COMPLETE NEW PSYCHIC DISCIPLINE: LOGOKANCY

By Lightbringer, in Dark Heresy

COMPLETE NEW PSYCHIC DISCIPLINE: LOGOKANCY

Logokancy is one of the rarest psychic disciplines. Logokines are master manipulators and spies who use their powers to control their voice to such a degree that they can convince almost anyone of almost anything. Related to (but more subtle than) telepathy, the discipline plays tricks on the mind rather than dominating it completely. Logokines are smooth, sociable and devious, yet often prone to arrogance, simply because they cannot resist showing off how easily they manipulate people.

DISGUISE
“Grammaticus sighed and sat down on the bed. In looks and build, he was nothing like Kaido Pius, het of the Carnivales. It was amazing what a confident, clear tone of voice could do. Such was the strength of a logokine.”

Threshold 14
Focus time: Half action
Sustain: Yes
Range 20m

Without changing your physical appearance, you manage to convey the impression simply through your tone of voice and behaviour that you are another person. So convincing is this illusion that even those extremely familiar with the individual imitated will be fooled. The power is harder to use against large groups, or against those who are already suspicious about your behaviour.

Upon manifesting this power, select a number of targets within range equal to your willpower bonus. Each target must succeed on a willpower test or they will believe that you are whoever you claim to be for as long as you sustain the power. If you are acting in an actively suspicious way, far removed from the normal behaviour of the individual imitated, then each target will get a +10 modifier to their willpower for the purposes of the willpower test. This power has no effect on creatures with an intelligence of 15 or less, as they do not have the mental subtlety to be manipulated in this sophisticated way.
Overbleed: for every 5 points by which you exceed the power’s threshold you may add another target or impose a -10 penalty on one target’s willpower test to resist this power.


LANGUAGE MASTERY
“You don’t know the half of it, Grammaticus thought. I’m fluent instantly in every tongue, every language I encounter. It’s my particular talent, and my curse.”

Threshold: 5
Focus time: half action
Sustained: yes
Range: you

You are able to instantly understand every human language spoken to you. Your command of the language varies according to how successfully you utilise this power, but you will always have enough understanding to communicate adequately. Whenever you use this power, you are assumed to instantly posses the Speak Language skill relevant to whatever individual you are interacting with.

Dealing with Xeno languages is more difficult, as the mind of an alien is harder to understand and empathise with. Translating an alien language is an intellectually draining and challenging exercise, even for a Logokine. Broadly speaking, the less complex the xenos, the easier they are to understand. Assume that you are able to use this power in the normal way with any alien whose “average” intelligence (as shown in creatures anathema etc) is lower than yours.

Thus, for example, if Galen the logokine (intelligence of 36) wanted to communicate with Krogtoof, an Ork warboy (intelligence 24) he would have no problems. However if he attempted to speak to an Eldar (intelligence 38) or an Enoulian (intelligence 47) he would be at a loss. If he wants to speak Enoulian, Galen is going to have to go about it the old fashioned way and dig out some Enoulian phrasebooks!
Overbleed: for every 5 points by which the threshold is exceeded, you may opt to increase your mastery of the relevant language to +10 or +20. Thus you will often speak the language more fluently and eloquently than the person you address!

SILVERTONGUE
“I’m not about to disrobe for some sordid little tryst in this briefing room. I’m not sure I’m going to disrobe for you at all.”
Grammaticus allowed a smile to cross Heniker’s face.
“My dear uxor,” he said, “the simple doubt expressed in that sentence is all I could ever ask for.”

This power is identical to the power “suggestion” on page 28 of “Disciples of the Dark Gods.” However, like all Logokancy powers, it is a verbal power, so the range is as far as you can project your voice (say 20m). The tradeoff for this additional range is that the power has a threshold of 10 rather than 9.


