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Guest Not In Sample

Converting DH Psychic Powers to RT

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Guest Not In Sample

Minor Powers: As the concept of Minor Powers does not exist in RT, I will be divvying these up between the Disciplines, putting them where they best (which usually means most thematically) fit.

Overbleed X: Degrees of success obtained on a Focus Power roll may be expended on Overbleed Bonuses. X is equal to the number of degrees of success that must be 'spent' to trigger a given Overbleed Bonus. An Overbleed Bonus can only be triggered once per such expenditure. Unless otherwise noted, Overbleed Bonuses are cumulative and stack with each other. Note that a player may only expend a total number of degrees of success in this way equal to or less than the Psy Rating of the Technique being manifested prior to Overbleed bonuses.

Divination Discipline:
Sense Presence
Value: 200 XP
Prerequisites: Psycholocation
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Half Action
Range: 25m * Psy Rating
You automatically detect all living creatures within Range. Walls and other physical obstacles in excess of 1 metre thick block this Technique.
Overbleed 1: Increase this Technique's Range by 25m, OR increase the distance this Technique can penetrate walls and other physical obstacles by 1 metre OR you learn one of the following pieces of information about the detected creatures: Race and Species (if you are familiar enough to identify them), exact distance in metres from your location, or their approximate psychic strength (whether their Psy Rating is higher or lower than yours).
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish. The new Bonuses must not require more total degrees of success in Overbleed to purchase than you rolled during the Focus Power test.

Foreshadow
Overbleed 2: Increase the bonus to the skill roll by an additional +10.
Otherwise identical to RT entry.

In Harm's Way
Overbleed 2: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user by -10.
Otherwise identical to RT entry.

Blessed by the Emperor
Overbleed 2: Increase the bonus to Weapon OR Ballistic Skill Tests by +10, OR increase the penalty on Ballistic Skill Tests to hit the user and those warned by the user by -10 OR increase the Range by 10 metres.
Otherwise identical to RT entry.

Telepathy:

Telepathic Communication Techniques:

Cipher Seed
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: Touch
The user psionically attaches an image or phrase to an individual which is triggered into the mind of the target via touch. The target unknowingly carries it with him until touched by the proper, designated individual. The image or message passes into the mind of the recipient upon contact. The message can be any image or symbol or sentence of no more than 5 words.
Overbleed 1: Double the number of words or images permitted; this is multiplicative with other Overbleed bonuses.

Soul Killer
Value: 400 XP
Prerequisites: Psychic Scream
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 5m * Psy Rating
Deals 1d10 E damage, plus the twice the user's Psy Rating to a target within range. This attack ignores armour unless the armour is psychically warded. Instead of subtracting the target's Toughness Bonus from the Damage, subtract his Willpower Bonus instead.
Any Critical Hits scored are applied simultaneously to the Body and Head Locations (Critical Damage is not doubled).
This power has no effect on inanimate matter, but may be used on Daemons and other Warp Entities. Any slain by Soul Killer are permanently and irrevocably destroyed, including Daemons and other Warp Entities.
Overbleed 1: Increase this technique's effective Psy Rating by 1.
Overbleed 2: Affect the same target or a different one with another instance of this power.

White Noise
Value: 200 XP
Prerequisites: Short Range Telepathy
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: 5m x Psy Rating
The user saturates the Warp around him with psychic static. While active, Tests to determine the presence of anything within Range via technological or psychic means are at a -20 penalty. If a technological or psychic method of detection would not normally require a Test, a +10 Tech-Use Test, or a +10 Willpower Test must be made to detect the user respectively.
Overbleed 1: Increase the Range by 10m OR increase the difficulty of all Tests by one step.


Telepathic Domination Techniques:

Deja Vu
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 15m x Psy Rating
You create a brief memory loop in the target with Range that you can see. If they fail an Opposed Willpower Test, they must repeat all actions taken during their last Turn in the exact same order. Any action that would obviously be suicidal allows them to automatically succeed on the Test.
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.
Special: Can substitute for Delude as a prerequisite.

Forget Me
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 5m x Psy Rating
The user makes a target within Range completely forget about him prior to the instant he uses this power. If the target fails an Opposed Willpower Test, they recall absolutely nothing about the user for a number of minutes equal to the user's Psy Rating.
Overbleed 1: The user gains a +10 bonus on his Opposed Willpower Test, may affect another target with this Technique, or increases the duration by a number of minutes equal to the user's Psy Rating.
Special: Can substitute for Delude as a prerequisite.

Suggestion
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 5m x Psy Rating
The user implants a suggestion into a target within Range if he succeeds at an Opposed Willpower Test. The Suggestion can make the target more open to a line of thought, experience a sensation, lend credence to what you are saying, or momentarily experience an emotional state of your choosing.
A successfully implanted suggestion grants a +20 bonus to appropriate Interaction skills used in conjunction with it.
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.
Special: Can substitute for Delude as a prerequisite.

Twitch
Value: 100 XP
Prerequisites: None
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 10m x Psy Rating
The user psychically distracts the target until the end of their next Turn, causing him to suffer a -20 penalty to Perception Tests.
Overbleed 2: Increase the duration of the distraction by 1 additional Turn, or increase the penalty by -10.
Special: Can substitute for Delude as a prerequisite.

