Enuncia

By Cobramax76, in Dark Heresy House Rules

Here are the rules that I've compiled on the Primordial language so rarely mentioned in the game. Its called Enuncia. I hope you like. I have tried to balance the abilities ( being OP to begin with even by what the fluff mentions about it ) with the cost in terms of XP ( represented by the time it takes to locate and study enough to make the 1st attempt ) I have intentionally NOT listed a cost for the 3 tiers of Enuncia skill as this is NOT something to be simply "picked up in between games with suitable XP" This is ONLY intended to be acquired through arduous campaign play and side missions. ( ALL at the GM's discretion )

Enuncia 1.2

The primordial language of creation, Enuncia, is divided into three main types; Nouns, which conjure the physical energies of existence; Adjectives, which give those energies form; and Verbs, which effect the minds and spirits occupying reality. These words are extremely powerful and all across the universe only a few are known to mortals, be they human or xenos.

A fundamental force of the most primal sort, Enuncia can easily damage those uttering the sounds. Whenever attempting to use a word of Enuncia, the speaker must decide how forcefully they wish to speak it - this determines the Fatigue Value [(0 to < TB), (TB =< TB x 2) OR (TB x 2)] and has three levels of severity (similar to Psyker powers):

Whispers: A Challenging (+0) Test to pronounce with a Fatigue Value below their Toughness Bonus.

Reports: A Difficult (-10) Test to pronounce with a Fatigue Value equal to or above their Toughness Bonus.

Shouts: A Hard (-20) Test to pronounce with a Fatigue Value equal to twice their Toughness Bonus (the maximum)

Psykers use the following: For each Psy Rank the speaker has the effects are amplified by the same degree. ( IE...A psyker with psy rank 1 will cause all effects of Enuncia to be manifested at x2 potency. A psyker with psy rank 2 will cause a x3 effect and so on. Therefore a psyker with a psy rank of 6 would cause the effects to manifest at a x7 multiplier.

The reason for this is simple. Psykers have a natural ability to draw on the power of the Aether to enhance any Enuncia they speak.

NOTE: Psykers can atttempt a Focus test beforehand to mitigate the Difficult (-10) test normally associated with attempting to speak Enuncia. At later levels of competency this Focus test (if passed) will give the psyker an automatic +1 Degree of success.

After their Focus Power Test has resolved. the psyker,if successful must make a Challenging (+0) Toughness Test. For each success on their Toughness Test they reduce the Fatigue Value by 1 and for each failure increase the Fatigue Value by 1. If the Fatigue Value becomes lower than their Toughness Bonus, they take no damage (or Corruption), otherwise they take the remaining Fatigue Value as damage, and half the Fatigue Value in Corruption.

In addition, for every 4 points of damage inflicted from Fatigue Value, increase the difficulty modifier of all Enuncia tests by an additional -10 (non-cumulative) to represent the character's mouth being ripped apart by forces they've unleashed. Even on successful Toughness Tests they will lose their teeth and bleed from the mouth, but this has no in game effects aside from a lumpy smile.

If a Heretek learns this ability via sourced machine code, the task is more arduous, takes longer, and he always makes his tests with an additional -10 modifier. This condition cannot be removed unless more mundane methods of learning Enuncia are explored; Enuncia can never be acquired through Infamy Requisition Tests for any characters, but information leading to some can.

Enuncia Whisperer
Tier: 1, Unaligned
The character has through guile, luck or fate, obtained a fragment of the primordial language, Enuncia, and has managed to pronounce some fragments of it. This gives them access to buy one of the Words of Enuncia (although in-game exposition must occur for their gaining the information): Expletive, Past or Nothing. When using Enuncia they suffer a -10 to all tests (non-cumulative) until they receive some sort of healing to represent the unavoidable damage done to their mouths.

Enuncia Expert
Tier 2, Unaligned
Prerequisite: Enuncia Whisperer
After intense and painful training, often from the upper echelons of cults or through tomes of the darkest lore, the character has gained some mastery over Enuncia and no longer suffers a -10 to all tests when using the primordial words (although they still suffer considerable superficial damage) and are susceptible to damage from failed Drain Value Tests. They gain access to the following Words of Enuncia: Conjugation, Past, Do and Unknown (provided they know the pre-requisite words)

Enuncia Master
Tier 3, Unaligned
Prerequisite: Enuncia Whisperer, Enuncia Expert
Few in the history of the galaxy have attained this level of control over the primordial language, and they are to be greatly feared for the very powers of creation are quite literally on the tips of their tongues. They only suffer superficial damage from Whispers and Reports and always reduce any damage suffered from failed Fatigue Value Tests by 1. They have access to all the Words of Enuncia (provided they know the prerequisite words).


