A Different Approach to Psychic Powers

By Nimsim, in Game Mechanics

So I really disliked the psychic powers in the beta, and was only okay with the powers in Only War. The previous systems had some cool aspects, but I honestly felt like psychic powers have just been incrementally doing away with a lot of the flavor that DH 1 had. I can't think of anyone who really had a problem with the plethora of minor powers in DH1, and the primary complaint was how massively unbalanced the powers were. I obviously don't know what direction the devs want to go with psychic powers, but I'd like to throw in my own ideas.

Discipline Themes

Psychic powers represent literal raw chaos being shapes into the desires of man. The way this chaos is shaped is based on the desires of man. Man desires pain and destruction (Khorne), man desires mastery of life (Nurgle), man desires control and knowledge (tzeench), and man desires experiences and success (Slaanesh). Every time that a psychic power is invoked, it does so through tribute to one chaos god or the other. The needs that man shapes the warp for are the same needs that feed the chaos gods. I don't want the psychic powers to just feel like a risky magic system. I'd really like to see them reflect these themes at a deeper level than "melta gun that may cause a daemon to show up".

Here are my proposed themes for each of the Disciplines:

Biomancy: This represents human desire for mastery over life, and mastery of their own body.

Divination: This represents the human desire for knowledge and knowing what is to come.

Pyromancy: Pyromancy is both destruction AND creation. Fire or raw energy is the universal human tool used for both, and powers almost all technology at some basic level.

Telepathy: Telepathy is the desire for closeness to others, and secrets. This differs from the knowledge of Divination, as secrets are those things that another consciousness has deemed worthy of protection whereas knowledge is the raw state of facts.

Telekinesis: Control. This is mans desire to project himself into the world, to control his surroundings through will AND machine.

Power Level and Progression

This has seen multiple iterations. OW had an interesting idea for minor manifestations, but the lack of guidelines made it kind of hard to determine how to make them work (can I use biomancy as a heartbeat lie detector? Can I use pyromancy to light a spark inside of someone's ammo?). Pushing in the beta was also a mess. In general, the major theme for the game has been having minor low risk powers, mid-risk powers, and high risk or guaranteed risk powers.

There has also been a theme for psychic powers of vertical progression, with many powers being improved versions of others. Some of the disciplines have horizontal progression that allows a broad array of ideas and abilities to be addressed (telepathy) and some just focus on one thing with a lot of vertical progression (pyromancy).

I would propose the following for psychic powers. First, I would like to see each psychic power within the discipline addressing a unique idea or use, full horizontal progression. Second, I would like to see each power divided up into 3 versions: minor, major, and pushed. Minor powers would represent very fleeting or small transient bonuses that would be usable in a broad array of situations. Major would be more powerful uses of the power, and would scale with Psy level. Major uses would have more specific guidelines for use. The pushed version of a power would be very strong, and would also scale with psy level. Pushed uses of a power would likely require some sort of sacrifice to be used (corruption, insanity, temporary or permanent characteristic loss?). I don't want to comment too much on how these would interact with perils of the warp, as that will have to be based more on the system that is introduced.

Characteristics

I have a quick resolution for the problem with some psychic disciplines using characteristics that are more or less expensive to most psykers: allow characters to choose a single discipline and switch the xp costs of the characteristic associated with that discipline with the xp costs of one of their other characteristics.

The powers themselves!

Here we go! I'll just put one discipline up for now, and try to get more up as I go.

Biomancy

Perfect the Flesh

Minor: the character may gain a +10 bonus to a roll involving strength, agility, or toughness by perfecting his existing bodily processes at the precise moment. This can be used successfully once per scene.

Major: The character may add his Psy Level to the bonus of Strength, Agility, or Toughness for the remainder of the scene. This power can only affect a single trait at a time.

Pushed: The character may add his Psy Level to Strength, Toughess, AND Agility for the remainder of the scene.

