Just a quick request, which I'm sure that people will find easy to fulfil once they begin to return. All I'm after is some basic descriptions of the use of psyker powers from the 'fluff' (I'm not including Navigators, newly defined as psykers, in with this request). I'm in the midst of altering the 'magic' system of an RPG to replicate the psyker powers and came across the slight 'problem' of low damage against 'super science' armour types. E.g. most magic systems are not designed for a fireball having to penetrate 'power armour', but rather are geared towards 'plate armour'.

Help on the 'fluff' is appreciated and, if you're of an RPG bent, I can point you to the basic rules that I've thrown together.

Kage