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[[Image:imperialpsyker.jpg|right|300px|thumb|Good thing [[Games Workshop]] has an extremely liberal interpretation of the word 'psychic'. Magic IN SPEHSS!]]
[[Image:imperialpsyker.jpg|right|300px|thumb|Good thing [[Games Workshop]] has an extremely liberal interpretation of the word 'psychic'. Magic IN SPEHSS! Eventually, all humans will be doing this for lulz against man's enemies.  Or turning ourselves inside-out by accident yet not dying. Hopefully, New Man wields the power of his Warp soul instead of just Warp or we’re all fucked.]]
{{topquote|Whoever fights monsters should see to it that in the process he does not become a monster.|Friedrich Nietzsche}}
{{topquote|We always vilify what we don't understand.|Nenia Campbell}}
{{topquote|WITNESS YOUR DOOOOM!|[[Dawn of War|an Imperial Guard Psyker about to blast some heretics and/or xenos with Lightning Arc]]}}


''“We always vilify what we don't understand.”'' <br>
A '''psyker''', in the [[Warhammer 40,000]] universe, is an individual with psychic powers capable of accessing the [[Warp]]. This is both a blessing and a curse; though psykers are often able to achieve spectacular feats with their abilities, the Warp is a perilous place, and whenever a psyker uses their abilities there is a chance that they will be subject to the Perils of the Warp. Death is one of the milder results of this; extremely unlucky psykers might actually be tortured in countless ways by [[daemon]]s and used as a gateway from the Warp into the physical world. Luckily, in the ranks of the [[Imperial Guard]], where there's a psyker, there's usually a [[Commissar]] ready to unleash the power of [[Blam]].
- Nenia Campbell
 
A '''psyker''', in the [[Warhammer 40,000]] universe, is an individual with psychic powers capable of accessing the [[Warp]]. This is both a blessing and a curse; though psykers are often able to achieve spectacular feats with their abilities, the Warp is a perilous place, and whenever a psyker uses their abilities there is a chance that they will be subject to the Perils of the Warp. Death is one of the milder results of this; extremely unlucky psykers might actually be raped in countless ways by [[daemon]]s and used as a gateway from the Warp into the physical world. Luckily, in the ranks of the [[Imperial Guard]], where there's a psyker, there's usually a [[Commissar]] ready to unleash the power of [[Blam]].


==Types of Psyker==
==Types of Psyker==
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===Imperium===
===Imperium===
The [[Imperium of Man]] regards most psykers as extremely dangerous, because these are people with scary powers, and the influence of the Warp tends not to let them stay sane for very long, but hey, space wizards are cool. There is also the threat of [[Chaos]] possessing them and summoning daemons. Thus, the [[Inquisition]] hunts them down so they can either be sacrificed to feed the [[Empra]] or sanctioned and made to serve the Imperium (under an inquisitor's watchful eye). Such psykers appear as a unit in the Dawn of War games and like to scream incomprehensible one-liners so mind-numbingly loud that they may very well actually make your head explode. [[Space Marines]] make their psykers into [[Librarian]]s; in addition to psychic support on the battlefield, they compile records in the Librarium, serve to assist in battlefield communications, and test their brothers for Chaotic contamination. [[Imperial Guard]] Sanctioned Psykers combine psychic powers with Standard Issue Balls of Steel that every Imperial Guard member has; they have a nasty reputation for being BLAMMED by Commissars. "Rogue Psykers" is the official designation for any psyker who hasn't been collared by the Imperium yet and are often hated by more puritan worlds, in extreme cases routinely being hunted down and killed; but on most worlds being sactioned (assuming you survive and don't mind the side affects) gives an air of authority and orthodoxy to an otherwise hated thing. People still hate you, but instead of treating you like a particularly verbose bit of dung, now you're hated the way tax collectors are hated. Astropaths are beyond such venom, partly because they are less prone to possession and mostly because they are a planet's only way of communicating with the greater Imperium. People still feel uneasy around them, but even [[Black Templars]] have to cope with them and make nice faces. Pointing out that the [[God-Emperor of Mankind|Emperor]] was a psyker usually results in the person struggling to make a retort for a few moments before beating you to death. Well, actually not, since for an average citizen of the Imperium the Emperor is God, so Him wielding godly powers in the [[Great_Crusade|glory days]] before His ascension is actually the core tenet of the Imperial Cult and proof of his divinity. Not so for mere mortal psykers, who are rightly considered unholy and corruptible.
The [[Imperium of Man]] regards most psykers as extremely dangerous, because these are people with scary powers, and the influence of the Warp tends not to let them stay sane for very long, but hey, wizards are real, cool{{BLAM|HERESY! '''BLAM'''}}. There is also the threat of [[Chaos]] possessing them and summoning daemons...or having the daemons just eat them. Thus, the [[Inquisition]] hunts them down so they can either be sacrificed to feed the [[Empra]] or sanctioned and made to serve the Imperium (under an inquisitor's watchful eye).  
 
Such psykers appear as a unit in the Dawn of War games and like to scream incomprehensible one-liners so mind-numbingly loud that they may very well actually make your head explode. [[Space Marines]] make their psykers into [[Librarian]]s: in addition to psychic support on the battlefield, they compile records in the Librarium, assist in battlefield communications, and test their brothers for Chaotic contamination. [[Imperial Guard]] Sanctioned Psykers combine psychic powers with Standard Issue Balls of Steel that every Imperial Guard member is issued upon conscription along with a lasgun. In addition, they have a nasty reputation for being BLAMMED by Commissars.  
 
"Rogue Psykers" is the official designation for any psyker who hasn't been collared by the Imperium yet and are often hated by more puritan worlds, in extreme cases routinely being hunted down and killed. On most worlds being sanctioned (assuming you survive and don't mind the side effects) gives an air of authority and orthodoxy to an otherwise hated thing; people still hate you, but instead of treating you like a particularly verbose bit of dung, now you're hated the way tax collectors are hated. Many in the Imperium outside of the rabble view sanctioned psykers in an ethereal light, considering them sages or wizards (as in wise men/Gandalf), perhaps because their powers grant them a very different perspective and insight into pretty much anything.
 
Astropaths are beyond such venom, partly because they are less prone to possession and mostly because they are a planet's only way of communicating with the greater Imperium. Also being soul-bound to the Emperor himself probably makes them seem like prophets or oracles in some way to the average citizen.  People still feel uneasy around them, but even [[Black Templars]] have to cope with them and make nice faces. However, the [[God-Emperor of Mankind|Emperor]] <s>was</s> is a psyker, so the next time some idiot tells you that Psykers are heresy, use this little fact on their fa--{{BLAM}} {{BLAM|BLASPHEMY!}}. Well, actually not, since for an average citizen of the Imperium the Emperor is God, so His wielding godly powers in the [[Great_Crusade|glory days]] before His ascension is actually the core tenet of the Imperial Cult and proof of his divinity. Not so for mere mortal psykers, who are rightly considered unholy and corruptible as opposed to a literal god who obviously can do things like that easy peasy, which he did demonstrate that he could. Oh, you mortally wounded me through my favored [[Primarch|lab rat]]? Let me just erase your collective avatar out of existence in one shot.
 
Humanity, being the stars of the show, have arguably the greatest psychic potential overall (because of course they do, which is really damn bad in this setting), but with barely any control over it (fire and lightning yay!), possibly evolving (which could take countless centuries or even millennia to take place, even if they can survive it) into a fully psychic race which the Emperor himself has said may very well equal or even possibly surpass even the Eldar at their peak, although with the loss of the Webway project even the Emperor admits that this path is pretty much now closed to humanity. Most likely he meant a gradual ascension instead of the Oh Shit happening now as the energies of the Webway logically would nourish psychic potential slowly whereas otherwise human potential is spastic and often results in daemonic possession or outright invasion. No wonder his ideal humans are emotionless and autistic (no, seriously, the Custodes are arguably genuinely autistic) as that is safest for a psychic species, especially to not go the way of the Eldar. Becoming a psychic race doesn't suddenly make you god-tier, it just makes you psychic; the Eldar are a full-blown psychic race and they aren't exactly doing brilliantly. To be fair, they’re not even trying to capitalize on their psychic potential most of the time, especially the ways psychic power could easily connect to the aspects of Khaine their warriors emulate. On the other-hand, that’s probably exactly why they don’t do that.
 
*Like all of his interactions with others, anything that the Emperor says should be treated as a possible falsehood (he's a bit of a compulsive liar and manipulator, but even when he’s honest, his power actively causes people to hear things in ways that make sense to them, even if what they hear isn’t close to what he said). His whole speech to Ra about humanity's possible psychic might may well have been just what the Emperor wanted Ra to hear in order to prepare him to make his sacrifice at the end of the book.  But we do know that the lore has loooong held the Emperor’s belief humanity will become like him.  AKA “New Man”.  Even Rogue Trader had the Inquisition’s true purpose be to guide humanity’s ascension into a fully psychic species.
 
On the bright side, the Psychic Awakening has shown that faith serves as a great focus for controlling psychic might and affecting the Warp in a positive way through that focus of belief and spiritual strength.  Bet the Eldar are foaming at the mouth that man’s much mocked fanaticism actually acts as anti-Chaos space magic.
 
Ironically, humanity’s strong connection to Chaos as the species that caused the gods to awaken might be the cause of our destined rise as a powerfully psychic species.  Which is, uh, not a good sign if true.
 
Humanity has managed to produce some of the strongest Psykers in the history of the Galaxy but most didn't come into being through natural means:
 
*[[The Emperor]] is obviously the first that springs to mind as he is unquestionably the strongest mortal psyker that has yet been seen, unless you count the [[Old Ones]] (Emps could be an Old One masquerading as a human, but is probably way beyond an Old One seeing as he beat the shit out of one of the most powerful C'tan by a whole lot). The question is however: is he even human? There are many theories surrounding the Emperor's origins and his exact nature. Was he born or is he a construct from the Dark Age of Technology that believes itself to be human? Is he the Warp-manifested core of humanity's past, present, and future manifested in Man's time of greatest need and tumultuous Warp?  If we take the whole Shaman origin as fact, then his psychic might is due to the large number of psychic beings merging their minds into one, which is certainly not the norm (strangely something similar happened to [[Ephrael Stern]]). Even if we assume he's a single entity that [[Perpetual|happens to be immortal]], there is the whole deal with the Chaos gods which may or may not have boosted his already considerable power (and yes, it is stated that he needed a ship to get there, but didn't need one to get back). The Emperor is clear proof that, whatever he might be, the most powerful psyker in existence has indisputably allied itself with humanity.
*[[Magnus]] is a Primarch and should in no way be considered entirely human. He, like all his kind, are artificial beings created through Warp shenanigans and advanced bio-engineering. There is nothing natural about him or his psychic might. Above and beyond even high-grade transhumans, a Primarch is a literal demigod perfected through soul and gene engineering. This translates to Psychic ability as well.
*[[Malcador]] is the only truly natural (depending upon what happens with his backstory once it is finally revealed) human standout amongst the big names. He may play second fiddle to the likes of the abominations that are the Emperor{{BLAM}} {{BLAM|BLASPHEMY!}} and Magnus, but he is still the strongest "human" psyker on the list. Natural humans are never going to be able to compete with the gods of the Warp, but a race of potential Malcadors doesn't sound too shabby, does it?  But only if we have his skill and control...  so we're fucked.
 
Human psykers (with occasional exceptions, like Space Marine Librarians) tend to be one-trick ponies; if they are telepathic, then that is what they can do - it is very unlikely that they will have any skill in something like telekinesis, pyromancy, or divination. If this was an RPG, then they would be the guys who put all their experience into learning one or two skills until they have maxed them out, but end up having nothing left to spend on anything else. Yes, they can create a very powerful fireball, but that's all they can do. If anyone is capable of "omnimancy" then they are usually so powerful they can brute force powers from all disciplines, or are engaging in rituals and sorceries - which is technically cheating, and stupidly dangerous to even masters of the art.  That said, human psyker squads form a sort of network of power through which they can do stuff far beyond what any one of them is capable of.  So, a species-wide version of this would be pretty lit (or the easiest conquest Chaos has ever had).  On the bright side, the Empyric Engineers will probably be allowed back into the Imperium and prove incredibly useful.  There is also biomancy to consider.  Imagine the Imperium being able to use biomancy to uplift the human body beyond biological limitations?  But, their fanatical obsession with the divine human form preventing them from doing anything evil with it. Uh. By Imperial standards.
 
====Squats/Kin====
The [[Squat]]s that grow very old are called "living ancestors". They are extremely rare, and develop psychic powers by communing with the spirits of their predecessors. And you could put them in an egg-shaped terminator armor, then onto a trike, with a bolt-firing cavalry lan-{{BLAM}} {{BLAM|Squats are ''heresy''!}}<span style='color:maroon;font-size:110%'>''' *FFSSSHHHHHOOOOOOOOOMMMMMM!* Oi! What did ye just call us?</span> {{BLAM|Uh... Nothing! Nothing at all!}}
 
Due to their ancestors' genetic modifications to protect themselves and their toys from being [[Chaos|daemon chow]], most Squats have souls nearly as dim as the Tau, and  thus, little to no Psyker potential. However, as the Votann's data banks can only be accessed by Psykers, they created specialized cloneskeins that allow the Kin born from them to tap into the Immaterium in a more controlled and safer manner. These psykers are known as the [[Grimnyr]] and act as the Votann's eyes and mouths. They also have a thing for cosplaying wizards.
 
====Ogryns====
The [[Ogryn]] were initially thought by the Imperium to be too stupid to develop psychic powers, but were proved wrong sometime after the Great Rift by Cassia, who demonstrated psychic powers in battle by saving a Commissar. She ended up being recruited by Inquisitor Falx, and displayed other unique effects that were considered impossible to do by Ogryn: namely, being able to read and write on a basic level. Falx also believes (with a fair amount of supporting evidence) that other Ogryn are beginning to pop up with similar abilities, likely a result of the Rift itself.  Fortunately for the Ogryn, their legendary devotion to the Emperor and love for their fellow, normal humans will probably be a major benefit to them in this situation. In several ways.