Reshape the Flesh

Minor: The character may gain +10 to a roll involving his appearance, whether that involves disguising himself, influencing someone with his appearance, or other uses. This may not be used to copy features of another character. This lasts for one scene.

Major: The character may gain one Trait from the list below (I'll have to see what the traits are before I could make a list). The player may keep this trait for a number of rounds equal to his Psy Rating.

Pushed: The character may choose up to three Traits from the list. The player may keep these traits for a number of rounds equal to his psy rating.

Corrupt the Flesh

Minor: The character may mark a target human such that they are now detectable by psyniscience due to the mild corruption of their flesh. The target also exudes an air of unease that causes them to gain -10 to social rolls meant to make a positive impression. This power lasts for 1 day and can be used on one target at a time.

Major: This power causes a target's body to warp and deform. Choose strength, agility, or toughness and reduce its bonus by 1 for every 2 Psy Rating. If this reduces the bonus to 0 or less, the target suffers damage to the body equal to the Psy Rating, ignoring toughness and armour.

Pushed: The same as above but reducing all three characteristics. Deal damage for each characteristic bonus reduced to zero or below.

Reflect the Flesh

Minor: The character may copy the appearance of another human. The character keeps all of her characteristics and traits. This power lasts for one scene.

Major: The character may copy the appearance and body of another human (non-space marine). The character may copy the strength, agility, and toughness characteristics of the target character but not traits. Characteristics increased in this manner may increase a maximum of 10 points for every two levels of Psy Rating. This power lasts for a number of rounds equal to psy rating if characteristics are copied, or one scene otherwise.

Pushed: The character may copy the body of any target of size one or less greater than herself. The character may gain the strength, agility, toughness and traits of the target. Characteristics increased in this manner may increase a maximum of 10 points for every two levels of Psy Rating. If those are copied, this power lasts a number of rounds equal to 1/2 psy level, otherwise it lasts for one scene.

Destroy the Flesh

Minor: The character is able to stimulate the nerves to inflict a brief moment of excruciating pain on a target. This does not inflict wounds but can be used to gain a +20 bonus to intimidate. The target must make a willpower check or suffer -10 to his next action.

Major: This would be your basic psychic attack. Have it be te lightning. 1d10 + Psy Rating, +1 Pen per 2 Psy Rating, Tearing.

Pushed: This attack can target a number of characters equal to Psy Rating divided by 2.

Mend the Flesh

Minor: The character can diagnose the number and nature of a target's wounds, as well as any poisons or diseases. Gain +20 to any attempt to treat the target or for aiding treatment.

Major: The character can heal damage based on his Psy Rating. I'd have to see the wound system to know what values to give this.

Pushed: The character may may revive a dead target that has less wounds over his death total than the characters Psy Rating. The target must burn a Fate Point or will die again at the end of the scene.

Control the Flesh

Minor: The character may cause a single part (head, body, limb) of a target to spasm. The target takes a -10 for one round to any test made using that body part.

Major: The character may choose a single limb of the target. The target may not move that body part for a number of rounds equal to Psy Rating divided by 2. Tests made that require that body part for assistance are at -20.

Pushed: Make an opposed willpower test with the target. On a success the character may cause a target to not be able to move her body at all for a number of rounds equal to Psy Rating divided by 2. On a failure the target may choose 2 limbs that cannot be moved for a number of turns turns equal to Psy Rating divided by 2.

Know the Flesh

Minor: The character is able to detect all living things within a 10m radius. The character knows the exact location of all living things within 30 yards.

Major: The character chooses a target and reduces the damage number needed to roll a Righteous Fury against the target by 1 for every 2 Psy Rating.

Pushed: The characters next hit against a target will be a Righteous Fury.

So these are the basics. Not all of these powers are perfect but I think they cover a broad depth and breadth of actions. I tried to make the minor actions mostly good for no combat utility, the major actions all useful in at least combat, and the pushed actions all being very powerful. The major and pushed actions all also scale with Psy rating. I'm interested to see what people think of this approach, and if there's some positive interest Ill write up the other disciplines and send it to FFG.

