| Register Now | |
| My Points | |
| My Games | |
| Page 2 of 3 (40 messages) | « First page... 1 2 3 ...Last page » |
Gregorius21778 said:
Everwatch (Minor Psychic Power)
The psyker infuses a tiny portion of his self within a location somewhere. If a living or daemonic or sentient mortal being enters the place, he will notice this "disturbance", no matter where he is. However, he can not discern between "one" and "many". Only between "no-one" and "daemon/mortal being". If both daemonic and mortal sentient beings are present, the psyker will only "sense" the daemonic since it is the greater "disturbance".
The power works regardless of of distance, but for a price. Since a part of his self is left behind, the psyker temporarly loses 1d5 points of Willpower. The willpower can only be regained as the power is "dropped" (after that; one point per hour) In addition, as soon and as long as anything is within the "range" of the infused spot the psyker suffers -5 on all test that need concentration due to the "disturbance" of his self.
Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: 2m around the infused "spot"
Overbleed:
For every 10 points of "overbleed", the "range" can be increases by one meter.
I like this one, but I think for game balance losing 1d5 points of Toughness would be more appropriate, or it becomes too easy for Psykers to do it. I also think this it would be a physical drain, which Toughness more easily represents.
It seems that an automatic senses of someone entering is too easy for a Minor power. So how about a Psynicience test, that the GM would have to roll secretly, when anything came in?
"It's what we do ... we live, fight and die at the God-Emperor's grace"
-- Mardenicvs Aneas Rexvs, Ordos Xenos, shortly before his death
Gregorius21778 said:
Aaaaaah! Feedback at last! 
Many, many thanks. You are right, compared to Knack, "Netherwind blow" is no use. But I see no problems with a little dracual at times ;)
Thanks for pointing me to the streamline, issue in "Steer the wild mind". That is a very valid point & Frenzy IS a good idea. I think I gonna rework this. But instead of "non-humanoid" I twill tie it to the "Bestial Trait". Even more "streamlined to game mechanics"
.
Agreed, the bestial trait would be better. I should of thought of it.
Anytime when adding something to any game I try to see if there are already existing game mechanics in place that can do the same thing. No sense in trying to re-invent the wheel.
"It's what we do ... we live, fight and die at the God-Emperor's grace"
-- Mardenicvs Aneas Rexvs, Ordos Xenos, shortly before his death
Skallagrim said:
here's one we use in our games
Pulse of the Hive
Threshold: 5
Focus Time: Half Action
Sustained: Yes
Range: Self
Within the confines of a Hive or similar high density population, the Psyker taps into the warps, sensing the ebb and flow of the the sorrunding masses. While maintaing this power the Psyker recieves +20 to his drive and land navigation checks to navigate the most efficient route through the crowded thoroughfares. If the Psyker is not Hiveborn he gains the benefits of the Accustomed to Crowds trait (Dark Heresey pg.17) while the power is sustained.
This one I have to put in my 2 coppers against, for several points:
The game designers have put out a number of different things stating effectively 'no crossing abilities between Psykers & Tech-Priests' and this one seems to be a bit too much of that.
Although the 'tapping' into the masses seems like nothing special, it is like a form of mass telepathy, which would make it more of a Discipline than a minor power.
Remember that each round is only seconds, and driving through the full size of a hive, would likely take several hours. Which means taking time every 10 rounds to reactivate the ability, while driving. Hmmm, too much like operating a cell phone and driving, not a good idea.
And finally, there are other minor powers out there, already covered such as KNACK or LUCKY, that could easily get the same thing.
"It's what we do ... we live, fight and die at the God-Emperor's grace"
-- Mardenicvs Aneas Rexvs, Ordos Xenos, shortly before his death
Denmar1701 said:
Gregorius21778 said:
Everwatch (Minor Psychic Power)
The psyker infuses a tiny portion of his self within a location somewhere. If a living or daemonic or sentient mortal being enters the place, he will notice this "disturbance", no matter where he is. However, he can not discern between "one" and "many". Only between "no-one" and "daemon/mortal being". If both daemonic and mortal sentient beings are present, the psyker will only "sense" the daemonic since it is the greater "disturbance".
The power works regardless of of distance, but for a price. Since a part of his self is left behind, the psyker temporarly loses 1d5 points of Willpower. The willpower can only be regained as the power is "dropped" (after that; one point per hour) In addition, as soon and as long as anything is within the "range" of the infused spot the psyker suffers -5 on all test that need concentration due to the "disturbance" of his self.
Threshold: 7
Focus Time: Full Action
Sustained: Yes
Range: 2m around the infused "spot"
Overbleed:
For every 10 points of "overbleed", the "range" can be increases by one meter.
I like this one, but I think for game balance losing 1d5 points of Toughness would be more appropriate, or it becomes too easy for Psykers to do it. I also think this it would be a physical drain, which Toughness more easily represents.