NOUNS
Expletive
Value: 500 xp
Focus Power Test: Yes
Range: Sight
Sustain: No
The speaker can conjure a bolt of pure force at an opponent. The speaker makes a Ballistic Skill Test to hit the target, and deals 1d10 Impact Damage with a bonus of +2 Damage and Pen per WP Bonus. If the damage taken is greater than the targets Wounds. Then the targets body explodes and showers bit of gore and bone shrapnel in a wide radius ( 1m per Wound taken over total. Targets in the radius take 1d5 Rending Damage plus test against Fear(2) or be stunned for 1d5 rounds and unable to move )

Conjugation
Value: 1000 xp
Prerequisites: Expletive
Focus Power Test: Yes
Range: Sight
Sustain: No
The speaker can wrap a target in crushing bands of force. Inflicting 1d10 Impact Damage with a bonus of +1 Damage and Pen per WP Bonus. The speaker may also Grapple the opponent (see page 240), If the damage taken is greater than the targets Wounds. Then the targets body implodes with the extremities ( head, hands, feet ) "popping" and showing the area with bits of gore in a small radius ( 1m per 5 Wounds taken over total. Enemies in the radius test against Fear(2) or be stunned for 1d5 rounds and unable to move )


Wrought
Value: 1500 xp
Prerequisites: Expletive, Conjugation
Focus Power Test: Yes
Range: Sight
Sustain: Yes
The speaker has developed his diction to the furthest reaches humanly possible. He can generate a rain of force bolts that can smash his enemies in a savage storm of primordial fury. The speaker can pick out a number of targets equal to his WP Bonus for each round that he maintains this power. The speaker must make a Ballistic Skill Test ( at +10 ) to hit each of the targets, and deals 2d10 Impact Damage with a bonus of +2 Damage and Pen per WP Bonus. No target may be hit more than once a round. Sustaining the word is a half action.


ADJECTIVES
Present
Value: 300 xp
Focus Power Test: Yes
Range: Personal
Sustain: No
Uttering this word allows the speaker to briefly peer into the near future and see possible outcomes and potential dangers. Until the end of the next turn, the speaker gains a +30 bonus to one skill roll. This technique may not be attempted at a Fatigue Value below the speaker's Toughness Bonus.

Past
Value: 600 xp
Prerequisites: Present
Focus Power Test: Yes
Range: Personal
Sustain: No
The use of this word allows the speaker to slip back in time a number of rounds or up to even hours or days ( depending on the success of the test ) The maximum number of hours the speaker can travel back is their WP Bonus in hours plus 1 hour per each degree of success.


Future
Value: 900 xp
Prerequisites: Past, Present
Focus Power Test: Yes
Range: Personal
Sustain: Yes
At this level of skill, the speaker has learned how to explore multiple outcomes to different choices and actions, and to be able to sort through them in less than a heartbeat. The speaker must succeed at a Focus Power Test. If successful, the speaker gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20 penalty—these benefits apply for one round, unless the speaker sustains this technique.
Additionally, he can see glimpses of the dangers in his immediate vicinity and shout warnings to his comrades within 2m x Fatigue Value radius to warn them of incoming attacks. Allies beyond this range are outside of the scope of his power to foresee. All Ballistic Attacks against those so warned suffer a –5 penalty. This technique may not be attempted with a Fatigue Value below the speaker's Toughness Bonus.



VERBS
Nothing
Value: 1000 xp
Focus Power Test: Yes
Range: Sight
Sustain: No
The speaker has learned how to block the messages of the target’s senses. The speaker makes an Opposed Willpower Test. If he succeeds, the target is either struck deaf, blind, or is unable to scent or taste. The target takes 1 Wound directly to the affected area ( this damage bypasses Toughness and Armour ) plus 1 Wound per Degree of success.

Note: The effects of this are likely to be permanent. Requiring augmetic surgery to counteract/replace the damaged parts.

If the damage is not permanent ( IE the target was able to make the opposed Willpower save ) then the target will regain use of the sense within 1d5 days normally.

The speaker selects a number of targets equal to his Willpower Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Willpower Test.

Do
Value: 1500 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Yes
Range: Sight
Sustain: No
This word allows the speaker to force others to briefly act against their will. The speaker makes an Opposed Willpower Test. If the speaker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Willpower Test.

Unknown
Value: 2000 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Yes
Range: 1m per WP Bonus Radius
Sustain: No
The true word for the unknown is so terrifying in its' existence at all that it drives the most stalwart mortals to flee for their lives. If the speaker succeeds at the Focus Power Test, the target is affected as if the speaker possessed the Fear (4) Trait. The speaker may increase the level of the penalty of the Fear test by -10 for every degree of success in the Focus Power Test.

Failure by the any target in the radius by more than 5 degrees will cause the target to literally die of terror by having their heart stop.

Stop
Value: 2000 xp
Prerequisites: Do
Focus Power Test: Yes
Range: Sight
Sustain: No
Uttering this word pulls at the very conduits of consciousness and the speaker can injure or stun an opponent in sight. The speaker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per WP Bonus) with the Shocking quality (see page 116). The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the speaker's WP Bonus Value. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the speaker's WP Bonus Value (rounding up).

Destroy
Value: 5000 xp
Prerequisites: Nothing, Do, Unknown
Focus Power Test: Yes
Range: Sight
Sustain: No
Uttering this word pulls at the very fabric of reality and causes molecules to separate, effectively annihilating the target.

The target will take 1d10 damage plus 5 damage per WP Bonus directly to Wounds ( ignoring Toughness and any protections ) If the target takes more Wounds than they have then they are disintegrated. The target is allowed an Opposed Willpower Test to reduce the damage by half.


GM Note: Enuncia is mechanically a very powerful ability and should be doled out carefully and slowly, be that a Daemon is slowly feeding their worshiper knowledge or through the collection of artifacts. Knowing a few words of Enuncia would be a very powerful boost to any character, but knowing many or all of them would be devastating. Avoid allowing players to use it without restraint as it opens up the potential for accruing Corruption points very quickly (which in some cases could unbalance their characters in terms of power, making this a very dangerous ability for Psykers in particular).