When a demon roll a 9 trying to manifest a psy power, does that cause Psychic phenomena/Perils of the Warp?
We started to discussed this because Horrors (page 352 in the rulebook) are immune to Perils of the Warp.
When a demon roll a 9 trying to manifest a psy power, does that cause Psychic phenomena/Perils of the Warp?
We started to discussed this because Horrors (page 352 in the rulebook) are immune to Perils of the Warp.
Generally, daemons' description with psychic powers says that they are immune to peril of the warp, indeed.
IMO, they can trigger psychic phenomena, however.
If a peril of the Warp occurs, it just doen't affect the daemonbut , affects other characters normally.
That's the way I played it.
The argument from some players was that the demons are from the warp and should be able to control it better.
Usually they will take one wound damage if the roll perils...
Do you remember a page number for that rule?
I remember that rule applying to the Burning Princess, but can't remember any other instances...
The Lord of Change in the same book (Ascension) has a different mechanic, granting overbleed when a 9 is rolled... but then, this is a Lord of Change dedicated to the Chaos God of Magic and that ability is called "Supreme Sorceror", so perhaps it's not the best generic example...
Some of the different warp entities have different ways of taking it - Flamers for example simply never trigger Pheno, ever.
I just don't let them trigger perils, or pheno as wished. It becomes a thematic thing - creatures of the warp are VERY unlikely to be hurt by raw warp energy (the issue created when psykers lose control and pheno/peril), but they are also simply creatures of the warp. What is being loosed is what they live in. They aren't likely to necessarily care about careful control, and are far more likely to simply throw out raw power - and being a conduit for that raw power.
Think in the books, whenever something Warp-ish shows up, reality shifts and changes around them. Its not a bad thing, but some of the perils can *really* mess with acolytes and make the encounter incredibly more difficult. Up to GM. They can even only enforce the pheno/peril if it fits and is interesting.
Rakiel said:
Some of the different warp entities have different ways of taking it - Flamers for example simply never trigger Pheno, ever.
Same with Hive Tyrants in DW.
Alex
Titus Priam said:
Do you remember a page number for that rule?
Have a look at at page 357 in the core book, though that's specifically for Daemonhosts rather than Daemons. Horrors (on page 352) are immune to Perils of the Warp, yet can apparently trigger phenomena (du duu du dudu) like everyone else.