It seems that an automatic senses of someone entering is too easy for a Minor power. So how about a Psynicience test, that the GM would have to roll secretly, when anything came in?
I think that willpower works even better for game balancing. Scratching the willpower means scratching the one thing a pskyer needs to have. He needs to resit, he needs a high bonus. In addition it was not meant as physical drain but a drain of "the self". The willpower attribute seemed to reflect this the best. But you are properbly right about the Psychniscienc skill. I generally have to re-work this for better clarification on the duration etc.
Thanks for the feedback, it is very welcome
PLEASE stay on topic!
PLEASE refrain from hijacking my topics for longer then three posts
and DON`T mention "Only War".
Damn, if I knew about this, I wouldn't have started a new topic although it is only about modification to one minor power (Alternative "Lucky").
I have a suggestion but cannot give a good profile:
"Kawarimi no Jutsu" this from Naruto, I think there should be some good stuff that can be brought over. It's a "Substitution" technique where you change location by switching places with a nearby object or person of maybe roughly the same size. If it is a person then it might require an Opposed Will Power Test. A willing, unconscious or dead target may require no tests. I am tempted to make this a reaction, but it can be used to escape and infiltrate so it's powerful enough. Maybe most additional rules is needed, like there must be no obstacle in between and line of sight.
I like this because my character focuses on mental (telekine, telepathy, divine), spacial (portals like Call Item, Slip Space) and time (Time Fad) powers.
On a seperate note: Someone out there said that an illusion is limited by the creativity of the mind and that it can be broken if someone can identify inconsistencies, so a intelligence test might be good enough to break it.
None of this is my idea
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
Somonelse said:
"Kawarimi no Jutsu" this from Naruto, I think there should be some good stuff that can be brought over. It's a "Substitution" technique where you change location by switching places with a nearby object or person of maybe roughly the same size. If it is a person then it might require an Opposed Will Power Test. A willing, unconscious or dead target may require no tests. I am tempted to make this a reaction, but it can be used to escape and infiltrate so it's powerful enough. Maybe most additional rules is needed, like there must be no obstacle in between and line of sight.
*perff* Kakashi-Sensei-look-alike-LOG!
Limit it to inanimate objects, or you get psykers holding their action to "swap" in an enemy when the heavy weapons crew opens up with the autocannon. Now, the matter of profiling this little terror of the Warp...
I might be back with something for it.
-=Brother Praetus=-
"Truth is so precious it must be attended by a bodyguard of lies."
(Fortune Cookie)
"They say that once you have opened the final gate there is no way back."
(Fortune Cookie)
Glad you like it Brother Praetus
!
Still want to swap for a dead guy, but you can't have everything.
Another would be the "Henge no Jutsu"
Ultimately a minor power that allows you disguise not just as another person but as an object, like a tree or a statue. I want to disguise an object as something else like a pistol to a hairdrier. I don't think there is any skill to disguise an or as an object yet so I hope it might work.
I also hope we don't overload DH with too many ninja stuff
. (Just learnt how to Edit post)
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
Somonelse said:
Glad you like it Brother Praetus
!
Still want to swap for a dead guy, but you can't have everything.
Well, unless it is a zombie-dead-guy, a dead guy should be fine. They are generally no longer animate, after all. 
-=Brother Praetus=-
"Truth is so precious it must be attended by a bodyguard of lies."
(Fortune Cookie)
"They say that once you have opened the final gate there is no way back."
(Fortune Cookie)
Am not liking the Force Barrage and Bolt power, so here's some powers of my own or modification of others (mainly just possible ways of using existing powers and things other people already thought of):
For Telekinetics: Juggle - You can pick up multiple objects within 10m range. Maybe as a shield to block missiles, swung round to keep enemies at a distance, thrown simultaneously to hurt or to point a lot of unmanned guns at an enemy. Max total weight is 5xWP bonus kg.
Precision Telekinesis mod - Overbleed of maybe 5 for additional actions, like pulling multiple triggers from "Juggled" guns, activating a grenade then slipping it into someone's pants, or accelerator down and stearing the wheel.
Telekinetic Shield mod - The rain can't touch you, or effectively protection against chemical splash. Hail stones might still hurt though.
Blind Action - Mentally controlling the internal machanics of a machine (eg lockpicking non-electical types), or moving something out of sight like a barricade behind a door (personally I would combine Telepathy with Farsight from the divine discipline). Or delaying a spring activated trap or weapon. It might have to be something the psyker is familiar with mechanically and has a (or has to maintain a) vivid imagination of it too.
