Enuncia in Black Crusade

By JediMike42, in Black Crusade House Rules

Hey Folks. I'm an old hand at RPGs and this is my first run with Black Crusade, but one of the elements of the Warhammer 40,000 Universe that I was disappointed to see didn't make it into the core rulebook was Enuncia ( http://wh40k.lexicanum.com/wiki/Enuncia#.UCNoxbRDxVI ). These are my proposed Enuncia rules, and I'd like to see what folks with more experience in the system think of them. They are almost directly cut and dried powers from Rogue Trader with some extra tests involved to keep Psykers from feeling jipped.

Enuncia
The primordial language of creation, Enuncia, is divided into three main types; Nouns, which conjure the physical energies of existence; Adjectives, which give those energies form; and Verbs, which effect the minds and spirits occupying reality. Each type of word is associated with a different characteristic; Agility, Perception and Fellowship, respectively. These words are extremely powerful and all across the universe only a few are known to mortals, be they human or xenos.
A fundamental force of the most primal sort, Enuncia can easily damage those uttering the sounds. Whenever attempting to use a word of Enuncia, the speaker must decide how forcefully they wish to speak it - this determines the Drain Value. After their Focus Power Test has resolved, whether they succeed or not, they must make a Toughness Test. For each success on their Toughness Test they reduce the Drain Value by 1. If the Drain Value is lower than their Toughness Bonus, they take no damage, otherwise they take the remaining Drain Value as damage.
When the Drain Value is below their Toughness Bonus, do not roll on the Psychic Phenomena table. When the Drain Value is equal to or above the speaker's Toughness Bonus (DO NOT count Unnatural Toughness), roll on the Psychic Phenomena table. When the Drain Value is above twice the speaker's Toughness Bonus, roll on the Psychic Phenomena table and add 10. In the event of a possession phenomena, reroll the results.
Enuncia Fragment
Tier: 1, 2 or 3
Prerequisites: Must be bought sequentially.
Alignment: Unaligned
The character has through guile, luck or fate, obtained a fragment of the primordial language, Enuncia. This gives them access to buy one of the Words of Enuncia, depending on what tier was purchased. For Tier 1, any word valued at 100xp. For Tier 2, any word valued at 200xp. For Tier 3, any word valued at or above 300xp.
NOUNS
Expletive
Value: 100 xp
Focus Power Test: Agility
Range: 10m x Drain Value
The speaker can conjure a bolt of pure force at an opponent. The speaker makes a Ballistic Skill Test to hit the target, and deals 1d10 Impact Damage with a bonus of +2 Damage per Drain Value.
Conjugation
Value: 200 xp
Prerequisites: Expletive
Focus Power Test: Opposed Agility
Range: 10m x Drain Value
The speaker can wrap a target in crushing bands of force. Make an Opposed Test, pitting the speaker's Agility against the target’s Toughness. If the speaker wins, he may inflict 1d10 Impact Damage with a bonus of +1 Damage per Psy Rating. The speaker may also Grapple the opponent (see page 240), substituting his Agility bonus for his Strength bonus. Sustaining the word is a half action that requires an additional Opposed test and Drain test.
Wrought
Value: 500 xp
Prerequisites: Expletive, Conjugation
Focus Power Test: Agility
Range: 5m x Drain Value radius
The speaker has developed his diction to the furthest reaches humanly possible. He can generate a rain of force bolts that can smash his enemies in a savage storm of primordial fury. The speaker can pick out a number of targets equal to his Drain Value for each round that he maintains this power. The speaker must make a Ballistic Skill Test to hit each of the targets, and deals 2d10 Impact Damage with a bonus of +2 Damage per Drain Value. No target may be hit more than once a round. Sustaining the word is a half action that requires an additional Agility test and Drain test.
ADJECTIVES
Present
Value: 100 xp
Focus Power Test: Perception
Range: Personal
Uttering this word allows the speaker to briefly peer into the near future and see possible outcomes and potential dangers. Until the end of the next turn, the speaker gains a +30 bonus to one skill roll. This power must be used at a Drain Value equal to the speaker's Toughness Bonus.
Past
Value: 200 xp
Prerequisites: Present
Focus Power Test: Perception
Range: 1m x Psy Rating radius
