The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

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    738
2. Andres logic. A "mere" chaos blade is not enough to put a Primarch on the brink of death with a single cut. It requires a planet exploding in their face to send them into a coma and they pick themselves up after being shot in the face with titan scale plasma guns (and that was Lorgar the physically weakest Primarch), and Anathame required the chaos god's themselves to heal him. Maybe it might have been avoided if they had Librarians, but either way a single cut from the whole blade was all that was required to bring Horus to the brink of death. Even when it was young it was "no mere chaos blade" and can you think of single more important artefact than the sword that started the Horus Heresy? Maybe the Golden Throne, but other than that? So I'd say it's fair to say that it's been enhanced by 15 thousand years of influencing the galaxy due to that one action.

If you need any more proof Anathame is also the only other weapon in setting that I know off that can perform a similar "cutting into and out of reality" thing as Drach'nyen. In fact they seem to be able to do it on a much wider scale, a single shard letting an entire ship translate to the Warp without needing to do normal calculations or even charge it's warp drive. Again normal chaos blades do not do that.
How in the fuck did a race so lightly tied to Chaos that they could be brought out of it just by the Interex showing up make multiple swords that powerful!? That shit doesn't seem like something even the Black Imperium could make!

Additional proof of how hard it is to heal is that the Eldar are actively looking for a way to do just that, but they haven't found a way and they have...well more everything. Skilled chronomasters, dedicated healers and at least 2 active gods and they can't fix it.
I have to assume you mean in Embers because it's kinda redundant in canon. Honestly, this sword was made by mortals, used by mortals, and used on mortals. Gods never had anything to do with it. It really should be something that mortals can fix on their own. Gods should only be required to fix things that had the direct meddling of a god or god-like entity, such as the side-effects of Lin's sainting.

Fulgrim used the shard to ascend to Daemon hood in Angel Exterminatus, but he kept the shard, which he later used to stab Gulliman in the neck (can't remember exactly where it was said, but I'm pretty sure it was said somewhere.)

This is important, because the other shards, Athame were held by Erebus and his followers (several have gotten all over the place by now). In this case, the shards seem to be less powerful than the original blade, as Erebus decided to corrupt Gulliman with it like he did Horus, but only lightly stabbed him. The Primarch resisted a non fatal, blow, but it was close.

However, at the battle of Thessala where Fulgrim laid him low, Fulgrim attacked that same spot that Erebus had hid centuries earlier, which was permanently weaker, but he also aimed to kill with his anathame.
First you say he used an Athame to stab Guilliman and then you say he used the Anathame to stab Guilliman.
 
How in the fuck did a race so lightly tied to Chaos that they could be brought out of it just by the Interex showing up make multiple swords that powerful!? That shit doesn't seem like something even the Black Imperium could make!
Kinebrach are an old race they've been (or were) in Segmentum Pacifus since M-15 at the earliest and humans were far from the first species to have Chaos's attention.

Maybe some of their members cut a deal with a daemon like Be'lakor, or got a Transcendent artificer who was corrupted by chaos (they did live on Pacifus's Fortress Worlds after all, seems like they'd pick some things up studying them for so long.)

Anyway they probably can't. Good for us because that means that they can't make more. On the other paw Errebus still has the most shards out of any other group in the galaxy.

Edit: Having reread it, the Interex only confiscated the weapon from the Kinebrach, not that the Kinebrach made them, so Anathame could be even older than them.

I have to assume you mean in Embers because it's kinda redundant in canon. Honestly, this sword was made by mortals, used by mortals, and used on mortals. Gods never had anything to do with it. It really should be something that mortals can fix on their own. Gods should only be required to fix things that had the direct meddling of a god or god-like entity, such as the side-effects of Lin's sainting.
Yes, in Embers they are still looking for a way to cure it.

Mortals can move into the area of gods that's when things get weird.

There probably is a mortal cure, but I doubt its simple. In fact I would not be surprised if its so complex that its easier to just get a god to do it.

First you say he used an Athame to stab Guilliman and then you say he used the Anathame to stab Guilliman.
Athame is a shard of Anathame, but yes two shards of Athame were used to stab Gulliman, first by Errebus which was non fatal and didn't do much beyond permanently weaken his throat, the second by Fulgrim, and we know how that story ended.
 