Boost - Boosting the distance of a Leap, a counteraction to help brake a speeding vehicle, aiding in maneouvres, keeping the sails up and going further on a parachute. Rule: there must already be a force in action (just me talking crap)
For pyromaniacs: Smoke - you enhance the density of the smoke by how a fire burns, this might blind and choke those in the area of effect.
For biomancy: Hormonic Manipulation - emotional manipulation without telepathy or external drugs (don't overload their Chem Geld). Overload someone's testosterone to grow a beard and gain a deep voice (do it on a Sororita) or fake a pregnancy for the sake of infiltrating a noble family.
For telepathy: Regression - (should be on the Shock Table) the enemy has a mental state of a baby
For divination: Fortune/Horoscope - (probably need a table created for this) you mention two things to keep an eye on, one is good luck and one is bad luck. eg. "Stay away from fire" and the character gets a penalty with using or dodge flame weapons, "good luck number is 6" and gain critical damage for rolling 6. Tell them about their love life.
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
Hmm... some other minds with fresh ideas at last.
I am looking forward to see your "New Minor Psychic Powers" in a fleshed out format with rules 
PLEASE stay on topic!
PLEASE refrain from hijacking my topics for longer then three posts
and DON`T mention "Only War".
Aye sorry about that, only remembered this is a "Minor Powers" topics when I came back later. And thanks, I'll try give it some unofficial details. OK, out of them all I think "Hormonic Manipulation" and "Horoscape" can possibly be minor powers, unfortunate I noticed that "Smoke" has already been covered by "Sculpt Flame" in Pyromancy so that's out. For now the "Henge" and "Kawarimi" will also be a minor power since they have no define discipline.
"Hormonic Manipulation"
You indirectly affect a target's emotions and mentality by controlling their hormones. The effects of this is varied or in some cases unpredicable like Adrenaline fueling the fight or flight reaction. You could fake a pregnancy to infiltrate a noble family or you could attract the opposite sex with phermones to give bonuses to social interactions (opposite effect for same gender), but ultimately this power is only limited by our imagination and the GM's cooperation. Take note: you'll have to have multiple treatments (eg. every hour) for a reasonable amount of time (eg. a day or a month) for it to physically change the body, like growing a beard with testosterone for example. The target will either have a T or WP test to 'resist', whichever is relevant. Failure in something by too many degree might cause horomone imbalance at a level the GM decides.
Some personal studying might be required
.
Threshold: 10
Focus Time: Full, and 1d5 rounds to start having any effect (not immediate), but lasts maybe a minute.
Sustained: No
Range: 10m
Overbleed: For every 5 you can affect another target (eg. phermone benefits for your team mates), or speed up the time by 1 round to a minimum of 1, or make it one step harder to resist. Sometimes people synchronise but having trouble incorporating this- eg a group of protestors might become violent and cause a riot.
"Horoscope"
With permission from the subject you provide a divination for the day, week or month (chosen beforehand). You mention three things: 1 good luck, 1 bad luck and chances on a relationship. Consult the non-existant table for random results. For luck it could be a colour, a number (some number represents a particular Chaos), an element, an image, anything. Luck can also amplify or counter the relationship promonition. Relationship premonition may provide a bonus or penalty for social interactions, and may indicate a unknown love rival. The divination may not be repeated again for the duration and any attempt will wield the same result. Unfortunate for the GM who have to incorporate this into a game as they must find it atleast once with the time.
Threshold: 13!
Focus Time: 2Full (for visual effects like palm reading, asking about DoB, eye contact, etc...)
Sustained: No
Range: Touch
"Blink" (Kawarimi) Sorry Brother Praetus
You force all those arround to blink and in the split second you disappear and replaced by a mannequin. You may swap positions with a inanimate object of roughly the same size (GM can allow otherwise though not recommended). The object must be within line of sight (partial and nearly complete covered is fine) or prepared (read Call Item) bur single use object and within 50m in range. You can swap with an unprepared object that is out of sight as long as you can remember and accurately imagine it, which requires a difficult (-10) Int test modified to become more difficult by time. Total Recall will just make it flat Int test. If the Int test is failed 5 degrees or more than your life is at the hands of the GM.
Threshold: 12
Focus Time: Reaction
Sustained: No
Range: You, 50m within visual for the object
"Hat Trick"
You can disguise an object no larger than a person as something else of reasonable size and shape (GM's choice for otherwise), like a gun for a hairdrier. At the GM's disgression it might only disguise one sensory perception (smell, touch, taste, sight, sound). Upon manifesting you must imagine the disguise (Int test might be required), anyone looking at object will have a -30 Awareness test to see inconsistancies (or opposed original Int test). A Psyniscience Test will reveal its true form to the person who made the test. It can be sustained as long as the object is close, but out of the range it remains for 10 round and reveals itself.