A quick question...

If a Psyker uses Perfect the Flesh at Major level will he/she also benefit from its Minor Level buff? In other words, does a Psyker benefit from all three layers of a Power if Pushed?

Edited by Brother Orpheo

I'd go with no. I'd have to see the rules on sustaining powers, but my conceptualization is that each power in essence represents a blanket set of controls you have (perfect the flesh allows you to improve your own body) and the levels represent how muh power you're putting into it. For perfect the flesh Id really need to see how unnatural characteristics work to make sure that the bonus they give is flat out better than the minor power. I tried to make all of the minor powers give a concrete +10 to broad abilities or +20 to specific ones.

If you're thinking layers do not stack what would be your reasoning for this, such as "each layer being a specific manipulation"? A Major level use not specifically being a progression onward from the Power's Minor use so much as it is a completely different manipulation of Warp energies?

I'm still going through the Powers but, so far, I like what I've read.

I'll have more questions/input after I've given this a good going over.

Edited by Brother Orpheo

Not to my taste but I think my perfect system wouldn't apeal to most people (it's a few posts down and getting no love) so good luck.

My basic idea for the powers not stacking is that each represent control of a certain aspect. The minor use is the very small non-dangerous version and is thus made distinctly useful for noncombat. The major power is the riskier version that specifically has a combat effect that may also be useful for story purposes. The pushed version should in all cases be a flat out improvement of the major one, so there is no need to stack those two. Even though these levels are all lumped under one power, they technically represent acquiring two dfferent powers, the minor power and the major (as well as an improved major), hence the separation.

Also, Adeptus, I do like your idea of a modular system. I think my idea ties into yours somewhat (my idea of a central theme is analogous to your idea for a starting power; both of us have the idea of spreading out based on that beginning idea). What I don't like as much about your idea of adding various abilities to powers is that it makes them unthematic. Adding pen to your power or adding on a rules-specific ability just seems kind of detached from the wildness of psychic powers. I tried with my idea to give each of the variations of the power something thematic and broad to work with. I was thinking of only having one actual "attack" for each discipline, each of which build on a basic mold (damage die plus psy rating) and customizing this based on the discipline. For example, I had thought the telepathy attack would deal 1d5 + Psy rating and ignore armour and toughness but be reduced by willpower bonus.

I really like the idea with Mend the Flesh with bringing back the dead. Also I must admit, I very much like your overall concept of the psyker abilities and I think it has potential to easily outdo the current system.

Also, Adeptus, I do like your idea of a modular system. I think my idea ties into yours somewhat (my idea of a central theme is analogous to your idea for a starting power; both of us have the idea of spreading out based on that beginning idea). What I don't like as much about your idea of adding various abilities to powers is that it makes them unthematic. Adding pen to your power or adding on a rules-specific ability just seems kind of detached from the wildness of psychic powers. I tried with my idea to give each of the variations of the power something thematic and broad to work with. I was thinking of only having one actual "attack" for each discipline, each of which build on a basic mold (damage die plus psy rating) and customizing this based on the discipline. For example, I had thought the telepathy attack would deal 1d5 + Psy rating and ignore armour and toughness but be reduced by willpower bonus.

I do tend to get bogged down in mechanics first and work the theme into that, it's just I'm of the opinion that theme will fall apart when different people with different ideas as to how it should work add supplements and this hurts internal consistency for me. Also I may have been a bit upset posting mechanics for Disciplines didn't get me so much as a "this sucks because" post, looking over it again this could work but I would feel it odd if PR1 pushing can do something that PR6 can't do without pushing.

Adeptus, I do like your idea and I can see a system in which psykers buy a discipline and get a flat array of powers which they them upgrade would be interesting. I'm personally more of a fan of having very thematic powers rather than freeform ones, unless the freeform is a careful balance between abstract and mechanical. Also, I usually only comment on things I really like or really hate, so yours slipped under the radar. Also, the way I see these powers is that minor/major/pushed reflect how deeply you reach into the warp and Psy rating is how well you can shape what you pull out. I really did try to balance things so that powers would continue usefully scaling for high Psy ratings.