===Forces of Chaos===
===Forces of Chaos===
[[Chaos]] tends to have...varied opinions on psykers.
[[Chaos]] tends to have...varied opinions on psykers.
*[[Daemon]]s are made out of the stuff of the Warp, and using psychic powers is shaping and throwing out a little bit of the Warp; so a daemon using psychic powers is the rough equivalent of [[Rip and tear|taking a severed limb or some bones and throwing it]] as a viable attack. While that sounds pretty fucking metal, [[Khorne]] thinks that pulling this bullshit is a sign that you're not manly enough to get into the thick of it and handle the situation on your own. So it's an opinion shared by his daemons and his mortal followers. Not only do they not use psychic powers, but they actively hate any pussified deadbeat who uses them, and they even get toys that fuck with anybody trying to use those powers. However, it should be said that Khornate traitor librarians exist. Librarians by nature are beings that focus on destruction with their minds, so Khorne recognizes that as inner strength and makes an exception for them.
*[[Daemon]]s are made out of the stuff of the Warp, and using psychic powers is shaping and throwing out a little bit of the Warp, so a daemon using psychic powers is the rough equivalent of [[Rip and tear|taking a severed limb or some bones and throwing it]] as a viable attack. While that sounds pretty fucking metal, [[Khorne]] thinks that pulling this bullshit is a sign that you're not manly enough to get into the thick of it and handle the situation on your own, an opinion shared by his daemons and mortal followers. Not only do they not use psychic powers, but they actively hate any pussified deadbeat who uses them, and even get toys that fuck with anybody trying to use those powers. However, it should be said that (deeply confused) Khornate traitor librarians exist - Khorne's opinion of them doesn't stop them from idolizing him.  They just don't receive his favor, obviously (Unless your name is [[Sindri Myr|SSSSSSIIIINDDDRRRIIII]]). Any psyker who wishes to serve him swears off their powers except for utilitarian uses like telepathy or stopping other psykers from cheating. Having a cheat code and not using it makes you more honorable, not less.
*On the other end of the spectrum, [[Tzeentch]], being the god of magic, is hugely into psychic powers, and he likes making new ones that do all kinds of mix-and-match effects, though only the best are actually rolled out. That's the official line. He's actually a closeted pyro, and a lot of his powers are burny or...do weird shit. Being the patron of psykers, if people get Tzeentch's attention because they're scholars or [[Just As Planned|David Xanatos]], they'll eventually develop psychic power whether they like it or not. Due to higher exposure to Warp energy via psychic powers and serving the god of change, Tzeentch's minions, and more often, ''their'' minions have the highest rates of mutation and turning into [[Chaos Spawn|Chao--er, tentacly gribblies]].
*On the other end of the spectrum, [[Tzeentch]], being the god of magic, is hugely into psychic powers, and he likes making new ones that do all kinds of mix-and-match effects, though only the best are actually rolled out. That's the official line. He's actually a closeted pyro, and a lot of his powers are burny or... do weird shit. Being the patron of psykers, if people get Tzeentch's attention because they're scholars or [[Just As Planned|David Xanatos]], they'll eventually develop psychic power whether they like it or not. Due to higher exposure to Warp energy via psychic powers and serving the god of change, Tzeentch's minions, and more often, ''their'' minions have the highest rates of mutation and turning into [[Chaos Spawn|Chao--er, tentacly gribblies]]. [[Ahzek Ahriman|Ahriman]], possibly the greatest of Tzeentch's servants barring Magnus himself, was so powerful a Psyker that he was able to defeat Ulthwe's most venerated Psyker, Kyaduras the Anchorite, with ease, and, in the same battle, also casually defeated [[Yvraine]], the Yncarne, and the Visarch.  
*In the middle, [[Nurgle]] says he hates psychic powers, but only because he really hates Tzeentch. The reason is believed to be because Tzeentch got [[The Changeling]] to whoopie cushion Nurgle, and Papa N is mad that <s>he hadn't thought of that first</s> it wasn't "the Plague Wind" going out to infect an Imperial orphanage or something. Papa Nurgle, being the affable old fart that he is (*snicker*) actually likes any psykers that spread his gifts around.  
*In the middle, [[Nurgle]] likes any psykers that spread his gifts around, but doesn't really go out of his way to promote them in his followers either, probably on account of his direct opposition to Tzeentch. Needless to say, his powers all revolve around inflicting people with horrible diseases or boosting their endurance to unnatural levels.  
*Similarly, [[Slaanesh]] thinks Tzeentch is a [[Neckbeard|giant nerd]], whose overdevotion to his nerdy hobby of inventing new psychic powers will never get him laid. We think it says this because Tzeentch refuses to sleep with it (it almost certainly likes his tentacles and crotch mouth), we think because he's afraid he might catch Warp chlamydia, and he's just not willing to give Nurgle that kind of satisfaction. Slaaneshi psykers emphasize powers that makes the hurt feel good, or has effects that look like the target might have snorted the psychic power off of a stripper's ass.
*Similarly, [[Slaanesh]] thinks Tzeentch is a [[Neckbeard|giant nerd]], whose overdevotion to his nerdy hobby of inventing new psychic powers will never get him laid. We think it says this because Tzeentch <s>refuses to sleep with it (it almost certainly likes his tentacles and crotch mouth)</s>  is afraid he might catch Warp chlamydia, and he's just not willing to give Nurgle that kind of [[Just as Planned|satisfaction]]. Slaaneshi psykers emphasize powers that make the [[Chaos|hurt feel good]], or have effects that look like the target might have [[Drug|snorted]] the psychic power off of a stripper's ass.
 
Being able to combine psychic powers, sorcery, and the favours of the Dark Gods easily makes the psychic followers of Chaos amongst the most powerful and dangerous individuals around. Such power [[Grimdark|comes at a price, of course]]. A Chaos corrupted or worshipping Psyker is significantly more to blow up into Daemons, both because they deal with them directly and thus increase the natural risk and/or because [[Troll|Tzeentch]] felt like a dick at the wrong time.


===Eldar===
===Eldar===
The [[Eldar|Craftworld Eldar]] are a strongly psychically-attuned race (to the point as to a good chunk of their biology can't funcion were it not for their psychic power). While the regular, off-the-street Eldar will restrain themselves from using any psychic powers beside basic telepathic communication and the ability to use their psychic technology out of fear of being mindraped by Slaaneshi daemons, they can join the Path of the Seer and train to better control their innate abilities. Eldar on this path are the [[Warlock#In Warhammer 40,000|Warlocks]], the most powerful of which become [[Farseer]]s and leaders of their people. They're ridiculously powerful psykers because of that deep imprint in the Warp to draw power, combined with their Spehss Ehlvan minds and willpower.  
====Craftworld====
[[Harlequin]]s are also psychic, which really comes out in their shows, and although only the [[Shadowseer]] can use powers in a fight, other Harlequins do enjoy the benefits of psychic senses and silent telepathic communication.
The [[Eldar|Craftworld Eldar]] are a strongly psychically-attuned race. While the regular, off-the-street Eldar will restrain themselves from using any psychic powers beside basic telepathic communication and the ability to use their psychic technology out of fear of being mindraped by Slaaneshi daemons, they can join the [[Paths of the Eldar|Path of the Seer]] and train to better control their innate abilities. Eldar who go on this path with previous experience as Aspect Warriors become [[Warlock_(Eldar)| Warlocks]], while the most powerful seers can become [[Farseer]]s and leaders of their people. They're ridiculously powerful psykers because of that deep imprint in the Warp to draw power, combined with their Spehss Ehlvan minds and willpower. They just need to be fucking careful and avoid unwanted attention unless they like [[Slaanesh|tentacles]].  By "ridiculously powerful", the meaning is more "can do anything" rather than raw power.  Humans in the setting have the raw power, Eldar have the [[Promotions|flexibility]].  Like in almost everything else involving humans and Eldar.
 
The true capacity and depth of Eldar psychic abilities tend to be rather watered down or just ignored outright, due to the demands of the plot which is almost always told with the Imperium as the protagonist of the story. Within most stories the authors will tend to use the "M. Night Shyamalan" style of writing, which means having the Eldar Farseers getting a vision of events that are going to happen in the future and set out to stop it, only to discover that they either had it wrong the whole time, or they themselves brought about the very event that they wished to prevent; all the while the authors are hopping around shouting "WHAT A TWIST" at the top of their lungs.  Due to the vast focus put upon the forces of the Imperium it is not a surprise that there is such an abundance of named human Psykers running rampant across the galaxy, but remember that humans only produce an exceptional psychic individual once in a blue moon; those humans that prove themselves strong and stable enough to join the ranks of the Marines as Librarians are a rare breed but more than prove their worth over multiple centuries of service. Librarians are also really damn powerful by any standard.
 
By comparison, every Eldar citizen can, if they wish to, potentially become a Farseer, though no Farseer will ever manage to reach the same level of power as the likes of Magnus (it's not really a fair comparison as he really isn't [[Primarch|human]] and did not come into existence through natural means). Or a Warlock, which are the Eldar battle psykers. A Librarian will ''usually'' be more powerful as well, though not flexible in capabilities.  In a slightly darker turn of events, where the likes of [[Spiritseer]]s, who are able to commune with and manipulate the souls of the Eldar dead, the Ynnari actually amplify their existing powers through absorbing the souls of previous Eldar, which many Eldar among the Craftworlds consider to be horrifying. GW's "fuck what the Xenos are supposed to be able to do; the Imperium and Chaos are the stars of this setting" rule is seen many times in the story itself, with powerful Eldar Psykers like Eldrad very rarely performing impressive feats within the stories they are featured in, and you are just told that they are very powerful before they are inevitably defeated by the glorious human protagonist (Loyalist or otherwise). Eldar Farseers, in particular, suffer from the "Worf effect" more then most, despite often being heralded as great seers they have a terrible track record within the storyline itself, very rarely succeeding in any of their endeavors. Something Eldar tend to forget is that just because you foresaw something one moment doesn't mean the next moment it's still true.  The future constantly changes and while the Eldar like to talk about that, that doesn't stop them from acting on the assumption that the futures they see are set in stone (and then being proven wrong).  An important thing to keep in mind is that The Black Library writers love to add their very own super duper special human snowflake Psyker into the story because of the "Rule of Cool", with many in the lore being attributed with the ability to destroy Titans and armies. Farseers on the other hand are often shown being incapable of even defeating a single Space Marine let alone a tank, army or Titan, and Farseers are explicitly meant to be the most powerful Eldar Psykers in the galaxy. However, this could simply be either a way of keeping it so they don't win by default due to knowing exactly how a battle will go or (much more likely) [[derp|Black Library incompetence]] making it impossible to get a remotely [[awesome|accurate depiction of what their powers can do.]]  Or the more obvious possibility: Eldar Paths are extremely focused and a Farseer is ''not'' a battle psyker.  Even Eldar Warlocks (their battle psykers) are more akin to Primaris Psykers than the likes of Librarians.
 
The 8th edition codex seems to have made an attempt to address this situation. Whilst all Eldar walking upon the Witch Paths are capable of mastering many different psychic disciplines throughout their long lives, they tend to avoid developing their more destructive powers, instead focusing all their efforts on developing their more “helpful” and “creative” powers; for example, the Bonesingers use their powers to create and then craft Wraithbone. This goes well with the Craftworlder’s mindset when it comes to avoiding their darker, more destructive sides. 
 
Those who find it easier to master the more destructive disciplines tend to be those who have walked the Path of the Warrior and have already had their more violent impulses tested. These individuals will become Warlocks, and can make use of their more destructive powers upon the battlefield without putting those around them in danger as they already have their War Masks in place, to help focus them and to separate their warlike selves from their normal selves.


===Dark Eldar===
Farseers will unfortunately still suck in any story that they are featured in, but they are not supposed to be just weapons, they are guides and advisers who help guide the blade, not swing it themselves. This, of course, doesn’t help the fact that they are still going to be treated like a bunch of redshirts that will inevitably fail at every single opportunity by the writers at GW.  
The [[Dark Eldar]], however, are psychically atrophied compared to their Craftworld bros. They have to avoid using psychic powers due to [[Slaanesh]]'s "I own your soul" gig, and Dark Eldar using psychic powers are reasonably feared as bait for [[Rip and tear|snusnu-with-a-Daemonette]]. They ''can'' use psychic artifacts, like all those crazy living swords and [[Haemonculi|Haemonculus]] toys; the only psychic power they use is their infamous emotion-vampirism ability that can replenish their bodies and souls. And kamehamehas, for [[Mandrake]]s. They do have extra fun torturing, killing and then weaponizing psykers though.


===Tau Empire===
The Eldar make use of Rune Stones that act as conduits through which they can manipulate the psychic energies of a the Warp without actually having to interact with the Warp directly; though this does limit their overall psychic power level it provides them with a much safer and more controlled way to access the energies of the Warp. The Rune stones also act as psychic fuses, burning out and cutting the link to the Warp should an Eldar try to tap into too much power before they are ready. As they develop their control and skill the Eldar psykers will eventually be able to use a far greater number of stones, which allows them to tap into far greater pools of power.
The [[Tau]] race is incapable of producing psykers, due to having almost no presence in the Warp. The good news for them is that they don't have to worry about ''Bad Things'', such as any members of their species spontaneously turning inside out from the anus and summoning an army of monsters that will fuck, kill, and eat people, (''not strictly in that order''). The bad news is that they have no way to develop psychically based technology, so their FTL travel is glacial, albeit a good deal safer than an actual Warp jump, and their FTL communications options are limited to the Space Pony Express. It should be noted that some of their vassal races have psychic abilities, including their own Navigator analogues. It is known that they actually locate, isolate and study human (and probably other species') psykers, but as the Immaterium is too irrational and far beyond their science they have had little success in analyzing the reason behind Gue'La suddenly going crazy and summoning armies of violent omnicidal "aliens" out of thin air.
 