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Ridcully's Fall
Ridcully's Fall

It was by now about the 6th clash with the Bloodthirster. His foes now consisted entirely of collar-blessed daemons, the rest had fallen to pyroclasms, assassinations and banishment. He was near out of tricks and surprises to play against Ashstrider as the Daemon hunted for him over and over again. Evade and play a sniper duel. Charge Ashstrider, take him by surprise. Apply unhealthy and borderline insane levels of Choir-assisted Biomatic Enhancement to match him in combat. Decoy Ridcullies from willing volunteers subjected to intense Telepathy. Fractional c telekinetic assaults, made possible with phasing. - He was out of cards to use.

His body would mutate into a fleshy mess if he pushed Biomancy further, charging would not work without the surprise factor, without divination Sniping would be insufficient to injure Ashstrider, he was wise to the false Ridcullies who earnestly believed themselves so (and were dead), the Telekinetics and Daemonologists were exhausted and spent. And now Ashstrider came again, hunting for him once more.

Long past desperate ploys, Ridcully was reduced to standard biomatic enhancement, combat-farseeing Ashstrider (his talents still allowed vision against even the bloody collar, at the very least), telekinetically enhancing the Force-Staff while pouring power through it as he swung against the Bloodthirster's Axe, ensuring barely passable parries as the Daemon applied Daemonic strength and speed to drive Ridcully to corners and exhaustion. He was Blinking and Phasing far more than he liked, sustaining at least four different powers to the highest degree he could manage, mentally and spiritually draining to use in an extended fight and utterly vital for him to simply lose slower.

The axe cut clean through the wall of the building Ridcully had phased into, slowed enough that Ridcully dodged. Then it came again, and he deflected, turning momentum into movement away from the creature, phasing through several more buildings. In seconds Ashstrider closed the newly-made distance, smashing onto ground and making an aerial cut as the Seer jumped back to avoid. This time Ridcully pushed his own body with Telekinesis, charging to land a strike with Force Staff, acceleration pushing blood from brain to legs, his consciousness maintained with biomatic maintenance.

A strike with Force-Staff with all of Ridcully's psychic might behind it would destroy many creatures. For Ashstrider, the blow was but a moderate injury, laughing mad. The Seer took it worse, bones cracking and muscles tearing from the sheer power exerted into that single strike, still so insufficient. Yet he had no time to rest or regenerate, again another blow and another blow and another from Ashstrider came, relentless and unceasing. Once again, he forced injured, tired arms to answer daemonic blows, moving more by forcing Telekinesis on himself than through any biomatically augmented bodily capability.

In fact the biomancy was barely enough to prevent Ridcully's rampant telekinetic abuse of his body from breaking apart. A mortal body would fleshy pulp already. Ridcully could hear his bones crack and snap under exertion as he added a crude biomancy healing to blindly reconnect tendons and bones. If he lived his mess of a body could be fixed, if he died it didn't matter. And all the while Ashstrider seemed to be stepping his pace even more, the Seer even more drained and exhausted.

Every human has their limit. Even psykers possess them. For Ridcully, it came when, exhausted and still having to maintain five different powers, the Bloodthirster came down on him again with another blow he could not answer by physically parrying or dodging. Blinking back, he evaded this one - And a backhand sent him crashing onto the ground. Immediately following up with a bifurcating swing to divide the Seer in two, Ridcully saw his impending doom, and pushed all his power to countering the single stroke of death, his soul screaming in protest.

And that blow, he countered. Through pure force and total desperation, he survived. He had drawn too deep to simply achieve survival, his body bleeding now bleeding profusely as he still tried to manage the injury while utterly spent, a hypovolemic shock ending his consciousness. Already he should be dead, but the unconscious Ridcully managed a forceful animation of the mind, neurons forced to stay in existence by will to live. He did not see Kurrun charge his dying body with glee, one answered by the Academy Guard making a suicidal countercharge.

So devoted were they to protect their charge that they used their own bodies as shield, clutching axe to their own split bodies, rigor mortis and strength of flesh buying precious seconds. Suicidal point-blank grenade explosions came by without regard of their own survival, a desperate heroism that somehow pushed the honored bloodthirster back by sheer ferocity of their defense as reinforcements came, making willing sacrifices of themselves to protect the Headmaster, sacrifices the High Grandmaster himself would have balked at. But, shedding their own lives with abandon, they would buy Ridcully's survival today.

Ridcully, unconscious, did not see any of this. But he felt it.

AN: This should take place between this omake and this omake.