Anyway, here's divination. Lots of roll modifying, and lots of mental stretching to figure out cool ways to use the theme of knowledge and knowing. This led to the final power being a literal Bill and Ted power which I would LOVE to see in play. I tried to continue the theme of having minor powers give you thematic stuff to do or information, and let te major and pushed powers be the combat ones. I might even suggest having the stress of combat make minor powers riskier than normal. Also, although I've tried to balance things out, this system isnt considering sustained powers or the exact way to activate them, which would also add balance.

Divination

Knowledge of the Past

Minor: If the character is touching a person or item, he may learn about a single event from the target's past. This knowledge can provide a +10 bonus to relevant rolls in which it is used. If the past event is something that the target person or target items owner considers a secret, the character only learns a single sense (touch, taste, smell, sight, sound) of the event. This power cannot be used repeatedly to gain each sense.

Major: The character briefly gains instant knowledge of the entirety of a target's past. Due to the sheer volume of input, this knowledge is almost instantly all forgotten. The lingering knowledge allows the character to gain +5 for each level of Psy rating to all rolls made against the target for the remainder of the scene. When used with an object, the character gains +5 for each level of Psy Rating to all uses of that object for a number of uses equal to Psy Rating. The GM should tell the player information about the person or object each time the bonus is used. This cannot be used for attacking with weapons.

Pushed: The character's connection to the item or person's past is permanent, though specific information is murky. The bonus from Psy Rating becomes permanent. This cannot be used for attacking with weapons.

Knowledge of the Future

Minor: Whenever the character is surprised, he may use this power as an immediate reaction. If successful, the character knew that this was coming, and gets a +20 bonus to his next roll if that roll uses his lack of surprise. This power cannot prevent the effects of being surprised in combat but can still grant the bonus to a roll.

Major: The character's knowledge of the future allows him to predict the actions of others. A number of targets equal to the character's Psy Rating take -20 to all rolls made against the character for the remainder of a scene. This power may also be used as a reaction to being surprised in combat in order to avoid the effects of surprise.

Pushed: The character may choose a number of rolls made against him for the remainder of the scene equal to his Psy Rating divided by 2 and reduce their degrees of success by his Psy Rating divided by 2.

Knowledge of Space

Minor: The character knows the location of any item or person whom he has previously touched (the character must specify the target), although his knowledge of the location is limited to the immediate surroundings and not necessarily a direction or place. This power grants +20 to rolls made to find the object or person.

Major: The character may choose any location to which she has been or seen in person within a number of km equal to her Psy Rating. The character may perceive this location as if she was actually there, although only visually. The character may also view locations she has not been within ten meters for every level of Psy Rating. The character may use this to blind fire without penalty.

Pushed: The character need not have visited the location personally, although she must know its exact location.

Knowledge of the Weapon

Minor: The character may choose a single one-handed weapon when this power is acquired. It must be a weapon that the player considers to be his own. The player may use this power to gain knowledge of where the weapon is at all times/+20 to finding this weapon when it is not in his possession, knowledge of how to maintain the weapon/to ignore when this weapon jams, and knowledge of exactly how to keep the weapon safe to prevent this weapon from being damaged. The chosen weapon may be changed by meditating with another one for one hour.

Major: The character may increase the degrees of success of any attacks he makes by half his Psy Rating. This lasts a number of uses equal to half his Psy rating or for one scene.

Pushed: The character's next attack cannot be dodged and succeeds with a a number of degrees of success equal to half his Psy rating.

Knowledge of Self

Minor: The character is able to perfectly recall a personal experience of her own. The character gains +10 to rolls affected by this memory.

Major: The player may roll a number of d100 equal to his Psy rating and record the results. For the remainder of the session, whenever the player makes a roll, he may choose to substitute one of these rolls. Each roll can only be used once. At the end of the session, these rolls are lost. This major/pushed power can only be used once per session.