Threshold: 7
Focus Time: Half
Sustained: Yes
Range: Touched once then 10m range
Overbleed: for every 5 might make it even harder to detect by one step, or affect an additional sense. Look like a chicken, Smell like a chicken, Taste like a chicken, but you just ate C4.
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
OK, I'll admitt I am terrible on making specific details. The basic idea seemed simple to me and I just want them to be flexible but ended up making them complicated instead. I'll think about it some more before I post again, barring this one. Here's one more power(I got from 'Inception'):
"Warp Reality"
Threshold: 12
Focus Time: Full
Sustained: Yes
Range: You? Visual? Sphere of temporal bubble?
Reality is altered to your liking (shrunk, stretched, folded or twisted). This power only affects the environment the Psyker is in (walls, path, room, etc) and not the objects or individuals within it. You can modify height and distance by up to double or down to half in any direction. You can make an elevation steaper or shallower. In a room (impossible outdoors) you can cause it to roll like a washing machine, but Agility tests are needed for everyone within to run with it and avoid tumbling objects. Take Note: when stretching or shrinking a stairway, it will not add or remove steps but make them large or narrow for example. You can spend a half action to replace the condition for a new one but counts as an attack action.
Overbleed: every 10 can add another condition, eg. you make the distance to the corner in front shorter but make the distance from the pursuers behind longer.
I imagined that it will be a bubble with people looking from the outside watching the world normally but seeing people getting tired easy, walking on walls and getting hurt from jumping down a single step. Or atmospheric like the walls really closing in towards you.
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
While this is not intended as a psychic but rather a sorcery power, I would like to hear what you think of it:
Reforge Gun
Threshold: 13
Focus Time: Full
Sustained: Yes
By weaving a net of warp energy around a gun, the sorcerer can alter the functionality of its parts, granting deadly improvements at the risk of destroying it.
The sorcerer chooses one ranged weapon he is currently carrying and, as long as he sustains this power, may apply one of the following effects to it:
• The weapon gains one of the following Special Qualities, as chosen by the sorcerer: Accurate, Blast (1), Customised, Flame (Range 1d10m), Scatter, Shocking, Smoke, Snare, Tearing.
• The weapon doubles its range.
• The weapon doubles the number of shots it fires on semi or full auto burst and consumes ammo correspondingly. Note that 4 or more shots on a single burst count as full auto.
• The weapon has unlimited ammo and its damage type changes to Energy.
Overbleed: For every 5 points the threshold is exceeded, the sorcerer may apply an additional effect on the same weapon.
Special: Every 7 scored on the roll to manifest this power indicates that decreases the quality of the weapon by one step. A weapon of poor quality will be destroyed completely.
You need to find the psyker? You see all these people running and screaming? Just go where they come from.
Although you're adding Special Qualities, some of them seems like you are modifying the ammo type (Snare, Flame, Scatter, Blast, Shock and Smoke) or simply using the gun as a caster (Outlaw Star
). I don't think the Mechanicus is going to like that, you are corrupting the spirit of the gun. I do like it!
Will it still need altleast some ammo for it to fire Flame and unlimited Energy? I assume the range is touch. Don't think there is anything that need changing although I feel that it should be a seperate power to change ammo type. Was tempted to say that it causes corruption to use the weapon and it mutates at some point where it grows a mouth to start biting and licking you.
Halfway on the path to Ascension, struggling at the brink of insanity, teetering on the edge of damnation, and a noogie away from death.
Somonelse said:
Although you're adding Special Qualities, some of them seems like you are modifying the ammo type (Snare, Flame, Scatter, Blast, Shock and Smoke) or simply using the gun as a caster (Outlaw Star
). I don't think the Mechanicus is going to like that, you are corrupting the spirit of the gun. I do like it!
Will it still need altleast some ammo for it to fire Flame and unlimited Energy? I assume the range is touch. Don't think there is anything that need changing although I feel that it should be a seperate power to change ammo type. Was tempted to say that it causes corruption to use the weapon and it mutates at some point where it grows a mouth to start biting and licking you.
The net is weaved around the whole weapon, so it will also surround and affect the ammo clip. When asked by the Mechanicus, you could argue that it is not exactly you who's corrupting the gun, it's the warp energy or the Chaos Gods (in case of a 7 that would be Nurgle) 
Unless you also take the unlimited ammo option, you will need ammo for the Flame attack. To put it simply, the energy sublimes the ammo and ignites the gases. I'm not willing to risk your sanity, so I won't tell you about the warpy details.
Range is touch, of course. The corruption and mutation are worth a second look, but I prefer not to make it to difficult, and by definition, sorcery already earns you corruption. Only thing I am considering is to make the first choice applicable only to solid ammo weapons (or yet a separate power ?).
You need to find the psyker? You see all these people running and screaming? Just go where they come from.
| Page 2 of 3 (40 messages) | « First page... 1 2 3 ...Last page » |