Psychic Powers

Change to Psychic Powers

Replace all instances of Will Power in a power description with 'Psi rating used'
-It is important that ALL aspects of a power that are tied to will power are changed over to Psi rating, otherwise, a psyker fetter casting (lets say psi rating 2 or 3, will power 7) dominate, still beats the psyker push casting dominate with a psi rating 9. Obviously damage, range , etc also apply here for the same reasons.
-Also, most combat skills require 2 stats, whereas the psyker really only has 1 stat…. Successful Ballistics tests gets its damage determined by the weapon being used. Melee tests get a weapon damage MODIFIED by your strength score. psyker with high WP, neither has to make ballistics tests or melee tests to hit, he uses his WP, he further doesnt have to care about his strength score, as he relies on his will (force bolt, the biggest offender), and he doesnt really need his psi rating, as a psi-3 with 7wp/power well can manifest force barrage 95% of the time or better.
We could say that psyker powers are not all combat orientated. and true some minor powers are not, as are some majors… but for the most part, its all about killing people.

Psychic Assault
Threshold: 10
Range: 20m
Sustainable: No
Action: Full

The psyker lashes out with the force of his mind against the one of a nearby target. The target must be in seen by the psyker. If the psyker succeeds in calling onto his powers, the target muss pass an routine(+20) check for willpower. If the check fails, the target becomes stunned for one round.
Overbleed: For every 10 points of overbleed, the psyker can either increase the range of his power by 10m or heighten the difficulty of the willpower check of the target by one step (from routine to ordinary; from ordinary to challenging and so on).

Steer the Wild Spirit
Threshold: 8
Range: 50m
Sustainable: Yes
Action: Full
The psyker uses the warp to unsettle animals in his surrounding. Every creature within range, trained or wild, will loose temper. Mounts shy or try to throw off there rides, herd animals will panic and flee. Guard animals and creatures with similar training will attack a nearby target..In case of trained animals, persons nearby can try to keep them back under control with an ordinary (+10) wrangling check. This will, however, take at least one round (or more so, GMs judgement)
Overbleed: For every 10 points, the range is heightened by 10m or the difficulty for wrangling check will increase by one.

Netherwind blow
Threshold: 5
Range: 30m
Sustainable: Yes
Action: Half
The psyker summons up a strong otherworldly wind that will blow up from about his position in a direction of his liking. While not strong enough to throw down people or larger objects, it will extinguish open lamps and candles, carry away leaves or papers, raise up sand or dust, slam doors, clear away gas and smoke and so on.
The GM might rule that this (in conjunction with a suiting theatrical appearance) will give a+10 Bonus on Intimidation checks later in this scene.

Drain energy
Threshold: 7
Range: 30m
Sustainable: No
Action: Half
The psyker manipulates the warp into sucking out the energy of a minor energy source (which he must have a line of sight to). "Minor sources" include the batteries/cells of handlamps, auspexes, handheld vox units and so on. It will not work on regular vehicle batteries, weapon grade energy cells or something with similar output (like a plasma torch) or on items of good or better qualiity (GM has the final word).
Overbleed: For every 10 points, the range his heightened by 10m or another source is effected. The GM can rule, that a certain level of overbleed will allow to "bleed " a large battery, but never a weapon grade battery or a whole power grid!

Pulse of the Hive
Threshold: 5
Focus Time: Half Action
Sustained: Yes
Range: Self
Within the confines of a Hive or similar high density population, the Psyker taps into the warps, sensing the ebb and flow of the the surrounding masses. While maintaining this power the Psyker receives +20 to his drive and land navigation checks to navigate the most efficient route through the crowded thoroughfares. If the Psyker is not Hiveborn he gains the benefits of the Accustomed to Crowds trait (Dark Heresy pg.17) while the power is sustained.

Confidant
Threshold: 7
Focus Time: Half Action
Sustained: Yes
Range: You
You twist reality in a way to make yourself, more charismatic, and appear trustworthy. While this power is active all those within WPx10 meters will have the Disposition (DH pg 230) adjusted 2 steps favourably towards you.
Overbleed: For every 10 points by which you exceed the Threshold, you may adjust their Disposition by another step or increase the area by 10 meters.

Everwatch
Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: 2m around the infused "spot"
The psyker infuses a tiny portion of his self within a location somewhere. If a living or daemonic or sentient mortal being enters the place, he will notice this "disturbance", no matter where he is. However, he can not discern between "one" and "many". Only between "no-one" and "daemon/mortal being". If both daemonic and mortal sentient beings are present, the psyker will only "sense" the daemonic since it is the greater "disturbance".
The power works regardless of of distance, but for a price. Since a part of his self is left behind, the psyker temporarily loses 1d5 points of Willpower. The willpower can only be regained as the power is "dropped" (after that; one point per hour) In addition, as soon and as long as anything is within the "range" of the infused spot the psyker suffers -5 on all test that need concentration due to the "disturbance" of his self.
Overbleed: For every 10 points of "overbleed", the "range" can be increases by one meter.

Bio-Shock
Threshold: 9
Range: Self
Sustainable: Yes
Action: Full
The psyker builds up a surge of bio-energy in his body that briefly spark about his form and will "jump over" to the next being that touches him (or is already in touch with him).
Anyone touching the psyker must pass a toughness test as by the rules for weapons with the "Shocking"* quality (p.129) and unarmed melee attacks of the psyker have the "Shocking"* quality as long as this power is sustained.
Please take note that not only the armour of the target but also the armour the psyker is wearing is taken into account. If the power is used to enhance unarmed attacks, the psyker best takes any gloves of. The bio-energy is not discharged as the psyker is being hit since unless he takes the "full defence" manoeuvre. However, any-one grabbing with the psyker is automatically subject to this power once each round (and only once).

The traitorous Hand
Sorcery
Threshold: 9
Focus Time: Half Action
Sustained: No
Range: 10m
With a moment of concentration and a move of one of your hands, you can make gain control of one or both hands of another, making them betray his will.
If you activate this power, one of your hands must either “open” or “close” or make a finger movement your want the other to do. Your target one or both hand will do the same movement as your hand did. He might resist with a routine test for Strenght or Willpower (decided as the arcane is learned).
While this power enables to the pulling of a weapon trigger, it does not enable any accurate shooting over any distance.
Overbleed: For every 5 points the threshold is beaten, the range increases by 10m.
For every ten points the threshold is beaten, the test for resistance will be one step more difficulty.

The forbidden Rush
Sorcery
Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: Touch
Retracing a sign of the God of Lust with a finger tipped in Alcohol, Salvia or any other bodily fluid, you can fill a target with a rush that clouds the minds and the senses. The subject can try to resist with a routine willpower test & those with the “Chem Geld” Talent are immune.
If the cast successful, the target suffers -20 on any action and any resistance roles but gains the “Fearless” talent for an duration equal to the casters psi power in minutes (use this instead of the "10 rounds duration"). If the target opts not to take a resistance role or fails by five or more degrees, it gains a point of corruption.
Overbleed: For every 10 points the threshold is beaten by, the difficulty of the resistance role worsens by one step. If beaten by 20 points, the Arcana can even effect someone with Chem. Geld (starting with +20 resistance).

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