Just for fun, here's a quick "new" version of the template, to drag this thread back from all but the literal depths.

Forgive the unformatted text.
Kage
Astropath Template [200 points]
Attributes: ST 9 [-10], DX 10
Secondary Attributes: Dmg 1d-2/1d-1 (Th/Sw), BL 16 lbs, Will 13, Per 13, FP 11, Speed 5.25, Move 5
Advantages: Autotrance (Perk) [1], Neural Jack (Accessory Cable Jack 1; Sensie +80%) [9], Patron (Imperium, 30; Minimal Intervention -50%) [15], Psyker Grade (Zeta, Threshold Rating 17) [34], Soul Bound [2]. 20 points in Acute Senses (Hearing, Touch, Smell) [2/level], Discriminatory Senses (Hearing/Smell/Taste) [15/15/10], Eidetic Memory [5], Rank (Adeptus Astra Telepathica) [5/level].
Disadvantages: Ageing for Taint (Quirk) [-1], Blindness [-50], Duty (Imperium) [-20], Social Stigma -2 (Psyker) [-10]. 15 points in Addiction (Stimms) [-1], Disciplines of Faith (Ascetism) [-15], Hidebound [-5], Incurious [-5], Neurological Disorder (Mild) [-15], Nightmares [-5], No Sense of Smell/Taste [-5].
Psyker Power: Astropathic Awareness [16], Astrotelepathy [72], Autotrance [17].
Primary Skill: Cryptography IQ [4]-13, Language (High Gothic, Native) [6], Language (Low Gothic, Native)
- . 16 points in Astropathic Awaress (IQ/H), Astrotelepathy (IQ/H), Autotrance (IQ/H).
Secondary Skills: Area Knowledge (Segmentum) IQ+1 [2]-14, Beam Weapons/10 (Blaster/Lasguns, pistol) DX [1]-11, Hidden Lore (Warp) IQ-1 [2]-13, Meditation Will [2]-13, Mind Strength Will+1 [2]-14, Savoir-Faire (Adeptus Terra) IQ+2 [4]-15. 11 points in Administration (IQ/A), Computer Operation (IQ/E), Current Affairs (Regional) (IQ/E), Dreaming (Will/H), Expert Skill (Psykers) (IQ/H), Hidden Lore (Daemonology) (IQ/A), Occultism (IQ/A).
Powers of the Astropath
While Astropaths frequently have a number of abilities, they also specialize in a specific series of powers that only through the strength of the Emperor given to them in the Soul Binding. These abilities are known as Astrotelepathy, and they are the backbone of the Imperium of Man.
Astrotelepathy Talent [5 points/level]
Astrotelepathy is a Discipline that is distinct from the Telepathy discipline, and therefore warrants a separate Talent.
Astropathic Awareness [16 points]
While the majority of Astropaths are blinded, normally the lack of vision is compensated for with a supernatural awareness of their surroundings. While they can see the environment around them, they have no fine vision, so they cannot read signs, books, or whatever, and must still use Braille or direct neural interface to read, etc. A Sense Roll (-1, based off Perception) is required to see the detail on smaller objects.
An Astropath that is subjected to an âanti-psiâ field, such as that projected by an Untouchable, wards, or technological devices that impact upon the flow of warp energy, their vision is rendered inoperable. They must âreinitiateâ this ability as any other psychic ability before they can see again.
Scanning Sense (Extrasensory Awareness, 20; Nuissance Effect (No Fine Vision), -5%; Psyker, -15) [16]
A common Technique from Astropathic Awareness is that of âPenetrating Sight (H),â which defaults to Telesend at -5 and costs 2 FP to employ. If the Technique roll is successful, the Astropath can see through 1 foot of solid material unless it is psi-shielded (counts as Penetrating Vision 2 [Blockable, -10%; Psyker, -15%] [15]). The material becomes âtransparentâ to their perspectives, though they can perceive the edges of the object.
