Psychic Powers List: Difference between revisions

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'''Designer Note:''' All the powers beneath have suggested fluff for how they work, how a player chooses to represent their psyker using their abilities is entirely up to them for example the Smite power might represent a psyker firing bolts of fire and lightning, but it might equally represent hurling psychically charged playing cards at ones opponents - the goal of removing the traditional 'disciplines' is to increase flexibility in how each Psyker roleplays their abilities.


=== Basic Powers ===
=== Basic Powers ===


All Psykers gain the following two powers;
All Psykers gain the following powers;
 


===== Psyniscience =====
===== Psyniscience =====
All Psykers have the capacity to sense the presence of the Warp pressing in against the physical world giving warning of impending disturbances in reality or the thinning of the veil or all manner of other minor perceptions of the warp - after spending some time concentrating you may ask a member of the Game Team a question about the state of warp or the veil in your immediate area,
With 30s spent focusing (you may not make use of any abilities or talk but may move around) and using your mind to sense your surroundings you may ask a ref a question about the state of the warp in your surrounding area.
 
There are no risks associated with this power, you do not test for using it and it does not count as a power use - it is so low level and innate it poses no direct risk.
 
 
===== Telepathic Sending =====
Most Psykers are low-level telepathically active and able to send messages to the minds of others over short distances (within eye contact) - as such they may write [https://art.istic.net/dud-assets/wiki-images/b/bb/DuD_Telepathic_Message.pdf Telepathic Messages] to other players to be handed to them. These cannot be responded to except by others with this power.
 
 
===== Deny the Witch =====
All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or ''ranged'' call with '''Warp''' attached at the cost of '''One Willpower'''.


===== Deny the witch =====
All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or call with Warp attached at the cost of one willpower.


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=== Psychic Powers ===
=== Psychic Powers ===
All psykers may select '''four''' of the following powers as their powers;
All psykers may select '''three''' of the following powers as their powers;




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The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;
The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;


* You may call up to five calls of '''Warp Drain''' at targets within 5-metres; you may keep making these calls until you have used them up, providing you yourself do not move.  
You may call '''Warp Weaken''' at the cost of '''1 Willpower''' whenever a foe takes this effect (does not call No Effect or Deflect) you take the effect of '''Get it Together''' on yourself.
 
 
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* After three successful (not resisted in any way) calls of Warp Drain on the same target you may call '''Warp Weaken'''.
===== Diviners Dart =====
Those especially talented in divination can guide the flow of fate behind an object to make even the most mundane thing into a lethal weapon in their hands.


You may '''push''' this Rote or '''expend a willpower''' to;
Either by physrepping some kind of throwing weapon (that you do not need to physically throw or hit your foe with) or with a ranged weapon you may call Warp Bolt up to 5 times.


* '''Spend 10s focusing the warp''' to gain an additional 5 calls of '''Warp Drain''' after you have used your per-scene uses - you may do this multiple times per scene but it counts as pushing again every time.
If you '''Open your Mind to the Warp''' you may call '''Warp Sunder''' once with 30s of focus; you may then not use this power again until you '''Recuperate'''.




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Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;
Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;


* Every 10s you may call '''Would you Kindly?''' followed by a single world this word cannot be directly fatal to the individual (such as “die”).
You may use '''Would you Kindly?''' to issue commands every 10s up to five times before you must Recuperate. If you '''Open your Mind to the Warp''' you may use this ten times before you Recuperate.
 
You may '''push''' this power to;


* Make commands longer than a single word - '''to make these fatal you must expend a willpowe'''r
If you wish to issue a command that you believe would be immediately fatal to the character you are targeting it costs '''1 Willpower'''.
 
If you are an '''Explicator''' you may expend '''willpower''' rather than '''supplies''' to make '''Would you Kindly?''' calls in [[Interrogations]] - - a Psyker who is ''not'' an Explicator may be instructed by an Explicator to make a '''Would you Kindly?''' call to ask a question of the Explicators choosing, once per interrogation after 5 minutes of observing.