The use of this word allows the speaker to learn more about others from the crude traces of warp and aether they leave behind on objects and places in the world around them. In its simplest form, the speaker can gain rough impressions from an object or a general area by maintaining physical contact and making a Perception Test.
More information beyond the strongest emotions requires time, and the longer the speaker stays in a given area, the more information he can ascertain. These numbers are modified by the speaker's awareness, and he may subtract a number of rounds equal to the Drain Value from each result level. Example: A speaker with Drain Value 5 will get the first result in 5 rounds, the second result in 10, etc.
10 Rounds: The speaker can detect the strongest emotion associated with the area or object.
20 Rounds: The speaker can see the general features of the person who experienced the emotion
30 Rounds: The speaker gets a clear image of the person who experienced the emotion
40 Rounds: The speaker is able to identify the person’s occupation (e.g. Career and Rank)
50 Rounds: The speaker can now determine the name of the person
+10 Rounds: The speaker discovers an additional fact
Future
Value: 300 xp
Prerequisites: Past, Present
Focus Power Test: Perception
Range: Personal (1m x Drain Value)
At this level of skill, the speaker has learned how to explore multiple outcomes to different choices and actions, and to be able to sort through them in less than a heartbeat. The speaker must succeed at a Focus Power Test. If successful, the speaker gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20 penalty—these benefits apply for one round, unless the psyker
sustains this technique. Additionally, he can see glimpses of the dangers in his immediate vicinity and shout warnings to his comrades within 1m x Drain Value to warn them of incoming attacks. Allies beyond this range are outside of the scope of his power to foresee. All Ballistic Attacks against those so warned suffer a –5 penalty. This technique may not be attempted with a Drain Value below the speaker's Toughness Bonus.
VERBS
Nothing
Value: 100 xp
Focus Power Test: Opposed Fellowship
Range: 10m x Drain Value
The speaker has learned how to block the messages of the target’s senses. The speaker makes an Opposed Fellowship Test against the target. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the speaker maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective ‘invisibility’ allowing the speaker to pass unnoticed to sight or sound. The speaker selects a number of targets equal to his Fellowship Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Fellowship Test. Those that fail notice nothing out of the ordinary, and the sensory information is successfully masked by the speaker until he stops maintaining the power. Sustaining the word is a half action that requires an additional Agility test and Drain test.
Do
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Opposed Willpower
Range: 5m x Drain Value
This word allows the speaker to force others to briefly act against their will. The speaker makes an Opposed Fellowship Test against the target. If the speaker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Fellowship Test.
Unknown
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Fellowship
Range: 5m x Drain Value
The true word for the unknown is so terrifying in its' existence at all that it drives the most stalwart mortals to flee for their lives. If the speaker succeeds at the Focus Power Test, the target is affected as if the speaker possessed the Fear (1) Trait. The speaker may increase the level of the Fear Trait by 1 for every 3 Drain Value he uses in the Focus Power Test.
Stop
Value: 300 xp
Prerequisites: Nothing, Do or Unknown
Focus Power Test: Fellowship
Range: 5m x Drain Value
By focusing all of his will behind one massive psychic scream, the speaker can injure or stun an opponent out to a range of 5m x Drain Value. The speaker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Drain Value) with the Shocking quality (see page 116). The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the speaker's Drain Value. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the speaker's Psy Rating (rounding up).
GM Note: This is mechanically a very powerful ability and should be doled out carefully and slowly. Knowing a few words of Enuncia would be a very powerful boost to any character, but knowing many or all of them would be devastating. Heretics with altered vocal cords of any kind cannot take this feat, as the natural connection between their voice and soul has been severed.