@Durin
 
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Athame is a shard of Anathame, but yes two shards of Athame were used to stab Gulliman, first by Errebus which was non fatal and didn't do much beyond permanently weaken his throat, the second by Fulgrim, and we know how that story ended.
So, what, shards of this weapon are so powerful that only gods have a real chance of beating back their effects? No. Sorry. Cannot accept that. If that's how Durin is handling it, he is making a mistake. A shard of that blade should not be god-level, even if the blade itself was god-level.
 
Maybe the Shards are Exalted Greater Daemon level? I mean, if the blade itself was God-level, and the shards were made into new blades, then it makes some sense. I mean, Exalted are pretty much minor gods in their own right, and it doesn't say that it had to be a strong god, just a god.
 
So, what, shards of this weapon are so powerful that only gods have a real chance of beating back their effects? No. Sorry. Cannot accept that. If that's how Durin is handling it, he is making a mistake. A shard of that blade should not be god-level, even if the blade itself was god-level.
A shard of the weapon, lodged within a temporal field with the person it's infected being literal seconds from death.

On its own maybe not, it'd require at a minimum a transcendent, but probably not incurable. All these factors combined mean that **** becomes more complicated, you've got to heal him so he doesn't turn to dust, get rid of the poison, go through the temporal field and do all this at the same time, because one step out of alignment he's dead jim.

The army of bastards likely trying to kill you in the back ground's really just gravy.

Like it or hate it, the ressurection of Gulliman was hard as it needed to be, with it taking Cawl 10,000 years to make the armour of fate as well as a way to bypass the statis, and Ynnead being needed to heal Gulliman so the armour could actually work properly.
 
A shard of the weapon, lodged within a temporal field with the person it's infected being literal seconds from death.

On its own maybe not, it'd require at a minimum a transcendent, but probably not incurable. All these factors combined mean that **** becomes more complicated, you've got to heal him so he doesn't turn to dust, get rid of the poison, go through the temporal field and do all this at the same time, because one step out of alignment he's dead jim.
Nowhere in either Lexicanum or the wiki does it say a blade is lodged in Guilliman's body, just that he was stabbed with one.

That whole "doing a whole bunch of things at once" thing sounds right up Areatha's ballpark. Also, while the eldar may have a bunch of assets, the only one of those assets that's older than Areatha is Cegorach. I don't think we should discount her as someone who could heal Guilliman just because the eldar can't. The eldar couldn't do it alone in canon either - they needed a human's help there too.

Like it or hate it, the ressurection of Gulliman was hard as it needed to be, with it taking Cawl 10,000 years to make the armour of fate as well as a way to bypass the statis, and Ynnead being needed to heal Gulliman so the armour could actually work properly.
They didn't "find a way" to bypass the stasis. Yvrainne broke the stasis generator by hitting it with her sword. That caused the stasis field to drop which in turn resulted in Guilliman dying very soon after.
 
I would like to note that temporal stasis isn't absolute when it comes to warp effects—I believe the topic was brought up in the last Incursion, when the use of stasis grenades for various purposes was brought up. Thus, I could see an argument being made from that alone that she could heal Guilliman with him remaining in the field.

That said, overall I feel like the entire situation is dealing with degrees of infinity. Regardless of if it started out as such or not, I can almost guarantee that the statsis field keeping him alive is not a normal stasis field by now—due to narrative weight if nothing else. Ditto the poison, ditto the wound, ditto literally everything involved in the situation. Ultimately I feel like the idea will need to be resolved by Word of Durin, and in-character without having Guilliman's state examined by our own experts our answer will be either 'no, we know this is beyond us' or 'I dunno, maybe?'.

One aspect I think we should consider as well is if Areatha would even be willing to help out. I certainly see two big pluses from her viewpoint in it being a fairly direct fuck you to Chaos as well as being likely to hinder the galactic threat that is the Destroyer, but I can also see a decent number of reasons why she wouldn't agree to it. It would take her a long way from Avernus, which basically all of the natives don't like, it would cause a massive shift in the balance of power in the Tau/Ultramarine conflict (which she will probably loathe damn near every aspect of), and the dude and his polity are quite a bit more human-supremesist than we are (which is already an issue for her).

I don't know if any of this would be a dealbreaker for her, but I also doubt that it would be a good idea to assume that she'd be down with it.
 
Nowhere in either Lexicanum or the wiki does it say a blade is lodged in Guilliman's body, just that he was stabbed with one.

That whole "doing a whole bunch of things at once" thing sounds right up Areatha's ballpark. Also, while the eldar may have a bunch of assets, the only one of those assets that's older than Areatha is Cegorach. I don't think we should discount her as someone who could heal Guilliman just because the eldar can't. The eldar couldn't do it alone in canon either - they needed a human's help there too.
I shouldn't have used the word lodged, but the poison is still in his body.

