Psychic power "See me not" : how does it work

By janikest, in Dark Heresy

Hi guys,

I have just remarked that besides psychometry and a bunch of other non combat psychic abilities, i lack sustained psychic skills.

In combat situations, i can indeed release good firepower in half an action thanks to divine shot, and have the hip shooting abilities, which allows me to move at the same time. Meaning i can do a lot of things in a half action, releasing me another half action to do something else.

I was wondering what type of sustained ability i could take in order to be even more efficient. I have thought about :

- Chameleon (-20 to BS for ennemy shots) always good. I thought about a cheesy build where you can buy a holographic device (see in the Radical handbook) that would add a further-10 to BS (needs half an action to activate). Meaning that in one action, (time to activate both psychic power and holographic device, i can have -30 against ennemy shots for at least 10 rounds).

- Sense presence. This one sounds also great, because what i usually do is to run undercover while divine shooting anything within my range, and once covered, i will use precog strike and full auto attack ennemies. My GM has sarted to pop ennemies in my back to avoid me killing everyone without being scratched, so that i can no longer camp safely. I have a very poor WS and i cannot allow myself to be engaged in a melee encounter.

Sense presence would allow me to use half an action to check if someone undercover is going to attack me in my back, while using the other hald action to divine shot other enemies.

- Preternatural awareness. This one sounds good too because of the high initiative rolls. But i already have rapid reaction, so i don't know exactly how it could work. I would be interested into knowing more how it could help me since i have read on this forum that this ability was cheesy.

As i have a psy rating of 4, i can also chose a sustainable power from a discipline. I am thinking about Telepathy.

- See me not. Takes half an action to sustain. But i don't know exactly how it works. They say (core rulebook) that it has a range of 20 meters, but when you read the description that it affects ennemies within your willpower range (it would then be 5 meters?). Can someone explain to me how is this supposed to work? If i sustain this avility, does it mean that i cannot be hit by melee attacks, since someone charging me would suddenly see me disappear when he enters within my willpower range?

- Telepathy. Its a free action! I mean, its awesome. Sustaining a free action means that you just have gained the ability for the next ten rounds. Telepathy is used to communicate by thoughts with anyone within the range. Could be useful to communicate with teamates, but i see other possible uses, like frightening the ennnemies by spamming negative thoughts on them, or distracting them.

- Dominate : by far the most useful ability, since you can control someone with half an action, and keep on shooting with another half action. The only thing is that the threshold is quite high, and that you have to make sure that someone is not going to backstab you while you control the dominated character.

What do you guys think? Do you have any good suggestion?

It's right there. In the zogging desctiption. How about you just re-read it?

You erase your presence from the minds of others. This power is more than just “invisibility”; targets that this power has been used successfully on literally cannot perceive you at all. While they may suspect that someone else is present, they can only react to the effects of what you do. For example, you could punch a guard while using See Me Not. The guard would know that he had been hit by “something” and would certainly do his best to find the source of the attack, in hopes of stopping a second blow, but he would look “right through you” while he was searching.

And it's range is 20m. Within which you must select a number of targets equal to your Willpower Bonus.

And no, you CAN be hit with not only melee, but ranged attacks as well, if dice falls in the defender's favour.

It's generally better to spam Spasm, rather waste turns and actions on Dominate in combat, since you cannot full auto, and the target too.

And I prefer having something for defense, so think about Biomancy or Telekinesis.

Biomancy is an incredibly useful discipline. It gets you healing capabilities, which is huge, and flesh shaping for new abilities/traits can be quite useful as well. Also, Biomancy is how you Force Choke people in Dark Heresy.

Telekinesis is always useful, you can become bulletproof, and the utility of creatively applied telekinetic manipulations can be immense (somebody carrying some grenades? oops, you just yanked the pins with your mind).

Telepathy can break investigations wide open with the right power selection. It also has the best non-lethal takedown capability of any discipline or career, for that matter.

Also potentially of interest, depending on how radical you're willing to be, is sorcery, and sorcery powers. Sorcery has some incredibly useful powers ... if you're willing to pay the price.

Telepathy can break investigations wide open with the right power selection. It also has the best non-lethal takedown capability of any discipline or career, for that matter.

I'd personally argue that Telekinesis's Push does the job more safely than Psychic Shriek (as Psychic Shriek can hit allies too). And the gaining of insanity and corruption kinda sucks for Telepathy, but I suppose if you're willing to risk it...

Telepathy's a very good discipline for sure though, it's just the only discipline with a major drawback in the whole "Closer than Flesh" rule.

I initially wanted to pick biomancy, as i can perfectly Divine shot with a half action and support my teamates with the remaining half action, but my GM has placed a lot of limitation on Healing spells, so it won't really work, unless i am ready to rack up corruption points...

I initially wanted to pick biomancy, as i can perfectly Divine shot with a half action and support my teamates with the remaining half action, but my GM has placed a lot of limitation on Healing spells, so it won't really work, unless i am ready to rack up corruption points...

What are these limitations on healing powers? Regeneration isn't TOO bad, but if you want a workaround for it, you could try my group's houserule, which is that Regeneration can only be sustained for a number of rounds equal to the Psyker's WPB.

As for Seal Wounds, won't lie, even with the errata doubling its Threshold, it's still a ridiculous power. Still. Give it Healer's limitation and I think it'll go a long way to balancing it, if you do want to cross into biomancy later.

See me not is very useful power, as is the whole telepathy discipline. Mind Probe, Mind Killer, Psychic Shriek - those are the powers you are looking for. Dominate might be usefull for switching off the boses. The way it works in OW is crazy. If you are a GM and your team has a psyker with dominate, generally increase the number of enemies, by the number he can freely control :P

As for sustainable buffs try biomancy - Flesh to Stone gives you more toughness, combine that with Telekinetic Armour, and you are realy hard to kill. Get Catch projectiles to be immune to normal ammo (unclear after the errata how you can use it thou, i think it's an exception to normal rules (that using power is attack action, and one power per turn or smth).

Constrict was OP the way it's written in core, but thankfully it was nerfed in errata. Now it's so-so.

Edited by Amaimon