Right...
...I posted a while ago (on a different threat about psykers) that I was pondering how to carry across some of the ideas from the original DH psychic rules into the current system, and I mentioned that older system again in this thread...
I've got a few moments to spare, so I'm going to elaborate further on those original ideas, in some cases translating them across and in others writing my own parts to fill in sections of those rules not completed within those early drafts.
A moment's warning first: I make no claims as to how good, appropriate, or balanced these rules are. They're certainly not complete in any way, shape or form, and require a lot of work before they're in a truly usable state. Comments should bear this in mind. Please pay particular attention to my comments, marked in [square brackets and italics] and dotted through the text below.
Psychic Potential
A psyker character will have one of six ratings, determining his raw psychic potential. This determines both the amount of power the psyker is capable of directing, as well as controlling a number of quantitative effects that his powers will produce - a more powerful telekine can lift greater masses, a more powerful telepath can broadcast over wider areas, and so forth.
Psychic Potential, or Psy Rating, is determined randomly, using the following table:
01-51: Zeta Grade (Psy Rating 1)
52-76: Episilon Grade (Psy Rating 2)
77-89: Delta Grade (Psy Rating 3)
90-95: Gamma Grade (Psy Rating 4)
96-98: Beta Grade (Psy Rating 5)
99-00: Alpha Grade (Psy Rating 6)
Characters can increase their psy rating to a degree, but for the most part, this roll determines their raw potential.
[Note: The table is very rough, based on the vague idea that each grade is half as common as the one preceeding it. The naming of the psy ratings comes from the original document.]
Using Psychic Powers
[this is based heavily on the original draft rules, but includes a few adaptations of my own]
Every psychic power has two values associated with its use - Difficulty, and Threshold. The former determines how complex the power is to manifest, while the latter determines how much power is needed to make the power happen.
When attempting to manifest a psychic power, you need to make a Power Roll. This is a number of d10s equal to your Willpower Bonus - though you can choose to roll fewer if you wish, you must roll at least one. Your Psy Rating also plays a part, granting you a number of bonus d10s equal to the rating's number - so a Delta Grade psyker gains 3 bonus d10 for his Power Rolls.
Once you have chosen the power you want to manifest, roll your pool of d10s. For every die that rolls equal to or higher than the Difficulty, you have scored a single success. If you score a number of successes equal to the power's Threshold, then the power has been successfully manifested. Successes beyond the Threshold can, in some cases, be spent on additional effects. Most of these will be unique to the power in question, but one - finesse - is described later.
[Yes, it's very similar to White Wolf's storyteller system. So were the original DH rules. The ability to distinguish between a complex power and one simply requiring a lot of "oomph" is, however, a valid and useful one.]
For Example: Silas Vorn, a rogue pyro-witch of Epsilon grade, is being pursued by a League of Blackships capture-squad, and needs to thin out their numbers before they reach him. He summons up the inferno within his mind and unleashes a roiling bolt of unnatural flame at the nearest trooper. With his Willpower Bonus of 4, and a Psy Rating of 2, he rolls 6 dice. The power has a Threshold of 2, and a difficulty of 4 - a relatively simple power to manifest. Rolling 1, 3, 3, 4, 7, 7, he's scored 3 successes - enough to manifest the power successfully, and the bolt of flame leaps away to strike his adversary.
However, control is important, especially with the most difficult of powers, and can allow a skilled, determined psyker to match or best a psyker of greater raw power. For every die conferred by the psyker's Willpower Bonus that he doesn't roll, he may add a bonus equal to his Willpower Bonus to any one other dice, increasing it's chance of beating the Difficulty value. No die may gain this bonus more than once, however.
The Effects of Corruption
The Power Dice described above are not the only dice rolled when manifesting a psychic power. When attempting a Power Roll, you roll an additional d10 that has nothing to do with the success or failure of the attempt, called a Corruption Die. This die should be clearly different from the ones contributing towards the power roll. If it rolls the same number as any of the Power Dice, then the psyker immediately gains a number of corruption points equal to the number of Power Dice being used on the Power Roll - the greater the power accessed, the greater the risk of corruption. Sufficiently well-trained psykers can eventually remove the Corruption Die from the Power Rolls used to manifest certain powers, or even certain disciplines, but it can be a long and arduous process to reach such a level of skill.
Psychic Phenomena
The effects of the warp upon reality are unpredictable, and drawing upon the warp for power gives that unpredictable energy a way into reality. Knowingly or not, some of that energy gets loose during the manifestation of a power, creating strange and unnatural effects that make it clear to all nearby that a psyker is about. A skilled psyker can minimise this 'waste' energy, allowing his nature to go largely unnoticed.
