In my upcoming Deathwatch adventure, players are going to be thrown aboard a Chaos Space Hulk, where salvageable Gellar fields will be few and far between. What impacts should the Warp have on characters?
My thoughts were to have the Warp work to corrupt psychic powers (my group has two Librarians....) in a variety of ways. I was thinking of having players roll d%, where
1-25: The ability functions normally
26-50: The ability loses or gains 1d5 Psy Rating
51-70: The ability functions as one level lower than intended (ie Push becomes Unfettered, Unfettered becomes Fettered, Fettered fizzles out)
71-90: The ability functions as one level higher than intended (ie Fettered becomes Unfettered, Unfettered becomes Push, Push doubles effective Psy Rating and invokes automatic Perils of the Warp)
91-100: Automatic Perils of the Warp, roll twice and use the worse result (determined by the DM)
Additionally, I was thinking of having the Warp limit or otherwise restrict the use of Fate Points, but I'm not sure how to implement this. I have a few ideas, such as players counting as having one fewer Fate Point, being unable to 'spend' Fate Points (only burn them), or spending Fate Points angers the Warp, causing a chance at summoning daemons to you.
Finally, I was thinking of inflicting 'Warp Madness' on the characters, where every day players suffer 2d10 Insanity Points and 2d10 Corruption Points. I wouldn't make it so high, except that I know the group has an Apothecary with an ability that reduces either Insanity or Corruption points gained, can't remember which.
So what are your thoughts? Things to change? Things to remove? Things to add?