Truth Seeker
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Touch
Those affected by this Technique must succeed on a Challenging (+0) Willpower Test in order to lie, or otherwise utter a falsehood. The target may choose to remain silent.
Overbleed 1: Increase the Difficulty of the Willpower Test by one step.
Special: Can substitute for Delude as a prerequisite.

Mutable Features
Value: 200 XP
Prerequisites: Delude OR Suggestion
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
So long as the user is familiar with an individual's looks and facial features, he can cause himself to appear as that individual. Those observing the user are entitled to a Challenging (+0) Willpower Test to see through the deception. In the case of many NPCs, utilize the one with the highest Willpower to determine if they're fooled.
Overbleed 1: Increase the Difficulty of the Willpower Test by one step.

Trusting Aura
Value:
200 XP
Prerequisites: Delude OR Suggestion
Focus Power Test: Willpower
Sustained: Yes
Focus Time: Full Action
Range: Self
The user gains a +10 bonus to any one Interaction Skill while this Technique is active. You may change which Interaction Skill this bonus applies to at the beginning of each Round.
Overbleed 2: Increase the bonus to the chosen Interaction Skill by an additional +10.

Zone of Compulsion
Value: 300 XP
Prerequisites: Compel
Focus Power Test: Opposed Willpower
Sustained: No
Focus Time: Half Action
Range: 5m x Psy Rating
Everyone but the user (including his allies) within Range must make an Opposed Willpower Test against him. Those who fail must follow a single command of the user as if successfully targeted with the Compel Psychic Technique. The command must be the same for everyone in the area of effect.
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.

Seed Mind
Value: 400 XP
Prerequisites: Dominate, Mind Probe
Focus Power Test: Opposed Willpower
Sustained: No
Range: Touch
The user must be in contact with the target for the entire duration of this power. If contact is broken at any point, any accumulated progress is lost and the psyker must start again.
The user and target must make Opposed Willpower Tests each round until either the Psyker or target accumulates 5 degrees of success.
If the target achieves 5 degrees of success, the process fails, and the Psyker cannot ever use this power on him again.
If the user achieves 5 degrees of success, he has seeded the target's mind. The target will now automatically be affected by any of the Psyker's telepathic powers, with no Tests required, or rolls permitted for resistance.
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.

Dominate
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.
Otherwise identical to RT entry.

Compel
Overbleed 2: The user gains a +10 bonus on his Opposed Willpower Test.
Otherwise identical to RT entry.


Telekinesis:

Float
Value: 200 XP
Prerequisites: Precision Telekinesis
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: Self
The user gains the Hoverer Trait with a speed equal to the user's Psy Rating, and the exception that he may ascend a maximum number of meters equal to this amount. If the user already has the Hoverer Trait, increase its speed and maximum height by this amount instead. This Technique can be used to prevent the user from falling.
Overbleed 2: The user increases the maximum speed or height of this Hoverer Trait by 1.

Weapon Jinx
Value: 200 XP
Prerequisites: Precision Telekinesis
Focus Power Test: Willpower
Sustained: No
Focus Time: Half Action
Range: 25m * Psy Rating
The user Jams a number of weapons within Range up to his Psy Rating.
Overbleed 1: The user may Jam an additional weapon within Range, OR increase the Technique's Range by 25m.

Psychokinetic Storm
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m * Psy Rating
Raises a tumult of squalling winds, causing small objects to jump and topple, glass to shatter, electrical contacts to short and spark, flames to leap, cogitators to spit gibberish and other distracting phenomena.
Each round everything within the radius other than the user suffers 1d10 I Primitive damage, and a -10 penalty to their Focus Power Tests, and all Tests utilizing the Weapon Skill, Ballistic Skill, Intelligence, Perception and Agility characteristics.
Further, everything within the radius, including the user suffers an additional -20 to their Awareness, Invocation and Tech Use Tests.
Overbleed 2: Double the Technique's Range.
Note: I did partake of some creative license with respect to this Technique's mechanical effects, since its original ones made little sense given its fluff description. Feel free to use the original effects if desired.

Force Barrage
Value: 500 XP
Prerequisites: Force Shards
Focus Power Test: Willpower
Sustained: No
Focus Time: Full Action
Range: 10m * Psy Rating
This power functions as the Force Bolt Psychic Technique except you create Psy Rating Force Bolts (rounded up), and each Force Bolt can be individually directed at will. Roll a Ballistics Skill Test separately for each.
Overbleed 1: Increase the number of Force Bolts generated by 1 OR the power's effective Psy Rating by 1 (this increases the damage of the Force Bolts).

Precision Telekinesis
Overbleed 2: Increase this Technique's effective Psi Rating by 1, OR its effective Willpower by 5.

Force Bolt
Overbleed 1: Increase this Technique's effective Psi Rating by 1.

Telekinetic Shield
Overbleed 2: Increase this Technique's effective Psi Rating by 1.
Otherwise identical to RT entry.

Telekinetic Weapon
Overbleed 2: Increase this Technique's effective Psi Rating by 1, or the Psyker's effective Weapon Skill when he uses it by 5.
Otherwise identical to RT entry.

Storm of Force
Overbleed 2: Increase this Technique's effective Psi Rating by 1.
Otherwise identical to RT entry.

