So the talent Favored by the Warp allows you to roll twice on the Psychic Phenomena table and choose the better result. My question is this, could the player then Fate point these rolls if it triggered Perils of the Warp. I ruled it as the original roll that triggered the Psychic Phenomena (rolled a 9) is the only time they could Fate point. If they started rolling on the chart then it isn't a test and is instead a result of a failed test. It got me thinking though, can they even use a Fate point on the roll of 9?
Favored by the Warp, Fate Points, and Psychic Phenomena
No. Fate Points give rerolls ONLY of Tests, that is, a d100 roll against a characteristic. They do NOT give rerolls of anything else.
Seeing if they make the threshold for the power is not considered a test? Pretty sure this is the line of thought my players will toss at me.
scscofield said:
Seeing if they make the threshold for the power is not considered a test? Pretty sure this is the line of thought my players will toss at me.
Tests are well defined in game terms - they are a d100 roll where success is gained through rolling at or under a (sometimes modified) characteristic score.
Power Rolls are not a d100. Sorry.
Psychic Phenomenon and Perils of the Warp are not based off a characteristic. Nope.
That's the way the game works. Whether you, as the GM, think that is a reasonable restriction (that is, that Fate would never intervene in matters of the warp), well, that's up to you and the player will need to adapt, won't he?
The following things are NOT Tests:
Rolls for manifesting a psychic power
Rolls for psychic phenomena
Damage rolls
Rolls on shock/mental trauma/mutation/maligancy tables
Rolls for dying from Blood Loss
Any rolls against a flat % instead of against a characteristic
I have no issues with what you guys are telling me, it makes since now that you pointed it out. My players will whine a bit but oh well, they can run the game if they don't like it. We are all new to the system and anytime something seems overly broken to me I come here and verify it's me messing up and not something game wise. I still think we are screwing up the full auto combat rules but I just plugged that hole by giving the mooks better armor :-p
Why whining?
I Play a Psyker as well. I know the Dangers of a Warp. Psyonic Powers are very Powerfull (if used wiseful).
A good Psyker can turn the Tides of Battle with a Single use of a Power. I can´t even remember hof often myself healed the Cleric or the Abitraitor of us to full Health. I Destroyed the Clock of the Harlocks in 3! rounds. Normally it´s nearly impossible to do that.
So, even if one of your Acolytes is a Psykers he doesn´t have to unleash the full Power of the Warp. Make them clear that the handling of the Warp is Dangerous. It´s the Duty of the Psyker to do all he can to fight the Chaos ans sometimes unleash the Powers of the Warp isn´t the right way.
They considered Fate a get out of jail free card in terms of rolling a 9. They have never actually done so but they always felt it was a backup type thing, 'oh if it screws us too badly we can always fate it' type thing.
Strictly speaking, Fate Points cannot be used to re-roll Psychic Manifestation Rolls or Perils of the Warp Rolls under any circumstances. Considering that a teams' Psyker is often their most precious asset, with access to powerful tools that cannot be acquired any other way (or taken away from the character, for that matter), I've never seen this restriction as unfair, but like they said, the GM has every right to make exceptions.
I found that reminding the player that Sanctioned Psykers are exceedingly rare and valuable individuals who may, you know, explode, disappear or be possessed any time they use their powers (but is way more likely to occur if they are reckless with their abilities) actually helped the player enjoy their characters more. If they use their powers frugally instead of as a first resort, Psychic Phenomina become a much rarer event and they'll likely survive to acquire the Psychic Supremacy talent and/or reach Ascention and the glories of safe power usage through total mastery.
Anyway, in my experience the rules are pretty reasonable and Psychic characters are extremely rewarding to play over a long campaign. My Psyker has invoked phenomina so rarely in his career that the party can remember pretty much every instance, especially the time my character's attempt to manifest a fear effect to scare off a pack of street dregs resulted in a rain of blood, which was probably more scary than the intended effect, and made the entry of a blood-spattered team of Psykers to the chambers of governance, brandishing stained scrolls of authority bellowing "INQUISITORIAL MANDATE! INQUISITORIAL MANDATE!", all the more dramatic and utterly terrifying. Good times!