If you’re like me, you feel that psykers at the Ascension level can quickly become too powerful. If you’re like me, you also cry into your pillow at night about it. But the first one is more important.
With the array of abilities and access to Unnatural Willpower in particular, they quickly outstrip almost all other characters in terms of versatility and combat potential. This rule set is an attempt to rebalance those Powers which become sickeningly mighty in such hands, without wildly altering the RAW or most powers.
The crux of these changes lies in the introduction of EPR, which substitutes for Willpower Bonus in all instances which refer to WP bonus. The addition of Mastered Disciples was also intended to add certain incentives to a Psyker’s selection of powers. A few details of other powers were also changed deliberately, such as Holocaust. The specifics of Psyker’s Gift were altered slightly to ensure that Interrogator/Inquisitor are not able to outstrip Primaris Psyker in power. Additionally, for the purpose of Discipline Focus and mastered disciplines, Ascended powers were classified. Note that many powers are not mentioned here, or portions of them are not listed. These are intended to be unchanged, except for the substitution of EPR for WP bonus.
I would love comments or opinions on the soundness of my proposed system.
I also have an itemized list of every single power which had its wording changed by this new rule set, and will post it if desired.
New Mechanic:
Effective Psy Rating (EPR)
A number of powers make reference to a psyker’s Effective Psy Rating (EPR) when discussing the power’s effects. A psyker’s EPR for a particular manifestation is equal to the number of dice he rolled to manifest the power, plus any miscellaneous modifiers.
Altered Talents:
Discipline Focus
Talent Groups: Biomancy, Divination, Pyromancy, Telekinesis, Telepathy
Prerequisites: Psy Rating 3
You devote a great deal of time and effort into increasing your control of a Discipline. Choose one of your Disciplines. You gain a +2 to Power Rolls made to manifest any powers of this discipline. In addition, your Effective Psy Rating increases by one for the purpose of powers within this Discipline.
Altered Traits:
Unnatural Willpower
This trait multiplies a character’s Willpower Bonus by an amount equal to the number in parentheses. If this trait is gained more than once, increase the multiplier by one (For example, Unnatural Willpower (x2) becomes Unnatural Willpower (x3)). When performing Opposed Willpower tests, the character counts as achieving the number in parenthesis as additional Degrees of Success. In addition, if the character is a psyker, for each level of Unnatural Willpower he possesses, his Effective Psy Rating is increased by one.
Example: A psyker with Psy Rating 8 and Unnatural Willpower (x2) who chooses to manifest at the Unfettered level and roll all 8 dice would have an EPR of 9 for that power.
Manifesting Powers
Psykers at the Ascension level (in game terms, this means any Psyker of Rank 9 or above with a Psy Rating of at least 6) may manifest powers at the fettered, unfettered, or push level. When manifesting a power, the psyker first performs a Focus Power action. He then rolls a number of d10s related to their Psy Rating and adds his Willpower Bonus, with the goal of the final result equaling or beating the power’s Psychic Threshold. If he does so, the power is manifested.
Fettered
When manifesting, the psyker may roll a number of power dice up to their Psy-Rating divided by 2, rounded up. However, they do not invoke Perils of the Warp no matter how many 9’s are rolled. In addition, due to the restriction of their power, any Overbleed effects cost twice as much per level
Example: The power Force Barrage has an Overbleed of 5. While manifesting Fettered, a psyker would need to exceed the power’s Threshold by 10 per level of Overbleed.
Unfettered
When manifesting, the psyker may roll a number of dice up to their Psy-Rating. Psychic Phenomena occur exactly as mentioned in the Dark Heresy Core Rulebook, with each 9 rolled forcing the psyker to roll once on Table 6-2: Psychic Phenomena.
Push
When manifesting, the psyker may roll a number of power dice up to their Psy-Rating plus 3. However, Psychic Phenomena occur automatically. For each 9 rolled while manifesting, the psyker adds +5 to the result rolled on the Psychic Phenomena table. If Perils of the Warp occur, do not increase the result by +5 per 9 rolled.
Discipline Mastery
Once a psyker has learned 8 powers within a Discipline and also possesses the assosciated Discipline Focus Talent, he is considered to have mastered that Discipline. When manifesting a power within that Discipline at the Fettered level, he increases the number of dice he may roll by 1.
Example: A psyker with Psy-Rating 7 manifests a power of a discipline which he has mastered at the Fettered level. Ordinarily, he would be able to roll up to 3 dice (7/2 rounded up). However, since he has mastered this discipline, he may roll up to 4 dice, and chooses to do so. His Effective Psy Rating for this manifestation would be 5 (4 dice rolled +1 for Discipline Focus).
Altered Ascended Traits:
The Psyker’s Gift
Add the following advances to the character’s advance scheme, available once per Rank at the costs indicated: Minor Psychic Power Talent for 500xp, Major Psychic Power Talent for 750xp and Ascended Psychic Power Talent for 2000xp. The cost of the Ascended Psychic Power Talent may be reduced in the normal fashion. In addition, the character may also increase their current Psy Rating by +1 for 1500xp every odd-numbered rank (Ranks 9, 11, 13, 15)
Ascended Psychic Powers
For the purposes of Discipline Focus and Mastering Disciplines, Ascended Psychic powers have the following distinctions. Each Rank of an Ascended Power counts as a single Power within that discipline for the purposes of Mastering Disciplines.
Certain Ascended Powers do not fit into any one Discipline, and as such cannot benefit from Discipline Focus or count towards/benefit from Mastered Disciplines.
Example: A psyker who had learned the Flameshroud and Conflagration Ranks of Burning Apocalypse would consider himself as knowing two additional Pyromancy powers. This power could benefit from Discipline Focus (Pyromancy) and Mastered Discipline (Pyromancy).
Maelstrom of Destruction: Biomancy
Burning Apocalypse: Pyromancy
Will Unleashed: Telepathy
Psychokinesis: Telekinesis
Temporal Manipulation: Divination
Altered Psychic Powers:
Holocaust
A legendary power that few pyrokinetics are strong enough to wield, let alone control. The flames of a Holocaust burn across dimensions, affecting the entities of the immaterium as well as material beings, but the cost is high as the psyker risks losing his own spirit to the fury of the conflagration.
The fires of a Holocaust always burn outward from you, dealing 1d10 Energy Damage per point of your EPR to all creatures and objects in the area. This damage bypasses Toughness Bonus and possesses the Warp Weapon quality, so it bypasses most Armor as well. Hexagrammatically Warded armor, or similar defenses, may reduce the damage by their Armor bonus but do not double the Bonus for the purposes of ignoring damage. You take 1d10+1 Energy Damage (ignoring Toughness Bonus and Armor) each Round that you sustain this power. The damage caused by Holocaust may not be healed psychically. Those slain by Holocaust are killed forever.