Eldar tend to be the Swiss Army knife of psykers; being able to learn many different psychic disciplines. If this was an RPG then they would be the guys who spread their experience out over a wide range of powers and abilities. They don't tend to max out their powers, but instead end up with a much wider skill set to call upon.
 
====Harlequins====
[[Harlequin]]s are also psychic, which really comes out in their shows; although only the [[Shadowseer]] can use powers in a fight, other Harlequins enjoy the benefits of psychic senses and silent telepathic communication.


===Necrons===
====Dark Eldar====
The [[Necron]]s no longer have souls, so they have no presence in the Warp, and therefore can't manipulate it with their minds. And yet, they have managed to conquer the Warp with technology. (Egyptian Skeleton Zombie Robots, Yeah!) They keep fucking up the Warp and psykers with the gloom prisms they mount on their spiders, pylons ([[Cadia|sounds familiar...]]), or even giant city-sized mechanisms that cut entire planets from the Warp. One in the ''Word Bearer'' novels even had...this thing, about the size of a resurrection orb, which blanketed an entire system in a "psychic black hole." Problem, daemons?
The [[Dark Eldar]], on the other hand, are psychically atrophied compared to their Craftworld bros due to centuries of largely abstaining from using their powers. They have to avoid using psychic powers due to [[Slaanesh]]'s "I own your soul" gig, their general lack of restraint (required for psykers to use their powers without instantly getting devoured alive by daemons), and the reasonable feared of becoming bait for [[Rip and tear|snusnu with a Daemonette]].  


===Orks===
They ''can'' use psychic artifacts like all those crazy living swords and [[Haemonculi|Haemonculus]] toys, and the only psychic power they use is their infamous emotion-vampirism ability that can replenish their bodies and souls by inflicting copious amounts of pain and misery and soaking in all that torment. And kamehamehas, for [[Mandrake]]s. They do have extra fun torturing, killing and then weaponizing psykers though.
The [[Ork]]s are all passive psykers, or rather emanate their own gestalt "psykik" energy in the power of the WAAAGH!, though they're mostly unaware of this. A large number of Orks in one place will slightly alter reality to suit their wishes, turning jam-prone, dirty blunderbusses into [[Dakka|fully-automatic rifles of rape.]] [[Weirdboy|Weirdboyz]] are the only ones who can tap into it actively to manifest psychic powers, which have an amusing tendency to make Orks heads explode with absolutely no warning. As said above, the Orks draw psychic energy from each other, not from the [[Warp]], which makes them virtually immune to Chaotic influences, although they do have a pretty serious presence in the Warp in the form of [[Gork]] and [[Mork]] (or maybe the other way round).


===Tyranids===
====Exodite====
The [[Tyranid]]s are innate psykers, and their collective power goes into the [[Hive Mind]], which is what the big bugs tap into to manifest psychic powers rather than the Warp, the same way a Weirdboy would tap into the WAAAGH!. Only a few bugs are capable weaponizing the Hive Mind's psychic energy, the [[Zoanthrope]] being one such option for Tyranid psychic support. Few 'Nid species beyond the Zoanthrope are capable of firing [[Awesome|tank piercing mind-lasers]]. Instead the other big bugs use its powers for buffs and a form of control called "synapse", which keeps the Tyranid horde from going feral and killing everyone and everything they see. If the Hive Mind gets driven away from the horde or the synapse bug gets killed, the synapse link collapses and the 'Nids turn feral. How Zoanthroapes still manage to retain psychic powers when they lose their link to the Hive Mind is not understood. Also, before [[Genestealer]]s got retconned into being Tyranids, [[Genestealer Magus|Genestealer Magi]] DID use the power of the Warp to power their abilities and could dedicate themselves to Chaos. There's an image of a Khorne Magus in one of the 2nd edition books...
While the psychic capabilities of Exodite Eldar are rarely elaborated upon (mostly because works that involve them typically have them being punching bags for enemy factions), it is likely that the Exodites still retain their psychic powers, as they are able to communicate with their animal allies (beasts of burden and war mounts) and influence the planet they're on into being living weapons by manipulating the flora.


===Squats===
Both of these would fall under the categories of telepathy and biomancy, respectively.
The [[Squat]]s that grow very old are called "living ancestors". They are extremely rare, and develop psychic powers by communing with the spirits of their predecessors. And you could put them in an egg-shaped terminator armor, then onto a trike, with a bolt-firing cavalry lan-{{BLAM}} {{BLAM|Squats are ''heresy''!}}


==Psychic Power Hierarchy==
===Tau Empire===  
The Imperium of Man uses a twenty-four point scale (with gradations named for the letters of the Greek alphabet, for some reason) called The Assignment to determine the comparative psychic power of an individual. Unfortunately, this gets very confusing in the [[fluff]], where Alpha-level psykers seem to be a dime-a-dozen and show up all over the place, and established characters that are canonically high on the scale are completely overshadowed by [[Kaldor Draigo|some other character]]. All of this [[Derp|"logically"]] leads [[neckbeards]] to reach the flawed conclusion that [[Katanas are Underpowered in d20|their favourite character on the tabletop MUST be Alpha level or greater.]]
The [[Tau]] race is incapable of producing psykers due to having almost no presence in the Warp. The good news for them is that they don't have to worry about [[Chaos|''Bad Things'']], such as any members of their species spontaneously turning inside out from the anus and summoning an army of monsters that will fuck, kill, and eat people(''not strictly in that order''). The bad news is that they have no way to natively develop psychically-based technology, so their FTL travel is glacial (albeit a good deal safer than an actual Warp jump) and their FTL communications options are limited to the Space Pony Express. It should be noted that some of their vassal races have psychic abilities, including their own Navigator analogues. It is known that they actually locate, isolate and study human (and probably other species') psykers, but as the Immaterium is too irrational and far beyond their science they have had little success in analyzing the reason behind Gue'La suddenly going crazy and <s>summoning</s> teleporting armies of homicidal <s>hellspawn</s> aliens out of thin air. Of course, following what happened to the Fourth Sphere Expansion, they now have little reason to stay ignorant of those things that come from nowhere...
*Funnily, the [[Kroot]] have psykers (they have a diverse diet) and understand a great deal about the Immaterium.  They even have some crude warp vessels, usually with purchased or stolen xeno tech in it.
*The Nicassar are another auxilia race that just happens to have psykers of their own, though their potency when compared to the big boys of the setting hasn't really been examined. Although for some reason BFG lore also established that they don’t even use FTL, they just piggyback on Tau ships. Before they met the Tau they would go into hibernation and travel at slower-than-light speeds between planets.


Furthermore, it is canon that a psyker's place on the scale can change over time as his or her powers either increase with practice or decrease due to atrophy from lack of use. So generally, the fluff is quite useless for determining who is greater than whom; without the evidence of a direct psychic battle between any two comparing how they match up, it is pretty pointless to use this method.
===Necrons===
The [[Necron]]s no longer have souls, so they have no presence in the Warp, and therefore can't manipulate it with their minds. And yet they have managed to conquer the Warp with technology. (Egyptian Skeleton Zombie Robots, Yeah!) They keep fucking up the Warp and psykers with the gloom prisms they mount on their spiders, pylons ([[Cadia|sounds familiar...]]), and even giant city-sized mechanisms that cut entire planets from the Warp. One in the ''Word Bearer'' novels even had this... thing, about the size of a resurrection orb, which blanketed an entire system in a "psychic black hole." Problem, daemons?


Nevertheless, here is the scale, starting with the most powerful classification:
Before the 5e fluff changes, they also had Pariahs, specialized soldiers made from Blanks that acted like [[Culexus]] assassins.


===Alpha-Plus===
===Orks===
Alpha-Plus psykers do not represent the top of the scale, but in fact are completely beyond the scale. These individuals operate on a completely different wavelength from normal people and are owners of completely alien mindsets. In terms of power, they are akin to weapons of mass destruction, flavored depending on their particular discipline; for instance, an Alpha-Plus Pyromancer is entirely different from (and significantly less dangerous than) an Alpha-Plus Telepath. However, in theory there is nothing that a trained Alpha-Plus psyker cannot accomplish through force of will, from snapping a [[Titan]] in half (Telekinesis) to summoning the Chaos Gods themselves (Malefic Daemonology). There is a tacit assumption that this category contains the [[Emperor]] and his "notably-psychic" [[Primarchs]] (especially [[Magnus the Red]] in his daemon Primarch form), but even he admitted there were limits on his power, specifically that one could not be both all-seeing and all-powerful at the same time.
The [[Ork]]s are all passive psykers, or rather emanate their own gestalt "psykik" energy in the power of the WAAAGH!, though they're mostly unaware of this. A large number of Orks in one place will slightly alter reality to suit their wishes, turning jam-prone, dirty blunderbusses into [[Dakka|fully-automatic rifles of rape.]] [[Weirdboy|Weirdboyz]] are the only ones who can tap into it actively to manifest psychic powers, which have an amusing tendency to make Orks heads explode with absolutely no warning. As said above, the Orks draw psychic energy from each other, not from the [[Warp]], which makes them virtually immune to Chaotic influences(but not completely immune), although they do have a pretty serious presence in the Warp in the form of [[Gork]] and [[Mork]] (or maybe the other way round).


===Alpha/Beta===
===Tyranids===
Exceedingly rare and dangerous. The Imperium believes that human beings have not sufficiently evolved enough to contain Beta and Alpha levels of psionic talent without going completely bat-shit mental. (Though exceptions do exist.)  It is very much assumed that the most powerful, mortal fluff characters, such as [[Eldrad|Eldrad Ulthran]] or [[Ahzek Ahriman]], are Alpha-level psykers. There are a couple of Imperial Alpha-level psykers in the canon who still have their mental faculties and happen to be [[Grey Knight]]s: Grandmaster Epimetheus, one of the original founders, and [[Hyperion|Prognosticar Hyperion]]. Additionally, [[Arvann Stern]] is Beta level. The Beta (or perhaps Gamma) level might also include the Chief [[Librarian]]s of the [[Space Marine]]s, like [[Varro Tigurius]], [[Mephiston]], and [[Ezekiel]], and the more powerful of the [[Eldar]] [[Farseer]]s. ''Very'' unlucky Alpha psykers may instead find service Imperium in the Ordo Sinister, meaning they'll get turned into screaming batteries for [[Warlord_Battle_Titan#Warlord-Sinister_Pattern_Battle_Psi-Titan|Psi-Titans]].
The [[Tyranid]]s are innate psykers and their collective power comes from the [[Hive Mind]], which is what the big bugs tap into to manifest psychic powers rather than the Warp, the same way a Weirdboy would tap into the WAAAGH!. Only a few bugs are capable of weaponizing the Hive Mind's psychic energy, the [[Zoanthrope]] being one such option for Tyranid psychic support. Few 'Nid species beyond the Zoanthrope are capable of firing [[Awesome|tank piercing mind-lasers]]; instead the other big bugs use their powers for buffs and a form of control called "synapse". Synapse is essentially the presence of the Tyranid Hive Mind being made manifest, allowing it to control and direct the lesser non-synaptic Tyranid creatures, as the non-synaptic creatures are essentially just soulless animals without any overarching will of their own beside their own instincts. In the presence of a synapse creature, such a being is then "ensouled" with the Hive Mind who acts through that creature's body. If the Hive Mind gets driven away from the horde through psychic shenanigans or the synapse bug gets killed, the synapse link collapses and the 'Nids turn feral, becoming essentially really dangerous wildlife. Before [[Genestealer|Genestealers]] got retconned into being Tyranids, [[Genestealer Magus|Genestealer Magi]] ''did'' use the power of the Warp to power their abilities and could dedicate themselves to Chaos. There's an image of a Khornate Magus in one of the Rogue Trader Chaos books, though that is nonsensical in itself given Khorne's views on psykers.


===Gamma/Delta===
==Psychic Power Hierarchy==
Approximately one out of every billion human births will produce a Delta- or Gamma-level psyker, who, for the Imperium, represent the "useful" upper limit of psychic potential without being too dangerous to let live, though it's up to the [[Inquisition]] to be the ultimate judge of that. The Inquisitor [[Gideon Ravenor]] was believed to be a high Delta-level psyker. The average Eldar Farseer might also be considered Delta- or Gamma-level, along with common [[Daemon Prince]]s.
The Imperium of Man uses a 24-point scale (with gradations named for the letters of the Greek alphabet, for some reason; there are 26 points counting the "top" and "bottom", both of which are used to classify entities beyond the scale's ability to measure) called '''The Assignment''' to determine the comparative psychic power of an individual. Unfortunately, this gets very confusing in the [[fluff]], where Alpha-level psykers seem to be a dime a dozen and show up all over the place, and established characters that are canonically high on the scale are completely overshadowed by [[Kaldor Draigo|some other character]]. All of this [[Derp|"logically"]] leads [[neckbeards]] to reach the flawed conclusion that [[Katanas are Underpowered in d20|their favourite character on the tabletop MUST be Alpha level or greater.]]  
===Epsilon/Zeta===
Epsilons and Zetas represent your ranks of relatively strong psykers. The [[Primaris Psyker]]s of the [[Imperial Guard]], rank-and-file Space Marine [[Librarian]]s, garden-variety [[Chaos Sorcerer]]s, and Eldar [[Spiritseer]]s and [[Shadowseer]]s could be counted among the Epsilon- and Zeta-levels, as well as [[Tyranid]] [[Hive Tyrant]]s and [[Zoanthrope]] broods.
===Eta/Theta/Iota===
Iota represents the first "true" psykers who are able to manifest and control psychic abilities with a modicum of training. These are the people that find their way into the various Imperial institutions and become [[Psyker Battle Squad|Sanctioned Psyker]]s in Imperial armies. The average Eldar could probably be considered among the Iota to Theta levels, though most make minimal use of their inborn psychic potential except for maybe an occasional telepathic communication. The Eldar who train as [[Warlock (Eldar)|Warlock]]s might reach the Eta level. [[Ork]] [[Weirdboy|Weirdboyz]], who represent the highest extent of psychic potential in individual Orks, have reached about Iota, though this has the potential to be massively boosted by a sufficient amount of WAAAGH! energy, provided they can keep their own heads from detonating.


