I've had some bad experiances with the Dark Heresy psyker system and am wanting to transfer the Black Crusade system over. Im pretty sure I can work up an advance scheme without much difficulty but the hard part is the powers. I have decided to keep minor psychic powers and am in the process of rewriting them. The idea is that they are easy to cast powers with minor effects, as pushing tends to make the effects get out of hand minor psychic powers can only be used at the fettered and unfettered levels. The idea is to give the player a bunch of useful abilities that can be easily cast but aren't game changing. It should be noted that this system would be paired with a complete rewrite of all the psychic advances on the psyker trees, I even plan on splitting the ability to fetter and push into seperate advances.
Minor Psychic Powers
These abilities are minor abilities that a psyker can learn. Minor psychic powers are easy to cast but as their power is limited they may only be used at the Fettered and Unfettered levels, they may not be pushed.
Call Creatures
Value: 50xp
Prerequisites: None
Action: Full Action
Focus Power: Easy (+30) Willpower Test
Range: 500m x Psy Rating
Sustained: No
Subtype: Concentration
Description: You call a number of simple minded creatures within range to travel to your location. Creatures called depends on the nature of the environment, through the sorts of creatures called may include rates ash slugs and other kinds of vermin. If no such creatures are likely to be in the area, the power has no effect. Under most circumstances 1d10 such creatures appear after 2d10 minutes have passed. The creatures are not compelled to serve the Psykers; they simply appear and behave normally for their species.
Call Item
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: 1km x Psy Rating
Sustained: No
Subtype: Concentration
Description: You summon a specially prepared item to instantly appear in your hand. To prepare the object, you must spend time in deep meditation, infusing the object with your psychic imprint and marking it with runes and glyphs. The item must be small enough to fit in the palm of your hand such as a grenade or a knife. You can permanently inscribe the runes with an Ordinary (+10) Trade (Scrimshaw) test which takes 1d5 hours, failure by 5 degrees ruins the item permanently. It can also be prepared with specially prepared ink which takes 1 hour and requires no test but lasts 1d5 weeks, the item can be prepared again but there is 5% chance that imprint fails and cannot be attempted on that item ever again. You may only have one prepared item at a time.
Chameleon
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: Self
Sustained: Yes
Subtype: Concentration
Description: You gain a bonus to Stealth/Concealment tests equal to 10 x psy rating to a maximum of +30. In addition BS tests against you suffer a -5 x psy rating penalty up to a maximum of -30.
Déjà vu
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Routine (+20) Willpower Test
Range: 5m x Psy Rating
Sustained: No
Subtype: Concentration
Description: You create a brief memory loop in the mind of the target, causing their thoughts to slip back several seconds in time. You must be able to see the target and they must be within range to be affected. They are also permitted a Willpower test to resist the effects. If they fail to resist however they must repeat all free, half and full actions that they took in their previous turn. If those actions were to attack a enemy then the attacks will be made as normal (assuming that the target is still able to and has not lost his weapon or run out of ammo) if the enemy or is still there otherwise they will attack empty space or whomever has taken their place. Any action that is obviously harmful to the target such as running off a cliff allows them to automatically resist the power.
Flash Bang
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: 20m
Sustained: No
Subtype: Concentration
Description: Pick a point within range, anyone friend or foe within 1m x psy rating must succeed on an Easy (+30) Willpower test with a penalty equal to 10 x ½ psy rating (rounded up) or be stunned for 1 round.
Invigorate
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: 2m x psy rating or self
Sustained: No
Subtype: Concentration
Description: The target of the power reduces their level of fatigue by an amount equal to half the psykers psy rating rounded up. Asleep characters are instantly wakened by this power and will be instantly fully awake although will return to feeling tired after a few seconds.
Healer
Value: 100xp
Prerequisites: None
Action: Full Action
Focus Power: Routine (+20) Willpower Test
Range: Self/Touch
Sustained: No
Subtype: Concentration
Description: You channel your power into a single target to knit flesh and mend bones. You may only use this power on a willing target, including yourself. The target of this power removes psy rating points of Damage (removing Critical Damage first). Repeated uses of this power can be dangerous, not to mention painful, and the person's flesh rebels against the intrusion of warp energy. If a person (including the psyker) is the subject of this power more than once in a 6 hour period, they must Test Toughness or take 1d5 points of Damage (with no reduction for Toughness bonus or Armour), rather than being healed.
Knack
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: Self
Sustained: No
Subtype: Concentration
Description: You tap into your unconscious to awaken a deeper understanding of your capabilities. At any point during the next psy rating turns, you may gain a +10 bonus to any one non-combat Test. After this point your enlightened mood fades. If you attempt to cast this power while already under its effects the previous casting automatically ends.
Lucky
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Easy (+30) Willpower Test
Range: Self
Sustained: No
Subtype: Concentration
Description: When you manifest this power, any time before the end of your next turn, you may re-roll any one roll of your dice (including damage rolls). This power may only be used at unfettered level.
There may be some typo's and values needing changed. I would be grateful if people could read over them and tell me if they feel any are too powerful or if you see any mistakes. Im not finished but I have deliberately left out some powers out for various reasons.
Kaihlik