VOICE OF COMMAND
Threshold
18
Focus Time: Half action
Sustain: No
Range: 20 metres

By snapping a simple verbal command in a carefully modulated, psyk-enhanced tone of voice, you cause your victim to leap to comply. When you manifest this power, make an opposed test, pitting your willpower against the target’s. If you succeed, the target must follow your command. The nature of the command must be simple and must be able to to be taken in a single round.

This power is similar to the Telepathy power “Compel,” but there are subtle differences. The art of Logokancy is highly contextual and based upon tricking the victim with subconscious desires, fears and guilts. If you are able to deliver the verbal command in the tone appropriate to someone able to command the victim to obey such an order, then you receive a +10 bonus to your willpower for the purpose of the opposed test. For example, Dave is playing Galen, a Logokine psychic. A spooked PDF trooper has him at gunpoint. Dave shouts “Drop the gun!” This doesn’t give him the +10 bonus. However, if he’d shouted “Holster your sidearm, trooper!” in the strident tones of a Regimental Sergeant Major, he would have received the +10 bonus. This bonus rewards devious thinking and good roleplaying.

Overbleed: For every 10 points by which you exceed the power’s threshold, you gain a +10 bonus on your opposed willpower test.


MASTER MANIPULATION

Threshold 26
Focus time: Full action
Sustained: no
Range: 20m

This is the most feared power of the Logokine: rarely encountered, it has – in the hands of alpha level psykers – led to the downfall of whole sectors. Whenever you use this power, you are able to tell a victim a single piece of information, and they will automatically, unhesitatingly believe it to be true. Even the most horrific, unlikely or bizarre scenario will be accepted without question. The uses of the power are practically endless: from something as simple as “If you don’t give me that doughnut the moon will fall out of the sky and crush you” or as horrific as “If you don’t shoot yourself in the head immediately, your daughter will be eaten alive by dogs” to something as far-reaching and disastrous as “Marius Hax is the head of a Slaaneshi coven.” The power is exhausting and difficult to use, but very powerful and insane alpha level psykers have been known to dominate entire sectors of Imperial space through the repeated use of this ability. Indeed, so feared is this power that Logokines are the type of psyker most carefully monitored by the Ordo Hereticus.

Make an opposed test, pitting your willpower against the target’s. If you succeed you are able to tell the target a single fact, which will be believed without question. Logical argument and proof that the fact is incorrect will not change the victim’s belief in the slightest.

Overbleed: For every 10 points by which you exceed the power’s threshold, you gain a +10 bonus on your opposed willpower test.

MIMIC

Threshold: 7
Focus time: Half action
Sustained: yes
Range: you

You are able to modulate your voice so as to mimic anyone you have ever heard, perfectly. Your voice sounds exactly like the person imitated in every way: timbre and pitch are flawless, and accents are replicated to the finest detail. Even high level logiscanners and voice activated audiolocks are fooled. Of course, your appearance does not change in the slightest.


THROW VOICE

Threshold: 6
Focus time: Half action
Sustained : no
Range: 20 metres

You are able to throw your voice perfectly, so as to make it come from somewhere outside your immediate presence. This is more than mere ventriloquism: your voice actually IS coming from somewhere else! Your lips do move, however, as you speak. You are only able to say a single sentence of no more than twenty words using this power.

PSYCHIC ROAR

Threshold: 15
Focus time: Half action
Sustained: no
Range: 10m x willpower bonus

Taking a deep breath, you emit a stunning blast of sound at tremendous volume, shaking the grounds and blasting eardrums. This blast of pure sound can be directed at a single target as a psychic missile: test willpower to hit your target. If you succeed, your attack deals 1d10 Impact Damage, +1 damage per point of your willpower bonus. The target will also be deafened for 5 rounds, and prosthetic ears of anything less than good quality will be destroyed.
Overbleed: For every 5 points by which you exceed the power’s threshold, you deal 1 additional point of impact damage.

