Warp-based technology is viewed with extreme suspicion in the Imperium, and Levin must handle the matter with care. Growing fears and a true taste of the daemonic has pushed him to pursue the matter with less circumspection then it should warrant, though.
The most likely item a Deathwatch marine might have access to is the Hexlight, a deceptively simple device of great benefit. With high renown, a PC may even requisition a set of Warding Skulls, and an astute tech-adept may notice that they are not 'mysterious, ancient relics' but are actually of very recent manufacture. From there, it is a short step to linking them to Magos Levin.
Tailored Psy-wards remain an experimental oddity. As Levin is not on a crusade against the ruinous powers or on good terms with those who do, he has little reason to manufacture them. Unless desperate or very trusting, he is unlikely to share them with anyone.
The original set of Warding Skulls were made a gift of to a chapter of space marines in repayment of an ancient debt Levin's mentor had felt he'd owed them. What Levin didn't know is that the marines were on their way to join the Deathwatch, and took the 'relics' along for examination. Now resting alongside other wargear at Watch Fortress Erioch. The second set of Warding Skulls were exchanged when Magos Levin responded to a plea of assistance from a detachment of the Adeptus Sororitas. A cult they'd been investigating turned out to be much larger and more powerful then they'd expected, but under the Skull's protection, the combined force of sisters and skitarii quickly slaughtered a cabal of rogue psykers and their daemonic servants. To procure good relations (and deflect uncomfortable questions) Levin gifted the 'ancient relics' to the sisterhood. Later, Levin learned an Inquisitor sent to investigate the incident had confiscated the Skulls for examination, but in reality had did so merely to keep them for his own use. Levin has produced a final set, but no more, as there are only so many 'ancient relics' he may spread about without drawing attention. Without very good cause, this will not change.
After an inquisitor absconded with the Skulls Levin had left with the sisterhood, Levin refined the prototype design and began mass-production of the Hexlight, claiming to any that ask that the device was based on research performed upon the Skulls while they were in his possession. Levin has quietly gifted hundreds of Hexlights to Marines, Battle Sisters, and highly-ranked figures in the Imperial Guard, Navy, and Ecclesiarchy. He quickly accumulated no small amount of fame, gratitude, and enemies as a result. His first true taste of a daemonic incursion wiped away any hesitation at spreading the knowledge of these weapons against the warp, Inquisition be damned.
If a conventional psy-dampener could be likened to a broad-band signal jammer, why, then, cannot a psy-ward be constructed that affects only certain ‘frequencies’ of warp energy?
- Magos Levin, personal archives
Levin has begun tentative forays into the science of warp-manipulation, approaching the field with extreme care. He has begun by attempting to identify the most basic, fundamental constants by which the warp is governed, and while expanding the periodic table to include each element’s reaction to various expressions of warp energy, Levin’s magi were able to fine-tune a few examples of psionic technology to greater effect within a narrower focus.
The character must pass a (-50) Scholastic Lore: Occult or Forbidden Lore: Daemons during crafting. If successful, a Psy-ward, force weapon or similar device becomes much more effective against Daemons and chaos-marked psykers in service to a particular chaos god. All relevant tests the targeted entities make against the tailored device become more difficult by two steps, but all other entities make their tests two steps easier. It is impossible to create tailored wards for those who are unaligned or possess multiple chaos marks.
Levin carefully selected six people of great piety and collected their skulls after their deaths, manufacturing a unique set of servoskulls designed to work together for a singular purpose. Outfitted with the most advanced hololithic technology available and thrice-blessed with the most holy of sacraments, a set of Warding Skulls float serenely about in an occult pattern, softly broadcasting devotional hymns. When called to action, the skulls are capable of projecting a massive, three-dimensional hololithic Hexagrammatic warding pattern over a wide area.
The hololith emitters are programmable, variable, and omni-directional, able to cover an area a hundred meters across at most before the field risks losing cohesion. The warding skulls and everyone within the field become protected by a force field effective against hostile psychic powers and attacks from daemonic entities, with a rating of 30.
Multiple redundant systems effectively prevent the field from overloading, but the field fades over the course of 1d5 rounds if a single skull is destroyed or even moved too far out of position.
There are currently only three sets of Warding Skulls in existence. One is retained by Levin’s personal guards. A second set was sighted in an inquisitor’s possession. The third, for reasons unknown to any but Levin himself, were left in the path of a squad of Astartes that were subtly directed to discover the skulls and who have since taken the ‘relics’ back to their chapter.
While hexagrammatic wards are highly effective weapons against the daemonic, their static nature limits their utility somewhat – too much, in Levin’s opinion. The precursor to the warding skulls, this advanced hololithic projector resembles a common glow-lamp, designed to be mounted on weapons as red-dot sights and similar attachments are. When activated, it projects a hexagrammatic warding pattern at whatever the user is targeting. While not enough to halt or banish a Daemon outright, the ward disrupts the physical form they use to interact with the material universe. The pattern is effective to approximately 50 meters.
As long as the wielder maintains uses an aim action to keep the target 'painted' with the hexlight attachment, any weapon striking the target is considered to possess the Holy quality when determining damage. Intervening barriers, the smoke resulting from explosive detonations or even thick fog will block the Hexlight's effects.