I think this is awesome, my Apostate may have just found a new purpose in life of tracking down and learning at least one of these words.

I like that there are multiple tests required but might suggest that there be even further costs and limits. This basically allows non-psychic characters access to psychic powers. Since the character is going to be trying to harness arcane forces they're not supposed to be accessing, especially without being a psyker by nature, how about giving at least the potential of gaining corruption each time a word is used? This would make them more of a special but dangerous backup in emergencies. It would hopefully stop particularly tough individuals from walking around, muttering under their breaths and pulping everyone else's organs.

Another consideration; add story requirements to gain each word. The character is paying XP to get them but this is rare knowledge and it might be cool to have them have to track down a scroll or make a pact to learn the secret language of the universe.

There's a chance they could get Corruption via the Psychic Phenomena table, but given the conditions this isn't a bad idea and I've incorporated it below. I also added a few caveats for those powers (for instance, nothing can be attempted above twice your Toughness Bonus, and even that's not so great an idea) and a few notes. I also fixed up a few powers so there'll be no DV 1 freebies for +30s on your next test and anything ranged implies you're close enough to just whisper (thematic agreement!). There is also mechanical representation for the damage you'd inflict on your character's mouth using the words and failing your drain tests, which I think is pretty important if this provides a a way to pop your Corruption up real quick. There's also been some formatting and I fixed the typos and misprints.

Thoughts, comments, suggestions, accolades or admonishments?

Enuncia, 1.1

JediMike42 said:

Enuncia
The primordial language of creation, Enuncia, is divided into three main types; Nouns , which conjure the physical energies of existence; Adjectives , which give those energies form; and Verbs , which effect the minds and spirits occupying reality. Each type of word is associated with a different characteristic; Agility, Perception and Fellowship, respectively. These words are extremely powerful and all across the universe only a few are known to mortals, be they human or xenos.
A fundamental force of the most primal sort, Enuncia can easily damage those uttering the sounds. Whenever attempting to use a word of Enuncia, the speaker must decide how forcefully they wish to speak it - this determines the Drain Value . After their Focus Power Test has resolved if they were successful they must make a Toughness Test (for opposed tests, always make a Toughness Test against Drain Value). For each success on their Toughness Test they reduce the Drain Value by 1. If the Drain Value is lower than their Toughness Bonus, they take no damage (or Corruption), otherwise they take the remaining Drain Value as damage.
When the Drain Value is below the speaker's Toughness Bonus, do not roll on the Psychic Phenomena table. When the Drain Value is equal to the speaker's Toughness Bonus, roll on the Psychic Phenomena table. When the Drain Value is above the speaker's Toughness Bonus, roll on the Psychic Phenomena table and add 10. If a speaker is driven to the insanity of attempting to speak a word of Enuncia with a Drain Value equal to twice their Toughness Bonus (the Maximum Drain Value), their Focus Power Test is considered Hard (-20) (for opposed tests instead roll an additional Challenging +0 Focus Power Test) and they immediately roll for Perils of the Warp. In the event of a possession phenomena, reroll the results. When the Drain Value is above their Toughness Bonus the character must make a Willpower Test or take half the damage in Corruption points (rounded down). In addition, for every 4 points of damage inflicted from Drain Value, increase the difficulty of all Enuncia tests by one stage to represent the character's mouth being ripped apart by forces they've unleashed. Even on successful Toughness Tests they will lose their teeth and bleed from the mouth, but this has no in game effects aside from a lumpy smile.
Enuncia Fragment
Tier : 1, 2 or 3
Prerequisites : Must be bought sequentially.
Alignment : Unaligned
The character has through guile, luck or fate, obtained a fragment of the primordial language, Enuncia. This gives them access to buy one of the Words of Enuncia, depending on what tier was purchased. For Tier 1, any word valued at 100xp. For Tier 2, any word valued at 200xp. For Tier 3, any word valued at or above 300xp. This should always represent a significant boon in terms of roleplay and should be an important part of the character's story.
NOUNS
Expletive
Value : 100 xp
Focus Power Test : Agility
Range : 10m x Drain Value
The speaker can conjure a bolt of pure force at an opponent. The speaker makes a Ballistic Skill Test to hit the target, and deals 1d10 Impact Damage with a bonus of +2 Damage per Drain Value.
Conjugation
Value : 200 xp
Prerequisites : Expletive
Focus Power Test : Opposed Agility
Range : 10m x Drain Value
The speaker can wrap a target in crushing bands of force. Make an Opposed Test, pitting the speaker's Agility against the target’s Toughness. If the speaker wins, he may inflict 1d10 Impact Damage with a bonus of +1 Damage per Drain Value. The speaker may also Grapple the opponent (see page 240), substituting his Agility bonus for his Strength bonus. Sustaining the word is a half action that requires an additional Opposed test and Drain test.
Wrought
Value : 500 xp
Prerequisites : Expletive, Conjugation
Focus Power Test : Agility
Range : 5m x Drain Value radius
The speaker has developed his diction to the furthest reaches humanly possible. He can generate a rain of force bolts that can smash his enemies in a savage storm of primordial fury. The speaker can pick out a number of targets equal to his Drain Value for each round that he maintains this power. The speaker must make a Ballistic Skill Test to hit each of the targets, and deals 2d10 Impact Damage with a bonus of +2 Damage per Drain Value. No target may be hit more than once a round. Sustaining the word is a half action that requires an additional Agility test and Drain test.
ADJECTIVES
Present
Value : 100 xp
Focus Power Test : Perception
Range : Personal
Uttering this word allows the speaker to briefly peer into the near future and see possible outcomes and potential dangers. Until the end of the next turn, the speaker gains a +30 bonus to one skill roll. This technique may not be attempted at a Drain Value below the speaker's Toughness Bonus.
Past
Value : 200 xp
Prerequisites : Present
Focus Power Test : Perception
Range : 1m x Psy Rating radius
The use of this word allows the speaker to learn more about others from the crude traces of warp and aether they leave behind on objects and places in the world around them. In its simplest form, the speaker can gain rough impressions from an object or a general area by maintaining physical contact and making a Perception Test.