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Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;
Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;


* After a period studying an object, attempt to read its psychic resonance and look into its past and history by '''asking a member of the Game Team''' about it - alternatively if it relates to a clue in an investigation scene you may simply read that clue. '''You may not use this again on the same object.'''
* You may call '''Warp Scan''' up to three times with no less than 10s between calls at vocal range before needing to [[Recuperate]] and meditate.


* Call '''Scan Mind''' or '''Scan Psyker''' once every 10s.
* You may '''Open your Mind to the Warp''' to '''Find a member of the Game Team.''' After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).
 
You may push this ability to;
 
* '''Find a member of the Game Team.''' After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).
 
* '''Once before the sun rises or sets''' you may find a '''Supply''' just lying around. 




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===== Grasping Force =====
Be it through bad luck tripping their foe, or grasping them with crushing telekinetic force, this Psyker can cause a foe to hurl themselves around.
* Every 10s you may call '''Warp Drag''' or '''Warp Repel''' against a target of your choice.
The psyker may '''push''' for the following effect;
* '''After 10s focusing the warp and not moving''', make one call of '''Mass Warp Drag''' or '''Mass Warp Repel'''.
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===== Guide =====
Through glances into the future, sensing the mind of another being in order to predict their movements or simply telekinetically bending bullets in flight, this psyker is capable of guiding bullets to their target;
* The psyker may append '''Warp''' onto melee or ranged calls made with wargear or unique traits representing weapons - these can be their own calls or those of another. '''This may be used twice per scene.'''
* In addition if the Psyker has a ranged weapon that normally calls '''Blam''' then they may call '''Rend''' with it instead (representing their own passive use of this power)
The psyker may push for the following effects;
* Spend 10s focusing the warp to gain an additional single use of the above ability after you have used your per-scene uses - you may do this multiple times per scene but it counts as pushing again every time.
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===== Harden the Veil =====
===== Harden the Veil =====
Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;
Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;


* This psyker may call '''Avaunt!''' once every 3s up to five times.
* This psyker may expend 1 Willpower or 1 [[Mission Supplies|Esoterica]] to call '''Sanctic Bolt''' once every 3s - this is still a use of a Psychic Power.


You may '''push''' or '''expend a willpower''' to do the following;
You can use these calls up to 3 times per scene. If you '''Open your Mind to the Warp''' you may use this three more times before you '''Recuperate''' but may instead do the following;


* Spend 10s focusing the warp to gain an additional 5 calls of '''Avaunt!''' after you have used your per-scene uses - you may do this multiple times per scene but must spend will or count as pushing again every time.
* A psyker with this ability may '''Open their Mind to the Warp''' to call '''Mass Sanctic Weaken''', they cannot use this again until they have '''Recuperated'''.
 
You may '''expend a willpower''' to do the following;
 
* After five successful calls of '''Avaunt!''' Make a call of '''[Keyword/True Name] I Banish Thee'''
* Call '''I call upon the Emperor’s Light!'''




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===== Read/Weave the Strands of Fate =====
Through divinatory process you can glimpse into the future or past allowing you to better aid your allies and guide their actions, as well as understanding the nature and history of objects in your surroundings.


===== Read the Strands of Fate =====
* '''Expend 3 Willpower''' to Guide an ally’s movements: they gain four uses of your “guidance”. They may expend this to either call '''Deflect''' in response to any call that does not have '''Warp''' attached by ‘dodging’ out of its way or to call '''Warp''' attached to their normal ranged weapon call.
Looking into the future or indeed past is a near-impossible task, any Diviner will tell you that getting a clear vision of either is impossible and staring too long into it, almost certainly will drive one mad because it is a constantly shifting skien - but it is possible to to get...glimpses;


* Prior to an event if you have taken this power, inform the Game Team - you will begin the event with a single piece of Prophetic Information - this is not nearly as reliable or providing of such clarity as a character with the '''Spymaster''' trait would receive.
* '''Expend 3 Willpower''' to gain a Lore or Specialism you do not normally possess for the purpose of reading Clue Cards or gain some sort of general knowledge (such as for clue cards that require “Imperial Military” for example). You retain this additional knowledge until you next Recuperate.
 