Pushed: As above, but the player may instead roll against his Willpower and record the degrees of success or failure. If you have previously used the major version of this power in session, you may use the pushed version and roll a number of times for each roll that is left from the major power, replacing those rolls with the degrees of success or failure from the pushed power.

Knowledge of the Battle

Minor: The character learns his opponent's technique for battle. This gives the character +10 against his next opposed roll with the target.

Major: The character gains perfect insight into an ongoing battle. He may add his Psy Rating to his initiative and may choose what order anyone with initiative less than his goes in.

Pushed: The character may add his Psy Rating times 2. If the character has the highest initiative, he gains 1 AP/action that cannot be used for an attack.

Knowledge of the Present

Minor: The characters situational awareness allows him to discover a part of his surroundings that may have otherwise been unnoticed. Have the player describe this surrounding. It will give +10 or -10 based on what it is and is being used for.

Major: The character is able to determine exactly how to navigate his surroundings. The character ignores any modifiers for movement or his attack related to the environment.

Pushed: As above, and the characters attacks ignore cover.

Knowledge of Time

Minor: The character with this power is able to time actions perfectly. The character may gain +10 to a non-attack action requiring timing.

Major: The character is able to plan things well ahead of time. Once per session, the player may use this power in order to retroactively state that his character or another performed an action. This action must had taken place within a number of hours equal to the characters psy rating and cannot be an attack against another character. Some example actions may be acquiring a particular item, setting up a trap, contacting another character. If this action could not have been done by the character himself, it can be performed by another character. This other character can be an NPC who just happens to come across the character at this point. If the action requires a roll, use the character's stats for it. This can only be used once per session.

Pushed: As above, but the timespan is equal to Psy rating times days.

I'm sorry I did sort of lash out but I didn't mean to direct it at you, I was juet venting. I view Psy rating as how deep into the warp you can go and willpower as how well you can control it. Your system does what it sets out to do very well and I note that you've started with the two disciplines I have the most concerns about making.

Knowledge of Time

Minor: The character with this power is able to time actions perfectly. The character may gain +10 to a non-attack action requiring timing.

Major: The character is able to plan things well ahead of time. Once per session, the player may use this power in order to retroactively state that his character or another performed an action. This action must had taken place within a number of hours equal to the characters psy rating and cannot be an attack against another character. Some example actions may be acquiring a particular item, setting up a trap, contacting another character. If this action could not have been done by the character himself, it can be performed by another character. This other character can be an NPC who just happens to come across the character at this point. If the action requires a roll, use the character's stats for it. This can only be used once per session.

Pushed: As above, but the timespan is equal to Psy rating times days.

This looks really awesome. I like it. Totally what would make divination fun. I can imagine a player saying "and that is why I insisted upon going down here this morning and unlocking this door..." (door is now unlocked, PCs escape raging inferno in the nick of time).

What about giving psykers a sort of "mental fatigue" where if they expend too much energy, their perils chance goes up? This would make it more strategy oriented when determining how much energy or power to put into an effect. If someone uses each power at maximum effect it would essentially wear them out faster and they would get fewer attempts at manifesting different powers overall. If someone uses only what they need at the time (or think they need at the time) they would have the opportunity to manifest far more powers overall.

I haven't thought too much into the details of this but thought I would toss the general idea out.

I think adding something that increases the chance of perils would be good for the use of multiple powers in a scene or sustaining multiple powers.

Also, would anyone like for me to continue this? I still hate the new psychic powers and how boring they are and I'm wondering if anyone else would find these useful to use instead.

Go for it. If only so I feel less bad when I do the same. :D

Edited by Adeptus Ineptus

This looks far, far more appealing than the current system. It's much more freeform and narrative focused while still being fairly concrete rules wise, which is a balance I was struggling to create while brainstorming my own system.

Seriously, why haven't FFG hired you yet?