Catch Projectiles
Value: 300 XP
Prerequisites: Telekinetic Shield, Precision Telekinesis
Focus Power Test: Willpower
Sustained: No
Focus Time: Reaction
Range: 1m x Psy Rating
Until the end of your next turn, discount a number of missile hits that enter the radius equal to the user's Psy Rating. These missiles must have a concrete physical form to be affected, thus most energy weapons cannot be stopped with this power. Missiles discounted in this way remain suspended in the area until the power ends, whereupon they fall harmlessly to the ground.
Overbleed 2: You may discount an additional missile hit.


The Pyromancy Discipline:
Activation Time: Half Action
Range: 5m x Psy Rating
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Pyrotechnics
Special: Any Pyromancy Techniques that deal damage may light their victims on fire.

Basic Technique: Pyromastery
The Pyromancer can call a small flame into his hand. This flame adds 2 Damage and the Energy typing to his unarmed attacks, though is more typically used to set things alight, or serve as fuel for his other Pyrokinetic powers.

The Pyromancer is also able to douse existing flames while this technique is active, in addition to interfering with Fire based weapons like Flamers. At his option, he can douse any flames within the area of effect, or prevent fire based weapons from functioning. Chemically flammable substances like Promethium burst back into flame once they are out of the area of effect.

Lastly the Pyromancer can sculpt and control existing flames. At his option he can:

-Double or halve a fire's area.
-Spread Fire into a number of adjacent 1 meter squares in any direction equal to the user's Psy Rating.
-Cause a fire to burst, requiring all objects and creatures adjacent to that fire to Test Agility, lighting them on fire should they fail.
-Sculpt crude shapes from a fire that resemble crude shapes, objects, creatures, people, body parts and creatures.
-Cause a fire to spew smoke, filling three times the area of the fire (treat as fog).

Each turn you sustain this Technique, you may choose only one of these effects to occur as a Free Action during your turn. You may select another beyond the first by spending a Half Action, though this counts as your Focus Power action for that turn.
Overbleed 1: Choose one of the following bonuses:
-Increase the effective Psy Rating of this Technique by 1.
-Increase the detail of sculpted fire into easily recognizable images.
-Double any one numeric parameter of a chosen sub-effect of the Technique. For example, you can double or halve again a Fire's area, spread a fire by double the user's Psy Rating, etc... Doublings for multiple Overbleed bonuses used together in this way are multiplicative.
At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish. The new Bonuses must not require more total degrees of success in Overbleed to purchase than you rolled during the Focus Power test.

The Pyrotechnics Tree:
Burning Fist
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
Your unarmed attacks deal 1d10+Strength Bonus Energy damage, and do not have the Primitive quality.
Overbleed 1: Increase the Damage and Penetration of your unarmed attacks by 1.

Endure Flames
Value: 300 XP
Prerequisites: Burning Fist
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
You are immune to Damage from Fire and Fire based weaponry. Further, you are impervious to the effects of extreme environmental heat, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour. The effects of this power extend to your gear and clothing.
Overbleed 2: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point.

Molten Man
Value: 400 XP
Prerequisites: Endure Flames
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
While active, this Technique bestows the following effects:
-All weapons, clothing and gear you're currently carrying and wearing burst into flames and are permanently destroyed.
-You are immune to Damage from Fire and Fire based weaponry, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour.
-Gain The Stuff of Nightmares trait, and add +3 to your Toughness Bonus.
-Anything within 5 Metres of you suffers 1d5 E Damage each Round. Any flammable material in this Radius will ignite.
-Your unarmed attacks deal 1d10+5 E Damage, have Pen 5, and count as having the Power Field quality. Any melee weapon that strikes you has a 75% chance of being destroyed as if struck by a weapon with the Power Field quality.
After this power lapses, the user suffers 1d5 levels of Fatigue.
Overbleed 2: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point OR increase the Damage and Penetration of your unarmed attacks by 1.

Torch
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: Self
Focus Time: Half Action
Creates a palm-sized light equivalent in brightness to a glow-lamp that is coloured according to your whim, and pulses in tune with your heartbeat.
Overbleed 1: You may up to double or halve the illumination this light gives off and cause it to float up to 1m from your body in any direction. Overbleed bonuses to illumination size or reduction are multiplicative.

Flash Bang
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 6m * Psy Rating
Focus Time: Half Action
Anyone within Range must succeed on a Challenging (+0) Willpower Test or become Stunned for 1 Round.
Overbleed 2: Increase the range by 6m OR worsen the difficulty of the Willpower Test by one step.

Blinding Flash
Value: 200 XP
Prerequisites: Flash Bang, Torch
Focus Power Test: Willpower
Sustained: No
Range: 4m * Psy Rating
Focus Time: Half Action
All those within Range must make an Agility Test (those with appropriate glare shielding or beings that don't have visual sensory organs are immune) or be blinded for a number of rounds equal to 1d10 times the user's Psy Rating. Blinded targets automatically fail vision-based Tests, move at half normal speed, and take a -20 penalty on any Test that involves fighting, movement or reactions. The user may blind himself with this Technique.
Overbleed 2: Increase this Technique's effective Psy Rating by 1 OR worsen the difficulty of the Agility Test by one step.

Fire Bolt
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 30m x Psy Rating
Focus Time: Half Action
The user generates a bolt of fire. The appearance and colouration of these flames is up to the user. The user can direct this bolt at any target within Range that he can see. The user must make a Challenging (+0) Ballistic Skill Test to strike the target. On a hit, the bolt deals 1d10+5 E damage.
Overbleed 1: The user generate an additional Firebolt which can be directed at any target within Range; Test Ballistic Skill for each separate target OR increase the Damage dealt by each Firebolt by 1 OR increase this Technique's Range by 30 Metres.