NB: A NOTE ON THE VERBAL USE OF LOGOKINE SKILLS
I know what everyone’s going to ask: can my logokine psyker use his skills over the telephone? I’m actually not going to answer that question! I think it’s ultimately up to the GM and the player to use some common sense as to which of these powers are appropriate to use over vox-links, speakers, etc etc.

For example, Dave wants to get his character, Galen the psyker, to use the “throw voice” power over an open vox link to the security room of an arbites cell 5000 miles away, so as to make the guard monitoring the security cameras turn away for a second. Pete, the GM, thinks that’s waaaay to ambitious, and tells him the power doesn’t work like that. Thinking quickly, Dave instead suggests that Galen uses the “Mimic” power to imitate the head of the Arbites on the planet to order the guard to go away. Pete accepts this approach.

"Indeed the Warp works in strange ways, and as such the very whisper from my lips could crush your bones..."

Very interesting, who would have thought of using the voice as a discipline all its own. Of course alot of those could very well fall under the Telepath discipline but actcually the ability to learn languages and other neat tricks could be turned around and used for say...Lexgraphers and such to replacing some of the psyker skills and keep them from becoming dirty witches and sorcerers (Why FFG? Why would you purposely try to make a PC a nascent psyker?)

Glad you like it, Ignaeus! I've obviously based these rules on the character John Grammaticus from Dan Abnett's book, Legion. Grammaticus is a typically inventive Abnett creation, a devious and manipulative spy for an alien cabal with tremendous psychic powers. I think Logokancy has great potential as a roleplaying device because it's far more subtle than, for example, pyrokinetics, and as such actually quite suitable for PCs who are more interested in good roleplaying, interaction and creative problem solving than players who shoot first and ask questions later.

I've also amended the rules slightly for language mastery to allow interation with alien races.

Lightbringer said:

Glad you like it, Ignaeus! I've obviously based these rules on the character John Grammaticus from Dan Abnett's book, Legion. Grammaticus is a typically inventive Abnett creation, a devious and manipulative spy for an alien cabal with tremendous psychic powers. I think Logokancy has great potential as a roleplaying device because it's far more subtle than, for example, pyrokinetics, and as such actually quite suitable for PCs who are more interested in good roleplaying, interaction and creative problem solving than players who shoot first and ask questions later.

I've also amended the rules slightly for language mastery to allow interation with alien races.

Pyrokines have subtly, they just reserve it for the "intense" interrogation and subsequent casting into the pyre shortly afterwards happy.gif

While Mastermanipulator has a high treshold, it is way to powerfull... and in my books, a little to in-differential.

With the mechanic as written, telling a hive worker " your wife is cheating on you!" is as easy as telling him that "I am the emporer!" .

You're missing two powers ... all the other disciplines have ten major powers and I only count 8 here ... not to mention not all of them qualify as major powers. I would certainly like to see more, as it feels as though there are too few major psykic powers available as is.

With the power "Language Mastery" does your Psyker afterwards keep his speak language skill in regards to that race?

Like the man in your example with the ork. Does the warp (I go with the theory that the warp is alive) subtlely add some basic understanding of the ORK's language to the psyker?

Gregorius21778 said:

While Mastermanipulator has a high treshold, it is way to powerfull... and in my books, a little to in-differential.

With the mechanic as written, telling a hive worker " your wife is cheating on you!" is as easy as telling him that "I am the emporer!" .

Well...it does have the highest threshold of any power in the entire game, and still depends upon passing a contested willpower test. Thus you're not going to be able to convince an Inquisitor Lord very easily, but you might be able to work your magic on a hive worker.

Plus, we do actually live in a world where Jim Jones can convince hundreds of people to kill themselves just because he tells them to...

I didn't want to get into differentiating between the plausibility of lies told, as I didn't want to stifle players' creativity. My view was the power should be difficult to use, but devastatingly powerful in effect.