One thing I'd say is that, in my ideal system, all the powers would be presented to you for 'knowing' the discipline. I'm not sure how to handle this in line with your system though. I just don't like the idea of having to buy powers, because it seems to model the setting kind of poorly.

Also, in my own system (which I'll likely replace with yours at this rate), I've got it so that your effective Psy Rating actually comes from two values; your effective Psy Rating, and how many 'ranks' you have in the associated discipline. Might be worth looking into something like that to encourage specialisation. Just food for thought I guess.

Well, for now I'm keeping the psychic powers mostly system agnostic beyond the core DH system using Psy Ratings. However, here are some possible ideas I've had:

Assign a characteristic to each discipline. Biomancy = Toughness, Divination = Perception, Pyromancy = Strength, Telekinesis = Intelligence, and Telepathy = Fellowship. That characteristic would be tested against to activate the power (This would obviously need to have some clarifications for any powers that increase characteristics). Every 2 or more levels you have in Psy Rating allows you to specialize and buy from a new Discipline, and also lets you have that Aptitude for the purpose of buying that Characteristic advance more cheaply. Maybe something like that.

In terms of invoking psychic phenomena, pushed powers will invoke it on any non-doubles roll, and major powers will invoke it on any doubles roll. For the minor powers, I was thinking that a psyker can use a single minor power once per scene without invoking phenomena, and that they will be invoked by doubles after that. Another option, similar to what Tom Cruise wants, is to allow players access to every minor power in their specialized discipline, but that only powers they have purchased get the free risk-free invoke and use of major or pushed powers.

As far as combining the stats with the psy rating, I think it would work, although I would have to adjust some values.

Also, Pyromancy! In order to give this power some more variation, I envisioned it as encompassing the use of fire as a tool for humanity. It can be used to both burn things and forge them, and I tried to reflect that with these powers.

Forge the Flesh
Minor: The character can add a +10 bonus to healing a target as he uses flames to seal up and cauterize wounds. This power can also be used to instantly extinguish a fire on a single living target.
Major: The psyker's body becomes a living flame, lashing out at anyone nearby. The psyker becomes immune to flame weapons. Any time the psyker is hit by a melee attack, regardless of if the attack causes damage, the flames around him lash out at the attacker, causing Psy Rating damage that ignores armor and toughness.
Pushed: As above, but the psyker is also immune to energy damage and any attacks within visible range of the psyker, melee or ranged, will be struck by the flames for Psy Rating damage ignoring armor and toughness.

Burn the Flesh
Minor: The psyker can manipulate the flames of passion within those around him. Whether it is biological or spiritual in nature, the end result is that the psyker can choose a single target who will take a +10 to his next roll to make an aggressive act, or -10 to his next roll to make a non-aggressive act, whichever comes first.
Major: The psyker shoots a jet of fire from his hands. The attack deals 1d10 + Psy Rating Damage, +1 Pen per 2 Psy Rating. The attack has the Flame Quality.
ranged attack based on pr
Pushed: The attack ignores cover and armor.

Forge the Tool
Minor: A player may temporarily smooth and repair all of the imperfections of a single target item that he or she can see. The item can be treated as Best Quality for a single use, after which it reverts to its previous quality or common quality, whichever is higher.
Major: The psyker may utilize metal materials in his environment to create a simple tool (no mechanical or moving parts). The use of these materials does not cause any damage to objects within the environment or the environment itself. The object itself, if a melee weapon, deals 1d10 + X damage with Y penetration; X and Y can be any numbers equal to or less than the Psy Rating of this power. Shields created with this power add 1/2 Psy Rating Armor points to a single target area (Torso, Limbs, Head), stacking with existing armor. Other objects give a bonus to their use equal to +5 for every two Psy Rating, to a minimum of +5. These objects count as weighing 1kg and can be held with one hand. They last until the end of the scene.
Pushed: As above, but the item becomes permanent.