It is, but equally doing things like this seems like the speciality work of people who are paragons of their art, which the Empire of Ashes likely have many more of.

She can probably do the temporal stuff better than most, but that and healing so he doesn't die and extracting the poison at the same time?

The Eldar had the help of Cawl, who needed 10,000 years to get to that point and does not count as human by any measurable standard even by himself by that point.

They didn't "find a way" to bypass the stasis. Yvrainne broke the stasis generator by hitting it with her sword. That caused the stasis field to drop which in turn resulted in Guilliman dying very soon after.
Well then its a pity we don't have an armour of fate so we really do need a way to properly bypass it, or at least ensure it does not die during the healing, or we'll have been wasting our time.

I would like to note that temporal stasis isn't absolute when it comes to warp effects—I believe the topic was brought up in the last Incursion, when the use of stasis grenades for various purposes was brought up. Thus, I could see an argument being made from that alone that she could heal Guilliman with him remaining in the field.

That said, overall I feel like the entire situation is dealing with degrees of infinity. Regardless of if it started out as such or not, I can almost guarantee that the statsis field keeping him alive is not a normal stasis field by now—due to narrative weight if nothing else. Ditto the poison, ditto the wound, ditto literally everything involved in the situation. Ultimately I feel like the idea will need to be resolved by Word of Durin, and in-character without having Guilliman's state examined by our own experts our answer will be either 'no, we know this is beyond us' or 'I dunno, maybe?'.

One aspect I think we should consider as well is if Areatha would even be willing to help out. I certainly see two big pluses from her viewpoint in it being a fairly direct fuck you to Chaos as well as being likely to hinder the galactic threat that is the Destroyer, but I can also see a decent number of reasons why she wouldn't agree to it. It would take her a long way from Avernus, which basically all of the natives don't like, it would cause a massive shift in the balance of power in the Tau/Ultramarine conflict (which she will probably loathe damn near every aspect of), and the dude and his polity are quite a bit more human-supremesist than we are (which is already an issue for her).

I don't know if any of this would be a dealbreaker for her, but I also doubt that it would be a good idea to assume that she'd be down with it.
Gulliman has supposedly been healing while in statis, so who knows.

Pretty much, though I do think the long way from Avernus one may be less than you think given her curiosity. Its harder to get further away from Avernus than literally to the other side of the galaxy.
 
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She can probably do the temporal stuff better than most, but that and healing so he doesn't die and extracting the poison at the same time?
Transcendent Control Trait: ??? (infinite psychic multitasking, on-the-spot power creation and optimisation, ??)- Areatha seems to be able to use hundreds of different psychic powers simultaneously without issue and seems to be able to create psychic powers at will.
Just, you know, if there was a trait that would allow someone to do all the many things needed to heal Guilliman simultaneously, I guess, in way, it would kinda at least look like that trait Areatha has.

Also, something funny (and unrelated) I noticed when I was looking through the character sheets: Areatha gets +20 to all rolls because of The Ancient Wanderer, but Master of All Trades gives Dalv +50 to all rolls. Dalv is just absurdly good.
 
Just, you know, if there was a trait that would allow someone to do all the many things needed to heal Guilliman simultaneously, I guess, in way, it would kinda at least look like that trait Areatha has.

Also, something funny (and unrelated) I noticed when I was looking through the character sheets: Areatha gets +20 to all rolls because of The Ancient Wanderer, but Master of All Trades gives Dalv +50 to all rolls. Dalv is just absurdly good.
Alternatively 3 paragons of their respective crafts working in synch with each other might also do the trick.

This is one for Durin, when he recovers.

*IS CAIN INTENSIFIES!*
 
Shit. I just realised that if we had Panacea not only would it be a massive boon, Granalf could probably make an Armour of Fate with it. I also remembered this quote saying that Vect would be the one to have it. So damn close.
 
Shit. I just realised that if we had Panacea not only would it be a massive boon, Granalf could probably make an Armour of Fate with it. I also remembered this quote saying that Vect would be the one to have it. So damn close.
Panacea is a cure all for poison and disease...not death.

I also get the feeling that it kinda caps out at warp based poisons as it was likely not designed to deal with them.
 