Fire Storm
Value: 300 XP
Prerequisites: Wall of Fire, Blinding Flash
Focus Power Test: Willpower
Sustained: No
Range: 15m x Psy Rating
Focus Time: Half Action
You summon a conflagration of fire to any point or target within Range you have line of sight to. The radius of the Fire Storm is 6 Metres from the point or target you designated. All creatures and objects within the radius take 1d10+5 E Damage.
Overbleed 1: The Fire Storm deals an additional 1d10 Damage.

Incinerate
Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 3m x Psy Rating
Focus Time: Full Action
Deals 1d5 E Damage plus the user's Psy Rating to a target within Range that the user designates. Each Round beyond the first that the user spends a Full Action concentrating on the target (it must remain within Range and line of sight), this Technique deals the Damage of the previous Round plus 1. Damage caused by Incinerate ignores both Armour and Toughness.

Overbleed 2: Increase this Technique's effective Psy Rating by 1.

Wall of Fire
Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 20m x Psy Rating
Focus Time: Full Action
Creates a shape of fire that has a total volume in cubic Metres of 3 times the user's Psy Rating times 10. You can place it anywhere within Range, including on top of foes, though they are allowed an Easy (+20) Agility Test to get out of the way. Foes who fail this test, or attempt to cross the wall take 1d10+5 E Damage (ignoring Armour).

Overbleed 1: Increase the Difficulty of the Agility Test by one step OR increase the Damage dealt by 1.

Overbleed 2: Increase this Technique's effective Psy Rating by 1.

Holocaust
Value: 500 XP
Prerequisites: Firestorm, Incinerate
Focus Power Test: Willpower
Sustained: Yes
Range: 2m x Psy Rating
Focus Time: Full Action
All creatures and objects except the user within Range suffers Xd10 E Damage, where X is equal to the user's Psy Rating. The User takes 1d10+1 E Damage each round he sustains this power. All Damage dealt by Holocaust ignores Toughness, Armour and Immunities. Any who are slain by Holocaust (including Warp Entities) are killed forever, as its flames burn across all dimensions, and immolate the spirit. Wounds caused by Holocaust may not be healed by any Psychic Techniques.


The Biomancy Discipline:
Activation Time: Half Action
Range: Self
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Biomedicae, Biogladius

Basic Technique: Mind Over Body
The user can adjust and modify his body in a variety of ways, readjusting the formation and make-up of his cellular structures, or encouraging their repair such that a variety of incredible effects may be achieved. The Biomancer may assume one of the following effects per 2 points of this power's Psy Rating (minimum 1) of the following:

1+ Biomancy Techniques (including Mind Over Body):
-Gain the Regeneration (1) Trait and immunity to Blood Loss.
-Gain the Resistance (Heat) and Resistance (Cold) Talents and ignore the effects of extreme environmental temperatures.
-Gain immunity to vacuums (you still need to breath).
-Increase any one Characteristic, except Willpower, Ballistic or Weapon Skill by +10.
-Gain the Resistance (Poisons) and Resistance (Disease) Talents.
-Gain the Dark-Sight Trait.
-Tests involving one of your five senses gain a +20 bonus. This bonus is subject to the same restrictions as the Heightened Senses Talents.

The Biomancer may also improve this Technique further, allowing him to select additional properties should he spend the required XP and achieve the necessary prerequisites. Each must be bought in sequence, from top to bottom, and do not count as additional Techniques for the purposes of fulfilling prerequisites. The prerequisites and properties are as follows:

2+ Biomancy Techniques, 200 XP:
-Gain immunity to being on fire (this protection does not extend to your gear).
-Gain immunity to Deafness.
-Gain the Natural Armour (1) Trait. If you already have the Natural Armour Trait, increase the Armour Points it provides by 1.
-Gain the Natural Weapons Trait. If you already have the Natural Weapons Trait, increase the Damage and Penetration of your natural weapons by 2 each.
-Gain the Crawler Trait.
-Gain the Sturdy Trait.
-Adjust size up or down by one Category.

3+ Biomancy Techniques, 300 XP:
-Gain immunity to diseases (including the Toxic trait where appropriate).
-Gain immunity to poisons (including the Toxic trait and drugs where appropriate).
-Gain the Burrower Trait (Agility Bonus).
-Gain the Hoverer Trait (Agility Bonus).
-Gain Unnatural Senses (Perception Bonus x 4).

4+ Biomancy Techniques, 400 XP:
-Gain immunity to Blindness.
-Gain immunity to Stunning.
-Gain immunity to Fatigue.
-Gain the Flyer(Agility Bonus) Trait.
-Gain the Multiple Arms Trait.
-Gain the Quadruped Trait.
-Gain the Toxic Trait.

One chosen effect may be changed once each Round as a Free Action. Any other change performed in the same Round requires a Half Action, and counts as that Round's use of a Focus Power. Multiple identical benefits gained as a result of this power stack with each other.

Overbleed 2: You may choose an additional effect to acquire.