You may attempt to do this at a game as a '''Psychic Ritual.'''




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Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;
Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;


* The psyker may call '''Warp Deflect''' or '''Warp Dodge''' to any call that is not Sunder and does not have Null attached at the cost of one willpower.
* You may expend '''1 Willpower''' to call '''Warp Deflect''' against a ranged weapon attack that targets you or an ally, you may do this 5 times before you must '''Recuperate'''. If you '''Open your Mind to the Warp''' to do this five more times.


If you use this against a call of '''Dakka''' or '''Burn''' you are assumed to be protected (call Warp Deflect or Warp Dodge) against subsequent calls from the same weapon until the uses ceases that burst of fire and reloads. Please roleplay doing this continuously as they call the initial spray though.
This has no effect against '''Null''' or '''Sunder''' calls.
 
You may '''push''' for the following effect.
 
* May call '''Warp Deflect''' or '''Warp Dodge''' once to any call with the exception of '''Warp''', '''Burn''', '''Mass''' or '''Boom''' calls - if there is an obvious target close to you that the attack could have hit you may call the call you deflected against them. '''You may not use this again until you have Recuperated'''.




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===== Shock =====
===== Smite =====
Either with coruscating blasts of warp or bio-etheric lightning, or by simply causing machines to glitch in their presence to even simply sending psychic screams into the heads of others, this psyker is capable of disrupting machines and the body with electrical shocks;
Calling for the energies of the Warp into a destructive blow against your foes, you smite them with true psychic Might.
 
* The Psyker may call '''Warp Shock''' or '''Warp Haywire''' against targets within 5-metres every 30s.
 
The psyker may '''push''' for the following effect;
 
* '''After 10s focusing the warp and not moving''', make one call of '''Mass Warp Haywire''' or '''Mass Warp Shock'''. They may not use this again until they have Recuperated.
 


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At the start of a combat you must pick whether to focus or disperse your power:


===== Smite =====
* If you '''disperse''' your power you may call '''Warp Shock''' or '''Warp Haywire''' every 10s
Summoning forth a bolt of force, or bio-etheric lightning, or simply hurling objects at their target, the Psyker turns their powers into a deadly weapon;


* May call '''Warp Bolt''' up to five times per combat scene at targets within 5-metres
* If you '''focus''' your power you may call '''Warp Bolt''' every 3s


'''You may push''' or '''expend a willpower''' to do the following;
You can change if you are focusing or dispersing at the cost of 1 willpower.


* Spend 10s focusing the warp to gain an additional 5 calls of '''Warp Bolt''' after you have used your per-scene uses - you may do this multiple times per scene but must spend will or count as pushing again every time.
You can use these calls up to 5 times per scene.  If you '''Open your Mind to the Warp''' you may use this five more times before you Recuperate but may also do the following;


* '''After 10s focusing the warp and not moving''', call '''Warp Sunder''' once per scene at a target within 5-metres, '''you may not use this again until you recuperate'''.
* You may expend 1 Willpower to call '''Warp Boom''' you cannot do this again until you have '''Recuperated'''.




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Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities.  
Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities.  


These flesh-altering blessings can cause horrendous damage and cause bodies to reject bionics in forms enhanced with them - '''you may not use them on characters with the Bionic Enhancements''' trait, including yourself if you have them.
You may suffer the following in order to achieve the described effect;


'''You may expend a willpower''' to use these powers on another or yourself, a character may only ever have one Warp Blessing at a given time;
* '''Reduce Endurance by Half''' to enable you or an ally you empower to reduce all damage against them by 1 (to a minimum of 1) and not suffer the '''Weaken''' call (calling '''No Effect''').


* '''Transfer Life/Fate:''' After spending ten seconds re-knitting someone's form with the warp you may call '''Get It Together''' on them.
* '''Expend 3 Willpower''' to enable you or an ally you empower to resist three calls of '''Would you Kindly''' or with '''Warp''' attached.
** '''Drawback:''' If they are not Bleeding this reduces you to 2 endurance, if they are '''Bleeding you become Bleeding'''.


