Can you use more than one Psychic Power per round

By JacobKlunder, in Dark Heresy Rules Questions

Hey,

I was wondering if you can use more than one Psychic Power per round. There seems to be nothing in the rules to say that you can't - now there's the possibility that you cannot take the same action twice in a round (except Move?), which would disallow two Focus Power actions. However, there's the Catch Projectile (IIRC correctly, that's the name) power from Telekinesis which is a Reaction rather than Half or Full action and IMO, this would be a bit useless if you cannot manifest it in the same round as you use other powers.

Apologies if this has already been asked, I am new to the forums.

I don't see why not as long as the character has enough actions remaining. The more they risk invoking the warp, the bigger my smile gets. I'll have to skim the book and see if it's clearly stated but I believe within reason any GM could allow some combinations.

The action you use when utilising psychic powers is "focus action". You cannot make the same action twice iirc.

I thought the rules specifically said you can only focus once per turn.

Page 10 of the Errata paragraph 4 states:

"Making a Focus Power Action is the psychic equivalent of a Standard Attack Action, and counts as such for purposes of determining what else a psyker can do in a round. Therefore, a psyker who uses a Half Action Standard Attack on the same round. A Psyker may manifest only one ability per Round with the exception of the Resist Possession power. A Psyker is required to roll at least one die to manifest a ablity."

So according to the new rules you can only manifest one power per round. I know I was bummed too when I read that...

Jonas_Leman said:

Page 10 of the Errata paragraph 4 states:

"Making a Focus Power Action is the psychic equivalent of a Standard Attack Action, and counts as such for purposes of determining what else a psyker can do in a round. Therefore, a psyker who uses a Half Action Standard Attack on the same round. A Psyker may manifest only one ability per Round with the exception of the Resist Possession power. A Psyker is required to roll at least one die to manifest a ablity."

So according to the new rules you can only manifest one power per round. I know I was bummed too when I read that...

Rapid Power Talent? Elite Advance with a hefty xp cost which would allow you to use one reaction power even on a round in which you manifested a regular psychic power.

I think I am going to House Rule this so that you can specifically use Reaction Powers in the same round as you use Half/Full Action powers. Otherwise, Catch Projectile seems woefully underpowered to me.

Thanks for the answers!

^^^^ I agree. A lot powers are pretty nerfed.

I read on the Black Reign Forum a while back when the errata came out that only powers that takes a half action counts as a standard attack half action.

So powers that can be done in a free action, normally higher powers, still let you make an attack the same round.

This restore some powers to be usefull again.

I like the rules better the way they are right now - while reaction powers are somewhat acceptable to use in addition to an attack, Free Action powers ironically are too much - among those are everyone's favorites Divine Shot, Precognitive Strike and Precognitive Dodge.

Yeah those three powers cause a lot of power gamers to use and abuse the psyker class as much as possible.

Jonas_Leman said:

^^^^ I agree. A lot powers are pretty nerfed.

In a perfect world where players didn't power game, munchkin and number crunch their characters such a nerfing wouldn't have been needed. But unfortunately, roleplaying in general doesn't have that luxury and as such I agree with the errata's changes. We had a player in our group that abused the crap out of catch projectiles to the point where the GM stopped using SP weapons against us.

Emprah_Horus said:

In a perfect world where players didn't power game, munchkin and number crunch their characters such a nerfing wouldn't have been needed.

This is why the rulebook is hardback. If players power game, you beat them with it until they stop.

Fortunately power gaming is not a problem in our group.

Precognitive strike is just useless in the new rules, as an aim action will give the same bonus the next round, as using the power.

But I can see the problem if some just pick powers to maximise the output.

On the other hand if you play a divination psyker, I think it goes without saying that you didn't pick that to wield maximum power.

At least in our group this rule makes sense. Maybe the only power that need some change is distort vision as it only requires a free action, and that is maybe still to good, if it can be used in combination with an attack.

Zero said:

On the other hand if you play a divination psyker, I think it goes without saying that you didn't pick that to wield maximum power.

I realize I'm soap-boxing now, but jeezum, why is Divination considered a "weak" power? The power of revelation is pretty awesome. Even in D&D when they said it could be turned against others they thought it was "weak". I really just don't understand it.

Precognitive strike is just useless in the new rules, as an aim action will give the same bonus the next round, as using the power.

Then how about using Precognitive Strike in addition to Aiming for a +40 on your attack? Getting +2D10 damage for an accurate waepon doesn't sound "just useless" to me.

Cifer said:

Then how about using Precognitive Strike in addition to Aiming for a +40 on your attack? Getting +2D10 damage for an accurate waepon doesn't sound "just useless" to me.

Precognitive strike + aim + full auto = lots of hits

psychic powers are still insane

And so are the ones using them. :P

Action_Carl said:

Cifer said:

psychic powers are still insane

Action_Carl said:

Precognitive strike + aim + full auto = lots of hits

psychic powers are still insane

Given the fact, that a psyker has probably a lower Ballistic than your guardsman or assassin and risks a TPK each time he uses his power, it isn't that bad.

But I can't understand how anyone can consider divination weak. I mean with the exception of fire Storm and Holocaust, all other damage dealing powers are crap compared to divination + decent gun. Hell, for that matter a heavy stubber alone is better than for example fire bolts, because any psyker rolling routinely more than two dice has a death wish.

The problem with the psyker is not that he is generally overpowered, but that a few powers and certain specific builts are overpowered. While at the same time, if you nerf them all he is woefully underpowered compared to the risks, because of the insane chance of psychic phenomena. Even as it is you practically can't use your powers, unless you have a fate point left. I think the whole system needs an overhaul.

Given the fact, that a psyker has probably a lower Ballistic than your guardsman or assassin and risks a TPK each time he uses his power, it isn't that bad.

Actually, chances are his Ballistic skill isn't that much worse if he's interested in it. Remember, using the standard system characters roll abilities in order, so there's no reason why the guardsman character should have a higher BS than the psyker. Also, the advancement prices for psykers are only slightly worse than those of guardsmen - a guardsman investing 100 XP more than a psyker in his BS advancements will have only five more points BS to show for it.

Cifer said:

Given the fact, that a psyker has probably a lower Ballistic than your guardsman or assassin and risks a TPK each time he uses his power, it isn't that bad.

Actually, chances are his Ballistic skill isn't that much worse if he's interested in it. Remember, using the standard system characters roll abilities in order, so there's no reason why the guardsman character should have a higher BS than the psyker. Also, the advancement prices for psykers are only slightly worse than those of guardsmen - a guardsman investing 100 XP more than a psyker in his BS advancements will have only five more points BS to show for it.

There is still the fact that the psyker takes a high risk by using his powers, so there has to be some kind of benefit compared to the guardsman. Also the Psyker doesn't get many weapon training talents, which either means -20 to the skill and effectively no benefit compared to the guardsman or a less effectiv weapon.

Certainly. The Psycher isn't a replacement Guardsman. It's just being pointed out that those Psycher powers give the Psycher a useful edge, rather than being useless as another person thought. To me, it mostly just upgrades Psycher to around-or-slightly-past-Guardsman, but for only one round.

The way I play my psyker is as a Healer/Controller.

In combat: I Weapon Jinx as much as possible and heal those that need it.

I just got my first Discipline Psychic power and I chose Seal Wounds and honestly I don't plan to take any Divination powers.

In combat: I Weapon Jinx as much as possible and heal those that need it.

I really hope you don't have a techpriest in your group... cool.gif

Yeah dems be fighting actions if I did....... preocupado.gif