Warp Manipulation and limits of psychic power

By Kelson2, in Dark Heresy

Hello all. My previous setting experience comes primarily from the Inquisitor rpg. In that there were psyhic powers which manipulated the warp directly. I was wandering if that's an accurate reflection of the setting and if so, if there are rules for it anywhere. I also have heard varying opinions on how well the rules cover the psychic power possesed by humans, and would like to hear peoples thoughts on if Psy rating 6 and discipline mastery are the pinnacle of psychic power accessible to more or less sane individuals, or not.

Kelson said:

Hello all. My previous setting experience comes primarily from the Inquisitor rpg. In that there were psyhic powers which manipulated the warp directly. I was wandering if that's an accurate reflection of the setting and if so, if there are rules for it anywhere.

Well, first of all Inquisitor has never been an RPG, it's a skirmish wargame. If it was an RPG it would be better written.

As for "Manipulating the Warp directly", do you mean Theosophamy (the manipulation of the way the Warp interacts with the material universe)? if so there aren't really any, although a couple of people (including myself) have given them a go. If that's not what you meant then you'll need to be more specific. Technically all psychic powers manipulate the warp directly, for given values of "directly"

Kelson said:

I also have heard varying opinions on how well the rules cover the psychic power possesed by humans, and would like to hear peoples thoughts on if Psy rating 6 and discipline mastery are the pinnacle of psychic power accessible to more or less sane individuals, or not.

Surely by definition the pinnacle of psychic power possessable by humans in the Dark Heresy system would be Psy Rating 6 + every psychic talent in the game? by virtue of the talent system being designed mainly around humans, and being accessible. It may not be accessible to PCs, however

Psy Rating 6 and Discipline Mastery is what you'd find in an aged, experienced and disciplined sanctioned psyker, and then only if they're a true master of their power. If you're going into the realm of rogue psykers, especially ones who use Sorcery to enhance their power, you're looking at Psy 8 for the truly dangerous and experienced ones, along with a spattering of unholy talents. And if you want to go into the Alpha levels (the Burning Princess, for example) you're pretty much in the realm of Psy Rating Plot - they don't adhere to the rules that govern regular psykers. That said, I read someone had an Alpha level Psyker in their game (as an NPC) and they used Psy Rating 10 for them.

Ignore this: this is what happens when you hit "quote" instead of edit.

Snidesworth said:

Psy Rating 6 and Discipline Mastery is what you'd find in an aged, experienced and disciplined sanctioned psyker, and then only if they're a true master of their power. If you're going into the realm of rogue psykers, especially ones who use Sorcery to enhance their power, you're looking at Psy 8 for the truly dangerous and experienced ones, along with a spattering of unholy talents. And if you want to go into the Alpha levels (the Burning Princess, for example) you're pretty much in the realm of Psy Rating Plot - they don't adhere to the rules that govern regular psykers. That said, I read someone had an Alpha level Psyker in their game (as an NPC) and they used Psy Rating 10 for them.

For the really powerful psykers, adding Unnatural Willpower seems entirely appropriate - it scales up a lot of effects, and gives the character a much higher potential for lots of overbleed when using those powers...

Consider... Psy Rating 6, Power Well x3 (one more than is available to any PC psyker without Elite Advances), Discipline Focus, Discipline Mastery, WP 65 and Unnatural Willpower (x2) allows a maximum of 6d10+17 on psychic tests without using Invocation. WIth Invocation, that increases to 6d10+29. Add Psychic Supremacy to that (allowing the first 9 to be ignored when rolling 3 or fewer dice) and Favoured By The Warp, and things get really quite scary.

Assuming the psyker is a Telekine, the following effects could be seen (without Invocation, and with all 6 dice used on any power for an average power roll of 40, with effects including overbleed):

Catch projectiles would stop 12 hits within a radius of 12m. Fling could throw an object of 360kg up to 36m, dealing 1d10+72 damage to anyone struck by the object. Force Barrage would produce 15 bolts dealing 1d10+12 damage each, able to strike up to 120m away. Force Bolt would produce a single bolt dealing 1d10+17 damage up to 120m away. Psychic Blade would deal 1d10+24 R damage, Pen 24. Psychic Crush can be used up to 50m away, dealing 1d10+12 damage, and benefitting from two bonus degrees of success because it's an Opposed WP test and the psyker has Unnatural WP x2. Push similarly benefits from Unnatural Willpower. Telekinesis would allow you to lift objects weighing 60kg. Only Telekinetic Shield seems somewhat lacklustre (but it's not a great power to begin with). Not to mention Precision Telekinesis, allowing you to use that Unnatural Willpower for almost any physical task...

And that's not even close to the most powerful psyker that you could make...

Which book is Unnaturel Wil Power from?

the Dark Heresy rulebook. Willpower is a characteristic, Unnatural Characteristics are in the rulebook, Unnatural Willpower is the Unnatural Characteristics rule applied to Willpower