of the power and need not be maintained. However, the psyker must begin holding his breath while the power is in effect in order to gain this benefit.
* The psyker accesses reserves of energy, processing them at a greatly increased rate. He counts as having the Sprint Talent. The duration of these effects last for as long as the psyker chooses to maintain the power. However, maintaining the power requires some effort and takes quite a toll on his body. The psyker may maintain the power for a number of rounds equal to his Toughness Bonus, at which time he must succeed on a Challenging (+0) Toughness Test. Failure causes the effects to immediately end and he suffers 1d10 R Damage as a result of his body struggling to right itself. He must make this test at intervals in rounds equal to his Toughness Bonus.

## Chitin Shell

**Alternate Names**: Bone Hide, Shell Skin

**Value**: 200xp

**Prerequisites**: Psy Rating 2, Toughness 30+

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: Scavenging from his own body�s nutrients, bone, and muscle, the psyker constructs organic protective plating to defend weak points left open by his synthetic armour. This armour contains dense carbon deposits set within a bone-like plating. Though it reduces his coordination and reflexes, it also grows as the psyker wills it and adds no weight to what he already carries. It is extraordinarily tough, and provides the sort of protection necessary to survive dreaded threats such as bolter fire or chainsword slashes. Chitin Shell allows the psyker, upon completing the Focus Power Test required for its activation, to add Armour Points to areas of his body not already protected by synthetic or natural armour. This chitin may not be removed as it is fused to the psyker�s skeletal and muscular systems, but as such it functions as an extension of his own body. Each Degree of Success on the Focus Power Test may be �spent� to add armour to one part of the body (head, body, both arms, or both legs). This armour has a rating of AP 2. However, the psyker may alternatively spend successes to increase the Armour Points on one of the above listed body parts on a one for one basis. For example, a psyker scores three Successes on his Focus Power Test and chooses to add chitin to his head and arms (spending two successes) and to increase the armour to his head by one (using the last success) for a result of a head with AP 3 armour and arms with AP 2 armour

## Flesh Mould

**Alternate Names**: Malignia Charm

**Value**: 400xp

**Prerequisites**: Psy Rating 5, Toughness 50+

**Action**: Full Action

**Focus Power**: Hard (�20) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: For those who can master this power, will and body become one. Much as a techno-magos shapes metal into complex circuitry, elevating basic elements into objects of mechanical wonder, so too does the biomancer shape the flesh. When using this power, the psyker may modify his body and choose one of the following options:

* He gains one of the following Traits: Amphibious, Amorphous, Burrower (3), Crawler, Flyer (4), Multiple Arms (3), Natural Armour (2), Natural Weapons, or Quadruped.
* He takes the form of another in a cunning effort at deceit, altering his appearance, vocal cords, and genetic signature (should he have access to such information). He gains a bonus to his Disguise Tests equal to ten times the number of Degrees of Success attained on his Focus Power Test.

The psyker may activate this power multiple times, choosing a new option with each activation.

## Last Breath

**Alternate Names**: Drowning Gasps

**Value**: 300xp

**Prerequisites**: Psy Rating 3

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: 20 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: Suffocation invokes a degree of terror above and beyond many of the other violations one can commit against the body of another. A psyker with this curse may take control of the humours of the target�s body, causing its lungs to secrete a thick, milky liquid. The suffocating foe must best the will of the psyker to expel the fluid and live.

On a successful Focus Power Test, the psyker gains command of the appropriate humours to secrete this vile liquid in the target�s lungs. The target begins to suffer theeffects of Suffocation (see page 257, Black crusade Core Rulebook) and is considered to be under strenuous activity. If any of the required Toughness Tests succeeds, the target clears his throat and lungs and he is no longer suffocating (although any levels of Fatigue suffered remain).

## Neural Storm

**Alternate Names**: Bio-Lighting

**Value**: 250xp

**Prerequisites**: None

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: 5 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: Drawing on and enhancing the natural electrical currents of the psyker�s nervous system, he summons a bolt of power to shock his enemies. Unlike other psykers whose will and psychic potency determine the strength of their powers, the biomancer that channels the Neural Storm relies on his own fortitude.

Neural Storm is a Psychic Barrage attack that deals 1d10 + Toughness Bonus Energy Damage with a Pen value equal to the psyker�s Psy Rating. Succeeding by three or more Degrees on the Focus Power Test, the psyker may add either the Shocking or the Haywire (5) Quality to this attack. With five or more Degrees of Success, he may add both Qualities instead.

## Regeneration

**Alternate Names**: Rebirth

**Value**: 400xp

**Prerequisites**: Psy Rating 5, Toughness 40+, Unnatural Healing

**Action**: Full Action

**Focus Power**: Difficult (�10) Willpower Test

**Range**: Self

**Sustained**: Full Action or Half Action, see below

**Subtype**: Concentration

**Description**: Of the many feats of biomancy, Regeneration perhaps ranks second in power to the act of creating life itself. The process of regeneration allows the psyker to not only mend wounds but also to regrow or reattach lost limbs or destroyed internal organs.