The Biomedicae Tree:
Staunch Bleeding
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User negates the Blood Loss condition of a living target within Range. The target is immune to further Blood Loss and gains the Regeneration Trait as long as this Technique is Sustained. If the target already has the Regeneration Trait, he regains an additional Wound on successful Toughness Tests made to regain Wounds with it.
Overbleed 1: Increase the Range of this Technique by 10m, OR you may select another valid target within Range to be affected, OR those affected by this Technique gain a +10 bonus on Toughness Tests concerning the Regeneration Trait.

Dull Pain
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User removes one level of Fatigue from a living target within Range. At the beginning of his Turn, the user also removes one level of Fatigue each Round from all valid targets while this Technique is Sustained.
Overbleed 1: Increase the Range of this Technique by 10m, OR you may select another valid target within Range to be affected, OR remove an additional level of Fatigue from all targets.

Toxic Siphon
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Acts as a dose of Detox on a living target within Range, though it costs the target a Full Action as it expels the poison naturally.
This Technique also purges infections and diseases, though for each disease to be removed, the user must succeed on a Willpower Test subject to the Difficulty Rating of resisting that disease.
Overbleed 1: Increase the Range of this Technique by 10m, OR affect another legal target within Range OR gain a +10 Bonus on the Willpower Test.

Healer
Value: 200 XP
Prerequisites: Dull Pain, Staunch Bleeding
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Full Action
Restores 1d5 Wounds plus the user's Psy Rating to a living target within Range (Critical Damage is removed first). Any valid target subject to this Technique who has already been affected by it in the past 6 hours must make a Toughness Test or suffer an equivalent amount of Damage instead of being healed, ignoring Toughness and Armour.
Overbleed 1: Increase the Range of this Technique by 10m.
Overbleed 2: Remove an additional 1d5 + user's Psy Rating Wounds, OR affect another legal target within Range. A target healed multiple times in this way does not have to Test Toughness to avoid taking Damage, and is healed as normal.

Regenerate
Value: 400 XP
Prerequisites: Healer, Toxic Siphon
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
At the beginning of each Round, the user removes a number of Wounds, Characteristic Damage and Fatigue levels equal to the user's Psy Rating (minimum 1, remove Critical Damage first).
Once all Wounds and Characteristic Damages have been removed, the user begins to regenerate lost organs, limbs and other body parts, unless these have been replaced by bionics/cybernetics.
The user also removes any Blood Loss condition, and is immune to the Blood Loss condition while this Technique is sustained and in effect.
Overbleed 2: Remove an additional Wound OR point of Characteristic Damage OR Fatigue level.

Seal Wounds
Value: 500 XP
Prerequisites: Regenerate
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Restores 1d10 Wounds plus the user's Psy Rating to a living target within Range (Critical Damage is removed first). The target also removes the Blood Loss condition if this Technique restores him to Lightly Wounded status or better.
Overbleed 1: Increase the Range of this Technique by 10m, OR, remove an additional 1d10 + user's Psy Rating Wounds, OR affect another legal target within Range.


The Biogladius Tree:
Bio-Lightning
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Fire a bolt of bio-electric energy at a target within Range that deals 1d10 E Damage, plus the user's Psy Rating.
Overbleed 1: Increase this Technique's effective Psy Rating by 1.
Overbleed 2: Fire another bolt of energy at a target within Range of your choice.

Wither
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 3d5m x Psy Rating
Focus Time: Full Action
Withers all normal plant life within Range, leaving the area barren and utterly dead within moments. Plant-like enemies receive 1d10 E Damage plus twice your Psy Rating
Overbleed 1: Increase this Technique's effective Psy Rating by 1.

Spasm
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 15m x Psy Rating
Focus Time: Half Action
User causes the muscles of a target within Range to spasm uncontrollably. Those affected must make a Challenging (+0) Willpower Test. If they fail, they immediately fire at the closest creature should they be carrying any sort of ballistic weapon, making a Ballistic Skill Test as normal. In addition, they immediately fall Prone on the ground. This affects only targets with some kind of musculature.
Overbleed 1: You may select another valid target within Range to be affected, OR worsen the Difficulty of the Willpower Test by one step.

Inflict Pain
Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: 25m x Psy Rating
Focus Time: Half Action
User inflicts agonizing pain on a target within Range. Those affected must make a Challenging (+0) Willpower Test. If they fail, they suffer a -10 penalty to all Tests for as long as this Technique is sustained. When used in conjunction with the Interrogation Skill, this Technique provides a +5 bonus. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 1: Worsen the Difficulty of the Willpower Test by one step, OR worsen the penalty to all Tests inflicted by this Technique by -10, OR increase the bonus to Interrogation Tests by +5.
Overbleed 2: You may select another valid target within Range to be affected.

Open Wounds
Value: 200 XP
Prerequisites: Spasm, Inflict Pain, Wither
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
Opens the wounds of an injured, living target. If your target fails an Opposed Test, pitting your Willpower against their Toughness, this Technique inflicts 1d5 R Damage, plus the user's Psy Rating, bypassing their Toughness and Armour. If the target is Heavily Wounded or worse after this Damage is applied, they automatically suffer from Blood Loss.
Overbleed 1: Increase the Range of this Technique by 10m, OR gain a +10 bonus on the Opposed Test.
Overbleed 2: You may afflict the same target again OR another target of your choice with this Technique.