Whenever a psyker uses a psychic power, roll on Table @@: Psychic Phenomena [for the moment, use the table in the DH rulebook, re-rolling any results of 75+]. This may be avoided, if the psyker chooses to spend a single surplus success on suppressing this side-effect - this is known as Finesse, or "spending a success on finesse". Some powers do not allow a psyker to spend a success on finesse, however.
Perils of the Warp
A failure to control the energies drawn from the Immaterium can be catastrophic. If the number of failures on a Power Roll are equal to or greater than the Psyker's Willpower Bonus, or if no successes were scored at all, then the character must attempt a Willpower Test, with a penalty equal to ten times the power's Threshold. If this is failed, then consult Table @@: Perils of the Warp and use the amount by which the test was failed to determine the consequences of this failure. [for the moment, use the table in the DH rulebook, replacing the d100 roll with the amount by which the Perils of the Warp test was failed].
Sustaining Powers
There are a number of psychic abilities that are worth “keeping on” for an extended length of time. Abilities that can be used in such manner are referred to as being “sustainable” which is noted in their entries. A psyker can sustain a single psychic ability without effort once properly activated; however, all Power Rolls that the psyker makes while sustaining a single psychic power are at a –1 Penalty. A psyker can sustain multiple abilities, but all Power Rolls to invoke other psychic abilities will get progressively more difficult. A psyker sustaining 2 abilities is at a –3 Penalty on all Tests and a psyker sustaining 3 abilities is at a –5 Penalty. No human psyker can sustain 4 abilities at once without losing their mind to the warp.
The Corrupt Will to Power
Once a psyker’s basic power grade has been established it is unlikely to change. Extremely driven individuals (like many Acolytes) will often train long and hard enough to one day manifest their abilities as the next grade. A single Psyker Grade Talent upgrade can be acquired [the details of this would require a reworking of the career path to accomodate this extensive reworking of the system]. For some psykers though, this will never be enough. An Epsilon Grade psyker may look with envy at what a Gamma Grade psyker can achieve and quietly vow to do whatever it takes to also achieve that level of ability, no matter the cost…
Psykers that have been exposed to “extreme” warp phenomena, including direct exposure to the Immaterium, daemonic possession, and debilitating attacks by more powerful psykers may one day realize that there is a way to grow more powerful: by accepting the corruption of the warp. Not all of them rationalize it to themselves that way, but in the end, the results are all the same – seeking psychic power beyond one’s “birthright” results in warp corruption.
Under the right circumstances, a psyker can “buy” a second (or more!) Psyker Grade Talent upgrade. “Unnaturally” acquired upgrades cost 500 xp and the psyker immediately acquires a number of Corruption points equal to five times the Psy Rating number.
Psychic Powers
[only Pyromancy so far, and the powers don't have quite the scalability-by-success that I want, but they're a decent enough start. I picked Pyromancy because it was the only discipline complete in the original draft rules, so I had something to work from here, though I've changed a few things. Note the regular use of a character's Psy Rating to determine the size or intensity of effects - this is part of the reason why the higher psy ratings are so rare - their powers are that much more potent.]
Fire Bolt
Threshold: 2
Difficulty: 4
Sustain: No
Description: The single most common ability used by pyrokinetics, Fire Bolt allows a psyker to create balls of flame and hurl them at his foes with his mind. The colours and appearance of the flames are unique to the psyker that forms them, ranging widely from searing white light to green-black spheres of obscenity mouthing faces. A Fire Bolt has a Damage value of 1d10 plus Psy Rating of the psyker that generated it (dealing energy damage) and a range of 48 metres. For every success beyond Threshold, a psyker can increase the damage by +1, or add +2 to the Pen value. For every three successes beyond the Threshold, a psyker can add +1d10 to the damage.
Burning Fist
Threshold: 2
Difficulty: 5
Sustain: Yes
Description: A pyrokinetic can, with concentration, wreath his hands in waves of shimmering flames. When using Burning Fist, all of pyrokinetics unarmed Hand-to-Hand attacks have a Damage of 1d10+SB+Psy Rating, and deal Energy damage. Anything flammable that the psyker touches (excluding his own immediate gear) is likely to be set on fire by the psychic blaze.
Blinding Flash
Threshold: 3
Difficulty: 4
Sustain: No
Description: The pyrokinetic focuses blazing mental energy into a single point within her mind, before releasing it all in a burst of searing bright light, blinding anyone who has gazing at her. Blinding Flash affects all targets within 12 metres of the psyker, friend and foe alike. Those with appropriate glare shielding and beings that don’t have visual sensory organs are immune. All those affected are blinded for 1d10 times the psyker's Psy Rating in rounds. Blinded targets automatically fail vision-based tests, move at half normal speed and take a -20 penalty on any test that involves fighting, movement or reactions.