* '''Steel the Flesh:''' Either by hardening the skin or instructing the individual on a specific path they must take though the battlefield they no longer suffer disabled limbs as a result of the '''Bolt''' and '''Rend''' calls and the '''Bolt''' call does not reduce them to Bleeding if it hits their torso rather it removes 2HP, but still prevents them regaining hits.
* '''Expend 3 Willpower to enter a “Biomantic Rage” (this cannot be used on others)''' enabling you to call '''Knockback''' in melee and increasing uncalled melee blows to '''Rend''' and melee '''Rend''' to '''Cleave''' (you do not improve Cleave if you already have it)
**'''Drawback:''' A character with this blessing cannot move faster than a slow walk as their limbs are stiff or they follow the path set out for them and may not use '''Dodge''' calls - it takes 5s to shake of this blessing  to move as normal.


* '''Protective Talisman:''' Hand the target a minor token of emotional significance. They gain two temporary points of Endurance that remain until they are used. '''You may only give away one token at any one time.'''
You may only have one of these blessings active at any time, you may stack an additional one if you '''Open your Mind to the Warp''' - you cannot regain the expended willpower or endurance through any means other than Recuperating or Doing your Observances
 
* '''Hammerhand:''' The target of this blessing has their muscle mass enhanced or their strength bolstered by this blessing. They may call Rend with a two handed melee weapon even if it cannot do so normally and make calls of Repel and Drag with their melee blows with similar weapons every 10s. In addition if they have the Heavy Weapons trait you may reduce your maximum Endurance by one at the start of a scene, for the duration of that scene you may lift, carry and fire a heavy weapon alone without aid, and without bracing but you cannot move faster than a slow walk while firing.
** '''Drawback:''' While this makes the individual stronger it makes them much less precise they cannot make use of Sunder or I am a Knife in the Dark calls.
 
*'''Purify the Form:''' They target of this blessing may instantly recover from the '''Weaken''' condition from a character and this purges the body of any chems as well as any recently acquired lesser mutations (those gained from Warp Phenomena/Dramatic Effects but not those from Scars or Traits).




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===== Warpflame =====
Either though igniting the air by agitating atoms with pyrokinetic force, or by simply calling forth multicoloured flames a Psyker can ignite their foes with blasts of flam;
* You may call '''Warp Burn''' up to three times per scene.
You may '''push''' or '''expend a willpower''' to do the following;
* Spend 10s focusing the warp to gain an additional 3 calls of '''Warp Burn''' after you have used your per-scene uses - you may do this multiple times per scene but must spend will or count as pushing again every time.
* After 10s focusing the warp and not moving, make one call of '''Warp Boom'''. They may not use this again until they have '''Recuperated'''.

Latest revision as of 11:09, 23 August 2023

Designer Note: All the powers beneath have suggested fluff for how they work, how a player chooses to represent their psyker using their abilities is entirely up to them for example the Smite power might represent a psyker firing bolts of fire and lightning, but it might equally represent hurling psychically charged playing cards at ones opponents - the goal of removing the traditional 'disciplines' is to increase flexibility in how each Psyker roleplays their abilities.

Basic Powers

All Psykers gain the following powers;


Psyniscience

With 30s spent focusing (you may not make use of any abilities or talk but may move around) and using your mind to sense your surroundings you may ask a ref a question about the state of the warp in your surrounding area.

There are no risks associated with this power, you do not test for using it and it does not count as a power use - it is so low level and innate it poses no direct risk.


Telepathic Sending

Most Psykers are low-level telepathically active and able to send messages to the minds of others over short distances (within eye contact) - as such they may write Telepathic Messages to other players to be handed to them. These cannot be responded to except by others with this power.


Deny the Witch

All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or ranged call with Warp attached at the cost of One Willpower.



Psychic Powers

All psykers may select three of the following powers as their powers;


Bioetheric Vampirism

The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;

You may call Warp Weaken at the cost of 1 Willpower whenever a foe takes this effect (does not call No Effect or Deflect) you take the effect of Get it Together on yourself.



Diviners Dart

Those especially talented in divination can guide the flow of fate behind an object to make even the most mundane thing into a lethal weapon in their hands.