Agony
Value: 200 XP
Prerequisites: Inflict Pain, Bio-lightning
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Full Action
User inflicts all-consuming agony on a target within Range. The target must make a Challenging (+0) Toughness Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they may only make up to a Half Action that Round. When used in conjunction with the Interrogation Skill, this Technique provides a +10 bonus to Tests made with that Skill. This Technique has no effect on targets that cannot feel, or are otherwise unaffected by pain.
Overbleed 1: Worsen the Difficulty of the Toughness Test by one step, OR increase the bonus to Interrogation Tests by +10, OR You may select another valid target within Range to be affected.

Constrict
Value: 200 XP
Prerequisites: Bio-lightning, Wither
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Half Action
User constricts the windpipe (or its equivalent) of a target within Range. The target begins to Suffocate. Each Round, the target must spend a Half Action to Test Willpower. On a success, the target may act normally (though he is still subject to Suffocation). On a failure, the target must spend a Full Action to Test Toughness. On a success, he regains control over his body, and clears his windpipe (or equivalent). On a failure, he continues to suffocate. The target is considered to be engaged in strenuous physical activity.
Overbleed 2: Worsen the Difficulty of the Willpower and Toughness Tests by one step.

Blood Boil
Value: 300 XP
Prerequisites: Agony, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 5m x Psy Rating
Focus Time: Half Action
User increases the blood pressure of a target within Range to lethal levels. Each Round, the user may take a Half Action to make an Opposed Willpower Test, pitting his Willpower against the target's Toughness. If the user wins the Test, the target takes one level of Fatigue, plus one level per degree of success until he falls unconscious. Every level of Fatigue that would be inflicted beyond that deals 5 Damage instead, ignoring Toughness and Armour. Should Damage dealt by this Technique equal the target's wounds, his heart and brain explode, showering those nearby with gore. This cannot be used on targets without a functioning circulatory system.
Overbleed 1: User gains a +10 bonus on the Opposed Willpower Tests.

Drain Vigour
Value: 300 XP
Prerequisites: Constrict, Open Wounds
Focus Power Test: Willpower
Sustained: Yes
Range: 10m x Psy Rating
Focus Time: Half Action
User drains the life force from a living target within Range. The target must make a Difficult (-10) Willpower Test at the beginning of each of its Rounds while this Technique is sustained. If they fail, they suffer 1d5 Strength, Toughness and Agility Damage that Round, plus the user's Psy Rating (roll once for all Characteristics), and must Test Willpower again at the same difficulty at the beginning of the next Round or incur the same effect. If the target succeeds, this Technique immediately terminates.
Should any of the target's Characteristics be reduced to 0 as a result of this Technique, it dies immediately.
The Characteristic loss incurred by this Technique lasts for its duration plus 1d5, and the user's Psy Rating in Rounds.
Overbleed 2: Worsen the Difficulty of the Willpower Test by one step.

Hammerhand
Value: 200 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
Gain the Natural Weapon trait, and multiply your Strength Bonus by 4.
Overbleed 2: Increase your Strength Bonus by an additional 1.

Flesh Like Iron
Value: 300 XP
Prerequisites: Hammerhand
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Full Action
User's flesh hardens as it channels the power of the Warp. Your Toughness Bonus increases by +2, and your Agility Bonus decreases by -1.
Overbleed 1: Increase your Toughness Bonus by a further +1 up to a maximum of three times your normal Toughness Bonus.

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Guest Not In Sample

Has anyone tried these conversions out in their campaign? Any requests or suggestions for improvement?

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Because there's no reason, at the very least for the Disciplines accessible to the Astropath in RT, that the material from DH go to waste. Besides that it makes the class much more interesting and diverse.

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Danger said:

A sanctioned psyker is completely different from an astropath transcendent. I don't understand why these powers need conversion. 

Because there is no reason for a sanctioned psyker to be completely different from an astropath transcendent... and more importantly because there is no reason to have two completely different types of mechanics to do one thing.

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LuciusT said:

Danger said:

 

A sanctioned psyker is completely different from an astropath transcendent. I don't understand why these powers need conversion. 

 

 

Because there is no reason for a sanctioned psyker to be completely different from an astropath transcendent... and more importantly because there is no reason to have two completely different types of mechanics to do one thing.

 

I'm sorry to say your're incorrect canonically speaking.

There is almost nothing to say that Astropaths are capable of any other non-telepathic psyker abilities. The difference between the quite limited powers of the sanctioned psyker (who didn't need to be soulbound due to their inherent strength of will) and the astronomically huge powers of an astropath (lacked strength of will, was turned into a psychic telephone/fax machine) is huge, and there is thus an obvious reason to make them quite separate.

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Askil said:

LuciusT said:

 

Danger said:

 

A sanctioned psyker is completely different from an astropath transcendent. I don't understand why these powers need conversion. 

 

 

Because there is no reason for a sanctioned psyker to be completely different from an astropath transcendent... and more importantly because there is no reason to have two completely different types of mechanics to do one thing.

 

 

 

I'm sorry to say your're incorrect canonically speaking.

There is almost nothing to say that Astropaths are capable of any other non-telepathic psyker abilities. The difference between the quite limited powers of the sanctioned psyker (who didn't need to be soulbound due to their inherent strength of will) and the astronomically huge powers of an astropath (lacked strength of will, was turned into a psychic telephone/fax machine) is huge, and there is thus an obvious reason to make them quite separate.