===Kappa/Lambda/Mu/Nu/Xi/Omicron===
Furthermore, it is canon that a psyker's place on the scale can change over time as his or her powers either increase with practice or decrease due to atrophy from lack of use. So generally, the fluff is quite useless for determining who is greater than whom; without the evidence of a direct psychic battle between any two to compare how they match up, it is pretty pointless to use this method.
You get a broad range of people who can manifest psychic talents either unconsciously or so subtly as to be beneath the notice of everyone but the Inquisition, such as performing minor "magic" tricks or divinations. Most of the time they are quite useless but still represent a danger since they can be possessed. An Omicron might be able merely to predict consistently what someone will do right before they do it, while a Kappa might be able to move objects by concentrating or create flames out of thin air. These individuals may use their abilities to become petty crime lords, expensive hitmen, or fortune tellers. Although the Inquisition is too busy to sort out everyone at this level, the Imperial public is conditioned well enough to spot and ostracize these witches if the truth about them ever comes to light in their societies. (Read ''Gaunt's Ghosts''.) An ordinary Ork would likely register somewhere in this area—that is, psychic enough to contribute to the gestalt field that Orks will produce in great enough numbers, but not psychic (or smart) enough to actually harness that power and bend it to his will. The same is true of basic Tyranid species, who are psychically linked by the [[Hive Mind]], but not psykers individually.


===Pi/Rho===
Lastly, this is an Imperial system, and likely should be used only to assess humans. While chances are someone in-universe has looked at a wyrdboy and gone "Theta-ish", you shouldn't since it's comparable to using metric tools on imperial fasteners: annoying, inappropriate, and probably a crime according to both the Mechanicus and Administratum. So don't do it.
Run-of-the-mill humans, neither psy-active nor psy-inert. A generally safe place to be. If this scale was a number line, Pi and Rho would be zero.
===Sigma/Tau===
When you start descending below the scale of humans, into the "negative" side of the scale, you start going psy-inert. When psychic effects start manifesting subtle phenomena that most people would describe as something feeling "off", people at the Sigma/Tau level can't tell anything is happening. Amusingly enough, this level contains the [[Tau]] race, who have no psykers and (little to) no signature in the Warp. The [[Necron]]s, machines who long ago sold their souls to the [[C'tan]], could also be found in this level.


===Upsilon/Phi/Chi/Psi===
===Positive Psychic Levels===
These are individuals with varying degrees of immunity to psychic powers. They are not true Blanks (see below), but they may reduce an incoming power from something absolutely lethal to something survivable, or are much more difficult to mind-read than most people.
#'''Alpha-Plus'''
===Omega===
#*Alpha-Plus psykers '''''do not''''' represent the top of the scale, but are completely beyond the scale. In fact, the scale theoretically continues upwards beyond Alpha-Plus into truly godlike tiers of power, although such individuals have never been encountered, barring maybe the Emperor. Even so, Alpha-Plus individuals operate on a completely different wavelength from normal people and are owners of completely alien mindsets. In terms of power, they are akin to weapons of mass destruction, as in theory there is nothing that a trained Alpha-Plus psyker cannot accomplish through force of will. There is a tacit assumption that this category contains the [[Emperor]] and his "notably-psychic" [[Primarchs]] (especially [[Magnus the Red]] in his daemon Primarch form), but even he admitted there were limits on his power, specifically that one could not be both all-seeing and all-powerful at the same time.  No attempt is made to distinguish power levels among members of this grade, because they're all so absurdly strong there's no point in quantifying it. To put it in context, an emergent Alpha Plus psyker - one not fully in control of their abilities - was able to destroy a starship, freeze time, put it back together and resurrect its crew from the dead before removing themselves permanently from the physical universe in an act of unparalleled self-control and incredibly heroic self-sacrifice to defend humanity from that psyker’s risk of possession. To dumb it down for the rest of you idiots, that the same as snapping an [[Emperor_Battle_Titan|Imperator Class Titan]] in half with a sneeze at HALF A SECTOR AWAY! 
Usually referred to as Untouchables, Pariahs, or [[Blank]]s. Not only are they immune to psychic powers, but they can also inhibit the powers of psykers around them and/or neutralize psychic effects on an area around them. The Imperium trains its human Blanks as deadly [[Culexus Assassins]], who are professional psyker-hunters, as it did the [[Sisters of Silence]] before them. The Eldar, believe it or not, also produce the occasional Blank, and these become the infamous [[Solitaire]]s of the [[Harlequin]]s.
#'''Alpha / Beta'''
#*Exceedingly rare and dangerous. The Imperium believes that human beings have not sufficiently evolved enough to contain Beta and Alpha levels of psionic talent without going completely batshit mental, though exceptions do exist. [[Arvann Stern]] is confirmed to be Beta-level, and he's not even the most powerful psyker in his chapter. Beta seems to largely be the limit of human sanity, though this is probably fixed with heavy amounts of cybernetics and hypno-indoctrination to make the crazies into useful, if mindless, tools. Most psykers of this power level are considered too dangerous to control and are likely to be sacrificed to power the Astronomican, while ''very'' unlucky Alpha psykers may instead find Imperial service in the Ordo Sinister, meaning they'll get turned into screaming batteries for [[Warlord_Battle_Titan#Warlord-Sinister_Pattern_Battle_Psi-Titan|Psi-Titans]]. The unluckiest Alphas and Betas get to be [[Grey Knights]], and fight daemons until their painful death in battle. The luckiest ones become specialized Astropaths whose predictions of the future are used by the Adeptus Custodes to find threats to Terra.
#'''Gamma / Delta'''
#*Approximately one out of every billion human births will produce a Delta or Gamma level psyker, who, for the Imperium, represent the "useful" upper limit of psychic potential without being too dangerous to let live, though it's up to the [[Inquisition]] to be the ultimate judge of that. Most psykers of this power are either slain or possessed if they are not discovered quickly by the Adeptus Astra Telepathica. The Inquisitor [[Gideon Ravenor]] was believed to be a high Delta-level psyker.
#'''Epsilon / Zeta'''
#*Epsilons and Zetas represent relatively powerful psykers, who are strong enough to be considered threats to security by the Imperium.
#'''Eta / Theta / Iota'''
#*Iota represents the first "true" psykers who are able to manifest and control psychic abilities with a modicum of training. Anything below this point is not considered a "true" Psyker.
#'''Kappa / Lambda / Mu / Nu / Xi / Omicron'''
#*People who can manifest psychic talents either unconsciously or so subtly as to be beneath the notice of everyone but the Inquisition, such as performing minor "magic" tricks, divinations, or other weird occurrences generally dismissed as good luck. Most of the time they are quite useless, but still represent a danger since they can be possessed. Although the Inquisition is too busy to sort out everyone at this level, the Imperial public is conditioned to spot and ostracize these witches if the truth about them ever comes to light in their societies. Those that do get picked up by the Black Ships are generally considered not worth the risk of training and almost always receive a one-way trip to the Golden Throne to have some sort of use wrung out of them. If you’re power level is low enough, though, even the Inquisition and Black Ships will ignore you as a non-threat.  Which sounds like a damn stupid thing for them to do, really.
#'''Pi / Rho'''
#*Run-of-the-mill humans, neither psy-active nor psy-inert, but indisputably on the positive side because the negatives... get weird.


The fluff is a bit inconsistent on the ''exact'' limit of a Blank's ability, but that's fine, because in [[Dark Heresy Second Edition|Dark Heresy]], Blanks exhibit a broad range of effects which can be different from person to person, much like high-level psykers can have different powers and disciplines. True Blanks have such a psy-negative effect that even normal people can sense it, and it manifests as an irrational loathing for the Blank, though in some cases it can be offset by either a good personality (Alizebeth Bequin) or an odd character trait (Gunner Jurgen). For psykers, however, Omega-level persons are physically and mentally painful to be near. After some training, Blanks can actually benefit from the psychic power they suck from their surroundings (having psykers or even normal living beings in those surroundings really helps), which they use to empower and invigorate themselves. Culexus Assassins take this even further with their Animus Oculum helm by shooting mind-bullets formed from that energy.
===Negative Psychic Levels===


===Omega-Minus===
#'''Sigma/Tau'''
The Yin to Alpha-Plus's Yang, Omega-Minuses, or Black Pariahs, are so extremely rare that it's a safe bet only one of them (an assassin named Spear) ever existed in our galaxy at any point in time. Their null-aura is so powerful that it drives even normal humans insane (and eventually kills them, unless they kill themselves first), and psykers and psychic artifacts within their aura simply cease to exist, turning into dust in a matter seconds. The only known example of a Black Pariah was bonded to a minor daemon by [[Erebus]], so their aura does not appear to eradicate daemons. Even other Pariahs are terrified of them. Basically, anybody with the classification Omega-Minus is a Warp black hole that only exists to suck in all souls and Chaos energies and turn it into void. That means the people who get killed by these fucking terrifying abominations have [[Grimdark|their souls sucked out and completely destroyed]]. It's not as terrifying as it sounds, though, as being utterly destroyed upon death certainly beats being raped by daemons for all eternity.
#*When you start descending below the scale of humans, into the "negative" side of the scale, you start going psy-inert. People at the Sigma/Tau level would be able to perceive and be injured by an incoming fireball but may not be able to discern that it came from an unnatural source. It is believed the entire Tau species rests at this level.
#'''Upsilon / Phi / Chi / Psi''' (ironically)
#*These are individuals with varying degrees of immunity to psychic powers, though not to the same extent as a true Blank or Pariah.
#'''Omega'''
#*Usually referred to as Untouchables, Pariahs, or [[Blank]]s. Not only are they immune to psychic powers, but they can also inhibit the powers of psykers around them and/or neutralize psychic effects on an area around them. The Imperium often employs Blanks as an Inqusitor's servants, while the [[Sisters of Silence]] are a trained order of Psyker-huntresses that are all Blanks. The Eldar, believe it or not, also produce the occasional Blank, and these become the infamous [[Solitaire]]s of the [[Harlequin]]s. True Blanks have such a psy-negative effect that even normal people can sense it, and it manifests as an irrational loathing for the Blank, though in some cases it can be offset by either a good personality (Alizebeth Bequin) or an odd, but explainable character trait (Gunner Jurgen). For psykers however, Omega-level persons are physically and mentally painful to be near.  
#*The fluff is a bit inconsistent on the ''exact'' limit of a Blank's ability, but that's fine, because in [[Dark Heresy Second Edition|Dark Heresy]], Blanks exhibit a broad range of effects which can be different from person to person, much like high-level psykers can have different powers and disciplines. It can also be trained and manipulated, as in the case of the [[Sisters of Silence]]. Others can train themselves to actually benefit from the psychic power they suck from their surroundings (having psykers or even normal living beings in those surroundings really helps), which they use to empower and invigorate themselves.
#*There have, however, been a few occasions where a Blank's abilities have been overwhelmed or even permanently shutdown. Bequin's blankness was overwhelmed by the warp corrupted psi-sentience of a Chaos Titan and Wystan Frauka's blankness was gradually eroded away over time until he was able to be possessed by a psyker. In Gathering Storm, when Khaine's Gate broke, all the strapped and likely sodomized Blanks that were chained to it and had been screaming for the past few decades either exploded into ludicrous gibs or got outright possessed. Alpha Plus Psykers like the Emperor can probably brute force their way through even the most unnaturally powerful blanks.
#'''Omega-Minus'''
#*Strictly limited to [[Culexus]] Assassins, who are given specialized equipment to maximize the effectiveness of their Blank abilities. Another example was an Omega Minus Embryo kept in a stasis jar that was so potent that it killed a Thousand Son's Sorcerer and an Eldar Harlequin just by being near them.
#'''???'''
#*The Pariah Alpha from Inquisitor: Martyr is a bit of a wild card, since we don't know if there are more like her or what she's capable of. We do know at least their mere presence can [[Wat|truedeath Daemons]]. She might just be an Omega Minus and that rung is beyond the scale like Alpha Plus is, but it's hard to say for sure.


===Other Factors===
===Other Factors===
When you get further into the details, not only is sheer psychic potential a factor to consider in determining how powerful a psyker is, there are other things to consider when trying to figure out mechanically how one differs from another.
When you get further into the details, not only is sheer psychic potential a factor to consider in determining how powerful a psyker is, there are other things to consider when trying to figure out mechanically how one differs from another.


This is easier to do outside of the tabletop setting, which focusses on a d6 scale, where a minor difference in a single statistic can create one power tier an order of magnitude more effective above another.
This is easier to do outside of the tabletop setting which focuses on a d6 scale, where a minor difference in a single statistic can create one power tier an order of magnitude more effective above another.


