Jump to content



Photo

Rules for Playing a "Mage"


  • Please log in to reply
9 replies to this topic

#1 Gridfox

Gridfox

    Member

  • Members
  • 2 posts

Posted 02 August 2014 - 06:01 PM

Hi all,

As I would like to play something like a "Spatial Mage" from RIFTS in the DH setting, I was wondering if there are are any classes in DH more like a Mage and less like a Psyker.

Don't get me wrong, I really like the idea of a Psyker, but having everything covered in hoarfrost and butterflies every time I use my powers - or risk being sucked into the maw of something terrible - really sits badly with me :-)
Also, I much prefer my magic/psionics-using characters to use their powers in a more...controlled way - not wrestling with the Immaterium, until it devours them. Tongue in cheek, but still...

Thus, if there is a class, or rules for covering how to play a magic-using creature, who does not have to roll on "Perils of the Warp" I would be much obliged indeed, if anybody could point me in the right direction.

/Gridfox

#2 ColArana

ColArana

    Member

  • Members
  • 250 posts

Posted 02 August 2014 - 06:28 PM

....There's a Tech Priest, which uses advanced technology for some things to that effect (shooting electric blasts from their hands, levitating and using magnetism to attract metal objects). But otherwise no, unless Sorcery doesn't involve using Psychic Phenomena (but Sorcerers are significantly worse and more limited than Psykers). 

 

This is 40k. There is no "magic". What passes as magic is actually the influences of the Warp, or is just highly sophisticated technology.

 

 

As mentioned above, best solution I can give would to be a Tech Priest. Maybe someone else can let you know if Sorcery risks invoking Perils of the Warp (though even if it doesn't, Sorcery's just as risky to your soul).


Edited by ColArana, 02 August 2014 - 06:52 PM.


#3 Jargal

Jargal

    Member

  • Members
  • 155 posts

Posted 03 August 2014 - 01:52 AM

Maybe someone else can let you know if Sorcery risks invoking Perils of the Warp (though even if it doesn't, Sorcery's just as risky to your soul).

 

"The practice of using the dark arts to channel the warp is even more difficult and dangerous than the use of a psyker’s innate powers, and if he incurs any Psychic Phenomena, he adds +10 to the results of any random effect for a Minor Arcana power and +20 to any mishap while using a power of the Major Arcana." Radical Handbook, p.168


  • ColArana likes this

#4 ColArana

ColArana

    Member

  • Members
  • 250 posts

Posted 03 August 2014 - 01:55 AM

Thanks. Alright that answers that question.

 

So Sorcerers are basically even more Warp-Peril-y than Psykers. 

 

 

Which means if you're looking for "magic" (as far as stuff nobody else can do), without the risk of losing your soul, that makes Tech Priest about your only other option.


Edited by ColArana, 03 August 2014 - 02:00 AM.


#5 darkforce

darkforce

    Member

  • Members
  • 178 posts

Posted 03 August 2014 - 02:10 AM

Sorcery is in fact even more risky, +10 on Phenomena Table when using a Minor Arcana (Equivalent to Minor Power) and +20 when using a Major Arcana (Major Power). You also gain corruption everytime you use an Arcana, so there's that...

 

There are a few talents which reduce the risk of triggering Psychic Phenomena and you can also try talking your GM into using the "Fettered/Unfettered/Push" Rules from the later system, but I in fact really like the way how DH handles Psychic Powers (Magic) not in a "you get so many spells" or "you have so many Mana-Points"-way but in a "manage your risk" way. Fits the whole setting way more :)

 

But, yeah, Tech-Priest also gets some quasi-magic effects, especially if you use him in conjunction with the additional talents from the "Lathe Worlds" supplement.

 

Edit: Beat me to it.


Edited by darkforce, 03 August 2014 - 02:11 AM.


#6 Gridfox

Gridfox

    Member

  • Members
  • 2 posts

Posted 03 August 2014 - 05:08 AM

Thank you very much, all - I sincerely appreciate your comments.
Love the "Warp-Peril-y" :-)

/Gridfox

#7 borithan

borithan

    Member

  • Members
  • 1,230 posts

Posted 04 August 2014 - 04:12 AM

Basically all "magic" effects in the 40k setting are intrinsically associated with the Warp in one way or the other, using the Immaterium to bend or breaks natural laws, so you simply cannot remove perils of the warp from the equation.

 

Tech Priests have their options, largely based on affecting electromagnetism, but truthfully many of them are not going to wow you as abilities. They are usually utility effects, rather than anything spectacular.


  • Fgdsfg likes this

#8 Jargal

Jargal

    Member

  • Members
  • 155 posts

Posted 04 August 2014 - 04:40 AM

They are usually utility effects, rather than anything spectacular.

 

Tell this to the Luminen Flare backed by Enhanced Potentia Coil ;)



#9 darkforce

darkforce

    Member

  • Members
  • 178 posts

Posted 04 August 2014 - 06:43 AM

 

They are usually utility effects, rather than anything spectacular.

 

Tell this to the Luminen Flare backed by Enhanced Potentia Coil ;)

 

 

Luminen Surge isn't to shabby either :)



#10 Jargal

Jargal

    Member

  • Members
  • 155 posts

Posted 04 August 2014 - 07:08 AM

Luminen Surge isn't to shabby either :)

 

 

One of my PCs teams once saved a Calixian Malatek Tech-priest from a group of bloodthirsty barbarians. The rescue process was very entertaining - they looked through the telescopic sights and talked phrases like: "Wow!", "Oh, that must have hurt..." and "Did you see that?!"






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS