1. Be a Psyker
2. Get Frenzy
3.Get Blood God's Contempt
4. Enjoy pushing every power while being immune to pretty much every peril
5. (hopefuly) read errata and wheep
1. Be a Psyker
2. Get Frenzy
3.Get Blood God's Contempt
4. Enjoy pushing every power while being immune to pretty much every peril
5. (hopefuly) read errata and wheep
I could be mistaking, but Blood God's Contempt only wards against powers and not perils of the warp. At least to my understanding.
vogue69 said:
1. Be a Psyker
2. Get Frenzy
3.Get Blood God's Contempt
4. Realise that you're virtually immune to a number of really useful powers, and it doesn't help you avoid Psychic Phenomena (it's not a power, it's a side-effect), and that going into a frenzy (should you fail a WP Test to resist a power) basically prevents you using any other powers for the rest of the encounter.
well it shields you against any psykic power, daemonic power or any warp based power. My guessi the crap from perils are warp based powers, if not, what are they?
and: you don't HAVE to activate it, you can if you want to.
wow, you found a loophole... congratulation
vogue69 said:
well it shields you against any psykic power, daemonic power or any warp based power. My guessi the crap from perils are warp based powers, if not, what are they?
and: you don't HAVE to activate it, you can if you want to.
Psychic Phenomena are indirect manifestations of the uncontrolled energies of the Warp being unleashed, fundamentally no different to the kinds of bizarre effects you'd experience on a Daemon World - they're psychic background noise, rather than focussed and deliberate psychic powers. Blood God's Contempt, unlike being an Untouchable/Null/Pariah, does not render you immune to the touch of the Warp (because if it did, you couldn't have Khornate possessed, and you wouldn't mutate or otherwise gain gifts of the Gods if you had that Talent, because those things are the influence of the Warp). It specifically renders you immune to sorcery and psychic powers, deliberate tools of psykers, witches and sorcerers.
And, if you have Blood God's contempt, you have to activate it ("powers used by friendly psykers must also be resisted" - if you don't count yourself as a friendly psyker, then you've got serious problems, and that sentence strongly implies that you have no choice in whether or not you try to resist any powers that affect you); the only choice you have in the matter is not performing the ritual and spending the Infamy Point to gain the resistance.
Speaking as a GM, I'd say that once you've performed the ritual proclaiming your loathing of psykers and their powers, you temporarily lose the benefits of the Psyker trait.
can you explain to me then, what warp based powers are? aren't all psykic daemon powers based in warp? As far as I understand it, it means powers/effect that are created by the warp itself.
Well i am sure it get's erratad anyway, there is no way a talent as this should be available for someone who is NOT on the path of khorne.
vogue69 said:
can you explain to me then, what warp based powers are?
Simplest definition - if it uses the psychic power rules, then it counts, whatever the source. Counting anything beyond that leads into decidedly uncertain territory.
I think it's one of those things one just shouldn't look at too closely instead of trying to find a way to read the rules so it doesn't work. "It shouldn't work that way" is in this case entirely enough for me.
100% sure you that if you are dedicated to Khorne as a pskyer you count as PR 0 and can't use any powers. Of course, Contempt might be a talent, but I don't think that really matters at all. Stop trying to munchkin.
@DJSunhammer
RAW, Contempt is a Tier 3 talent. Apart from counting as a Khorne advancement, it has nothing to do with being aligned to the Blood God.
Cifer said:
@DJSunhammer
RAW, Contempt is a Tier 3 talent. Apart from counting as a Khorne advancement, it has nothing to do with being aligned to the Blood God.
Thats why he said "Stop trying to munchkin".
If I was the GM I wouldnt allow a psyker to take that talent.
The one problem you have is that they did not transfer over "Mental Rage" from Deathwatch to Black Crusade. It was "Mental Rage" that allowed Deathwatch Psycker's to go into Frenzy and use their powers. Yes "Abhor the Witch" was translated over to "Blood God's Contempt." But Khorne hates Psycker's so why would he have a trait that helps them.
vogue69 said:
1. Be a Psyker
2. Get Frenzy
3.Get Blood God's Contempt
4. Enjoy pushing every power while being immune to pretty much every peril
5. (hopefuly) read errata and wheep
6. Get stepped on by a passing titan.
CorpseGod said:
vogue69 said:
1. Be a Psyker
2. Get Frenzy
3.Get Blood God's Contempt
4. Enjoy pushing every power while being immune to pretty much every peril
5. (hopefuly) read errata and wheep
6. Get stepped on by a passing titan.
[/Qcurse those **** titans... these things come out nof nowhere
Hpred said:
The one problem you have is that they did not transfer over "Mental Rage" from Deathwatch to Black Crusade. It was "Mental Rage" that allowed Deathwatch Psycker's to go into Frenzy and use their powers. Yes "Abhor the Witch" was translated over to "Blood God's Contempt." But Khorne hates Psycker's so why would he have a trait that helps them.
There's a psychic power that does all Mental Rage did, and more.
Morangias said:
Hpred said:
The one problem you have is that they did not transfer over "Mental Rage" from Deathwatch to Black Crusade. It was "Mental Rage" that allowed Deathwatch Psycker's to go into Frenzy and use their powers. Yes "Abhor the Witch" was translated over to "Blood God's Contempt." But Khorne hates Psycker's so why would he have a trait that helps them.
There's a psychic power that does all Mental Rage did, and more.
Looks like a 'rules lawyer' trying to get around the intent of the rules.
I.e. someone who thinks they have a loophole to give them an unfair advantage or to prevent negative impact rules - i.e the warp perils risk for psykers.
The whole psychic phenonemom system is there to prevent players simply pushing all the time and being over powered without risk. It makes using psychic powers a gamble with pushing a risk to be take.
As such I would deem it a fundamental game mechanic and thus takes presidence over other conflicting rules.
Some rules are there for balance and other fundamental reasons - and are too important to the game as a whole to be removed by something as simple as a power or skill.
I would:
A) House rule that anything that blocks psychic phononemon only affects those of others affecting you, but does not affect those that you yourself create. So Psychic phenonemon rules still apply to you as a psyker.
B) Additionally rule that using a specifically Khornate blocking power also blocks you from using Psyker powers - Khorne don't like pskers at all!
Might seem like overkill - but would make the power more in line with Khornate values. And less attractive to Psykers.
C) Have a word with the player concerned about what he is trying to do here. Is the player looking for an 'I win' button? If so they need to be halted early on before the rot sets in and they look to 'out rule' any decision that goes against them.
Things may be 'rules as written' but it is your game - you can change, clarify or totally alter the rules as you see fit. You are the Law in this Game.