====Level of Control====
====Level of Control====
The [[Rogue Trader (RPG)|Willpower]] ''(read: control)'' of a given individual holds almost about as much sway in saying who is more powerful than who, so just because a psyker has an mid-high psy rating, if their Willpower is low ''(say: 30)'' they're less likely to successfully manifest but are more likely to create a powerful effect when they do. Inversely, a low-mid rated psyker with a strong willpower ''(say: 60)'' is more likely to successfully manifest and is ''also'' more likely to be able to resist/counter incoming psychic effects.
The [[Rogue Trader (RPG)|Willpower]], discipline and training ''(read: control)'' of a given individual holds about as much sway as psy-rating in saying who is more powerful than who. Probably because if you can’t use what you have then the excess doesn’t count, and probably also because the Warp responds to will and so willpower can easily become literal power. This is most clearly represented in the RPG rules, but often shows up in the fluff, particularly in instances where powerful but neophyte psykers are only coming to learn their powers ''(such as Da'Kir of the Salamanders or [[Zahariel]] of the First Legion)'' A lot of commentators forget this and focus purely on psy-rating when attempting to compare psychic ability. A psyker may have a high psy-rating but if their ability to control their powers are low then they are less likely to successfully manifest but are more likely to create a powerful effect when they do; this is in fact part of the reason why the Imperium considers them to be so dangerous. Inversely, a low-mid rated psyker with a strong grasp on his abilities is more likely to successfully manifest and is ''also'' more likely to be able to resist/counter incoming psychic effects.


That said, even in the mechanics of the RPG rules, once a psy-rating [[Powergamer|reaches epic heights]] then they should have no problems casting even with a low willpower.
Interestingly enough, even non-psykers with enough discipline and mental fortitude can be trained to resist psychic powers, though this does not mean they are necessarily psychically blunted themselves. Typically this ability comes in the form of intense indoctrination or rote training, or from sheer force of belief and faith to literally "Deny the Witch". It’s unsurprising given the nature of the Warp.


====Sorcery====
====Sorcery====
The second thing to consider is the whims of the [[Chaos Gods]], (particularly [[Tzeentch]]). '''Sorcery''' is entirely separate from Psy Rating/Assignment and even a non-psyker with the correct rites and incantations can pull off similar ''(if not the same)'' manifestations as a true psyker. Back during the [[Horus Heresy]], [[Erebus]] (and 30k Word Bearers with '''Burning Lore''') is an example of this.
The second thing to consider is the whims of the [[Chaos Gods]], (particularly [[Tzeentch]]). '''Sorcery''' is entirely separate from Psy Rating/Assignment and even a non-psyker with the correct rites and incantations can pull off similar ''(but not the same)'' manifestations to a true psyker. Back during the [[Horus Heresy]], [[Erebus]] (and 30k Word Bearers with '''Burning Lore''') was an example of this. Furthermore, although [[Khorne]] himself hates psykers and sorcery, the Daemonancers among his own followers do have access to rituals for summoning daemons; otherwise they would be solely reliant upon tears in the warp for receiving daemonic assistance. These ritualistic functions ''may'' have been carried over to 8th edition where every chaos character now has the ability to summon daemons ''(though this could just as plausibly be the champion calling out to his God and being rewarded with assistance while in a location where the realspace/warp barriers are thin or have already been broken)''


A true psyker with access to sorcery can increase his power levels even higher and can easily outstrip more powerful psykers than himself, though Sorcery comes with its own perils and generally leads to Damnation and Corruption ''(no wonder big Emps put his foot down at the council of Nikaea)''
A true psyker with access to sorcery can increase his power levels even higher and can easily outstrip more powerful psykers than himself, though Sorcery comes with its own perils and generally leads to Damnation and Corruption ''(no wonder big Emps put his foot down at the council of Nikaea)'' not to mention the idiocy of increasing your psychic power beyond what you can control.


Furthermore, certain favours gifted from the Gods also increase psychic output. It used to be that in days gone by, the '''Mark of Tzeentch''' used to enhance psychic potential on the tabletop. [[RAGE|Nowadays it doesn't]], but in the RPG it still does. But obviously once you've been marked by a God of Chaos, you're in their pocket forever, and you best do your utmost to keep them happy or you end up becoming [[Chaos Spawn|that-which-shall-not-be-named.]]
Furthermore, certain favours gifted from the Gods also increase psychic output. It used to be that in days gone by, the '''Mark of Tzeentch''' used to enhance psychic potential on the tabletop. [[RAGE|Nowadays it doesn't]], but in the RPG it still does. But obviously once you've been marked by a God of Chaos, you're in their pocket forever, and you best do your utmost to keep them happy or you end up becoming [[Chaos Spawn|that-which-shall-not-be-named.]]


====Pushing====
====Pushing====
Separate from either issue is the fact that Psykers can theoretically increase their assignment rating for a brief instant in order to grant themselves more power.
Separate from either issue is the fact that Psykers can theoretically increase their assignment rating for a brief instant, drawing surplus energies from the warp and ''"Pushing"'' their powers even further than should be possible, basically taking a gamble and temporarily adding MOAR power to their manifestation.  


In both the rules and the fluff there are common instances of psykers being able to boost themselves and create larger effects or to overcome more powerful opponents. This is not so prevalent on the 40k tabletops ''(although with the 7th Edition advent of the shared Warp Charge "Pool" this may be untrue)'' and not all psykers have the ability to do this to the same degree.
In both the rules and the fluff there are common instances of psykers being able to boost themselves and create larger effects or to overcome more powerful opponents. This was partially illustrated with the 7th Edition ruleset and the shared Warp Charge "Pool", where low level psykers could throw all available warp charges into a single power and overcome the abilities of a higher mastery opponent, albeit at considerable risk of Perils of the Warp.  


One method is to ''"Push"'' their powers further, basically taking a gamble and temporarily adding MOAR power to their manifestation.
However, not all psykers have the ability to do this to the same degree, and although not adequately shown on the tabletop such rules were presented in the RPG settings, which broadly fit the established fluff:
*'''Bound''' psykers ''(that is to say, nearly every Imperial psyker who has undergone a Sanctioning process [Including Librarians] or Soul-Binding)'' can only push themselves so much and they are at greater risk of something bad happening (ie: Perils of the Warp) when they do so.  
*'''Bound Psykers,''' that is to say, nearly every Imperial psyker who has undergone a Sanctioning process [Including Librarians] or Soul-Binding can only push themselves so much and they are at greater risk of something bad happening (ie Perils of the Warp) when they do so. Specifically, Soul-Binding to the Emperor includes all Astropaths and the psykers who lack the willpower to be safely trained but have too much power to be waste.
*'''Unbound''' psykers ''(Rogue Psykers / Sorcerers)'' on the other hand can reach even higher degrees of power but [[Not as Planned|shit WILL hit the fan]].  
*'''Unbound Psykers''' ''(Rogue Psykers / Sorcerers)'' on the other hand can push to even higher degrees of power but [[Not as Planned|shit WILL hit the fan]] and can almost guarantee their manifested power will come with some form of [[Chaos Spawn|unintended side effect]] when they do.
*'''Daemonic''' psykers who attempt to push their powers can go yet higher, but are considerably more likely to cause dangerous psychic phenomena. However since their mere existence on the material plane can be considered a dangerous psychic phenomena they are less likely to be bothered by it unless it is a straight up Perils of the Warp.
*'''Daemonic Psykers''' who attempt to push their powers can go yet higher, but are considerably more likely to cause dangerous psychic phenomena. However since their mere existence on the material plane can be considered a dangerous psychic phenomena they are less likely to be bothered by it unless it is a straight up Perils of the Warp.


==Psychic Disciplines==
==Psychic Disciplines==
There are five "basic" psychic disciplines in the grim darkness of the future. Generally speaking psykers prefer to focus on one discipline if they seek more power, but doing so runs the risk of changing their mindset, as connection between psyker's mind and the Warp is two way, and if one is to use his mind to alter the Warp, warp would use that connection to alter psyker's mind. Some psykers fight this, some don't, and most don't live long enough for this to take effect.
   
*'''Biomancy''' is about flesh/life force manipulation and shooting lightning, [[derp|somehow]] (depending on your interpretation, either pyromancy or telekinesis fits this power better). Old and powerful biomancers tend to become quite sick fucks, building cruel and sadistic tendencies over time.
''See its [[Psychic Disciplines|page]].''
*'''Divination''' is about predicting and tweaking the future. Old and powerful diviners are known to be extremely nerdy, hoarding massive ammounts of knowledge about deciphering visions and omens and general theory of the Warp, but this often comes at the price of constant melancholia and depression, as they realize how much of a puppets in the hand of Fate they are. Unless that diviner is Ahriman, who decided to skullfuck Fate and be the one in charge of his own destiny (though even he went though an "I'm just a puppet" emo-phase before it).
*'''Pyromancy''' is about conjuring and throwing fire at people. It comes to no surprise to anyone that pyromancers that happen to live long enough without blowing themselves up often to grow into aggressive pyromaniac hotheads that tend to solve all problems by KILLING IT WITH FIRE.
*'''Telepathy''' is pretty much self-explanatory - reading and translating minds. Mind control and mind rape goes there, as well as [[Cheese|invisibility]], even though this power [[derp|renders you invisible to things without minds]]. In terms of long-term personality changes Telepaths draw the absolutely shortest straw, as over time they "pick up" bits and pieces of personalities of people they mindraped, risking to lose their original selves eventually, end even if they have the will to resist it, they inevitably grow into absolute misanthropes due to knowing too well what disgusting things people around them think about all the time.
*'''Telekinesis''' is also obvious - moving things with a mind. Here also goes psychic shields and [[derp|somehow]] dimensional gates. Not much known about how it affects psyker's psyche - old telekines are known to being quite stoic, even stubborn but many unspecialized psykers that manged to survive for long without losing their minds also tend move towards this archetype, so it's debatable whether it's discipline effect or a simple natural selection.
*'''Daemonology''' is a sixth common discipline, although it's by no means basic, being much more difficult to learn and dangerous to use (as anything that directly deals with chaos daemons carries the possibility of the psyker's head exploding into a warp portal). It's split into two sub-disciplines - '''Malefic''' is about summoning daemons and using their power, and '''Sanctic''' is about banishing them and killing things with the refined unshaped Warp energy. Generally speaking most dedicated daemonologists do not live long enough to experience any personality-changing effects of their discipline, and those that do are either brainwashed on a regular basis (Grey Knights) or are already Chaos-corrupted and affected by daemonic pacts (Chaos sorcerers and wild psykers).
 
Besides those six, other disciplines exist, although they are mostly faction-specific:
* [[Chaos]] psykers and daemons use their own specific disciplines, dedicated to one of the three gods who doesn't hate sorcery:
**'''[[Tzeentch]]''' is mostly about mutation, subjugation, and manipulation of the warp itself. Tzeentchian powers typically revolve around controlling the energies of the warp itself to damage foes (like Doombolts), mind-reading and controlling people, and manipulating reality to either open warp rifts or mutate their opponents into [[Chaos Spawn|those-which-shall-not-be-named]].
**'''[[Nurgle]]''' is like a twisted version of Biomancy, focusing on the psyker spreading the gifts of Papa Nurgle by polluting their surrounding area with his many plagues and contagions, causing most people to succumb and die within minutes. The "beneficial" parts of these are mostly related to raising a recipient's endurance, as the many blessings of Nurgle can do anything from mending grievous wounds in an instant, to granting them inhuman resistance to damage.
**'''[[Slaanesh]]''' tends to be the trickiest, focusing on illusions, and manipulating their targets' senses to either control them or drive them into the throes of insanity (Which can either be good or bad depending on the power involved). Slaaneshi powers are a bit similar to Tzeentchian ones, although are focused more around manipulating the physical and mental characteristics of people to the extreme (something they have control over), rather than their fates and surrounding reality (which people typically do not).
* The [[Eldar]] have developed four disciplines of their own; the first two use runes as proxies to manifest psychic powers, so they don't get mind fucked by Slaaneshi daemons the moment they surge in the warp for the power, and they created two disciplines to utilize those runes:
**'''Runes of Fate''' Used by Farseers is kind of like Telepathy and Divination mixed together and shaken a bit - same kind of future telling and mindrape in a slightly different form. Except for Eldritch Storm, which looks like it was pulled form the Sanctic Daemonology
**'''Runes of Battle''' Used by Warlocks and Spiritseers. Features a set of powers that can be used to buff allies or debuff opponents, most of which don't fit into any of the basic disciplines.
** [[Harlequin]] Shadowseers also use their own discipline called '''Phantasmancy''', which is basically Telepathy on an acid trip, as the psyker channels his own killer-clown kind of batshit insanity into people, and polishes it out with hallucinogen grenades thrown on the top.
** Eldar Corsairs, being cool space pirates, do not utilize rune stones, and channel psychic powers the old way, at a higher risk of being raped by daemons. Their old-school techniques allow them to use pre-fall magic called '''Aetheromancy''', designed to utilize the Webway (similarly to how Sanctic Daemonologists utilize the Warp), so they can project a guidance map, teleport their allies through it, and create rifts that suck their enemies into it.
**The new Ynnari faction brings with it the new '''Revenant''' discipline which looks suspiciously like Necromancy but isn't we swear.
* [[Ork]] Weirdboyz have their own discipline, that runs on Waaagh! energy rather than the Warp, and don't have access to other disciplines. Surprisingly, Waaagh! powers are quite powerful and some of them are tricky, although they are mostly focused on pumping the boyz around the Weirboy with buffs, getting them closer to enemies or killing shit with green lightning.
* Similarily, [[Tyranids]], whose psychic powers also run on a collective psychic field, have a specific discipline, which is Telepathy with a bit of Biomancy and the odd Zoanthope mind bullet power thrown in.
* Spaсe Marine librarians have developed not one but FOUR special disciplines, which Chaos Sorcerers rename because they have to be different:
:*'''Technomancy'''/'''Heretech''' Telepathy/biomancy for machine spirits rather than living beings, for those who prefer the company of machines or like to wreck enemy ones.
:*'''Fulmination'''/'''Ectomancy''' Biomancy that throws away all that life force and biochemistry shit and focuses solely on the lightning. All the lightning!
:*'''Geokinesis'''/'''Geomortis''' If you ever wanted to be an earthbender this is the discipline for you. Among other things it allows you to [[cheese|move buildings, hills and forests around.]]
:*'''Librarius'''/'''Sinistrum''' Very Eldar-runes-like telepathy/divination based discipline with trickery thrown in.
 