Either by physrepping some kind of throwing weapon (that you do not need to physically throw or hit your foe with) or with a ranged weapon you may call Warp Bolt up to 5 times.

If you Open your Mind to the Warp you may call Warp Sunder once with 30s of focus; you may then not use this power again until you Recuperate.



Domination

Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;

You may use Would you Kindly? to issue commands every 10s up to five times before you must Recuperate. If you Open your Mind to the Warp you may use this ten times before you Recuperate.

If you wish to issue a command that you believe would be immediately fatal to the character you are targeting it costs 1 Willpower.



Extrasensory Perception

Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;

  • You may call Warp Scan up to three times with no less than 10s between calls at vocal range before needing to Recuperate and meditate.
  • You may Open your Mind to the Warp to Find a member of the Game Team. After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).




Harden the Veil

Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;

  • This psyker may expend 1 Willpower or 1 Esoterica to call Sanctic Bolt once every 3s - this is still a use of a Psychic Power.

You can use these calls up to 3 times per scene. If you Open your Mind to the Warp you may use this three more times before you Recuperate but may instead do the following;

  • A psyker with this ability may Open their Mind to the Warp to call Mass Sanctic Weaken, they cannot use this again until they have Recuperated.



Mind War

It is sometimes said that the best weapon against a Psyker is another Psyker - it is possible for a Psyker astrally projecting themselves across distances to engage their fellows in a battle of will devastating them or even flinging their souls into the warp;

  • Get a member of the Game Team you may target another Psyker you are aware of and spend an amount of Willpower that individual blindly spends their own Willpower - if they fail to bid higher than your bid, then they become Bleeding or in some cases have their souls chucked into the warp. You may target psykers who you are nowhere near but must have met them in person first - the consequences of long-distance conflicts and conflicts with Daemons can be different.



Read/Weave the Strands of Fate

Through divinatory process you can glimpse into the future or past allowing you to better aid your allies and guide their actions, as well as understanding the nature and history of objects in your surroundings.

  • Expend 3 Willpower to Guide an ally’s movements: they gain four uses of your “guidance”. They may expend this to either call Deflect in response to any call that does not have Warp attached by ‘dodging’ out of its way or to call Warp attached to their normal ranged weapon call.
  • Expend 3 Willpower to gain a Lore or Specialism you do not normally possess for the purpose of reading Clue Cards or gain some sort of general knowledge (such as for clue cards that require “Imperial Military” for example). You retain this additional knowledge until you next Recuperate.



Shield

Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;

  • You may expend 1 Willpower to call Warp Deflect against a ranged weapon attack that targets you or an ally, you may do this 5 times before you must Recuperate. If you Open your Mind to the Warp to do this five more times.

This has no effect against Null or Sunder calls.



Smite

Calling for the energies of the Warp into a destructive blow against your foes, you smite them with true psychic Might.

At the start of a combat you must pick whether to focus or disperse your power:

  • If you disperse your power you may call Warp Shock or Warp Haywire every 10s
  • If you focus your power you may call Warp Bolt every 3s

You can change if you are focusing or dispersing at the cost of 1 willpower.

You can use these calls up to 5 times per scene. If you Open your Mind to the Warp you may use this five more times before you Recuperate but may also do the following;

  • You may expend 1 Willpower to call Warp Boom you cannot do this again until you have Recuperated.



Warp's Blessing

Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities.

You may suffer the following in order to achieve the described effect;

  • Reduce Endurance by Half to enable you or an ally you empower to reduce all damage against them by 1 (to a minimum of 1) and not suffer the Weaken call (calling No Effect).
  • Expend 3 Willpower to enable you or an ally you empower to resist three calls of Would you Kindly or with Warp attached.
  • Expend 3 Willpower to enter a “Biomantic Rage” (this cannot be used on others) enabling you to call Knockback in melee and increasing uncalled melee blows to Rend and melee Rend to Cleave (you do not improve Cleave if you already have it)

You may only have one of these blessings active at any time, you may stack an additional one if you Open your Mind to the Warp - you cannot regain the expended willpower or endurance through any means other than Recuperating or Doing your Observances