Psychic Powers List: Difference between revisions
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You may '''push''' or '''expend a willpower''' to do the following; | You may '''push''' or '''expend a willpower''' to do the following; | ||
* Gain 5 calls of '''Sanctic Bolt'', this may repeated, but costs willpower when it is. | * Gain 5 calls of '''Sanctic Bolt''', this may repeated, but costs willpower when it is. | ||
* Call '''Mass Sanctic Repel''' | * Call '''Mass Sanctic Repel''' | ||
Revision as of 18:13, 6 September 2022
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 two powers;
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,
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.
Psychic Powers
All psykers may select four 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 up to five calls of Warp Drain at targets within 5-metres; you may keep making these calls until you have used them up at a rate of 1 per second, providing you yourself do not move.
- After three successful (not resisted in any way) calls of Warp Drain on the same target you may call Warp Weaken.
You may push this Rote or expend a willpower to;
- 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.
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;
- 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 push this power to;
- Make commands longer than a single word - to make these fatal you must expend a 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.
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;
- 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.
- Call Scan Mind or Scan Psyker once every 10s.
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.
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.
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.
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 call Sanctic Repel once every 3s
You may push or expend a willpower to do the following;
- Gain 5 calls of Sanctic Bolt, this may repeated, but costs willpower when it is.
- Call Mass Sanctic Repel
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 the Strands of Fate
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.
You may attempt to do this at a game as a Psychic Ritual.
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;
- 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.
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.
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.
Shock
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;
- 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.
Smite
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
You may push or expend a willpower to do the following;
- 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.
- 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.
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.
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 expend a willpower to use these powers on another or yourself, a character may only ever have one Warp Blessing at a given time;
- Transfer Life/Fate: After spending ten seconds re-knitting someone's form with the warp you may call Get It Together on them.
- 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.
- 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.
- 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).
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.