This concept is based upon a short piece of background from the GW website a few years back which detailed an alpha level psyker who had the power to say anything to anyone and be believed. I thought it was a nice idea! happy.gif

Jack of Tears said:

You're missing two powers ... all the other disciplines have ten major powers and I only count 8 here ... not to mention not all of them qualify as major powers. I would certainly like to see more, as it feels as though there are too few major psykic powers available as is.

I imagined Logokancy as generally being a discipline with powers that were subtle, easy to use, but which had the potential to be extremely effective in aiding deception. Just because a power is pitched quite low in terms of threshold, it doesn't mean it's a minor power in my mind. Throw voice and mimic could, I agree, be argued to be minor powers. But they are so closely linked to the underlying concept of Logokancy that I think they fit right in with the rest of them.

As for the NUMBER of powers, yes, I probably will put together a couple more. Bear in mind I was extremely hungover when I wrote the discipline, so I was fading fast towards the end! sonrojado.gif

Lightbringer said:

Plus, we do actually live in a world where Jim Jones can convince hundreds of people to kill themselves just because he tells them to...

True. But this power allows Paul Psyker to do the same thing with people who wouldn´t be stupid enough to do so otherwise. And a resistance role is just that. A role of a dice. Which can simply fail pretty often. 45 is considered a high willpower in this game. To much chances to start to believe that "I am the emporer" .

But that is "in my book" and this is your game :)

AdabrBrcol said:

With the power "Language Mastery" does your Psyker afterwards keep his speak language skill in regards to that race?

Like the man in your example with the ork. Does the warp (I go with the theory that the warp is alive) subtlely add some basic understanding of the ORK's language to the psyker?

Re your first question: I must admit I hadn't thought of this point! In the Abnett novel "Legion," the character John Grammaticus appears to be able to use ANY language he's learned through his powers at any time...however, I do wonder if this is a little too much power to place in the hands of a player... The way I've written the power (and bear in mind I hadn't actually had your question in mind when I wrote it) is "Whenever you use this power, you are assumed to instantly posses the Speak Language skill relevant to whatever individual you are interacting with."

So I guess, just going by the wording of the power, that the player possesses the skill whenever he is using the power and interacting with an individual speaking another language, ie only during the life of the sustained power.

Re your second question: the mechanics of how the power works are a total mystery to me! I agree that it is weird that a player, using these mechanics, may end up speaking the language better than a native speaker. I for one believe that weirdness is a trend to be encouraged! Your mechanism/explanation is cool, though! happy.gif

Gregorius21778 said:

True. But this power allows Paul Psyker to do the same thing with people who wouldn´t be stupid enough to do so otherwise. And a resistance role is just that. A role of a dice. Which can simply fail pretty often. 45 is considered a high willpower in this game. To much chances to start to believe that "I am the emporer" .

But that is "in my book" and this is your game :)

Fair enough! All I would say is that to actually use this power though, the psyker has to pass a threshold test higher than powers which would enable him to possess a victim, consume his soul, chop his head off or consume his physical form in a fiery holocaust. In the context of those powers, getting someone to believe a lie (no matter how improbable) on the basis of a contested willpower test doesn't seem that disproportionate to me... Especially when many of the psychic powers are decided on the basis of the same test in the system already.

Lightbringer said:

Well...it does have the highest threshold of any power in the entire game

Not true both the Molten Man and the Holocaust of Torment powers have higher theresholds. 27 and 28 respectably and the Seed Mind Power has 26 as well.

Now that I am done being picky allow me to say that that is really well done and quite inventive as well as being very suitebly for the game.

an Idea to the Throw Voice power or another one enetirely how about making it such that you cannot just throw your voice from another angle but really throw your voice out so that it is perfectly audible whether you are on the battlefield with artilery barrage going on around you, in a loud and dense crowd in a place with bad acoustics or whatever, your voice can always be heard clearly as if you were standing next to someone in a quiet room.

another idea something simple as making a power that as long as it is surstained you reviece a +10 bonus to all interaction tests this may be combined with peer talents and other powers like Silvertongue power. for each 5/10 by which you exceed its threshold you gain an additional +5.