More information beyond the strongest emotions requires time, and the longer the speaker stays in a given area, the more information he can ascertain. These numbers are modified by the speaker's awareness, and he may subtract a number of rounds equal to the Drain Value from each result level. Example: A speaker with Drain Value 5 will get the first result in 5 rounds, the second result in 10, etc.
10 Rounds: The speaker can detect the strongest emotion associated with the area or object.
20 Rounds: The speaker can see the general features of the person who experienced the emotion
30 Rounds: The speaker gets a clear image of the person who experienced the emotion
40 Rounds: The speaker is able to identify the person’s occupation (e.g. Career and Rank)
50 Rounds: The speaker can now determine the name of the person
+10 Rounds: The speaker discovers an additional fact
Future
Value : 300 xp
Prerequisites : Past, Present
Focus Power Test : Perception
Range : Personal (2m x Drain Value)
At this level of skill, the speaker has learned how to explore multiple outcomes to different choices and actions, and to be able to sort through them in less than a heartbeat. The speaker must succeed at a Focus Power Test. If successful, the speaker gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20 penalty—these benefits apply for one round, unless the speaker
sustains this technique. Additionally, he can see glimpses of the dangers in his immediate vicinity and shout warnings to his comrades within 2m x Drain Value to warn them of incoming attacks. Allies beyond this range are outside of the scope of his power to foresee. All Ballistic Attacks against those so warned suffer a –5 penalty. This technique may not be attempted with a Drain Value below the speaker's Toughness Bonus.
VERBS
Nothing
Value : 100 xp
Focus Power Test : Opposed Fellowship
Range : 10m x Drain Value
The speaker has learned how to block the messages of the target’s senses. The speaker makes an Opposed Fellowship Test against the target. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the speaker maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective ‘invisibility’ allowing the speaker to pass unnoticed to sight or sound. The speaker selects a number of targets equal to his Fellowship Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Fellowship Test. Those that fail notice nothing out of the ordinary, and the sensory information is successfully masked by the speaker until he stops maintaining the power. Sustaining the word is a half action that requires an additional Agility test and Drain test.
Do
Value : 200 xp
Prerequisites : Nothing (Enuncia Word)
Focus Power Test : Opposed Willpower
Range : 5m x Drain Value
This word allows the speaker to force others to briefly act against their will. The speaker makes an Opposed Fellowship Test against the target. If the speaker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Fellowship Test. This technique may not be attempted at a Drain Value below the speaker's Toughness Bonus.
Unknown
Value : 200 xp
Prerequisites : Nothing (Enuncia Word)
Focus Power Test : Fellowship
Range : 5m x Drain Value
The true word for the unknown is so terrifying in its' existence at all that it drives the most stalwart mortals to flee for their lives. If the speaker succeeds at the Focus Power Test, the target is affected as if the speaker possessed the Fear (1) Trait. The speaker may increase the level of the Fear Trait by 1 for every 3 Drain Value he uses in the Focus Power Test.
Stop
Value : 300 xp
Prerequisites : Nothing, Do or Unknown
Focus Power Test : Fellowship
Range : 5m x Drain Value
Uttering this word pulls at the very conduits of conciousness and the speaker can injure or stun an opponent out to a range of 5m x Drain Value. The speaker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Drain Value) with the Shocking quality (see page 116). The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the speaker's Drain Value. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the speaker's Drain Value (rounding up).
GM Note : Enuncia is mechanically a very powerful ability and should be doled out carefully and slowly, be that a Daemon is slowly feeding their worshiper knowledge or through the collection of artifacts. Knowing a few words of Enuncia would be a very powerful boost to any character, but knowing many or all of them would be devastating. Heretics with altered vocal cords of any kind cannot take this feat, as the natural connection between their voice and soul has been severed (Sorry, Space Marines). Avoid allowing players to use it without restraint as it opens up the potential for accruing Corruption points very quickly (which in some cases could unbalance their characters in terms of power, making this a very dangerous ability for Psykers in particular). If a Heretek learns this ability via sourced machine code, the task is more arduous, takes longer, and always makes his tests with an additional -10 modifier.

