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Psychic Redux
Psychic Redux
Psychic Redux
Discipline Themes
Psychic powers represent literal raw chaos being shapes into the desires of man. The way this chaos is
shaped is based on the desires of man. Man desires pain and destruction (Khorne), man desires mastery
of life (Nurgle), man desires control and knowledge (tzeench), and man desires experiences and
success (Slaanesh). Every time that a psychic power is invoked, it does so through tribute to one chaos
god or the other. The needs that man shapes the warp for are the same needs that feed the chaos gods. I
don't want the psychic powers to just feel like a risky magic system. I'd really like to see them reflect
these themes at a deeper level than "melta gun that may cause a daemon to show up".
Here are my proposed themes for each of the Disciplines:
Biomancy: This represents human desire for mastery over life, and mastery of their own body.
Divination: This represents the human desire for knowledge and knowing what is to come.
Pyromancy: Pyromancy is both destruction AND creation. Fire or raw energy is the universal human
tool used for both, and powers almost all technology at some basic level.
Telepathy: Telepathy is the desire for closeness to others, and secrets. This differs from the knowledge
of Divination, as secrets are those things that another consciousness has deemed worthy of protection
whereas knowledge is the raw state of facts.
Telekinesis: Control. This is mans desire to project himself into the world, to control his surroundings
through will AND machine.
So here are my basic ideas. First, assign every discipline a characteristic aptitude in addition to psyker.
Biomancy is Toughness, Divination is Perception, Pyromancy is Strength, Telekinesis is Intelligence,
and Telepathy is Fellowship. The psyker may choose a single discipline at character creation and can
change one of his existing characteristic aptitudes to that of the discipline.
Using a psychic power is a roll of willpower, +5 per point of Psy Rating used. Psychic powers are
divided into 3 categories: Minor, Major, and Pushed. Each power within a discipline has Minor, Major,
and Pushed manifestations. Using one kind of manifestation for a power does not give you the benefits
of another kind, unless specifically stated.
Minor manifestations are mostly narrative powers that add some story detail and grant bonuses or
penalties of 10 or 20, depending on how specific their use is. Minor manifestations ALWAYS cause a
roll on the psychic phenomena table, but never roll for perils of the warp. However, if a minor
manifestation is used during combat, it will cause a roll on the Perils of the Warp table if doubles are
rolled.
Major manifestations are typically for combat usage. They ALWAYS cause a roll on the psychic
phenomena table or will cause a roll on the Perils of the Warp table if doubles are rolled, even if the
power is not used in combat.
Pushed manifestations are usually powered up versions of major manifestations and will cause a roll on
the psychic phenomena table if doubles are rolled or a roll on the perils table if anything else is rolled.
These rules are a bit harsher to psykers, but it helps to corral in their use of powers. I’ll also probably
modify the phenomena and perils tables a bit to eliminate the chance of the party just being completely
destroyed by the psyker.
BIOMANCY
DIVINATION
Knowledge of Space
Minor: The character knows the location of any item or person whom he has previously touched (the
character must specify the target), although his knowledge of the location is limited to the immediate
surroundings and not necessarily a direction or place. This power grants +20 to rolls made to find the
object or person.
Major: The character may choose any location to which she has been or seen in person within a number
of km equal to her Psy Rating. The character may perceive this location as if she was actually there,
although only visually. The character may also view locations she has not been within ten meters for
every level of Psy Rating. The character may use this to blind fire without penalty.
Pushed: The character need not have visited the location personally, although she must know its exact
location.
Knowledge of Time
Minor: The character with this power is able to time actions perfectly. The character may gain +10 to a
non-attack action requiring timing.
Major: The character is able to plan things well ahead of time. Once per session, the player may use
this power in order to retroactively state that his character or another performed an action. This action
must had taken place within a number of hours equal to the characters psy rating and cannot be an
attack against another character. Some example actions may be acquiring a particular item, setting up a
trap, contacting another character. If this action could not have been done by the character himself, it
can be performed by another character. This other character can be an NPC who just happens to come
across the character at this point. If the action requires a roll, use the character's stats for it. This can
only be used once per session.
Pushed: As above, but the timespan is equal to Psy rating times days.
PYROMANCY
TELEPATHY
Minor: The psyker may learn one fear of a single target, and can use this information to gain a +10 in
interactions with the target or cause the target to suffer a -10 penalty.
Major: The psyker gains a Fear Rating equal to ½ his Psy Rating rounded up. This Fear rating only
affects targets the Psyker chooses.
Pushed: The Fear Rating is equal to Psy Rating.
Minor: The psyker may learn one desire of a single target, and can use this information to gain a +20 in
interactions with the target.
Major: The psyker may use this power as a reaction. When a character within eyesight of the psyker
makes an attack, the psyker may cause the target to instead target another eligible character. If the new
target is an ally, the target of this power may make a willpower roll to resist, with a penalty equal to Psy
Rating * 5.
Pushed: The target of this power will not stop attacking that target until the target is dead.
Minor: The psyker can choose a target to instill hatred in. This hatred must focus on an object or person
to which the target has neutral or negative feelings toward. This can grant a +10 bonus to interactions
with the target.
Major: The psyker may choose a number of targets including himself up to his Psy Rating. The targets
all gain Hatred (Psyker’s Choice) for the rest of the scene. Characters already possessing a Hatred
Talent (even one not of the Psyker’s choice) gain +20 to melee attacks against the new Hatred target
and +10 to ranged attacks.
Pushed: The psyker may inflict the Frenzied condition on a number of targets of his choice.
