Telepathy Psykers know no bounds... questions bout powers which ruined many modules.

By YuriPRIME, in Dark Heresy Rules Questions

Hi,

I want to answer to the question asked by a simple point:

If your psycker use his power to often you can not do anything truly without talking it out with him, but in game, using ghost form to enter the lair of a gang of brain damaged cultist will surely split the mind of the psycker. What is by your view the warp reflect of the hidden temple of a cult, the hiiden laboratory of a tech heretic or any strongpopint where "bad guys" stay for long…

My answer is HELL!

No sane psycker will expose himself to that taint and to the denizens of the warp that are called by such place. Maybe the problem you meet is more linked to your lake of description of some feelings. As a GM since 1992 i've learned some things and today none of my playder DH, DW or RT are going to use a ghost form in a place describe as sucking their essence, making their edge go hazy and giving them a good headhake.

The point is not to make the life of your player bad but just to put some color and smell to a virtual world who's different from mind to mind. If you want your player to understand things you have to make them clear. And then maybe your psycker will not risk is soul in a land of despair feeling his "bones" becoming cold as the grave and with nightmarish vision appearing from time to time.

And to come back to an other post, lots of people have CP even loyal servitors of the Emperor and in itself isn't a 100% chance to find "bad guys"

Btw make use yourself of a NPC with telepethy power using them to blur and make false the vision of your team, they will never more count it as 100% sure.

Hi I saw this post a awhile ago and wanted to read it and respond to it, and I just finished reading it. I think the player is using the psychic power completly wrong. As the power states, as quouted from the rule book,

"This power lets you communicate with any creature you know well (such as a companion or your Inquisitor), and is somewhere within the solar system.".

So the reason I believe your player is using it wrong is because it's a communication power and not like being ethereal from Dungeons and Dragon, where you can still use your powers and walk around and such. This power is strikly having your spirit travel at the speed of thought, in other words instantaneously, to the person you want to talk to, that is in the same solar system. Nothing more nothing less. The power makes no mention of being able to using your powers on anyone in the normal plan of existance or him just to walk around and do whatever. Now if he comes across warp creatures that attack him then yes he can use his powers because him and the warp entities are on the same plan of existance, because otherwise if he can use his powers from the warp on people in the normal plan of existance then he can just kill anyone and not have to worry about taking damage in return as long as they are not equipt to fight enity that is functioning like a warp enity.

The problem is how does he know all these bad guys so well that he is just chosing to communicating with them without even knowing them and then when they repel his attempts to communicate with them that he knows they are the bad guy when in the first place he doesn't know them at all?

YuriPRIME said:


For instance. The projection states, that anyone who is of negative approach to psyker may try a WP test to banish him back to his body… But is there some cooldown you have to take? Rest brake? Can you just use your power and appear in the same place again? If you get bannished what stops you then from comming back just few moments later? How fast can you move in your ghost form? Are you like a normal being just in spiritual realm, walking, burdened with warp? Or can you fly chacing a bypassing Valkry? Can you wish to appear in a place you never been before? Or do you have to imagine or recall the place?

YuriPRIME said:

But is there some cooldown you have to take? Rest brake?

No there is no cooldown or rest brake after using this power.

YuriPRIME said:

Can you just your power and appear in the same place again?

Yes you can use your power to appear to the same person that you are trying to communicate with. Let me be clear you are not going to a specific

place, you are going to a specific person.

YuriPRIME said:

If you get bannished what stops you then from comming back just few moments later?

Nothing stops you from coming back a few moments later, even if they don't repel your attempt to communicate with them all they have to do is

not respond to you and remain silent and ignore you. what deters you from using this power over and over again is rolling a "9" on the power roll

for manifesting a power, and then having to roll on the Psychic Phenomena table and then possibly rolling on the Perils of the Warp table, if you are

unlucky with your rolling.

YuriPRIME said:

How fast can you move in your ghost form?

I think when they mean at the speed of thought they are referring to instaneously. Because your not freely moving as a ghost or anything, your basicly

going directly to your target to communicate with them.

YuriPRIME said:

Are you like a normal being just in spiritual realm, walking, burdened with warp? Or can you fly chacing a bypassing Valkry?

Yes you are considered a normal being, in spiritual form, dealing with things in the Warp. But you are not a normal being that can interact with things

in the normal plan of existance, except for communicating to your target of your power. No you are not flying around in my opinion, your more like

teleporting to the target person that you want to talk to. And I have no idea what you mean by chacing a bypassing Valkry, this sentence you wrote

simply makes no sence what so ever, none, can you explain?

YuriPRIME said:

Can you wish to appear in a place you never been before? Or do you have to imagine or recall the place?

Yes you can appear in a place you never been before, but not in the way you are thinking how this power works, because your appearing wherever

your target happens to be, so you don't need to know where the place is to be able to appear where they are.

The power isn't really being vague, it tells you what you can do, but people reinterpt things they read and say they can do this, this and this even if the power doesn't say you can do those things in the first place. I'm guilty of this too, because lets say that this power does what your player says it does, well then your players never have to get into a real fight again because your psyker can just kill everyone from the warp with his psychic powers without the enemy seeing it coming, he would ignore toughness and armour and do direct damage to someone because he is attacking their spirit and not their physical body.

This power does nothing to allow you to attack anyone, with the exception of the psyker coming across a warp enitity while using this power. This power does not allow you to walk around as a ghost and just scout anywhere in the solar system. This power dose allow you to communicate to one creature, but you don't see the area around the one creature you jut see the creature, think of how in the video game Assassin's Creed after Altaïr ibn-La'Ahad kills the main target of assassination it goes to a cut scene where the two talk and the victum explains his point to Altair, that is what your psyker sees and hears when he is communicating to the target creature of the power. Projection is like a short range vox in comparison of how Astropath is like a long range vox. It's a communication power and nothing more.

I hope this clears up anything that you thought about this power, next time take the time to read the power and try to understand what a power does before you let your players just interpt powers anyway they like, I mean your working with very expirence gamers here and you don't think they know how to work around the system, they've been doing this for years.

Tell me what you think.

I just found this now too. Have to agree with Phi6891, your PC is using the power incorrectly.

#1 - Using the Fettered/Push rules that are intended for ascended characters is the base of your problem. Remove that and balance returns. Overuse of risky powers has consequences again as intended.

#2 - Complete and utter misunderstanding of the power. It is a form of communication very similar to astropaths (but not as strong), not a 'ghost form'.

+1 to what Phi6891 said

Also, you could rule that Warp sensitive people (psykers, etc), are able to perceive the ghost of the player, thus allowing them to target him with psychic powers. I mean, your player could try to communicate with an ally who was captured by a cult, when he arrive as a ghost, he pops right in the middle of an "interrogation" from the cult's telepathic psyker, which then mind-***** him for intruding. Just an idea, hope it helps demonio.gif