Grammaticus is a really fun creation, and was the highlight of that particular book.

I imagine his powers involve equal parts warp-witchery and linguistic genius. The holy Grail of Linguistics is the discovery of a set of universal principles of language. We are a long way away from that, but 40,000 years and the help of an alien cabal of hyper-advanced civilizations could make a lot of headway towards that goal. I imagine his Logokine ability is a combination of Magic and hyper-advanced linguistics in the same way that Alchemy could be seen as a combination of magic and chemistry. Sufficed to say, the John Gramatticus Character is also a super-genius along the lines of Zygmunt Molotch, or a few other of Abnetts diabolical characters.

I'd call a mary-sue on that count, but in a universe of trillions of people, there are probably millions of super-geniuses running around at any given time.

All that said, to the medieval mind and in Abnett's book in general, words have power. (Remember glossia?). That said, an understanding of the metaphysics of words could be the greatest power of all.

Lightbringer said:

Glad you like it, Ignaeus! I've obviously based these rules on the character John Grammaticus from Dan Abnett's book, Legion. Grammaticus is a typically inventive Abnett creation, a devious and manipulative spy for an alien cabal with tremendous psychic powers.

It also sounds a lot like the stuff that Zygmunt Molotch of the Cognitae used in Ravenor. He was an expert manipulator, not only able to use his voice like a weapon (he could simply compell people to stop dead in their tracks for a few seconds by amassing a very authorative tone in his voice), but he coul figure out the basic idea of a language simply by hearing a few spoken phrases.

However in Ravenor, this doesn't seem to be the works of psychic powers, but rather a really all encompassing way of analyzing and manipulating people. I like the idea, but it doesn't seem all that scary if a simple blank could just nullify it all.

Tetragon Tanebrae said:

Not true both the Molten Man and the Holocaust of Torment powers have higher theresholds. 27 and 28 respectably and the Seed Mind Power has 26 as well.

D'oh! You're right, I missed them. It was certainly my intention to make the power equal in difficulty to the most difficult in the game, as I felt the Master Manipulator ability could be a game-wrecker. On that basis, I'd probably hike its threshold to 28.

As for your suggestions for powers, I like 'em! How about this one?

CLEAR WHISPER

Threshold: 7
Focus time: Half action
Sustained: no
Range: Line of Sight

You are to cast your voice with incredible purity of tone to anywhere within your line of sight, and transmit a message that will be audible (as a whisper) to a single person. Irrespective of the background noise levels (battlefield, mutant twist concert etc) your voice will be as audible as if you were whispering in that person's ear in a silent room. Note that for the purposes of this ability "line of sight" means viewed with your own two eyes, not through magnoculars, telescreens etc. There is no overbleed effect.

seems good :)

a very effective way of giving information to ones team members without alerting others or whisper a threat or order to someone across the room.

then we ar up on 9 if I remember correctly one more to go.

Awesome, translating to DH mechanics was the first thing I thought about after reading about Grammaticus' powers.

Shouldn't it be called Logokinetics though?

An adept of Telekinetics is a telekine

An adept of Logokinetics is a logokine, which is what Grammaticus was called

An adept of Logokancy is a logokant.

IMHO at least.

I do not think it matters what we call it as half of it does not make sense if you look at it from linquistic point of view.

Telepathy is made up of Tele = distance and -pathy = suffering / emotion (fair enough distant emotions = thoughts)

Telekinetics is made up of Tele = "See above" and -Kinesis = movement (again fair enough distant movement)

Divination is just divination (I.e. foresight)

Biomancy is Bio = Life and Mancy = divination (divination of life), should be called Biochierismos (life manipulation) or Bioelencho (life control) but Biomancy sounds better

Pyromancy = Divination of Fire (same goes here as above)

Logokinatics = Movement of knowledge

"Kancy" dosen't really mean anything as far as I know it just sounds fancy.

so I do not think it matters gui%C3%B1o.gif