This power has two modes: active and rested. When using Regeneration during combat, performing strenuous activity, or in structured time, the active mode is used. This requires a Half Action to maintain and the psyker gains the Regeneration (4) Trait. He gains a bonus to his Toughness Tests made with the Regeneration Trait equal to his Psy Rating. When resting or otherwise not engaged in strenuous activity, he may opt to use the rested version of this power instead. He heals an amount of Damage equal to his Psy Rating per day of rest while using the Regeneration power in this mode, starting with Critical Damage and ending with Light Damage. Though this mechanism of healing is far slower than the combat version, it allows the body to recover fully. With 1d5 weeks of rest, the psyker may even regrow any lost appendages and organs; reattaching lost limbs cuts this time in half.

## Sharpened Senses

**Alternate Names**: Animal Awareness

**Value**: 300xp

**Prerequisites**: Psy Rating 3, Perception 30+

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: Self

**Sustained**: No

**Subtype**: Concentration

**Description**: The gift of the Sharpened Senses grants the psyker senses more fitting a beast than a human. Whilst this power is active, the psyker may enhance one of his natural senses and also gain a short ranged but potent unnatural sixth sense. Successfully activating this power grants the psyker the Unnatural Senses (5) Trait in addition to enhancing one sense beyond its normal ability. The psyker receives +30 Bonus to any Perception based Test (such as with the Awareness Skill) when using the selected sense. Sharpening some senses grants additional benefits:

* Smell: Sharpening the sense of smell grants the psyker an additional +20 bonus on a Survival Skill Test to track when the psyker has an item belonging to the individual being tracked (a piece of clothing, a freshly severed appendage, etc.). This bonus stacks with the +30 granted normally by this power.
* Touch: A psyker with a heightened sense of touch may �see� objects as he touches them, regardless of available light. For example, he may run his fingers across embossed script to read it in a pitch-black room.
* Taste: Those trained in this power have had to test their senses as part of the process of learning its use. So honed is the psyker�s sense of taste while enhanced by this power that he can recognise the presence of poison in foods he samples by making a successful Challenging (+0) Awareness Test. This test is made prior to swallowing any food and thus, assuming the food is not laden with a massive dose of poison, he may spit it out before it takes effect. Sharpened Senses lasts for a number of rounds equal to the psyker�s Psy Rating. This power may be activated multiple times, each time with a new sense enhanced (although the +30 bonus remains the same, regardless of how many times the power is used).

An unusual use of this power is to cause a reverse of its effects. Many experiences in the galaxy are best left for one�s enemies and as such, the canny biomancer turns off his senses when the situation calls for it. With a use of this power, the psyker may choose to turn off one of his senses (such as sight in order to avoid blindness in the face of intense light, or touch whilst under interrogation by cruel Eldar raiders). When doing so, he gains neither the +30 bonus to Perception based Tests nor the Unnatural Senses (5) Trait.

## Toxic Siphon

**Alternate Names**: Unvenom, Tox Flush

**Value**: 200xp

**Prerequisites**: Psy Rating 2

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: Touch

**Sustained**: No

**Subtype**: Concentration

**Description**: When poison or other toxins enter the body and a dose of de-tox is not available, Toxic Siphon can work as a painful, if effective alternative. This power is only tolerable to the subject when compared to the poisons that it will combat, for many have said that they would have perhaps rethought its application if they had known of the deleterious effects. The toxic material immediately exits the unfortunate�s body through the most expedient method possible. The Toxic Siphon removes poisons and other toxins from the target�s body, albeit at a cost. If the psyker succeeds on his Focus Power Test, he has successfully identified the locations of the toxins in the target�s body and removes them by uncontrolled vomiting, leaking from the eyes, leaching out of the skin, or by some other unpleasant means. Regardless, the target must make a Challenging (+0) Toughness Test or be stunned for 1d10 rounds minus his Toughness Bonus. A result of zero indicates that he is inured enough to the discomfort or pain caused by the Toxic Siphon and may act normally.

## Unnatural Healing

**Alternate Names**: Stitched Wounds

**Value**: 300xp

**Prerequisites**: Psy Rating 4

**Action**: Half Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: Touch

**Sustained**: No

**Subtype**: Concentration

**Description**: The body�s capacity to heal itself, closing wounds and regenerating tissue, sometimes fails to match the rate at which the universe sends agents to destroy it. When natural healing fails, the biomancer summons his not inconsiderable skill to aid his allies. Through intuitive knowledge of the body and psychic might, he can instantly suture lacerations, set and cement bones, and stop bleeding. A successful Focus Power Test used with this power results in the target healing 1d10 + Psy Rating Damage. Additional uses of Unnatural Healing on the same target in the same day require the target to make a Toughness Test with a difficulty that increases by one step each time this power is used, starting at Hard. To illustrate, the first time the target receives healing he makes no Test, the second time he makes a Hard (�20) Toughness Test, the third time he makes a Very Hard (�30) Toughness Test, and so on. Failing this Toughness Test results in the target�s body rejecting the unnatural manipulations and it suffers 1d5 Rending Damage as a result.