* [[Space Wolves|Space Wolf]] Rune Priests use a discipline called '''Tempestus''' (although they refuse to admit it's a psychic discipline at all, since they're hypocrite assholes) - it involves powers that mostly revolve around ice, earth, and storms. It looks like it utilizes a psychic ice effect, which is a common ''side'' effect of manifesting powerful non-pyromancy powers, and then they mix that with a bit of Telekinesis to spin that ice around or shape it into giant killer wolves that eat you alive.
* [[Blood Angels]] and their successors claim to have their own discipline called '''Sanguine''' but it's really just a bunch of Biomancy, Telekinesiss and Telepathy powers thrown together and given fancy names. Their buffing spells have a tendency to affect allies, rather than just the psykers at the cost of sheer power, [[Fluff|possibly due to the selfless nature of their chapter.]] Then there's the Blood Lance - which is just the entirety of their psychosis bottled into one power, with all the heat and fury of the Black Rage with the color of the Red Thirst.
*The [[Dark Angels]] utilize the '''Interromancy''' discipline, which is a specialized variant of the Telepathy discipline, originally designed to ''interro''gate <s>Fallen</s> FOUL TRAITORS WHO ARE NOT IN ANY WAY CONNECTED TO THE FIRST LEGION. It may lack some of the most bullshit OP powers of true Telepathy, but has a strong combination of buffs and debuffs and the later have a chance to ''permanently'' cripple their targets, especially if they are weak-willed.
 
==Comparing Psykers==
Addendum: This list is subjective in the extreme. Trying to compare the Psychic powers of so many characters without a standard metric is fukkin' stupid.
# God-Emperor of Mankind, The Hive Mind, Chaos Gods and other Deities.
# Magnus the Red
# Eldrad; Malcador the Sigilite; Lorgar; Azhek Ahriman.
# Epimetheus; Warlock Titans.
# Eldar Farseers; other Alpha level psykers; Lords of Change.
# Rubric Sorcerers; Tigurius; Sevrin Loth; Mephiston; Njal Stormcaller; Ezekiel; Kaldor Draigo.
# Chaos Sorcerers; Grey Knight Librarians; Ravenor; Hyperion; Swarmlord; Zaraphiston; Shadowseers (Harlequins); Spiritseers; Worldsingers (Exodites); Wraithseers (''power equal to the seer used in its construction'').
# Regular Librarians, Zoanthropes; Eldar Warlocks; Bonesingers; Corsair void dreamers (''tend to be random in power with some being the equal of Farseers'').
# Primaris Psykers; Hive Tyrants;
# Wyrdvane/Sanctioned Psykers; Ork Wyrdboyz; Zoanthropes;
# Regular Grey Knights; Navigators; Astropaths ''(they are powerful, but their powers are normally so specialized at being a cell-phone, most of them are no match for 'true' psykers).''
# Regular [[Eldar]].
# Regular [[Orks]].
# Regular Humans.
# Blunted Humans; [[Tau]]; Regular [[Space Wolves]].
# [[Necrons]].
# Blanks/Pariahs.
# [[Culexus Assassins]]/Sisters of Silence - ''farthest from Psyker as possible, soulless anti-psykers.''
# The Black Pariah (Daemon-Blanks?)
 
''I'm not sure about the place of Greater Daemons here; also, Tyranid psykers.''


= Gallery =
= Gallery =
Line 168: Line 173:
Image:Suffer not the dirty cheat by Mr Culexus.jpg|You should never invite psykers to your poker night.
Image:Suffer not the dirty cheat by Mr Culexus.jpg|You should never invite psykers to your poker night.
Image:1204002502106og9.jpg|Culexus assassins are psykers' worst nightmare, though they are very friendly.
Image:1204002502106og9.jpg|Culexus assassins are psykers' worst nightmare, though they are very friendly.
File:1263350811847.jpg|Psyker Dredd knows you were gonna say that.
File:AGP Chapter3.jpeg|Psyker Dredd knows you were gonna say that.
Image:We are not going to get in trouble are we.png|Shh, my heresy sense is tingling...
Image:We are not going to get in trouble are we.png|Shh, my heresy sense is tingling...
File:Are_you_a_psychic_final.jpg|The Adeptus Astra Telepathica's easy steps in identifying and capturing potential psykers.
File:giraffe psyker.jpg
</gallery></center>
</gallery></center>
== External Links ==
* [https://www.youtube.com/watch?v=Vpmiq8sTH0k| The Sanctioned Psyker from Dawn of War in his insane hammy glory. ]


[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Chaos]]

Latest revision as of 10:10, 22 June 2023

Good thing Games Workshop has an extremely liberal interpretation of the word 'psychic'. Magic IN SPEHSS! Eventually, all humans will be doing this for lulz against man's enemies. Or turning ourselves inside-out by accident yet not dying. Hopefully, New Man wields the power of his Warp soul instead of just Warp or we’re all fucked.

"Whoever fights monsters should see to it that in the process he does not become a monster."

– Friedrich Nietzsche

"We always vilify what we don't understand."

– Nenia Campbell

"WITNESS YOUR DOOOOM!"

an Imperial Guard Psyker about to blast some heretics and/or xenos with Lightning Arc

A psyker, in the Warhammer 40,000 universe, is an individual with psychic powers capable of accessing the Warp. This is both a blessing and a curse; though psykers are often able to achieve spectacular feats with their abilities, the Warp is a perilous place, and whenever a psyker uses their abilities there is a chance that they will be subject to the Perils of the Warp. Death is one of the milder results of this; extremely unlucky psykers might actually be tortured in countless ways by daemons and used as a gateway from the Warp into the physical world. Luckily, in the ranks of the Imperial Guard, where there's a psyker, there's usually a Commissar ready to unleash the power of Blam.

Types of Psyker[edit]

The different races of the setting perceive psykers in different ways.

Imperium[edit]

The Imperium of Man regards most psykers as extremely dangerous, because these are people with scary powers, and the influence of the Warp tends not to let them stay sane for very long, but hey, wizards are real, coolHERESY! BLAM. There is also the threat of Chaos possessing them and summoning daemons...or having the daemons just eat them. Thus, the Inquisition hunts them down so they can either be sacrificed to feed the Empra or sanctioned and made to serve the Imperium (under an inquisitor's watchful eye).

Such psykers appear as a unit in the Dawn of War games and like to scream incomprehensible one-liners so mind-numbingly loud that they may very well actually make your head explode. Space Marines make their psykers into Librarians: in addition to psychic support on the battlefield, they compile records in the Librarium, assist in battlefield communications, and test their brothers for Chaotic contamination. Imperial Guard Sanctioned Psykers combine psychic powers with Standard Issue Balls of Steel that every Imperial Guard member is issued upon conscription along with a lasgun. In addition, they have a nasty reputation for being BLAMMED by Commissars.

"Rogue Psykers" is the official designation for any psyker who hasn't been collared by the Imperium yet and are often hated by more puritan worlds, in extreme cases routinely being hunted down and killed. On most worlds being sanctioned (assuming you survive and don't mind the side effects) gives an air of authority and orthodoxy to an otherwise hated thing; people still hate you, but instead of treating you like a particularly verbose bit of dung, now you're hated the way tax collectors are hated. Many in the Imperium outside of the rabble view sanctioned psykers in an ethereal light, considering them sages or wizards (as in wise men/Gandalf), perhaps because their powers grant them a very different perspective and insight into pretty much anything.

Astropaths are beyond such venom, partly because they are less prone to possession and mostly because they are a planet's only way of communicating with the greater Imperium. Also being soul-bound to the Emperor himself probably makes them seem like prophets or oracles in some way to the average citizen. People still feel uneasy around them, but even Black Templars have to cope with them and make nice faces. However, the Emperor was is a psyker, so the next time some idiot tells you that Psykers are heresy, use this little fact on their fa--*BLAM* BLASPHEMY!. Well, actually not, since for an average citizen of the Imperium the Emperor is God, so His wielding godly powers in the glory days before His ascension is actually the core tenet of the Imperial Cult and proof of his divinity. Not so for mere mortal psykers, who are rightly considered unholy and corruptible as opposed to a literal god who obviously can do things like that easy peasy, which he did demonstrate that he could. Oh, you mortally wounded me through my favored lab rat? Let me just erase your collective avatar out of existence in one shot.

Humanity, being the stars of the show, have arguably the greatest psychic potential overall (because of course they do, which is really damn bad in this setting), but with barely any control over it (fire and lightning yay!), possibly evolving (which could take countless centuries or even millennia to take place, even if they can survive it) into a fully psychic race which the Emperor himself has said may very well equal or even possibly surpass even the Eldar at their peak, although with the loss of the Webway project even the Emperor admits that this path is pretty much now closed to humanity. Most likely he meant a gradual ascension instead of the Oh Shit happening now as the energies of the Webway logically would nourish psychic potential slowly whereas otherwise human potential is spastic and often results in daemonic possession or outright invasion. No wonder his ideal humans are emotionless and autistic (no, seriously, the Custodes are arguably genuinely autistic) as that is safest for a psychic species, especially to not go the way of the Eldar. Becoming a psychic race doesn't suddenly make you god-tier, it just makes you psychic; the Eldar are a full-blown psychic race and they aren't exactly doing brilliantly. To be fair, they’re not even trying to capitalize on their psychic potential most of the time, especially the ways psychic power could easily connect to the aspects of Khaine their warriors emulate. On the other-hand, that’s probably exactly why they don’t do that.

  • Like all of his interactions with others, anything that the Emperor says should be treated as a possible falsehood (he's a bit of a compulsive liar and manipulator, but even when he’s honest, his power actively causes people to hear things in ways that make sense to them, even if what they hear isn’t close to what he said). His whole speech to Ra about humanity's possible psychic might may well have been just what the Emperor wanted Ra to hear in order to prepare him to make his sacrifice at the end of the book. But we do know that the lore has loooong held the Emperor’s belief humanity will become like him. AKA “New Man”. Even Rogue Trader had the Inquisition’s true purpose be to guide humanity’s ascension into a fully psychic species.

On the bright side, the Psychic Awakening has shown that faith serves as a great focus for controlling psychic might and affecting the Warp in a positive way through that focus of belief and spiritual strength. Bet the Eldar are foaming at the mouth that man’s much mocked fanaticism actually acts as anti-Chaos space magic.

Ironically, humanity’s strong connection to Chaos as the species that caused the gods to awaken might be the cause of our destined rise as a powerfully psychic species. Which is, uh, not a good sign if true.

Humanity has managed to produce some of the strongest Psykers in the history of the Galaxy but most didn't come into being through natural means:

  • The Emperor is obviously the first that springs to mind as he is unquestionably the strongest mortal psyker that has yet been seen, unless you count the Old Ones (Emps could be an Old One masquerading as a human, but is probably way beyond an Old One seeing as he beat the shit out of one of the most powerful C'tan by a whole lot). The question is however: is he even human? There are many theories surrounding the Emperor's origins and his exact nature. Was he born or is he a construct from the Dark Age of Technology that believes itself to be human? Is he the Warp-manifested core of humanity's past, present, and future manifested in Man's time of greatest need and tumultuous Warp? If we take the whole Shaman origin as fact, then his psychic might is due to the large number of psychic beings merging their minds into one, which is certainly not the norm (strangely something similar happened to Ephrael Stern). Even if we assume he's a single entity that happens to be immortal, there is the whole deal with the Chaos gods which may or may not have boosted his already considerable power (and yes, it is stated that he needed a ship to get there, but didn't need one to get back). The Emperor is clear proof that, whatever he might be, the most powerful psyker in existence has indisputably allied itself with humanity.
  • Magnus is a Primarch and should in no way be considered entirely human. He, like all his kind, are artificial beings created through Warp shenanigans and advanced bio-engineering. There is nothing natural about him or his psychic might. Above and beyond even high-grade transhumans, a Primarch is a literal demigod perfected through soul and gene engineering. This translates to Psychic ability as well.
  • Malcador is the only truly natural (depending upon what happens with his backstory once it is finally revealed) human standout amongst the big names. He may play second fiddle to the likes of the abominations that are the Emperor*BLAM* BLASPHEMY! and Magnus, but he is still the strongest "human" psyker on the list. Natural humans are never going to be able to compete with the gods of the Warp, but a race of potential Malcadors doesn't sound too shabby, does it? But only if we have his skill and control... so we're fucked.

Human psykers (with occasional exceptions, like Space Marine Librarians) tend to be one-trick ponies; if they are telepathic, then that is what they can do - it is very unlikely that they will have any skill in something like telekinesis, pyromancy, or divination. If this was an RPG, then they would be the guys who put all their experience into learning one or two skills until they have maxed them out, but end up having nothing left to spend on anything else. Yes, they can create a very powerful fireball, but that's all they can do. If anyone is capable of "omnimancy" then they are usually so powerful they can brute force powers from all disciplines, or are engaging in rituals and sorceries - which is technically cheating, and stupidly dangerous to even masters of the art. That said, human psyker squads form a sort of network of power through which they can do stuff far beyond what any one of them is capable of. So, a species-wide version of this would be pretty lit (or the easiest conquest Chaos has ever had). On the bright side, the Empyric Engineers will probably be allowed back into the Imperium and prove incredibly useful. There is also biomancy to consider. Imagine the Imperium being able to use biomancy to uplift the human body beyond biological limitations? But, their fanatical obsession with the divine human form preventing them from doing anything evil with it. Uh. By Imperial standards.

Squats/Kin[edit]

The Squats that grow very old are called "living ancestors". They are extremely rare, and develop psychic powers by communing with the spirits of their predecessors. And you could put them in an egg-shaped terminator armor, then onto a trike, with a bolt-firing cavalry lan-*BLAM* Squats are heresy! *FFSSSHHHHHOOOOOOOOOMMMMMM!* Oi! What did ye just call us? Uh... Nothing! Nothing at all!