Astrotelepathy [72 points]
This is the defining ability of an Astropath, allowing them to transmit their thoughts across light years of space.
Telecommunications (Telesend, 30; FTL, 1/1000 range in light years, speed 1 light year/hour, +120%; Malfunction, 16 or less, -5%, Psyker, -15%; Racial, Astropaths, -30%; Reduced Fatigue Cost, 4, +80%*; Requires skill roll, -10%) [72] (* The Astropath may not Trade Fatigue for Skill, [Powers 161], as this is already calculated in this power.)
There are a number of common Techniques to the Astrotelepathy power:
Astropict (H): Instead of words, the Astropath can send âlive videoâ of whatever theyâre being presented. The âAstropict (H) ability defaults to Telesend at -4, and costs to FP to employ. If combined with the Burst Transmission, above, it may not be used to send video of pages of written text.
Burst Transmission (H): Normally an Astropath can communicate what they could speak in 1 minute. Burst Transmission is a mental technique by which the Astropath speeds up their mind to be able to perceive and transmit more information. This is a common technique amongst Astropaths attached to military units. Burst Transmission has three separate defaults: -3 (Ă10 communications rate), -6 (Ă100 communications rate), and -9 (Ă1000 communications rate). Each rate of communications reduces the possibility of intercept by -1, and costs 2 FP regardless of the rate increase. (This allows for âconversationsâ that last 10 minutes, 1 hour 40 minutes, and 16 hours 40 minutes, transmitting approximately 1,500 words, 15,000 words, and 150,000 words per minute.)
Coded Transmission (H): Astropaths can be trained to âcodeâ their messages so that only another similarly trained Astropath can decode the transmission. This technique defaults to Astrotelepathy -2, and costs 2 FP to use.
Global Transmission (H): Normally an Astropath focuses on the subject/Astropathic station that they wish to communicate with, and send their thoughts in a specific direction. Occasionally, however, an Astropath may wish to broadcast their thoughts to all around them. This is the Global Transmission technique, which defaults to Telesend -5, costs 2 FP to employ, and has an additional -4 modifier to the Power skill roll for a given range (see Astropathic Range Table, below).
Range
(light years) Modifier
1 -4
3 -6
5 -8
10 -10
30 -12
50 -14
100 -16
Follow 3, 5, 10 progression -2/level
1 While the range is fairly restricted, this remains for a fairly coherent information stream. The astropathic signal actually continues to expand away from this point but begins to more readily merge with other information streams.
Psychic Beacon (H): The psychic beacon is a difficult skill to master, with the psyker extending their powers over a longer period of time. Psychic beacons are invaluable on the edges of Imperial space or beyond, where the light of the Astronomican dims. This technique defaults to Telesend/Astrotelepathy-10, requires 2FP and is subject to a distance modifier as per the Astropathic Range Table, above.
Autotrance [17 points]
The ability to detect an astropathic signal is vital to the role of the Astropath. Astral projection as a means of detecting the signal is dangerous, and as such most if not all Astropaths learn the Autotrance power.
Detect (Astropathic signals, 20; Psyker, -15%; Signal Detection, +0%) [17]
Local Warp Gate/Portal [19 points]
An Astropath through their connection to the warp can sense certain overlaps with reality as they form warp gates and portals into and out of the matterium. Range is as per the Astropathic Range Table, above, but cannot extend beyond 10 light years.
Detect (Warp Gates, rare, 5; FTL, 1/1000 range in light years, speed 1 light year/hour, +120%; Limited range, 10 light years, -5%; Precise, +100%; Psyker, -15%; Reduced Fatigue Cost, 4, +80%; Requires skill roll, -10%) [19]
Warp Space Trail [17 points]
The psyker places a psychic âhoming signalâ on the soul of an individual, and can use that to follow them at a distance.
Detect (Occasional, 10; Placed beacon only, coded, -20%; Precise +100%; Psyker, -15%; Requires skill roll, -10%) [16], Accessory (Psychic Homing Signal) [1]