 

no quite true.... any psyker with the correct training can learn powers from the DH core book as they are generic powers for all psykers who wish to learn them, or train them up. the difference comes if you wat to take this the other way..., as the is no way a sanctioned psyker can become an astropath theyre just not strong enough the only reson i can see for not doing it is the astropath want to concentrate on being an intergalatic phone/fax. an astropath is after all just a real strong psyker who is soul bound to the emporer and is there for saffer to use powers

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an astropath is trained differently, is stronger and better protected than a sactioned psyker it is true however as long as there is some one willing to teach them they can learn it... in general they dont because theyre too busy trying to be better astropaths and this is what the imperium wants them to do.... but rouge traders and theyre crews aren't exactly bound by the same rules as the rest of humanity now are they lol :)

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No, they can't. Astropaths are actually fairly weak (hence why they are soulbound, unlike Sanctioned Psykers), and with the Soulbinding are strengthened in the abilities required of them, namely (prodominantly) Telepathy, followed by Divination and Telekinisis. They don't have the strength to learn how to do more offensive powers, such as Pyrokinisis and Biomancy.

The background and fluff supports this view, there has never once been an astropath that could throw fireballs in any of the canon, compared to several mentions of Astropaths being too weak to use the same powers as Sanctioned Psykers.

Nothing previously written for 40k backs up your argument.

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I really appreciate that someone went to the trouble to convert these powers.

So what you are telling me is that there is NO chance that one of the psyker types would EVER learn a different power? NO CHANCE? I find that somewhat ludicrous to assume.

Besides, you bought the game, it is your game, do what you want with it. I for one will limit psykers to the paths they are brought into, it only makes since in the Imperium. I might let one learn something if it can be storied-out.

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You can find it as silly as you want, but Astropaths can't learn general psyker powers. If you can find one instance of it ever occuring in the fluff, please link it, but I'm almost certain it's not there, because Astropaths are not designed for that sort of work.

Now, changing the Astropath career into a general psyker one wouldn't be hard (just remove all the astropathic telepathy skills, since only astropaths can have those), so that would be doable. But, just as normal psykers don't have the ability to send astropathic messages, astropaths don't have the ability to use Sanctioned Psyker type powers.

Also, pulling the "it's my game, I can do what I want" card is invalid in this discussion. We were talking about what is possible in the canon, not what is possible in a house-ruled, modified setting. It's taken for granted you can do what you want in your game, but that's not the same as "what happens in my game is canon".

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I happen to agree with Millandson on Astropaths and Sanctioned Psykers being trained differently and therefore, having access to different psychic abilities, but what I'd like to know is, how do people feel about his DH to RT conversion?

The reason I ask is twofold:

1) I have an Astropath Transcendant player in my group who is wanting to use DH powers, but I'm extremely reluctant to do so because of fluff and my lack of GMing, as I recently started this campaign.

2) Because of my relative lack of game mechanics (at least when it comes to psychics), I was curious if these rules would lend themselves to helping the player possibly play a Sanctioned Psyker instead.

My apologies if any of this is redundant...I've not slept in a while! lengua.gif

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lord inquisitor revan darksoul said:

this is a quote from a friend no on the forums not my personal opinion but "giving astropaths powers from the sanctioned psyker list is like trying to put a lascannon on a comm tent "

Heh, I like it lengua.gif Amusing, but correct.

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lord inquisitor revan darksoul said:

this is a quote from a friend no on the forums not my personal opinion but "giving astropaths powers from the sanctioned psyker list is like trying to put a lascannon on a comm tent "

 

QFT.

 

My TechPriest's Comm Tent would never use a lascannon anyway, Assault Cannons are much better defensive weapons, lengua.gif

 

That asside, if they want to play a combat psyker, just let them roll up a Sanctioned Psyker and move on, its the whole Chocolate vs Vanilla, both are awesome, but for different reasons and at different times.

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lord inquisitor revan darksoul said:

this is a quote from a friend no on the forums not my personal opinion but "giving astropaths powers from the sanctioned psyker list is like trying to put a lascannon on a comm tent "

 

I don't that sounds like a very 40k thing to do;-)

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Also, pulling the "it's my game, I can do what I want" card is invalid in this discussion. We were talking about what is possible in the canon, not what is possible in a house-ruled, modified setting. It's taken for granted you can do what you want in your game, but that's not the same as "what happens in my game is canon".

And exactly how much of canon has changed in the past 10 years alone? Canon is always changing in this setting.  I fully admit that you are THE CANON EXPERT not being sarcastic and you have provided more support for RT than any other source, and that support is sound. I have used things from your site, often times it being the only place I could find things to solve a problem. I use your site as canon. I do what I want in my game, but I follow canon up until it interferes with plot or "fun" value.

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Grand Inquisitor Fulminarex said:

And exactly how much of canon has changed in the past 10 years alone? Canon is always changing in this setting.  I fully admit that you are THE CANON EXPERT not being sarcastic and you have provided more support for RT than any other source, and that support is sound. I have used things from your site, often times it being the only place I could find things to solve a problem. I use your site as canon. I do what I want in my game, but I follow canon up until it interferes with plot or "fun" value.

Canon may always be "changing" (according to GW it doesn't, though. All canon is considered equal, whether it's contradictory or not), but the canon on Astropaths has been constant, and that is that they can use the powers required for their job (that be Telepathy, Telekinisis and Divination, plus they seem to have abilities against daemons and Chaos, presumably from the Soulbinding), but they do not have the strength, defences or ability to use combat powers that a Sanctioned Psyker can. Otherwise, why bother having Sanctioned Psykers, if Soulbinding anyone meant they could use all the Sanctioned Psyker powers as well as send messages through the warp?