Due to their ancestors' genetic modifications to protect themselves and their toys from being daemon chow, most Squats have souls nearly as dim as the Tau, and thus, little to no Psyker potential. However, as the Votann's data banks can only be accessed by Psykers, they created specialized cloneskeins that allow the Kin born from them to tap into the Immaterium in a more controlled and safer manner. These psykers are known as the Grimnyr and act as the Votann's eyes and mouths. They also have a thing for cosplaying wizards.

Ogryns[edit]

The Ogryn were initially thought by the Imperium to be too stupid to develop psychic powers, but were proved wrong sometime after the Great Rift by Cassia, who demonstrated psychic powers in battle by saving a Commissar. She ended up being recruited by Inquisitor Falx, and displayed other unique effects that were considered impossible to do by Ogryn: namely, being able to read and write on a basic level. Falx also believes (with a fair amount of supporting evidence) that other Ogryn are beginning to pop up with similar abilities, likely a result of the Rift itself. Fortunately for the Ogryn, their legendary devotion to the Emperor and love for their fellow, normal humans will probably be a major benefit to them in this situation. In several ways.

Forces of Chaos[edit]

Chaos tends to have...varied opinions on psykers.

  • Daemons are made out of the stuff of the Warp, and using psychic powers is shaping and throwing out a little bit of the Warp, so a daemon using psychic powers is the rough equivalent of taking a severed limb or some bones and throwing it as a viable attack. While that sounds pretty fucking metal, Khorne thinks that pulling this bullshit is a sign that you're not manly enough to get into the thick of it and handle the situation on your own, an opinion shared by his daemons and mortal followers. Not only do they not use psychic powers, but they actively hate any pussified deadbeat who uses them, and even get toys that fuck with anybody trying to use those powers. However, it should be said that (deeply confused) Khornate traitor librarians exist - Khorne's opinion of them doesn't stop them from idolizing him. They just don't receive his favor, obviously (Unless your name is SSSSSSIIIINDDDRRRIIII). Any psyker who wishes to serve him swears off their powers except for utilitarian uses like telepathy or stopping other psykers from cheating. Having a cheat code and not using it makes you more honorable, not less.
  • On the other end of the spectrum, Tzeentch, being the god of magic, is hugely into psychic powers, and he likes making new ones that do all kinds of mix-and-match effects, though only the best are actually rolled out. That's the official line. He's actually a closeted pyro, and a lot of his powers are burny or... do weird shit. Being the patron of psykers, if people get Tzeentch's attention because they're scholars or David Xanatos, they'll eventually develop psychic power whether they like it or not. Due to higher exposure to Warp energy via psychic powers and serving the god of change, Tzeentch's minions, and more often, their minions have the highest rates of mutation and turning into Chao--er, tentacly gribblies. Ahriman, possibly the greatest of Tzeentch's servants barring Magnus himself, was so powerful a Psyker that he was able to defeat Ulthwe's most venerated Psyker, Kyaduras the Anchorite, with ease, and, in the same battle, also casually defeated Yvraine, the Yncarne, and the Visarch.
  • In the middle, Nurgle likes any psykers that spread his gifts around, but doesn't really go out of his way to promote them in his followers either, probably on account of his direct opposition to Tzeentch. Needless to say, his powers all revolve around inflicting people with horrible diseases or boosting their endurance to unnatural levels.
  • Similarly, Slaanesh thinks Tzeentch is a giant nerd, whose overdevotion to his nerdy hobby of inventing new psychic powers will never get him laid. We think it says this because Tzeentch refuses to sleep with it (it almost certainly likes his tentacles and crotch mouth) is afraid he might catch Warp chlamydia, and he's just not willing to give Nurgle that kind of satisfaction. Slaaneshi psykers emphasize powers that make the hurt feel good, or have effects that look like the target might have snorted the psychic power off of a stripper's ass.

Being able to combine psychic powers, sorcery, and the favours of the Dark Gods easily makes the psychic followers of Chaos amongst the most powerful and dangerous individuals around. Such power comes at a price, of course. A Chaos corrupted or worshipping Psyker is significantly more to blow up into Daemons, both because they deal with them directly and thus increase the natural risk and/or because Tzeentch felt like a dick at the wrong time.

Eldar[edit]

Craftworld[edit]

The Craftworld Eldar are a strongly psychically-attuned race. While the regular, off-the-street Eldar will restrain themselves from using any psychic powers beside basic telepathic communication and the ability to use their psychic technology out of fear of being mindraped by Slaaneshi daemons, they can join the Path of the Seer and train to better control their innate abilities. Eldar who go on this path with previous experience as Aspect Warriors become Warlocks, while the most powerful seers can become Farseers and leaders of their people. They're ridiculously powerful psykers because of that deep imprint in the Warp to draw power, combined with their Spehss Ehlvan minds and willpower. They just need to be fucking careful and avoid unwanted attention unless they like tentacles. By "ridiculously powerful", the meaning is more "can do anything" rather than raw power. Humans in the setting have the raw power, Eldar have the flexibility. Like in almost everything else involving humans and Eldar.

The true capacity and depth of Eldar psychic abilities tend to be rather watered down or just ignored outright, due to the demands of the plot which is almost always told with the Imperium as the protagonist of the story. Within most stories the authors will tend to use the "M. Night Shyamalan" style of writing, which means having the Eldar Farseers getting a vision of events that are going to happen in the future and set out to stop it, only to discover that they either had it wrong the whole time, or they themselves brought about the very event that they wished to prevent; all the while the authors are hopping around shouting "WHAT A TWIST" at the top of their lungs. Due to the vast focus put upon the forces of the Imperium it is not a surprise that there is such an abundance of named human Psykers running rampant across the galaxy, but remember that humans only produce an exceptional psychic individual once in a blue moon; those humans that prove themselves strong and stable enough to join the ranks of the Marines as Librarians are a rare breed but more than prove their worth over multiple centuries of service. Librarians are also really damn powerful by any standard.

By comparison, every Eldar citizen can, if they wish to, potentially become a Farseer, though no Farseer will ever manage to reach the same level of power as the likes of Magnus (it's not really a fair comparison as he really isn't human and did not come into existence through natural means). Or a Warlock, which are the Eldar battle psykers. A Librarian will usually be more powerful as well, though not flexible in capabilities. In a slightly darker turn of events, where the likes of Spiritseers, who are able to commune with and manipulate the souls of the Eldar dead, the Ynnari actually amplify their existing powers through absorbing the souls of previous Eldar, which many Eldar among the Craftworlds consider to be horrifying. GW's "fuck what the Xenos are supposed to be able to do; the Imperium and Chaos are the stars of this setting" rule is seen many times in the story itself, with powerful Eldar Psykers like Eldrad very rarely performing impressive feats within the stories they are featured in, and you are just told that they are very powerful before they are inevitably defeated by the glorious human protagonist (Loyalist or otherwise). Eldar Farseers, in particular, suffer from the "Worf effect" more then most, despite often being heralded as great seers they have a terrible track record within the storyline itself, very rarely succeeding in any of their endeavors. Something Eldar tend to forget is that just because you foresaw something one moment doesn't mean the next moment it's still true. The future constantly changes and while the Eldar like to talk about that, that doesn't stop them from acting on the assumption that the futures they see are set in stone (and then being proven wrong). An important thing to keep in mind is that The Black Library writers love to add their very own super duper special human snowflake Psyker into the story because of the "Rule of Cool", with many in the lore being attributed with the ability to destroy Titans and armies. Farseers on the other hand are often shown being incapable of even defeating a single Space Marine let alone a tank, army or Titan, and Farseers are explicitly meant to be the most powerful Eldar Psykers in the galaxy. However, this could simply be either a way of keeping it so they don't win by default due to knowing exactly how a battle will go or (much more likely) Black Library incompetence making it impossible to get a remotely accurate depiction of what their powers can do. Or the more obvious possibility: Eldar Paths are extremely focused and a Farseer is not a battle psyker. Even Eldar Warlocks (their battle psykers) are more akin to Primaris Psykers than the likes of Librarians.

The 8th edition codex seems to have made an attempt to address this situation. Whilst all Eldar walking upon the Witch Paths are capable of mastering many different psychic disciplines throughout their long lives, they tend to avoid developing their more destructive powers, instead focusing all their efforts on developing their more “helpful” and “creative” powers; for example, the Bonesingers use their powers to create and then craft Wraithbone. This goes well with the Craftworlder’s mindset when it comes to avoiding their darker, more destructive sides.

Those who find it easier to master the more destructive disciplines tend to be those who have walked the Path of the Warrior and have already had their more violent impulses tested. These individuals will become Warlocks, and can make use of their more destructive powers upon the battlefield without putting those around them in danger as they already have their War Masks in place, to help focus them and to separate their warlike selves from their normal selves.

Farseers will unfortunately still suck in any story that they are featured in, but they are not supposed to be just weapons, they are guides and advisers who help guide the blade, not swing it themselves. This, of course, doesn’t help the fact that they are still going to be treated like a bunch of redshirts that will inevitably fail at every single opportunity by the writers at GW.

The Eldar make use of Rune Stones that act as conduits through which they can manipulate the psychic energies of a the Warp without actually having to interact with the Warp directly; though this does limit their overall psychic power level it provides them with a much safer and more controlled way to access the energies of the Warp. The Rune stones also act as psychic fuses, burning out and cutting the link to the Warp should an Eldar try to tap into too much power before they are ready. As they develop their control and skill the Eldar psykers will eventually be able to use a far greater number of stones, which allows them to tap into far greater pools of power.

Eldar tend to be the Swiss Army knife of psykers; being able to learn many different psychic disciplines. If this was an RPG then they would be the guys who spread their experience out over a wide range of powers and abilities. They don't tend to max out their powers, but instead end up with a much wider skill set to call upon.

Harlequins[edit]

Harlequins are also psychic, which really comes out in their shows; although only the Shadowseer can use powers in a fight, other Harlequins enjoy the benefits of psychic senses and silent telepathic communication.

Dark Eldar[edit]

The Dark Eldar, on the other hand, are psychically atrophied compared to their Craftworld bros due to centuries of largely abstaining from using their powers. They have to avoid using psychic powers due to Slaanesh's "I own your soul" gig, their general lack of restraint (required for psykers to use their powers without instantly getting devoured alive by daemons), and the reasonable feared of becoming bait for snusnu with a Daemonette.

They can use psychic artifacts like all those crazy living swords and Haemonculus toys, and the only psychic power they use is their infamous emotion-vampirism ability that can replenish their bodies and souls by inflicting copious amounts of pain and misery and soaking in all that torment. And kamehamehas, for Mandrakes. They do have extra fun torturing, killing and then weaponizing psykers though.

Exodite[edit]

While the psychic capabilities of Exodite Eldar are rarely elaborated upon (mostly because works that involve them typically have them being punching bags for enemy factions), it is likely that the Exodites still retain their psychic powers, as they are able to communicate with their animal allies (beasts of burden and war mounts) and influence the planet they're on into being living weapons by manipulating the flora.

Both of these would fall under the categories of telepathy and biomancy, respectively.

Tau Empire[edit]

The Tau race is incapable of producing psykers due to having almost no presence in the Warp. The good news for them is that they don't have to worry about Bad Things, such as any members of their species spontaneously turning inside out from the anus and summoning an army of monsters that will fuck, kill, and eat people(not strictly in that order). The bad news is that they have no way to natively develop psychically-based technology, so their FTL travel is glacial (albeit a good deal safer than an actual Warp jump) and their FTL communications options are limited to the Space Pony Express. It should be noted that some of their vassal races have psychic abilities, including their own Navigator analogues. It is known that they actually locate, isolate and study human (and probably other species') psykers, but as the Immaterium is too irrational and far beyond their science they have had little success in analyzing the reason behind Gue'La suddenly going crazy and summoning teleporting armies of homicidal hellspawn aliens out of thin air. Of course, following what happened to the Fourth Sphere Expansion, they now have little reason to stay ignorant of those things that come from nowhere...

  • Funnily, the Kroot have psykers (they have a diverse diet) and understand a great deal about the Immaterium. They even have some crude warp vessels, usually with purchased or stolen xeno tech in it.
  • The Nicassar are another auxilia race that just happens to have psykers of their own, though their potency when compared to the big boys of the setting hasn't really been examined. Although for some reason BFG lore also established that they don’t even use FTL, they just piggyback on Tau ships. Before they met the Tau they would go into hibernation and travel at slower-than-light speeds between planets.

Necrons[edit]

The Necrons no longer have souls, so they have no presence in the Warp, and therefore can't manipulate it with their minds. And yet they have managed to conquer the Warp with technology. (Egyptian Skeleton Zombie Robots, Yeah!) They keep fucking up the Warp and psykers with the gloom prisms they mount on their spiders, pylons (sounds familiar...), and even giant city-sized mechanisms that cut entire planets from the Warp. One in the Word Bearer novels even had this... thing, about the size of a resurrection orb, which blanketed an entire system in a "psychic black hole." Problem, daemons?

Before the 5e fluff changes, they also had Pariahs, specialized soldiers made from Blanks that acted like Culexus assassins.

Orks[edit]

The Orks are all passive psykers, or rather emanate their own gestalt "psykik" energy in the power of the WAAAGH!, though they're mostly unaware of this. A large number of Orks in one place will slightly alter reality to suit their wishes, turning jam-prone, dirty blunderbusses into fully-automatic rifles of rape. Weirdboyz are the only ones who can tap into it actively to manifest psychic powers, which have an amusing tendency to make Orks heads explode with absolutely no warning. As said above, the Orks draw psychic energy from each other, not from the Warp, which makes them virtually immune to Chaotic influences(but not completely immune), although they do have a pretty serious presence in the Warp in the form of Gork and Mork (or maybe the other way round).