I like the Drain Value idea. I would draw a further parallel to Shadowrun's Magic, and rather then have Drain generate Psychic Phenomenae (which in the Ravenor books it never did, in fact Enuncia was not really Warp Force but something…Else. Granted, Abnett tends more towards Psychic ability being safe to use ad naseum since everyone who has the chance uses them without a second thought - Ravenor, the psychically talkative example that proves the rule) have Drain reflect physical drain associated with bending such a primordial and incomprehensible force to your will. I would have you select a Drain value, and you must pass a Toughness Test. For Drain equal to or below your TB, you suffer Fatigue levels equal to the Drain, for greater then your TB, you suffer Damage and Fatigue equal to Drain.

Enuncia isn't evil, per ce, it simply is. This makes using even a simple, and minor use of one word inflict a -10 penalty to everything a character does until rested or healed. Molotch, among the most brilliant and powerful villains of the Imperium, **** near crushed his own face in and iirc killed a man by reading one to see if it was real. I would say that without practice, and I mean a Tier 3 training talent, you should further inflict a penalty based on the fact that nobody knows anything about Enuncia, and randomize the Drain at which you're uttering the word.

Now, this seems harsh - I know. But, you're giving the world an immensely powerful and uncounterable weapon. Nothing, for instance, would allow a worthless cultist just enough time to set off a suicide bomb in, say, the middle of a Hive's oxygen generators. Uh-oh.

Thank you both for your input! Here is a newly revised Enuncia rule set, better than previous iterations.