Burn the Tool
Minor: The psyker may target a single object being wielded by a target. The object is heated up to nearly unbearable heat and must immediately be dropped, and cannot be used for the remainder of a scene, or for one round of combat. If the object cannot be dropped, it causes no damage but still cannot be used.
Major: The psyker may destroy an item with a rarity equal to or greater than his (1/2 Psy Rating + Degrees of Success) * -10. The item cannot be repaired.
Pushed: As above, and the psyker may target a number of items equal to 1/2 his Psy Rating at once.

Forge the Soul
Minor: The psyker can create a single source of flame within his hand that is the size of his palm. The psyker may manipulate this source of flame to move and wane if he desires, although he may not increase it in size. If the flame is placed near a flammable object, however, it can catch fire or combust, at the psyker's choice. Uses of this flame grant the psyker +10 to applicable rolls.
Major: The psyker creates a living creature of flame, roughly humanoid sized, taking any form the psyker wishes. The creature is Incorporeal, although it maintains the vulnerabilities of fire, such as needing a source of oxygen to burn. The creature has toughness and wounds each equal to the psyker's psy rating. The creature is able to manifest any pyromancy abilities as if it were the psyker him or herself. The creature uses the psyker's skills and characteristics for any rolls. It cannot directly cause damage, but if it succeeds in striking a target the target will automatically be On Fire. The creature can block attacks directed at the psyker through parrying. The creature has no will of its own and the psyker must use his own actions and reactions to direct the creature. The creature can be within 10 yards per Psy Rating of the psyker, and the psyker can perceive anything within eyesight of the creature. The creature lasts for one scene or until it is destroyed.
Pushed: The construct gains the full number of actions and reactions of a basic character to be used in addition to any extra actions given by the psyker.

Burn the Soul
Minor: The psyker's eyes burn bright red with flames. The character is able to detect the heat signature of anything within eyesight of him, even through barriers. This power lasts for one scene and grants +10 to any applicable rolls.
Major: The psyker wreaths his surroundings in a gout of flame, one which licks and stretches toward those around him. Any character attempting to approach the psyker or look directly upon him must make a successful willpower test with a penalty of -5 per Psy Rating, although characters may fire or attack blindly if they fail this test. This power lasts for one scene.
Pushed: The psyker may include any number of characters within eyesight in addition to himself in this ability.

Forge the Light
Minor: The psyker can produce light that he chooses who can see. This light can illuminate an area and give +10 to a relevant roll.
Major: The psyker creates an armor of pure heat that can melt anything attempting to pass through. Any attacks toward the psyker have their degrees of success reduced by the psy rating. Energy weapons ignore this ability.
Pushed: The psyker may cover a number of additional characters equal to his psy rating.

Burn the Light
Minor: The psyker can create a blinding flash of light in the area that causes a -20 penalty to all actions involving for anyone not protected from the bright flash.
Major: The psyker can increase the damage of all energy weapons within his eyesight by 1/2 his Psy Rating.
Pushed: The damage of all weapons within the psyker's eyesight is increased by his Psy Rating.

Also, Tom Cruise, can you send messages on here? I have some ideas I'd like to run by you on a houseruled system.

I'm sure there used to be a PM function before the forum update, but if it's still there, I definitely can't find it. if you want, you can hit me up via email. Skype or Steam work too if you prefer.

My email's [email protected]

I have a problem.

Sent you a message. Check your spam filter if you don't get it.

This is awesome, man Best approach on psychic powers I've seen in a while. Even if the company doesn't read you here I'd totally like to see this finished, and probably will use it in my games.

Is Profile Feed the new PM? If not you can click on the Messenger icon at the top right of any page below your name.

Sent you a message. Check your spam filter if you don't get it.

With an email like @apedick.com I'm sure he just reads the spam folder as his inbox.

A guy I know bought the domain, I took an email address as something I can use when I'd rather not link my actual email address. Cuts down on spam in my usual inbox a lot.

Is Profile Feed the new PM? If not you can click on the Messenger icon at the top right of any page below your name.

I might be spectacularly stupid, but I can't find this icon.

It looks like an open envelope and is just left of the Notifications icon that tells you when you get a like.