As Luthor requested I will put forth some of the material I once wrote for "DeadStars" here.
WARNING! SPOILERS AND TONS OF SPOILERS FOR ALL PARTS OF THE HAARLOCK LEGACY (or how every you write it)
First of all, a Link to some material regarding the Blind Tesseract
In addition some
Phenomena tailored for Mara
Evading a warp being
Some of the following entries state that a warp being latched itself to the psyker and follows around until evaded (followed by stating a difficulty).Evading a warp creature efforts massive concentration by the pskyer while he tries to dampen/defuse his soulfire in the warp.
This is an extended test (difficulty stated in the entry) on Psyniscience and 15 successes must be accumulated. One role equals 15 minutes of time. During this, the psyker can walk and follow the group but cannot act and is unable to concentrate on his surrounding (counts as stunned and can take no action but a full move, no running and/or charging). If the psyker uses a one of his powers, all successes are lost. Alternately, a psyker with the meditation talent can sit down and take some time in order to dampen his soulfire without a test. This will take several hours (and count as a “delay” if Gregorius21778 optional rules for “Delay” are used).
[“Psychic Phenomena”]
1-10 [iMPOSSIBLE]
Due to the “Mara Effect”, their cannot be a result lower then 11 on this table
11-13 [splitting Headache]
The psyker suffers a migraine attack for 3d10 minutes. During this time, the psyker suffers a -5 penalty on every test requiring concentration and/or alertness.
14-16 [steering the Surface]
The action of the psyker has drawn attention to him… While staying on Mara, all further roles on this table suffer +10 (additional to any other modifiers like the “Mara Effect”).
17-19 [static]
All vox devices within 4d10 meters around the psyker will start to generate static for the next hour. Once in a while, a ghostly message will be heard (“Help me” / “We are all doomed” / “They are coming!”). This will hinder communication over vox.
20-23 [Echo of the Past]
For the next 1d5 minutes, one can here desperate cries, mad ramblings, fatalistic moaning or the buzzing of wings and the sounds of slaughter and carnage as the warp spits out some of the sounds of the past in response to the psyker poking it. Besides possibly tipping of other groups or leading the group astray, this might cause a Disturbing Fear test (GM´s choice)
24-26 [Darkness]
The shadows deepen visibly 1d5x100 meters around the psyker and begin to push back the light. Worsen all mali for bad lighting by 5 for the next 10 rounds (one minute of narrative time).
27- 29 [blood in the water]
The psyker has a feeling like something would be steering in the warp, turning towards him. While staying on Mara all roles on this table are +20 (in addition to any other existing modifiers like the “Mara Effect”).
30–32 [“Do you hear this?”]
The psyker and everyone within 3d10 meters around him will hear a disquieting buzzing sound, similar to a huge flying insect. This will last for the next d100 minutes. During this time, everyone hearing the sound will suffer -10 on every awareness role due to the distraction caused by it.
33–35 [Displacement]
The already fragile structure of time and space folds and wrinkles, making the psyker disappear for 1d5 combat turns. After s/he reappears, s/he needs to path a challenging(+0) Intelligence test or will be stunned for 1 round.
36-38 [Frost Storm]
The ice and the permafrost around the psyker cracks and explodes in an instant, turning into an unnatural storm covering the area in 6d10 around the psyker in flakes and shards of ice. Everyone has to check for surprise or counts as stunned for one round. Those within the area will suffer 1d10(Primitive;Tearing) damage from ice fragments and have to path an ordinary agility test each round. If the test is failed, it is suffered in the least armored location (likely face/head). Three levels of failure on this test result in iceflakes blocking the visuals (half action to clean; counting as blind if not done). All BS and sight based tests into or out of this area are -10. The storm last for 10 rounds of combat (or one minute of narrative time).
39-41 [Time slip]
The pc & their group might not notice it, but they mysteriously lost 1d5 x30 minutes of time while it moves on normal for the rest of the world. Things like this might lead to another group reaching the Tesseract first (and count as a “delay” if Gregorius21778 optional rules for “Delay” are used).
42-44 [Ripples & Bends]
The world in 5d10 meters around the psyker seems to ripple like a body of water hit by a stone and bends like the picture of a fun house mirror. All physical tests performed in or into this area are (including WS and BS) are -20 for the next 1d5 rounds. Those within the area suffer one point of corruption.
45-47 [Energy Spark]
Over the next 3d10 rounds of combat, all electrical device within 1d100 meters power up and emit their outmost output. Afterwards they either short out and die (station equipment and low quality equipment) or stop to function for 1d10 combat rounds (which means no light, no vox, etc.)
48-50 [Rewind]
For the next 5d10 minutes, the psyker and everyone within 2d10 meters seems to speak backwards and with changing speed. Nobody is able to understand this unless s/he passes a Hard(-20) test for his/her language.