Tyranids[edit]

The Tyranids are innate psykers and their collective power comes from the Hive Mind, which is what the big bugs tap into to manifest psychic powers rather than the Warp, the same way a Weirdboy would tap into the WAAAGH!. Only a few bugs are capable of weaponizing the Hive Mind's psychic energy, the Zoanthrope being one such option for Tyranid psychic support. Few 'Nid species beyond the Zoanthrope are capable of firing tank piercing mind-lasers; instead the other big bugs use their powers for buffs and a form of control called "synapse". Synapse is essentially the presence of the Tyranid Hive Mind being made manifest, allowing it to control and direct the lesser non-synaptic Tyranid creatures, as the non-synaptic creatures are essentially just soulless animals without any overarching will of their own beside their own instincts. In the presence of a synapse creature, such a being is then "ensouled" with the Hive Mind who acts through that creature's body. If the Hive Mind gets driven away from the horde through psychic shenanigans or the synapse bug gets killed, the synapse link collapses and the 'Nids turn feral, becoming essentially really dangerous wildlife. Before Genestealers got retconned into being Tyranids, Genestealer Magi did use the power of the Warp to power their abilities and could dedicate themselves to Chaos. There's an image of a Khornate Magus in one of the Rogue Trader Chaos books, though that is nonsensical in itself given Khorne's views on psykers.

Psychic Power Hierarchy[edit]

The Imperium of Man uses a 24-point scale (with gradations named for the letters of the Greek alphabet, for some reason; there are 26 points counting the "top" and "bottom", both of which are used to classify entities beyond the scale's ability to measure) called The Assignment to determine the comparative psychic power of an individual. Unfortunately, this gets very confusing in the fluff, where Alpha-level psykers seem to be a dime a dozen and show up all over the place, and established characters that are canonically high on the scale are completely overshadowed by some other character. All of this "logically" leads neckbeards to reach the flawed conclusion that their favourite character on the tabletop MUST be Alpha level or greater.

Furthermore, it is canon that a psyker's place on the scale can change over time as his or her powers either increase with practice or decrease due to atrophy from lack of use. So generally, the fluff is quite useless for determining who is greater than whom; without the evidence of a direct psychic battle between any two to compare how they match up, it is pretty pointless to use this method.

Lastly, this is an Imperial system, and likely should be used only to assess humans. While chances are someone in-universe has looked at a wyrdboy and gone "Theta-ish", you shouldn't since it's comparable to using metric tools on imperial fasteners: annoying, inappropriate, and probably a crime according to both the Mechanicus and Administratum. So don't do it.

Positive Psychic Levels[edit]

  1. Alpha-Plus
    • Alpha-Plus psykers do not represent the top of the scale, but are completely beyond the scale. In fact, the scale theoretically continues upwards beyond Alpha-Plus into truly godlike tiers of power, although such individuals have never been encountered, barring maybe the Emperor. Even so, Alpha-Plus individuals operate on a completely different wavelength from normal people and are owners of completely alien mindsets. In terms of power, they are akin to weapons of mass destruction, as in theory there is nothing that a trained Alpha-Plus psyker cannot accomplish through force of will. There is a tacit assumption that this category contains the Emperor and his "notably-psychic" Primarchs (especially Magnus the Red in his daemon Primarch form), but even he admitted there were limits on his power, specifically that one could not be both all-seeing and all-powerful at the same time. No attempt is made to distinguish power levels among members of this grade, because they're all so absurdly strong there's no point in quantifying it. To put it in context, an emergent Alpha Plus psyker - one not fully in control of their abilities - was able to destroy a starship, freeze time, put it back together and resurrect its crew from the dead before removing themselves permanently from the physical universe in an act of unparalleled self-control and incredibly heroic self-sacrifice to defend humanity from that psyker’s risk of possession. To dumb it down for the rest of you idiots, that the same as snapping an Imperator Class Titan in half with a sneeze at HALF A SECTOR AWAY!
  2. Alpha / Beta
    • Exceedingly rare and dangerous. The Imperium believes that human beings have not sufficiently evolved enough to contain Beta and Alpha levels of psionic talent without going completely batshit mental, though exceptions do exist. Arvann Stern is confirmed to be Beta-level, and he's not even the most powerful psyker in his chapter. Beta seems to largely be the limit of human sanity, though this is probably fixed with heavy amounts of cybernetics and hypno-indoctrination to make the crazies into useful, if mindless, tools. Most psykers of this power level are considered too dangerous to control and are likely to be sacrificed to power the Astronomican, while very unlucky Alpha psykers may instead find Imperial service in the Ordo Sinister, meaning they'll get turned into screaming batteries for Psi-Titans. The unluckiest Alphas and Betas get to be Grey Knights, and fight daemons until their painful death in battle. The luckiest ones become specialized Astropaths whose predictions of the future are used by the Adeptus Custodes to find threats to Terra.
  3. Gamma / Delta
    • Approximately one out of every billion human births will produce a Delta or Gamma level psyker, who, for the Imperium, represent the "useful" upper limit of psychic potential without being too dangerous to let live, though it's up to the Inquisition to be the ultimate judge of that. Most psykers of this power are either slain or possessed if they are not discovered quickly by the Adeptus Astra Telepathica. The Inquisitor Gideon Ravenor was believed to be a high Delta-level psyker.
  4. Epsilon / Zeta
    • Epsilons and Zetas represent relatively powerful psykers, who are strong enough to be considered threats to security by the Imperium.
  5. Eta / Theta / Iota
    • Iota represents the first "true" psykers who are able to manifest and control psychic abilities with a modicum of training. Anything below this point is not considered a "true" Psyker.
  6. Kappa / Lambda / Mu / Nu / Xi / Omicron
    • People who can manifest psychic talents either unconsciously or so subtly as to be beneath the notice of everyone but the Inquisition, such as performing minor "magic" tricks, divinations, or other weird occurrences generally dismissed as good luck. Most of the time they are quite useless, but still represent a danger since they can be possessed. Although the Inquisition is too busy to sort out everyone at this level, the Imperial public is conditioned to spot and ostracize these witches if the truth about them ever comes to light in their societies. Those that do get picked up by the Black Ships are generally considered not worth the risk of training and almost always receive a one-way trip to the Golden Throne to have some sort of use wrung out of them. If you’re power level is low enough, though, even the Inquisition and Black Ships will ignore you as a non-threat. Which sounds like a damn stupid thing for them to do, really.
  7. Pi / Rho
    • Run-of-the-mill humans, neither psy-active nor psy-inert, but indisputably on the positive side because the negatives... get weird.

Negative Psychic Levels[edit]

  1. Sigma/Tau
    • When you start descending below the scale of humans, into the "negative" side of the scale, you start going psy-inert. People at the Sigma/Tau level would be able to perceive and be injured by an incoming fireball but may not be able to discern that it came from an unnatural source. It is believed the entire Tau species rests at this level.
  2. Upsilon / Phi / Chi / Psi (ironically)
    • These are individuals with varying degrees of immunity to psychic powers, though not to the same extent as a true Blank or Pariah.
  3. Omega
    • Usually referred to as Untouchables, Pariahs, or Blanks. Not only are they immune to psychic powers, but they can also inhibit the powers of psykers around them and/or neutralize psychic effects on an area around them. The Imperium often employs Blanks as an Inqusitor's servants, while the Sisters of Silence are a trained order of Psyker-huntresses that are all Blanks. The Eldar, believe it or not, also produce the occasional Blank, and these become the infamous Solitaires of the Harlequins. True Blanks have such a psy-negative effect that even normal people can sense it, and it manifests as an irrational loathing for the Blank, though in some cases it can be offset by either a good personality (Alizebeth Bequin) or an odd, but explainable character trait (Gunner Jurgen). For psykers however, Omega-level persons are physically and mentally painful to be near.
    • The fluff is a bit inconsistent on the exact limit of a Blank's ability, but that's fine, because in Dark Heresy, Blanks exhibit a broad range of effects which can be different from person to person, much like high-level psykers can have different powers and disciplines. It can also be trained and manipulated, as in the case of the Sisters of Silence. Others can train themselves to actually benefit from the psychic power they suck from their surroundings (having psykers or even normal living beings in those surroundings really helps), which they use to empower and invigorate themselves.
    • There have, however, been a few occasions where a Blank's abilities have been overwhelmed or even permanently shutdown. Bequin's blankness was overwhelmed by the warp corrupted psi-sentience of a Chaos Titan and Wystan Frauka's blankness was gradually eroded away over time until he was able to be possessed by a psyker. In Gathering Storm, when Khaine's Gate broke, all the strapped and likely sodomized Blanks that were chained to it and had been screaming for the past few decades either exploded into ludicrous gibs or got outright possessed. Alpha Plus Psykers like the Emperor can probably brute force their way through even the most unnaturally powerful blanks.
  4. Omega-Minus
    • Strictly limited to Culexus Assassins, who are given specialized equipment to maximize the effectiveness of their Blank abilities. Another example was an Omega Minus Embryo kept in a stasis jar that was so potent that it killed a Thousand Son's Sorcerer and an Eldar Harlequin just by being near them.
  5. ???
    • The Pariah Alpha from Inquisitor: Martyr is a bit of a wild card, since we don't know if there are more like her or what she's capable of. We do know at least their mere presence can truedeath Daemons. She might just be an Omega Minus and that rung is beyond the scale like Alpha Plus is, but it's hard to say for sure.

Other Factors[edit]

When you get further into the details, not only is sheer psychic potential a factor to consider in determining how powerful a psyker is, there are other things to consider when trying to figure out mechanically how one differs from another.

This is easier to do outside of the tabletop setting which focuses on a d6 scale, where a minor difference in a single statistic can create one power tier an order of magnitude more effective above another.

Level of Control[edit]

The Willpower, discipline and training (read: control) of a given individual holds about as much sway as psy-rating in saying who is more powerful than who. Probably because if you can’t use what you have then the excess doesn’t count, and probably also because the Warp responds to will and so willpower can easily become literal power. This is most clearly represented in the RPG rules, but often shows up in the fluff, particularly in instances where powerful but neophyte psykers are only coming to learn their powers (such as Da'Kir of the Salamanders or Zahariel of the First Legion) A lot of commentators forget this and focus purely on psy-rating when attempting to compare psychic ability. A psyker may have a high psy-rating but if their ability to control their powers are low then they are less likely to successfully manifest but are more likely to create a powerful effect when they do; this is in fact part of the reason why the Imperium considers them to be so dangerous. Inversely, a low-mid rated psyker with a strong grasp on his abilities is more likely to successfully manifest and is also more likely to be able to resist/counter incoming psychic effects.

Interestingly enough, even non-psykers with enough discipline and mental fortitude can be trained to resist psychic powers, though this does not mean they are necessarily psychically blunted themselves. Typically this ability comes in the form of intense indoctrination or rote training, or from sheer force of belief and faith to literally "Deny the Witch". It’s unsurprising given the nature of the Warp.

Sorcery[edit]

The second thing to consider is the whims of the Chaos Gods, (particularly Tzeentch). Sorcery is entirely separate from Psy Rating/Assignment and even a non-psyker with the correct rites and incantations can pull off similar (but not the same) manifestations to a true psyker. Back during the Horus Heresy, Erebus (and 30k Word Bearers with Burning Lore) was an example of this. Furthermore, although Khorne himself hates psykers and sorcery, the Daemonancers among his own followers do have access to rituals for summoning daemons; otherwise they would be solely reliant upon tears in the warp for receiving daemonic assistance. These ritualistic functions may have been carried over to 8th edition where every chaos character now has the ability to summon daemons (though this could just as plausibly be the champion calling out to his God and being rewarded with assistance while in a location where the realspace/warp barriers are thin or have already been broken)

A true psyker with access to sorcery can increase his power levels even higher and can easily outstrip more powerful psykers than himself, though Sorcery comes with its own perils and generally leads to Damnation and Corruption (no wonder big Emps put his foot down at the council of Nikaea) not to mention the idiocy of increasing your psychic power beyond what you can control.

Furthermore, certain favours gifted from the Gods also increase psychic output. It used to be that in days gone by, the Mark of Tzeentch used to enhance psychic potential on the tabletop. Nowadays it doesn't, but in the RPG it still does. But obviously once you've been marked by a God of Chaos, you're in their pocket forever, and you best do your utmost to keep them happy or you end up becoming that-which-shall-not-be-named.

Pushing[edit]

Separate from either issue is the fact that Psykers can theoretically increase their assignment rating for a brief instant, drawing surplus energies from the warp and "Pushing" their powers even further than should be possible, basically taking a gamble and temporarily adding MOAR power to their manifestation.

In both the rules and the fluff there are common instances of psykers being able to boost themselves and create larger effects or to overcome more powerful opponents. This was partially illustrated with the 7th Edition ruleset and the shared Warp Charge "Pool", where low level psykers could throw all available warp charges into a single power and overcome the abilities of a higher mastery opponent, albeit at considerable risk of Perils of the Warp.

However, not all psykers have the ability to do this to the same degree, and although not adequately shown on the tabletop such rules were presented in the RPG settings, which broadly fit the established fluff:

  • Bound Psykers, that is to say, nearly every Imperial psyker who has undergone a Sanctioning process [Including Librarians] or Soul-Binding can only push themselves so much and they are at greater risk of something bad happening (ie Perils of the Warp) when they do so. Specifically, Soul-Binding to the Emperor includes all Astropaths and the psykers who lack the willpower to be safely trained but have too much power to be waste.
  • Unbound Psykers (Rogue Psykers / Sorcerers) on the other hand can push to even higher degrees of power but shit WILL hit the fan and can almost guarantee their manifested power will come with some form of unintended side effect when they do.
  • Daemonic Psykers who attempt to push their powers can go yet higher, but are considerably more likely to cause dangerous psychic phenomena. However since their mere existence on the material plane can be considered a dangerous psychic phenomena they are less likely to be bothered by it unless it is a straight up Perils of the Warp.

Psychic Disciplines[edit]

See its page.

Gallery[edit]

External Links[edit]