Tech can compete with magic in 40k. It's just a matter of getting powerful enough tech. Hell, a recent canon omake I wrote had anti-virus software defeat Chaos stuff very handily.
That's a titan, which is space magic bullshit combined with technology due to a **** ton of worship, of course it beats chaos. Titans are remarkably resistant to chaos remember, and we've certainly made Sanctus as resistant as we can make it due to advanced tech, advanced wards and advanced understanding of chaos which the DAoT lacked.

Medicine on the other hand is a little more stagnant and can't have wards inscribed on it in a permanent and useful fashion.
 
Neither is the Armour of Fate. That thing's just life support.
Capable of bringing someone back to life, I don't like drawing on the table top stuff because it is rarely representative of lore, but that is literally what it does.

Bit more than curing disease and even then according to its entries it only brought him back in combination with Ynnead the first time.
 
Considering the shared knowledge of D&D of Durin and some of this quests' first players, it was likely a reference to the City-Level of the 9 Hells of Baator, which was itself based on Dante's Divine Comedy.
\o7
 
Found some interesting stuff that our Primaris Psykers can do from Dark Heresy First Edition: Ascension.

Here's the introduction to the chapter that introduces the psychic powers that a Primaris Psyker can get.
For Primaris Psykers, and other psykers of similar skill and training, the concept of psychic disciplines begins to take on less importance. Rather than limiting their powers to a particular area of expertise, these psykers tend to focus on perfecting their mastery over several individual abilities, learning to manipulate them with consummate skill. In doing so, the psyker willingly allows his understanding in some periphery abilities to lapse, but what he sacrifices in breadth, he more than makes up in depth.

Basically, each ascended power has three ranks, each with their own abilities. In effect, the "power" is a mini-discipline while the "ranks" are psychic powers. Let's use the Burning Apocalypse power as an example. Rank 1 is called Flameshroud, which makes the psyker immune to fire attacks by covering them in a cloak of fire. Rank 2, Conflagration, creates a cloud of ash, smoke, and cinders and manipulates that cloud. Finally, we have Rank 3, Inferno, which is basically just an AoE fire attack centred on the psyker.

As you may see, Burning Apocalypse is kinda boring. It's just pyromancy stuff. Admittedly Conflagration is interesting in that it tells you that pyromancy can make things like smokes and ash instead of just heat and fire (Xavier could probably make use of that given his combat style), but overall not that interesting. It's mostly stuff we already know we can do. Now for stuff we didn't know we can do until now.

Let's start with the Stormwroth power.
The psyker focuses on summoning warp lightning to smite his enemies or wreathe him in a protective field of electricity. Those who master the ability to manipulate this etheric energy are greatly prized by the Imperial Guard.
Our psykers basically have Fulmination. I can't really think of any examples where it'd be useful to summon lightning, but I'm sure they exist. Anyway, here's their powers.
Rank 1: Lightning Arc
The psyker channels the warp into electric energy that crackles from his fingertips, burning through his foes. The psyker launches a number of lightning bolts equal to his Willpower Bonus at his target(s). Each bolt is treated as a shooting attack dealing 1d10+10 Energy damage with a Penetration of 3 and the Shocking Quality
Rank 2: Lightning Field
The psyker surrounds himself in a cracking, sparking nimbus of electricity, daring his enemies to strike him. Whenever an opponent hits the psyker in melee, he takes Energy damage with the Shocking Quality equal to 1d10 plus the psyker's Willpower Bonus. If the psyker is hit by a weapon that has the Shocking Quality while manifesting this power, he automatically passes the Toughness Test to see if he is stunned
Rank 3: Lightning Storm
With charged air and the stench of ozone, the psyker reaches into the warp and lets forth a blast of etheric lightning. Bolts arc in all directions, striking all those the psyker chooses. Every opponent of the psyker's choice within the range of the power is targeted by a shooting attack doing 2d10+10 Energy damage with a Penetration of 5 and the Shocking Quality.

Next up we have the Witchesbane power. The only interesting rank here is Rank 2: Hammer of Witches.
The psyker reaches to the strings that connect a psyker to his source of power, the warp. With a swift blow, he overwhelms the psyker's control of those strings, inviting the dangers of the warp.
The psyker selects one target with a Psy Rating within the power's range. The target may not use psychic powers during his next turn, and must make a Hard (–20) Willpower Test. If he fails, he must immediately roll on the Psychic Phenomena table.
Straight up cannot use psychic powers. At all. Period. The psyker can make a willpower test, but a success doesn't mean they can use psychic powers, it just means they don't roll Perils. Not only is this a powerful way of locking down super powerful psykers, this isn't even an opposed test! If the power is manifested, the psyker loses their power, end of story, no willpower test to see if they can stop it. The best they can do is try to stop the power from being casted, with no chance of resisting if the casting is a success.

