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Home arrow Psionics arrow Alternative Rules for “Wild” Psychic Powers
Alternative Rules for “Wild” Psychic Powers PDF Print E-mail
Written by Adeptus Admin   
Thursday, 02 October 2008

Some players have a problem with the static “spell” lists of psychic powers in Dark Heresy. They are of the opinion that psychic powers should be less static and defined to simulate the erratic and spontaneous powers of the human mind.

A nascent psyker can utilize his powers before he is trained in any of the Psychic Disciplines. A nascent psyker figures out gradually that he has psychic powers when he sees that he can "improve" his abilities when he concentrates. After a while he sees that he can manipulate reality in a supernatural way.
Most psykers are born with an affinity for certain psychic powers. After a psyker has passed the God-Emperor’s Trial on Terra the Scholastica Psykana schools the psyker and turns him into a Sanctioned Psyker ready to venture out in the world on his own.

psyker.jpgTo simulate the erratic, flexible nature of psychic powers and the inborn affinity of psykers you’ll find alternative rules for psychic powers below. What this alternative method simulates is that psykers use the Warp as a kind of energy source to "improve" themselves. The benefits of the method are that the abilities of psykers are only limited by the imagination of the players. And Psykers with a Psy Rating of 4 or 5 are truly "Godlike" as they can get large bonusses to any rolls. But they take more risks of killing themselves.

With these rules all Disciplines and Powers from the Dark Heresy corebook are set aside. Players can “create” pyshic powers on the spot. The list of psychic abilities in the corebook can be used for inspiration by players of psychic PCs, but it would be better if a player would let his imagination run free. Psy Rating stays the same, but Psy Dice are renamed into “Warp Dice” to better represent what they do.

The Basic Rules
Whenever a psychic PC wants to do a supernatural action he chooses a relevant Stat and Skill combination and "adds" Warps Dice to this roll. Each Warp Die added gives a +10% bonus to a skill check. Whenever a "10" is rolled on any of the Warp Dice a “Peril of the Warp” happens. If there is no relevant skill just double the relevant Stat.

To do a psychic action, the psyker must first make a Focus Power Action. Then he makes the "Power Roll" by rolling the relevant Stat and Skill and adding Warp Dice. Using a Psi-focus gives a psyker a “safe” +10% bonus. Doing a succesfull Invocation roll before making the Power Roll lowers he chance of a Peril of the Warp by “1” (see Going Beyond the Threshold below) .

Example:
A Sanctioned Psyker (Psy Rating 2) wants to control another human being. He rolls Willpower (32) + Command (+10) and adds two Warp Dice. He has to roll 62 or lower (32+10+20) to take over the target.


Adding Warp Dice to a skill check *always* makes an action "supernatural"

Going Beyond the Threshold
An untrained pysker must always roll a minimum amount of Warp Dice equal to his Psy Rating. He can decide to add more Warp Dice. A Sanctioned Psyker can control how many Warp Dice he uses (with a minimun of "1" to make the action supernatural). If a psyker uses more Warp Dice than his Psy Level the chance of a "Warp Peril" increases by +1 for each extra die.

The amount of Warp Dice a Sanctioned Psyker can add is limited by his Grade.
Zeta Grade = 2
Epsilon Grade = 4
Delta Grade = 6
Gamma Grade = 8
Beta Grade = 10
Alpha Grade = unlimited

Example:
A nascent psyker with Psy Rating 2 who wants to add 5 Warp Dice to a Power Roll has a chance of 7+ (3 dice above his Psy Rating) on *any* of the Warp Dice that a Peril of the Warp happens. He *must* use a minimum of 2 Warp Dice.
If he was an Epsilon Grade Sanctioned Psyker he could only add a total of 4 Warp Dice to the skill check with an 8+ chance on any of the Warp Dice that a Peril of the Warp happens. But he could also decide to just add the minimum one Warp Die to his Power Roll.


Internalising  Warp Energies
Sanctioned Psykers  can “stop” psychic phenomenon from materializing by taking Corruption Points. This represents the trained psyker internalising the Warp energies bleeding through, rather than releasing them into the Materium. For each Corruption Point he takes the chance of a Peril of the Warp decreases by 1.
In the above example of the Epsilon Grade Sanctioned Psyker, he could take “2” Corruption Points to decrease the chance of a Warp Peril back to “10” (from 8+ to 10+). The GM can decide if a psyker can negate the default “10” – and thus making the psyker immune to the Perils of the Warp - by taking enough Corruption Points.

Psychic Affinity
Most powers of psykers manifest in typical ways. This “affinity” determines the Discipline a psyker gets trained in when the joins the Scholastica Psykana.
Whenever a player decides for the first times which Stat + Skill combination does a certain psychic power the power gets "locked" or "frozen” to that particular Stat + Skill combination. A psyker can't shoot fireballs one day and ice rocks the other. This means a player has to think hard what "power" he wants to associate with what Stat + Skill combination as the more powers his PC uses the less choice remains. But at the same time the amount of different psychic powers his PC can do is only limited by the combinations he can come up with.

Example 1:
When a psyker uses for the first time Willpower + Command to control another person, the "Willpower + Command" combo will forever “locked” to control humans.

Example 2:
When a psyker wants to shoot a psychic fireball for the first time at an opponent with the combination Coordination + Ballistic Skill, then the psychic power “Fireball” will always be done with a Coordination + Ballistic s skill check.

Comments
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Cherubaddon   | Author | 2008-10-04 02:59:02
avatar Attribute + Skill + Arcanum, sorry, Warp Dice, eh? :P Reminds me of Mage: The Awakening. Quite cool. However, it does need a bit of GM ruling in some cases (for instance, can the Wp + Command thing you mentioned above force people to suicide?) But besides that, it is probably the best spontaneous-magic system I've seen, as it's both simple and complete. I'll have to playtest it sometime!
Also, it needs some rule to counterbalance the fact that powers are purchased singly or by disciplines in this game, while here, it seems to be only the rating that matters. How about making the grade (zeta, epsilon etc.) purchasable as well?
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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