51-53 [The whispering dead]
The psyker and everyone with 6d10 meters start to hear strange whispering voices in their ears. They are ushering and moaning and coaxing and cursing. Everyone affected needs 10 success on an extended challenging willpower test to “block them out” (ordinary if one has the Meditation Talent). One role is allowed every minute (every 10 rounds of combat). While the dead whisper, Initiative is 1 point lower. In addition, every level o failure on the role equals one point of temporary intelligence damage.
57-59 [sand of time]
The psyker rapidly ages for 2d5 rounds of combat, suffering that many points of temporally toughness damage. As the toughness returns, the psyker returns back to his forma age.
54-56 [it´s coming!]
The psyker stirred up an Astral Specter (p. 350) which is now lurking close under the surface of the real world, waiting for his chance. It will follow until evaded (which is difficult). During this time, s/he counts as under the influence of “Weaken the Veil” and in the center of the Specters Daemonic presence. If warp phenomena occur during this time, the Astral Spectre will manifest and try to possess the psyker. If that fails, he will attack.
60-62 [blood on their hands]
Stains of freezing blood start to appear on the hands (and gloves) of the psyker and 1d5 other figures within 2d10 meters. Those “red handed” feel an urge to kill, but it isn´t overwhelming. If any of those “bloody handed” kills, his frozen stains will wander off and grow into a splinter shade within 1d5+2 rounds. The “red handed killer” will gain a point of corruption. A challenging role for Forbidden Lore (Daemons) or a difficult role for Scholastic Lore (Occultism) will give a warning. The blood needs to be removed to hinder the effect. The washing of hands will fall under “exposure to cold” (see p. 12) if the surrounding isn´t heated.
63-65 [Larvae!]
The psyker is stunned for one round while suddenly coughing up 1d5 disgusting larva (minuscule trait) which will start to grow rapidly. If the larva aren’t dealt with within the next 2d10 rounds of combat (one hit is enough), they turn into Psycheneuein Larva (see p. 353 for the exact rules for them). Please take note that there is no chance for them to evolve into an adult as long as they are still growing (the 2d10 turns of combat)
66-68 [Death screams]
First, there is static in the vox channel. Then the pc/npc hear screams. Death screams. Their own death screams, like the whole group would be attacked, overpowered and slaughtered by something. Everyone must pass a challenging willpower test (counting as Fear test). Everyone who fails suffers 1d10 temporal willpower damage (+1 per level of failure).
69-71 [inmaterial Onslaught]
For the next 2d10 combat rounds, the area 5d10 meters around the pskyer is filled with the sound of a swarm of angry hornets mixed with constant, high pitched noises. Reality flickers to show many horrible translucent creatures fading in and out of existence in an instant, all of them seemingly struggling against an unseen barrier. The area counts as under the effect of "Weakening the Veil" and an occurring psychic phenomena automatically counts as the appearance of 1d5 adult Psycheneuein. Everyone within the area must pass very hard (-20) willpower test or will lose a half actions due to distraction. Anyone witnessing this must past a terrifying (-10) fear test. If failed, a point of insanity is gained in addition to any other result of the fear test.
72-74 [Cold death lingers]
Everyone within 5d10 meters around the psyker feels a shudder and the temperature seems to drop even a little further. This spot does “move” with the psyker for until evaded (which is difficulty). This is due to some malign presence that latched itself to the psyker, a fact the psyker can tell with an ordinary Psyniscience test “for spotting warp beings” (no passive test, the psyker must try to sense anything). If somebody actually dies inside this zone during presence, there is a 1-in-5 chance that s/he will come back as “the Cold Dead”.
75+ Perils of the Warp
[“Perils of the Warp”]
01-05 [blood Tears]
Blood flows painfully from the psykers eyes and fills them up for 10 rounds (or one minute of narrative time). S/he counts as blind for the duration of the Blood Tears.
06-09 [seizure]
The energies of the warp smash into the psykers body, overloading the nervous system. S/he drops to the floor, shaken by violent seizures and counting as unconscious for 2d5 rounds. In addition the psyker must pass a toughness test or will lose a level of fatigue as well.
10-13 [Ghastly Hallow]
The psyker starts to glow with a ghastly hallow which illuminates the surrounding 2d10 meters for 10 rounds (or one minute of narrative time). Besides being an unearthly site and an easy target, every opponent will counts as having a Hatred for him (with the exclusion of creatures with 15 or more points of corruption and those with the “From Beyond” Trait). S/he gains one point of corruption as well.
14-18 [..and again]
The psyker repeats his last 1d5+1 rounds in backward order, like the universe would be a pict capture device that singled out the psyker for a re-wind. Take note that he will not undue his actions, (like walking backward) but repeat them.This will leave him/her very puzzled (and stunned) for a round afterwards.
19-24 [Wasted by the warp]
The power of the warp wastes the psyker who ages visibly in a matter of seconds. He permanently loses 1d5 points of toughness.
