| d100 | Spook Effects | d100 | Spook Effects |
|---|---|---|---|
| 01 - 04 | 53 - 56 | ||
| 05 - 08 | 57 - 60 | ||
| 09 - 12 | 61 - 64 | ||
| 13 - 16 | 65 - 68 | ||
| 17 - 20 | 69 - 72 | ||
| 21 - 24 | 73 - 76 | ||
| 25 - 28 | 77 - 80 | ||
| 29 - 32 | 81 - 84 | ||
| 33 - 36 | 85 - 88 | Roll twice, gaining both powers. | |
| 37 - 40 | 89 - 92 | Pick any one power. | |
| 41 - 44 | 93 - 96 | Roll Psychic Phenomena, | |
| 45 - 48 | 97 - 00 | Roll Phenomena twice at +25, picking the higher result. | |
| 49 - 52 |
A highly-proscribed drug, spook creates and augments that most hazardous of effects: Unknown. Even the briefest of connections to the Warp and the Ruinous Powers that dwell within can allow daemonic incursions or worse, but in desperate instances, even these horrific effects are brushed aside.
If a character without any advances in Psychic Mastery (WIL) takes a dose of this drug, they must successfully make a Challenging (+0) Discipline (Psychic)test or gain 1 Corruption due to their mind being filled with terrifying visions of the Warp. If they succeed, the user gains a psychic power from the table below. The power lasts for 1d5 hours, and the user makes all Manifest tests during this time as though they had 1 advance in Psy Mastery and a Warp Threshold equal to their WP-B.
If a character with a psy rating of 1 or more uses spook, they must make a Challenging (+0) Discipline (Psychic) test. If they fails, they gain a point of corruption and the drug has no further effects. If they pass, they gain an advance in Psychic Mastery for the next hour. However, add +25 to rolls they make on Psychic Phenomena.
Spook is Addictive, and depending on the setting, its mere possession can incur intense and even lethal punishment from local authorities.