The next power is Psychokinesis, which is just Telekinesis but with a different name. Overall pretty boring, but a single part of one of its ranks confirms that telekines can straight up fly.
Rank 1: Lift
Levitate: The psyker gains the Fly (X) Trait, where X equals the psyker's Willpower Bonus. This version of the power can be sustained, and must be if the psyker wants to fly over multiple rounds
So yeah. That's a thing.

At last, we're at the big one. @Doomed Wombat can probably guess what's coming up. This is the power that has no connection to the disciplines we know, is incredible useful, and which our Primaris Psykers can use. Honoured forumgoers, I present to you the power known as Temporal Manipulation.
That the warp can have an affect on the passage of time is well known. It is a phenomena experienced by those starship captains who have travelled short times in the immaterium, only to arrive at their destination and discover centuries have passed in the rest of the galaxy.
Less known and understood are those few psykers who use this aspect of the warp to twist time to their own ends. Conventional wisdom of the Calixian representatives of the Scholastica Psykana holds that such psykers simply 'speed up' or 'slow down' the perceptions of themselves and their fellows, rather than actually manipulating time. Perhaps they can also see glimpses of future events, granting them a far better chance of success in certain actions, but no more.
Their arguments are unconvincing, however the majority of the Calixian Conclave accepts them—perhaps because the potential ramifications of the alternatives are too terrible to contemplate.
So yeah, they try to pass it off as not actually being time manipulation, but it's bullshit. They're just scared of it being true, which it is.

Rank 1 is called Precognition. This is just normal Divination so we'll give it a pass.

Rank 2 is where we really get into the time manipulation. Rank 2 is called Stasis Shell. Here's the description.
The psyker creates a spherical area in which time seems to completely stop, leaving whatever is inside perfectly frozen in time. When the affect ends, the occupants do not realise any time has passed. The psyker selects a spherical area roughly three metres in diameter that is fully within range of his power. Anything fully within this area is effectively frozen in time, and may not take actions, move, speak, or do anything. In turn, however, they may not be harmed or affected by any means. Anything outside the area of the stasis shell may not enter or pass through the area affected by the shell, which is treated as an invulnerable barrier. Anything partially within the barrier when it manifests rolls 1d10, on a 6 or higher, they are treated as inside the shell, on a 5 or lower, they are treated as outside the shell. The stasis shell lasts for 1d5 rounds.
A psyker may only manifest one stasis shell at a time. Should the psyker attempt to manifest the shell on something that is too large to fit within it (such as one section of a Leman Russ Battle Tank, the power does not take effect. Instead, the psyker is treated as being within a stasis shell for 1d5 rounds, as time backlashes against him. (GMs may provide a certain amount of leeway here. For instance, the stasis shell may encapsulate part of the floor of a hab-building without a problem, even though technically the shell does not envelop the entire building.)
A lot of situations where this'd be useful.

Finally, we have Rank 3: Warp Time.
The most powerful psychic adepts of the temporal arts are able to speed and slow the passage of time, both for themselves, their allies, and their enemies. Before using this power, the psyker must announce whether he is going to Slow Time or Hasten Time.
Slow Time: The psyker selects a number of targets within range of the power equal to his Willpower Bonus. Each target loses one half action during their next turn.
Hasten Time: The psyker selects a number of targets (including himself, if he wishes) within range of the power equal to his Willpower Bonus. Each target (including the psyker) must make a Challenging (+0) Willpower Test at the beginning of their next turn. If they fail, nothing happens. If they succeed, however, they gain an additional full action during their turn. All the normal limits to taking actions during a turn apply, with the exception that they may make an additional attack action with this extra full action.
Both of these powers end at the beginning of the psyker's next turn. If the psyker manifests Psychic Phenomina and then rolls Perils of the Warp, in addition to suffering all effects of the roll, the psyker may not take any actions for the following 2d5 turns, as reality takes back the time he stole with interest.
Hasten Time is the real winner here. If we could get a psyker with enough Control to cast this power all throughout a year, one of our heroes could essentially do two years worth of actions in just one. This is a bit of a pipe dream, though. I don't really know where we could find a psyker whose mastery over psychic powers is so great as to reliably maintain this kind of power for that long. Maybe one day we'll find one.
 
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