Tuesday, October 29, 2013

Psykers (formerly Brain Wiggling 101) 11/8/13 WIP

     What is a Psyker?
     The term "psyker" is used when generally referring to any individual or creature capable of manifesting the power of the Warp to affect or alter reality/real space. In more specific terms:

     Abominations are "otherworldly" creatures of psychic ability- Daemons, Daemonhosts, and Enslavers are some examples. Focus Power Tests made by Abominations cannot be Controlled, but may be Pushed +1, +2, +3, +4, or +5.

     Librarians are Adeptus Astartes of psychic ability. They are also the keepers of forbidden and/or esoteric lore, often acting as trusted advisers to their Chapter's command ranks. Focus Power Tests made by Librarians may be Controlled or Pushed +1, +2, or +3.

     Sanctioned Psykers (aka Sanctionites) are Humans of psychic ability that have been deemed by the Adeptus Astra Telepathica to be strong enough of will that they may be trained by the Scholastica Psykana. Sanctioned Psykers include Astropaths. Focus Power Tests made by Sanctioned Psykers (and Eldar Warlocks) may be Controlled or Pushed +1, +2, or +3.

     Sorcerers are sentient beings of psychic ability that have spent many centuries perfecting their mastery of Warp energies, or have learned/been given the knowledge of Warp mastery by a patron or fell power, or both- Chaos Space Marines, Eldar Farseers, and Navigators are some examples of Sorcerers. Focus Power Tests made by Sorcerers may be Controlled or Pushed +1, +2, +3, or +4.

     Wyrds (aka Unsanctioned Psykers) are sentient beings of raw and wild psychic ability- Humans that have evaded/escaped Psyker culls (including Black Ship Escapees) and Ork Wierdboyz are two examples. Focus Power Tests made by Wyrds cannot be Controlled, but may be Pushed +1, +2, or +3.

     Abominations, Librarians, Sanctioned Psykers, Sorcerers, and Wyrds possess the Psyker and Psy Rating (X) Traits.

     A Quick Note: GMs interested in using these proposed rules can easily incorporate the Psychic Powers from Black Crusade and/or Only War by assigning a XP cost to each Power equal to the hundreds digit of the published XP cost. As an example, the Doombolt Psychic Power (Black Crusade Core Rules, pg. 213) would cost 2 XP.
     The time, or Psychic Action Points required to manifest a Psychic Power is as follows: Full Action = 3 Psychic AP; Half Action = 2 Psychic AP; Free Action/Reaction = 1 Psychic AP. The number of Psychic AP a Psyker may use during a Turn is equal to his/her WPB (WPB+1 for Abominations), and these Psychic AP may be spent in addition to* his/her normal (Agility-based) AP. However, a Psyker may not manifest any individual Power more than once during their Turn, nor may he/she take more than one Attack and one Concentration Action per Turn.
     Lastly, Psychic Powers may no longer be manifested at the Fettered Power Level.

* The PC does not roll AP Dice for Psychic AP.

     PSY RATING (TRAIT)

     Psy Rating (PR) represents a PC's mastery of his/her psychic ability- the effects of many Psychic Powers are based upon PR, with these effects increasing as the PC's mastery increases. PR also represents as PC's ability to tap into Warp energies- in game terms, a higher PR makes it easier for a Psyker to successfully manifest his/her Powers.
     Psy Rating is recorded as PRX, where X equals the PC natural (not Pushed) Rating.

     Abominations are dreadfully powerful Psykers, possessing a Psy Rating equal to their WPB+1.

     Librarians begin play with Psy Rating 2 and may not possess a Psy Rating greater than their WPB.

     Sanctionites begin play with Psy Rating 1 and may not possess a Psy Rating greater than their WPB.

     Sorcerers begin play with Psy rating 2 and may not possess a Psy Rating greater than their WPB.

     Wyrds have only recently recently realized their potential- they begin play with Psy Rating 0 and may not possess a Psy Rating greater than their WPB.

     Psy Rating may be increased (after play begins) through the expenditure of XP (Abominations excluded):
  • Increasing PR0 to PR1- 3 XP
  • Increasing PR1 to PR2- 3 XP
  • Increasing PR2 to PR3- 8 XP
  • Increasing PR3 to PR4- 15 XP
  • Increasing PR4 to PR5- 24 XP (Maximum possible PR for Sanctionites and Wyrds)
  • Increasing PR5 to PR6- 35 XP (Maximum possible PR for Librarians and Sorcerers)
     Each increase of PR must be paid cumulatively- ex: for Yves the Sanctionite to increase her PR1 to PR4 (assuming she has WPB4) she must spend 26 XP.

     Increasing Psy Rating requires deep, lengthy, uninterrupted meditation and is extremely exhausting:
  • Increasing PR0 to PR1- 1 day meditation, +1 [F]
  • Increasing PR1 to PR2- 2 days meditation, +2 [F] 
  • Increasing PR2 to PR3- 3 days meditation, +3 [F] 
  • Increasing PR3 to PR4- 4 days meditation, +4 [F] 
  • Increasing PR4 to PR5- 5 days meditation, +5 [F] 
  • Increasing PR5 to PR6- 6 days meditation, +6 [F]
      Time is cumulative, as well- continuing with the example above, for Yves to increase her PR1 to PR4 she must devote 9 days to uninterrupted meditation, at the end of which time she passes out from complete exhaustion (+9 [F] is +1 [F] higher than she can withstand with WPB4).

     Increasing Psy Rating too quickly can have calamitous results- if a PC's PR is raised more than one (1) point during any period of meditation the Player must roll d% on Table 6-2: Psychic Phenomena (pg. 210 of the Black Crusade Core Rules), adding 10 to the die result for each point of PR increased after the first- Ex: PR1 to PR4 would roll d%+20.

     If at any time a PC's WPB is permanently reduced, he/she must also reduce his/her PR (if appropriate) until it is no greater than his/her WPB. Psy Rating "lost" in this way may be regained only through the expenditure of XP (as normal) and only if the PC's WPB has increased to an appropriate value.

     PSYCHIC POWERS

     Psychic Powers are no longer considered Talents. Psykers are limited to X Psychic Powers, where X equals:
  • Abominations- 3x WPB
  • Librarians/Sorcerers- (2x WPB)+2
  • Sanctionites- 2x WPB
  • Wyrds- (2x WPB)-2
     Like the loss of Psy Rating, if a PC's WPB is permanently reduced he/she must also reduce the number of Psychic Powers he/she knows (if appropriate). Psychic Powers "lost" in this way may be regained (or traded) only through the expenditure of XP (as normal) and only if the PC's WPB has increased to an appropriate value.

     FOCUS POWER TESTS

     A Focus Power Test is Willpower-based. The Psyker multiplies his/her Psy Rating by his/her Willpower Bonus (ex: PR3 x WPB4 = 12) and adds the result to his/her Willpower score to calculate the base TN for the Psyker's Focus Power Test. The base TN may be further modified by [F]atigue and/or a Difficulty modifier associated with the Psychic Power itself-
  • All Tests (including Focus Power Tests) suffer a cumulative -5 penalty per point of [F].
  • Certain Psychic Powers may be easier or harder to manifest, thus will have a specific Difficulty modifier (quite possibly based on the nature of the power itself and/or Corruption requirements).
     WP may be replaced by other Characteristics within specific "Disciplines" once Psychic Powers have been rewritten. So, from the example Focus Power Test above: a Biomancy Power might use S or T instead of WP.

     DENY THE WITCH
WIP
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