Also, if your intent was never to actually follow the canon, why get into a discussion concerning the canon abilities of Astropaths? I was never telling you you could not do as you wanted in your game, just that it is contrary to the canon. You can do whatever you want, obviously, but that doesn't mean it is accurate to the setting as it is currently written.

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just a small thought an astropath doesnt have to channel the vast quantities of the warp that a sanctioned psykers does to use his powers... i.e it a lot easyier to send a thought transmission than it is to alter you body or throw lightning plus with soul binding its safer thats why astropaths have a higher psy rating than sanctioned psykers...... someone correct me if my small thoughts are wrong :)

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lord inquisitor revan darksoul said:

just a small thought an astropath doesnt have to channel the vast quantities of the warp that a sanctioned psykers does to use his powers... i.e it a lot easyier to send a thought transmission than it is to alter you body or throw lightning plus with soul binding its safer thats why astropaths have a higher psy rating than sanctioned psykers...... someone correct me if my small thoughts are wrong :)

One thing worth noting: an Astropath Transcendent at Rank 4 (13,000xp, the same as a Dark Heresy character about to enter an Ascended Career) has only just gained access to Psy Rating 5... an Imperial Psyker at that point will have access to Psy Rating 5 or 6, depending on whether he went down the Militant route or the Scholar route, respectively. The progressions are about the same speed beyond that, but up to that point, an Astropath progresses slightly more slowly than an Imperial Psyker in terms of psychic potency. On a similar note, a starting Astropath is Psy Rating 2, but an Imperial Psyker at 5,000xp (an equivalent point, given the differences between DH and RT careers will more likely be Psy Rating 3, maybe even 4 (not certain precisely, my DH rulebook isn't to hand at the moment).

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 The constant war between canon and rules. From my point of view, psychic rules have been revised to be closer to "The Canons". Be it in the books or the wargame, psykers are dangerous, but a lot more stable than the terrific time bomb DH gave to us. Plus they gave us the effect of sanctioning (the rite of sanctioning is probably the modification sanctioned psykers go trough). 

On the canon subject, I think astropaths are stronger than sanctioned psykers, probably too strong for their own good, so they are soul bound and limited in what they learn. From my point of view there are four categories of psykers :

- Scrap => Given to the golden throne

- Moderately powerful, but willful enough => Sanctioned

- Powerful, but not enough willpower => Soul bound

- Powerful and great willpower => Elite psykers (Librarian, Grey Knight, maybe some inquisitor)

The reason astropaths don't have powerful attack psychic powers is probably less mechanical than political. The Empire doesn't teach them attack powers because they cannot learn them, but because it doesn't want psykers recognized as not willful enough to control their powers to learn how to burn people...

To transcend mean to overcome its own limits to rise above its own condition. Astropaths transcendent have become more than the average astropath and so can probably control more offensive power, if they are given the chance to learn them.

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Not that I can one way or another but here is more data:

Astropath @ Lexicanum

"...they (Astropaths) are selected from the second ranking of the psykers collected by the Imperium's Blackships, from those psykers whose powers are considerable, but whose mental strength is insufficient to resist the danger of daemonic possession"

Adeptus Astra Telepathica @ Lexicanum

"The first ranking of pskyers (referred to as primary psykers) are those whose powers and strength of character are sufficient to resist possession and daemonic corruption under normal circumstances, and are chosen to serve the Imperium in the highest capacities. After receiving five years of basic training at the Scholastia, they are sent for further training and service in another Imperial organization depending on where their abilities are judged best suited. The very young may be indoctrinated into the Space Marines as Librarians; some may enter the Imperial Guard to begin their training as Primaris battle-psykers; the most talented may become Inquisitors or Grey Knight."

Not sure what the source of their data is other than what they have posted at the bottom, but it would seem to me that it is merely tradition that limits an Astropath. They were strong enough to be a primary but would have been corrupted if left unchecked. Those who survive soul-binding are blessed by the Emperor but no weaker than they were before. I think they are now just more suited to be Astropaths since they can let their minds flow through the warp with less fear that they will fall prey to the denizens of the warp.

I am under the impression that those psykers who are not strong enough to be either first or second rank psykers are fed to the Astronomican in some fashion.

Random Side Note: The Astronomican seems (based on several different sources of fluff) the living power of thousands of weak psykers directed by the Chosen to the Emperor. As it is the Emperor alone who can direct that much power into the warp.

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Quoted from the DH Core book on Imperial Psykers.

 

The psykers who are traced and gathered upon the
foreboding Black Ships of the Inquisition suffer one of two fates.
The first, and most likely, is after meticulous mind-scanning they
are found to be lacking the talent or strength of mind to serve
in any other capacity and so are sent to worship at the Golden
Throne. The minority who do pass the rigorous sanctioning tests
are reprieved and selected to serve the Imperium in some other
vocation. Some will serve the Adeptus Astra Telepathica as an
Astropath. An even smaller minority—after close scrutiny—are
sent out to fill numerous roles throughout the Imperium. This
could be as indentured servants to high-ranking lords within the
Administratum, battlefield psykers used to counter xenos mystics,
or in the service of the Inquisition.

 

so Basically there are more Astropaths then Sanctioned Psykers.

Logically that means they are stronger then astropaths imho.

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