When I first read the Psyker rules, I was a little outraged at the possibility of Perils of the Warp inherent in every Psy use. I thought it meant you couldnt mimic Ravenor (a favourite book at the time) who uses Psychic powers near constantly.
But having now run some games of DH with a psyker, I have to say I see the huge advantage of Perils. It stops the Psyker from completely dominating the game. If you could use psychic powers without restriction, then pyskers would have an incredible advantage over everyone, being able to augment themselves, avoid using Fate Points, heal at will, and generally totally screw with the great mass of human opponents. Without Perils, everyone would be a psychic
But throw in Perils, and those psyker players carefully husband their powers. The can bring the magic when they really need to, but they are more likely to suggest exhausting all other avenues before resorting to psychic powers, which is something I like to see in an investigation game. Further more the pyskers are genuinely reviled and suspected by the other PC's (certainly in my game) since they all know that each Psycker is potentially a walking bomb that will one day kill them.
Even better is the concept of the Faustian pact the non-Psychic PC's make with the Psyker PC's. They really dont want him with them, he's a huge potential liablity, but since he has "Healer" and thats the fastest way to come back from Heavily Wounded, then they do need him, much as they hate them.
So, as a player I hated Perils of the Warp, since I thought it limited my character from being a Ravenor. As a GM I love Perils as it mechanically reinforces the perceived hatred, danger and instability of Psykers in play as its represented in the background.
Anyone else have a similar Damascene conversion?
SJE
) Personally I do't think the Psyker system represents the function of the warp and psykers as I envision it, which isn't to say it doesn't ring the bell of others. ANd no offense is meant to T.S. nor the DH design team I was just expecting something a little more than the WFRP2 Magic system which is one of the main reason the group I game with NEVER made the switch, we tried v2 and found it made more problems than it 'fixed' from our house ruled v1 WFRP.