Enuncia 1.2

The primordial language of creation, Enuncia, is divided into three main types; Nouns, which conjure the physical energies of existence; Adjectives, which give those energies form; and Verbs, which effect the minds and spirits occupying reality. Each type of word is associated with a different characteristic; Agility, Perception and Fellowship, respectively. These words are extremely powerful and all across the universe only a few are known to mortals, be they human or xenos.
A fundamental force of the most primal sort, Enuncia can easily damage those uttering the sounds. Whenever attempting to use a word of Enuncia, the speaker must decide how forcefully they wish to speak it - this determines the Drain Value range [(0 to < TB), (TB =< TB x 2) OR (TB x 2)] and has three levels of severity (similar to Psyker powers):
Whispers: A Challenging (+0) Test to pronounce with a Drain Value below their Toughness Bonus, no roll on the Psychic Phenomena Table.
Reports: A Difficult (-10) Test to pronounce with a Drain Value equal to or above their Toughness Bonus, roll on the Psychic Phenomena Table, adding +10 to the roll for every point of Drain Value above their Toughness Bonus.
Shouts: A Hard (-20) Test to pronounce with a Drain Value equal to twice their Toughness Bonus (the maximum), roll on Perils of the Warp.
In the event of Possession Phenomena, reroll results.
After their Focus Power Test has resolved if they were successful they must make a Challenging (+0) Toughness Test. For each success on their Toughness Test they reduce the Drain Value by 1 and for each failure increase the Drain Value by 1 (for opposed tests, Drain Value is equal to the victim's Willpower Bonus regardless of Forcefulness). If the Drain Value becomes lower than their Toughness Bonus, they take no damage (or Corruption), otherwise they take the remaining Drain Value as damage, and half the Drain Value in Corruption.
In addition, for every 4 points of damage inflicted from Drain Value, increase the difficulty modifier of all Enuncia tests by an additional -10 (non-cumulative) to represent the character's mouth being ripped apart by forces they've unleashed. Even on successful Toughness Tests they will lose their teeth and bleed from the mouth, but this has no in game effects aside from a lumpy smile.
If a Heretek learns this ability via sourced machine code, the task is more arduous, takes longer, and he always makes his tests with an additional -10 modifier. This condition cannot be removed unless more mundane methods of learning Enuncia are explored; Enuncia can never be acquired through Infamy Requisition Tests for any characters, but information leading to some can.
Enuncia Whisperer
Tier: 1, Unaligned
The character has through guile, luck or fate, obtained a fragment of the primordial language, Enuncia, and has managed to pronounce some fragments of it. This gives them access to buy one of the Words of Enuncia (although in-game exposition must occur for their gaining the information): Expletive, Past or Nothing. When using Enuncia they suffer a -10 to all tests (non-cumulative) until they receive some sort of healing to represent the unavoidable damage done to their mouths.
Enuncia Expert
Tier 2, Unaligned
Prerequisite: Enuncia Whisperer
After intense and painful training, often from the upper echelons of cults or through tomes of the darkest lore, the character has gained some mastery over Enuncia and no longer suffers a -10 to all tests when using the primordial words (although they still suffer considerable superficial damage) and are susceptible to damage from failed Drain Value Tests. They gain access to the following Words of Enuncia: Conjugation, Past, Do and Unknown (provided they know the pre-requisite words)
Enuncia Master
Tier 3, Unaligned
Prerequisite: Enuncia Whisperer, Enuncia Expert
Few in the history of the galaxy have attained this level of control over the primordial language, and they are to be greatly feared for the very powers of creation are quite literally on the tips of their tongues. They only suffer superficial damage from Whispers and Reports and always reduce any damage suffered from failed Drain Value Tests by 1. They have access to all the Words of Enuncia (provided they know the prerequisite words).
NOUNS
Expletive
Value: 100 xp
Focus Power Test: Agility
Range: 10m x Drain Value
The speaker can conjure a bolt of pure force at an opponent. The speaker makes a Ballistic Skill Test to hit the target, and deals 1d10 Impact Damage with a bonus of +2 Damage per Drain Value.
Conjugation
Value: 200 xp
Prerequisites: Expletive
Focus Power Test: Opposed Agility
Range: 10m(Whisper), 20m(Report), 30m(Shout)
The speaker can wrap a target in crushing bands of force. Make an Opposed Test, pitting the speaker's Agility against the target’s Willpower. If the speaker wins, he may inflict 1d10 Impact Damage with a bonus of +1 Damage per Drain Value. The speaker may also Grapple the opponent (see page 240), substituting his Agility bonus for his Strength bonus. Sustaining the word is a half action that requires an additional Opposed test and Drain test.
Wrought
Value: 500 xp
Prerequisites: Expletive, Conjugation
Focus Power Test: Agility
Range: 5m x Drain Value radius
The speaker has developed his diction to the furthest reaches humanly possible. He can generate a rain of force bolts that can smash his enemies in a savage storm of primordial fury. The speaker can pick out a number of targets equal to his Drain Value for each round that he maintains this power. The speaker must make a Ballistic Skill Test to hit each of the targets, and deals 2d10 Impact Damage with a bonus of +2 Damage per Drain Value. No target may be hit more than once a round. Sustaining the word is a half action that requires an additional Agility test and Drain test.
ADJECTIVES
Present
Value: 100 xp
Focus Power Test: Perception
Range: Personal
Uttering this word allows the speaker to briefly peer into the near future and see possible outcomes and potential dangers. Until the end of the next turn, the speaker gains a +30 bonus to one skill roll. This technique may not be attempted at a Drain Value below the speaker's Toughness Bonus.
Past
Value: 200 xp
Prerequisites: Present
Focus Power Test: Perception
Range: 1m x Drain Value radius
The use of this word allows the speaker to learn more about others from the crude traces of warp and aether they leave behind on objects and places in the world around them. In its simplest form, the speaker can gain rough impressions from an object or a general area by maintaining physical contact and making a Perception Test.