Sculpt Flame
Threshold: 4
Difficulty: 6
Sustain: Yes
Description: Stretching forth his will, the pyrokinetic controls the shape of the fires about him. Psykers typically use this ability to direct the flames to a specific effect, such as concentrating a fire on a building’s support beams so as to make it collapse faster. A theatrical psyker with some artistic talent can use this ability to create magnificent figures made of writhing fire or cause flames to leap up as he enters a room. Sculpt Flame does not create any fire; it merely allows a pyrokinetic to shape that, which is already there. The psyker’s range of control is equal to his Psy Rating in 5-metre increments. Each success beyond Threshold allows the psyker more precision. For example, with 1 extra success, the psyker can direct the flames into recognizable shapes, with 2 or 3 extra successes the psyker can craft easily recognizable images, and with 4 or more successes beyond Threshold, the psyker can make near life-like appearing figures, though clearly carved from flame. Battlefield pyrokinetics will use a maintained Sculpt Flame in order to direct some of their other abilities to devastating effect, e.g. by directing their Fire Bolts around an opponent’s armour, adding twice the number of successes beyond Threshold to the power's Pen value.
Wall of Fire
Threshold: 4
Difficulty: 5
Sustain: Yes
Description: A relative blunt but effective ability in the pyrokinetic’s arsenal, this power allows a psyker to erect an immobile barrier of flame that will linger for as long as the psyker wills it. A Wall of Fire can be up to 10 metres long for every point of Psy Rating a psyker has. Foes crossing the Wall immediately suffer 1d10+5 Energy Damage (ignoring armour) and must Test Agility or catch on fire.
Douse Flames
Threshold: 4
Difficulty: 6
Sustain: Yes
Description: Even the weakest of pyrokinetics have the power to produce and direct fire, but it takes a potent mind to deny the natural tendency of flames to run out of control by stopping them with this ability. Douse Flames allows a psyker to extinguish all fires within a number of 5-metre increments equal to his Psy Rating. Fires eliminated by a successful use of Douse Flames are instantly quenched, like a candle being suddenly blown out. A psyker using Douse Flames can stop flamer-style weapons from functioning by concentrating on them, though their fuel may still spray forth depending on the design of the weapon. Note that chemically flammable substances, such as promethium, that burn continuously once exposed to the air will burst back into flame the moment the psyker stops concentrating on them or they pass beyond the range of his control.
Fire Storm
Threshold: 6
Difficulty: 5
Sustain: No
Description: While a lesser psyker is limited to merely throwing fire at his foes, the greater eventually discover that they can simply call the fire into existence all about their enemies. Fire Storm instantly creates an intense conflagration about the psyker’s target as the air itself ignites, burning all within to cinders. The psyker can call a Fire Storm anywhere within 48 metres; the Fire Storm itself has a 6-metre radius from the point (or individual) where it was targeted. The Fire Storm deals 1d10+Psy Rating Energy damage to everything within the radius. For every success beyond Threshold, a psyker can increase the damage by +1, or add +2 to the Pen value. For every three successes beyond the Threshold, a psyker can add +1d10 to the damage.
Incinerate
Threshold: 4
Difficulty 7
Sustain: Yes
Description: An ability requiring sharp concentration, Incinerate allows a pyrokinetic to generate intense heat as well as flame. By psychically agitating the molecules in a tightly focused area, the psyker can eventually create an effect even more devastating than a multi-melta’s; however, Incinerate requires the psyker to concentrate on a single point, making it difficult to use against non-stationary targets. Incinerate has a range of 10 metres and deals 1d10+1 Energy damage. Each Full Action spent concentrating adds 1 to the Damage to the maximum of twice the psyker’s Psy Rating. Damage caused by Incinerate ignores both armour and toughness.
Holocaust
Threshold: 6
Difficulty: 7
Sustain: Yes
Description: A legendary ability that few pyrokinetics are strong enough to even wield, much less have the courage to use, Holocaust calls forth a raging white hot firestorm ignited by the psyker’s own soul. The flames of a Holocaust burn across dimensions, affecting the entities of the Immaterium as surely as material beings, but the cost is high as the psyker risks losing his own spirit to the fury of the conflagration he has summoned. The fires of a Holocaust always burn outward from the psyker who called it, causing a number of d10s of damage equal to the psyker's Psy Rating every round to all targets within a 6-metre radius, ignoring Toughness Bonus and Armour. The psyker also takes 1d10+Psy Rating Energy damage (ignoring Toughness Bonus and Armour) every round that the Holocaust is maintained. There is no immunity to the fires of a Holocaust: Warp Entities as well as other immaterial creatures are burned as readily as the flesh bound and those slain by a Holocaust are killed forever.
