This is basically my take on how the Psychic Power system should function.
The rules here make a few assumptions; firstly, they're designed with AP in mind, as per the original DH2e beta. This can easily be changed to fit the current action economy, though. I just have it in my writeup this way because my current houserules use AP.
As well, any reference to Perils tables refer to the original DH2e beta tables, which were much shorter than the current table (1-30 instead of 1-100), and were discipline specific. If anyone needs these to get a better understanding of the rules, I'm sure I can upload them without risking FFG's wrath too much.
Also, I've intentionally omitted XP costs because I'd rather get a functioning framework going before I evaluate how much XP things are worth.
Anyway, enough rambling, onto the rules!
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Psy Rating and Discipline Rating
There are two values by which a Psyker’s ability is measured. These both play a part in the manifestation of Psychic Powers.
Psy Rating is the measure of a Psyker’s raw natural power as a Psyker. This is rated on a scale of 0-3, with zero being no psychic potential, and 3 being the maximum a Player Character may ever achieve. Psy Rating also measures the number of Disciplines a Psyker has access to. Psy Rating is raised using experience points.
Discipline Rating measures a Psyker’s mastery of a specific Discipline. Like Psy Rating, this is measured on a 0-3 scale. A Psyker may only purchase points in as many Disciplines as he has Psy Rating, meaning the maximum number of Disciplines a Psyker may ever access is three. Discipline Rating may be raised using experience points.
Manifesting Powers
Manifesting powers is a relatively straightforward roll. First, determine which Characteristic to roll against. Each Psychic Discipline uses a different Characteristic.
Biomancy is governed by Toughness
Divination is governed by Perception
Pyromancy is governed by Willpower
Telekinesis is governed by Intelligence
Telepathy is governed by Fellowship
Next, determine Psy Level. Psy Level is the combination of your Psy Rating and your Discipline Rating in the appropriate Discipline. These values added together make up your Psy Level. You may choose to manifest powers at a lower Psy Level than your total value, but never a higher one, and never at zero.
Finally, make a Characteristic Test based on your chosen Discipline’s Characteristic, adding a +5 modifier for each point of Psy Level. If the test is passed, the Psychic Power is manifested .
Example
Royous is attempting to manifest a Divination power. Because Divination is governed by Perception, Royous must test against his Perception Characteristic, which is 40. Royous must then decide what Psy Level he wishes to cast the power at. Because he has a Psy Rating of 2 and a Divination Discipline Rating of 3, his maximum Psy Level for Divination powers is 5. Royous decides to cast at a lower level to reduce the risk of something going wrong, opting to cast his power at Psy Level 4.
Because he’s casting his power at Psy Level 4, he adds +20 to his Perception test. This means he’s rolling against a target number of 60 (40+20). Royous rolls a 50, passing the test. His power manifests without a hitch!
Perils of the Warp
Accessing the raw power of the Warp is never without risk, and can often lead to things going horribly wrong. Every time a Psychic Power is manifested, there’s a risk of Perils of the Warp.
If the Characteristic Test to manifest your power comes up with doubles on the dice (regardless of whether you succeed or fail), this means Perils of the Warp have occurred. Roll 2d10, adding 2 to the result for every point of Psy Level you’ve chosen to manifest the power at. Then refer to the Perils of the Warp table for your chosen discipline, applying the effects listed for your result.
Example
While attempting to manifest a Pyromancy power, Royous’ roll comes up as 11. Because he was rolling against a target number of 50, he passes with flying colours. However, the doubles on the dice mean Royous has triggered Perils of the Warp.
Royous rolls 2d10, the dice coming up 5 and 7 (12 all up). Because he was manifesting his power at Psy Level 3, he adds 6 to the result (3x2=6), meaning his final Perils of the Warp result is 18. Royous then compares this number to the Pyromancy Perils of the Warp table. Royous has generated the Greedy Warpfire effect, which is applied immediately in addition to any effects from the power he was manifesting.
Major Powers
Major Powers are potent manifestations of a Psyker’s will, each requiring dedicated training. Because of this, Major Powers must be purchased with experience points. Having at least one point in a discipline is required to purchase Major Powers belonging to that discipline.
Major Powers consist of two functionally separate effects; the standard Major Power effects and a pushed version. Pushed Powers are far more potent versions of standard Major Powers, but come with much greater risks.
The following special rules apply to Pushed Powers –
- The test to manifest a pushed power gains a +20 bonus. This is in addition to the modifier granted by Psy Level.
- Pushed Powers always generate a Perils of the Warp result. Additionally, this Perils roll gains a +3 modifier for each point of Psy Level, rather than the usual +2.
Major Powers each have a profile, containing the following –
- Time: The time taken to manifest the power, listed in AP. If it’s important to know how long a power takes to manifest in Narrative Time, assuming a direct conversion of 1AP equals two seconds.
- Sustained: Some powers may be sustained, their effects continuing for multiple rounds. If so, there will be some sort of cost listed in this category. This is the cost the Psyker must pay at the start of each round to keep a power going. The cost may be AP, Fatigue, damage, or some more esoteric sacrifices. Each sustained power also adds +1 to Perils of the Warp rolls.
- Effects: The effects of the power, which apply upon a successful manifestation roll.
- Pushed Effects: The effects of this power that apply when it is cast as a Pushed Power. These replace the standard effects, rather than adding to them.
Minor Powers
Minor Powers represent relatively insignificant applications of a Psyker’s power which don’t require dedicated training. Because of this, Minor Powers do not have to be bought as advances. Simply having a single point in a discipline grants access to all of its Minor Powers.
The following rules apply to Minor Powers –
- Any rolls on Perils of the Warp caused by Minor Powers do not add Psy Level to their result.
- Unless otherwise stated, Minor Powers take approximately five seconds to manifest (2AP in structured time).