More information beyond the strongest emotions requires time, and the longer the speaker stays in a given area, the more information he can ascertain. These numbers are modified by the speaker's awareness, and he may subtract a number of rounds equal to the Drain Value from each result level. Example: A speaker with Drain Value 5 will get the first result in 5 rounds, the second result in 10, etc.
10 Rounds: The speaker can detect the strongest emotion associated with the area or object.
20 Rounds: The speaker can see the general features of the person who experienced the emotion
30 Rounds: The speaker gets a clear image of the person who experienced the emotion
40 Rounds: The speaker is able to identify the person’s occupation (e.g. Career and Rank)
50 Rounds: The speaker can now determine the name of the person
+10 Rounds: The speaker discovers an additional fact
Future
Value: 300 xp
Prerequisites: Past, Present
Focus Power Test: Perception
Range: Personal (2m x Drain Value radius)
At this level of skill, the speaker has learned how to explore multiple outcomes to different choices and actions, and to be able to sort through them in less than a heartbeat. The speaker must succeed at a Focus Power Test. If successful, the speaker gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20 penalty—these benefits apply for one round, unless the speaker sustains this technique.
Additionally, he can see glimpses of the dangers in his immediate vicinity and shout warnings to his comrades within 2m x Drain Value radius to warn them of incoming attacks. Allies beyond this range are outside of the scope of his power to foresee. All Ballistic Attacks against those so warned suffer a –5 penalty. This technique may not be attempted with a Drain Value below the speaker's Toughness Bonus.
VERBS
Nothing
Value: 100 xp
Focus Power Test: Opposed Fellowship
Range: 10m(Whisper), 30m(Report), 50m(Shout)
The speaker has learned how to block the messages of the target’s senses. The speaker makes an Opposed Fellowship Test against the target's Willpower Test. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the speaker maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective ‘invisibility’ allowing the speaker to pass unnoticed to sight or sound. The speaker selects a number of targets equal to his Fellowship Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Willpower Test (the Drain Value is equal to the highest Willpower Bonus + 1 for each additional two targets). Those that fail notice nothing out of the ordinary, and the sensory information is successfully masked by the speaker until he stops maintaining the power. Sustaining the word is a half action that requires an additional Fellowship test and Drain Value test.
Do
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Opposed Fellowship
Range: 5m(Whisper), 15m(Report), 30m(Shout)
This word allows the speaker to force others to briefly act against their will. The speaker makes an Opposed Fellowship Test against the target's Willpower Test. If the speaker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Fellowship Test.
Unknown
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Fellowship
Range: 5m x Drain Value
The true word for the unknown is so terrifying in its' existence at all that it drives the most stalwart mortals to flee for their lives. If the speaker succeeds at the Focus Power Test, the target is affected as if the speaker possessed the Fear (1) Trait. The speaker may increase the level of the Fear Trait by 1 for every 3 Drain Value he uses in the Focus Power Test.
Stop
Value: 300 xp
Prerequisites: Nothing, Do or Unknown
Focus Power Test: Fellowship
Range: 5m x Drain Value
Uttering this word pulls at the very conduits of conciousness and the speaker can injure or stun an opponent out to a range of 5m x Drain Value. The speaker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Drain Value) with the Shocking quality (see page 116). The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the speaker's Drain Value. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the speaker's Drain Value (rounding up).
GM Note: Enuncia is mechanically a very powerful ability and should be doled out carefully and slowly, be that a Daemon is slowly feeding their worshiper knowledge or through the collection of artifacts. Knowing a few words of Enuncia would be a very powerful boost to any character, but knowing many or all of them would be devastating. Heretics with altered vocal cords of any kind cannot take this feat, as the natural connection between their voice and soul has been severed (Sorry, Space Marines). Avoid allowing players to use it without restraint as it opens up the potential for accruing Corruption points very quickly (which in some cases could unbalance their characters in terms of power, making this a very dangerous ability for Psykers in particular).
Examples: Grimes the Rogue trader is cornered by a some ork pirates in a raid. Fortunately she's got a refractor field, but she knows that won't save her from this. Fortunately she's also got an ace up her sleeve, some ancient lore from even before the Great Crusade.
She Whispers the primordial word for Do towards one of the orks, with an inflection of treason overlaying the small explosion of power that erupts from her lips. She rolls an Opposed Fellowship Test against the Ork's Willpower Test. Her Fellowship is a 46 and as a Whisper it is a Challenging (+0) Test to pronounce. She rolls a 25 (3 degrees of Success). The Ork's Willpower is a 34 and he rolls a 45 (two degrees of Failure). Grimes has succeeded in controlling the Ork's actions, ordering him to kill his ally (how the Ork chooses to do this is entirely up to the Ork, but it gets it out of her hair).
Now Grimes must make a Challenging (+0) Toughness Test to resist damage. With a Toughness of 42, she rolls a 41 - one degree of success, which is just enough to resist the Drain Value of 3 (the Ork's Willpower Bonus). Had she rolled a 53, the Drain Value would have increased to 5 - one over her Toughness Bonus, inflicting one point of Damage and one point of Corruption. On a 43-52 she would have suffered no damage and the Drain Value would have been absorbed by her Toughness Bonus. On a 63 it would inflict two damage and one corruption, 73 would inflict three damage and two corruption, etc. He has the Enuncia Expert Talent and does not suffer a -10 to tests.

Thank you both for your input! Here is a newly revised Enuncia rule set, better than previous iterations.

Enuncia 1.2...

JediMike42,

You and a handful of other forumites (Adeptus-B, HappyDaze, Lightbringer, and others) have been contributing some fantastic effort, and I wanted to extend my appreciation. Excellent stuff here on Enuncia.