Minor: The psyker gains access to a single memory from the target. If this memory involves the
investigation, the psyker can use it for a +10 bonus to interactions with the target. If the memory is
unrelated, the psyker can use it for a +20 bonus.
Major: The psyker may ask if the target remembers something and then have it described by the GM.
This may be done a number of times equal to Psy Rating. If the target does not remember something,
this counts as one of the questions.
Pushed: The psyker may ask as many questions as he wants, but the target will know that his mind has
been read.
Major: The psyker is able to read the surface thoughts of every character in the scene, but is only able
to process so much information at once. For the remainder of the scene, the first attack made against
the psyker each round suffers a penalty of -10 times PR.
Pushed: The psyker is able to read the minds of a vast area, perhaps even an entire city. The psyker may
automatically gain the one-time benefits of any Minor Telepathy power with everyone he meets in the
area.
Minor: The psyker may choose a target within eyesight and rolls this power then. If the power is
successful, the psyker has the one-time ability to choose one of the target’s senses (sight, hearing,
touch, taste, smell) and perceive through it for the duration of one minute or until ended. This power
can be used no matter where the target is. Only one target can be active at a time.
Major: The psyker may use this power to appear invisible to a number of targets equal to his Psy
Rating. This power lasts for one scene, and persists even if the psyker takes action against the targets.
Attempts to target the psyker suffer the same penalty as shooting blind.
Pushed: The psyker may also make a number of targets equal to his psy rating invisible as well.
Minor: The psyker may communicate telepathically with one or more characters at once within
eyesight. This ability can be used to grant a +10 to a test when appropriate.
Major: The psyker may use his connection with a target’s mind to blast him with psychic feedback.
This attack deals 1d5+PR damage and ignores armor.
Pushed: The attack gains the Shocking quality and the target suffers an additional penalty to the roll to
resist equal to PR*5
Minor: The psyker is able to immediately determine the short-term goal of the target and can use this
information to gain +10 to interactions with him or her.
Major: The psyker may gain control of the target for the rest of the scene. The target makes an initial
Willpower – PR*5 test to resist, and may make an additional willpower test for any actions made to
harm the target itself. Any actions taken by the target are shared with the actions available to the psyker
himself.
Pushed: The psyker and the target each have a full amount of actions they can take.
TELEKINESIS
Control of Matter
Minor: By concentrating on an object, you may instantly separate all non-attached matter, as though
blasting it with strong winds. This can be used to instantly clean an object or person, remove makeup,
clean wounds, or other uses. It grants +20 to relevant rolls.
Control of Space
Minor: An item that is owned by the psyker may be attuned to him over the course of an hour and can
then be teleported to his hand. The psyker may also teleport a single unattended handheld object within
eyesight of himself to his hand.
Pushed: Teleport all within radius to attuned area, or to area within eyesight
Minor: You may reset the loyalty of a machine spirit such that it becomes loyal or disloyal to a single
target. This grants a +10 or -10 to the target for the rest of the scene.
Major: A single pistol-sized weapon possessing a machine spirit may be floated around your person.
You may make an extra attack each turn with that weapon as a free action using all normal modifiers
and rolling against your Psy Rating times 5 . You do not suffer a penalty for being untrained with the
weapon,
Minor: The psyker can ignore damage caused by falling for a single fall or may walk on walls or
ceilings using his normal movement for a scene.
Major: You may inflict zero gravity in a fixed area around you equal to 5 meters times half your Psy
Rating. You are able to move in all three dimensions with no difficult. You can instead grant yourself
Flight (PR)
Pushed: A number of allies equal to ½ your Psy Rating can also move with no difficulty, or you can
grant yourself Flight (PR * 2)
Force of Matter
Minor: By concentrating on an object, you may instantly separate all non-attached matter, as though
blasting it with strong winds. This can be used to instantly clean an object or person, remove makeup,
clean wounds, or other uses. It grants +20 to relevant rolls.
Major: Your mind picks up every loose hand-held dized object in the area and creates a storm of them
surrounding you. The storm stretches 5m times your Psy Rating from you. Anyone caught in the storm
counts as being in difficult terrain and takes a -20 to any rolls using vision. The storm only picks up
non-living matter.
Pushed: Any objects the size of a human are also picked up by the storm, still only affecting non-living
objects, and not affecting attended or held objects. The large objects in the storm mean that at the start
of a character within the storm’s turn, you may choose to make an attack against them as a free action
using the same modifiers you used to activate this power and dealing 1d10 +PR damage. This attack
can be dodged normally.
Force of Space
Minor: You may completely silence a fixed 10 yard area around yourself or choose an area within
eyesight of yourself and increase the sound to allow you to hear it. This grants +20 to relevant rolls.
Major: Psychic Attack. 1d10+PR, ½ PR Pen, can be single, semi, or full auto.
Pushed: As above, but the attack gains the storm and blast qualities.
Minor: Choose any nearby object of a size equal to or less than handheld that possesses a machine
spirit. You may command the machine spirit within to activate the function within the object, although
the machine spirit cannot act to harm its true owner in this manner.
Major: You may target a single object and enact a haywire effect on it.
Pushed: The haywire effect targets an area the size of 2 times your Psy Rating in meters.
Force of Gravity
Minor: You may drastically increase the weight of an object making it impossible to lift for a single
attempt. The object is held in place and does not exert any downward force. This grants +20 or -20 to
applicable rolls.
Major: A target becomes burdened and must make a strength check minus your Psy Rating times 5 to
act. Regardless of success, the target suffers 1 fatigue.
Pushed: You may target an area equal to your Psy Rating in meters.