25-30 [Laughter of the Damned]
The psyker and everyone within 2d10 must pass a difficult willpower test. Those who fail will start to giggle desperately for a second or two and then burst into manic laughter. Those affected will be stunned and gain a point of insanity. At the beginning of the next turn, they must pass a challenging willpower test. On a failure, they will keep laughing. If a pc laughs on for a number of rounds greater then (WPB), s/he gains an additional point of insanity.
31-38 [Time goes by]
If the pc cross check time later, they will notice that they seem to miss several hours. This counts as two “delays” if Gregorius21778 optional rules for “Delay” are used).
39-46 [incontinence of Existence]
An item or minor npc of the GM´s choice simply disappears. This might be a weapon, a cache of special ammo, a personal item, a reserve EnvironSuit, a Janissary, etc. If the point is raised, some of the npc (or even pc) might be 100% sure that this person/item was not there to begin with (“Car´sen, sir? He died at the crash landing. Don´t you remember?” – “What power sword are you talking about? You never had such a heirloom! Do you feel alright…?”) At least one pc will know and gain a point of insanity.
47-55 [Touched by cold dead hands]
The psyker and everybody within 4d10 must check as if they were exposed to the cold of Mara (see p. 12 of “Dead Stars”; Survivial skills won´t help here). Any n/pc that fails would receives a strange cold burned on his skin exactly above his heart. If one wit such a mark dies on Mara, s/he will return as “the cold dead” 2d5 combat rounds after his death (see p. 66 of “Dead Stars”) and suffer three points of corruption (now. Not post hum).
56-61 [sow death, reap darkness]
If this perils occur during at the beginning of or during an ongoing combat, 1d4-2 splinter shades appear for every n/pc that died or will die as long during this combat. The combat ends if one site lost all “mortal” members or one side breaks of and the other isn´t pursuing them (to re-engage). Otherwise, it counts as the Phenomena 60-62 [blood on their hands]
62-67 [Psycheneuein]
Reality boils and then raptures as 1d5 adult Psycheneuein break through and attack. This is a warp incursion, which means every n/pc will gain 1d5 points of corruption
68-72 [The nightmare dark]
Within a second, the area 1d100+30 meters around the psyker is swallowed by unnatural, tangible darkness and 1d5 splinter shades appear in different positions 3d10. There are no means to see in this nightmare dark and everyone caught in this warm, dense and flowing stuff must pass a frightening(-10) Fear test. Moving inside counts as moving in difficult terrain since the darkness unseeingly grabs and hinders every living being. The Splinter shades will be able to “see” in the dark and attack or hunt their closest target. They will not leave the nightmare dark (which will collapse out of reality after there is no more mortal living being inside. This is a massive warp incursion which means any n/pc present will suffer 1d10 points of corruption.
71-78 [To close to comfort]
The psyker must pass a challenging(+0) test for Psyniscience at once. If s/he succeeds, s/he knows that there is something in the warp that latched itself upon him. With a level of success, s/he knows it is a Psycheneuein. With a challenging(+0) test for “Forbidden Lore (Warp”)(+10 for every level of success on the Psyniscience test) s/he knows that this one will try to plant a larva next time a power is used if s/he is not evading it (which is very hard). If the Psyker uses a power while the Psycheneuein is still with him/her, refer to 91-100 [infestation]
79-82 [Consumed by time]
The doings of the psyker concusses the fragile grip time has on this place. S/he and everyone with 2d10 meters around suffer 1d5+1 wounds as once healed injuries open up anew and 1d5 points of permanent toughness damage as they start to age rapidly in mere seconds. In addition, all equipment and clothing of the pskyer is destroyed as it decays to uselessness and the equipment of everyone else within the zone drops one step in quality due to rapid aging. Those items of already low quality simply decay to uselessness as well.
83-86 [Mara´s curse eminent]
2d5 adult Psycheneuein shatter the veil and are unleashed upon the group. This massive warp incursion causes 1d10 points of corruption to everyone present and might lead to the pc´s group being wiped out if they do not retread (perhaps leaving two or three brave Janissaries behind whom will buy them some time whiling shouting “Leave! Fulfill the mission!” If the pc decide to fight instead of sacrificing the Janissaries, this insane bravery should be worth a fate point.
87-90 [Time freeze]
The psyker and every other living being within 5d10 meters is frozen in time for the next 2d5 rounds. Like the universe would be a huge pict recorder and had singled him/them out for “pause”, they are frozen in the midst of their movement, perhaps hanging in mid air if they were jumping or falling. They count as helpless for that time period and will be stunned the following round.
91-100 [infestation]
The psyker must immediately pass a Very Hard(-30) willpower test or s/he will be infested with the Larva of a Psycheneuein (see p. 353). Since this is equal to a certain death, the psyker is allowed to burn a fate.