Psychic Rule Changes

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Psychic Rule Changes

Postby Artemis » Mon Jun 22, 2015 8:38 pm

But then you knew these were coming didn't you?

Taken some beating into shape but in advance of the next game, here are the revised rules for No Rest for the Wicked psychic powers. Rebuilding characters should be avoided where possible but might be necessary in some cases. Most of the mechanics and powers are fairly well set, the exact costs may be subject to change following them actually going live.

Alteration to Soulbound.
You may replace three red beads in your warp bag with blue beads or vice versa
Upgrade: You may instead replace nine red beads with blue beads or vice versa
Upgrade: You may now also replace three blue or red beads with white beads
This allows a psyker to specialise in taking the strain physically or mentally

Core Mechanic.
As standard a psyker draws three beads unless they have talents which allow them to draw more. Any psyker can deliberately open themselves to the warp for further power but must draw two beads for each additional bead equivalent, then exponentially as illustrated below
E.g. Psyker can draw three beads and has three beads worth of power.
Psyker can push her luck and go for six beads worth of power but is drawing nine beads to get to that level.
In extreme situations a psyker might want nine beads worth of power but the actual draw required would be eighteen beads.
Purchases of the Talent – Psychic Might increase this significantly.

Drawing before combat.
All effects either take place when using your first power of the combat or at combat ends if you use no powers. It is only possible to make one draw before combat.

Blue bead – mental strain, equivalent to one fear call per bead drawn, countered by uses of Integrity, allies with Leadership can also use rally calls to help with this. If not resolved within thirty seconds then further negative effects can occur. (this is an exception to the usual fear mechanic in that a psyker can be affected by as many fear calls as they have drawn blue beads)
If the strain from blue beads remains unresolved after thirty seconds (to allow allies a chance to help them snap out of it), then they suffer further negative effects

-1 Corruption - Take one call of CORRUPT, gaining a corruption card.
-2 Warp lightning! You become charged by the energy of the warp. You for the remainder of the combat you must draw two beads for every effective bead draw and for the remainder of the encounter (or half an hour) deal SINGLE to everyone you touch.
-3 Warp Frenzy - You become filled with the boundless energy of the warp. The upside is that your safe push rating is increased by three. The downside is that you must use this push rating and you have some form of compulsive need to use your powers, test your limits and prove the superiority of your kind to blunts. This last until the end of an R&R period... which may not be very restful for you. You can be sedated or restrained.
-4 Possession – Please see an ST as soon as you are able to, they will discuss the possessing entity and how it will affect your actions, in the short term though you can act normally throughout the combat. This effect is exceptionally serious, the entity can be exorcised or will vanish in six hours of play.

Previous text was:

-1 disconnected and unresponsive - unable to act even in self defence, exact roleplay defined by the player.
-2 warp null - for the remainder of the day the psyker is unable to access warp powers and feels the loss (if this happens very late in the day it may extend to the following day at ST discretion)
-3 possessed - see an ST as soon as you are able to, they will discuss the possessing entity and how it will affect your actions, in the short term though you can act normally throughout the combat.
-4 rabid possession – immediately begin to attack everyone around you, this is likely to result in your death.


Red bead – physical strain, take one call of VITAL SINGLE per bead draw (please note, this will be subject to balance revision for numbers).
If the damage from red beads takes a psyker to below -4 maximum body they suffer further negative effects:

-1 (-5 effective) Corruption - Take one call of CORRUPT, gaining a corruption card.
-2 (-6 effective) Bleeding uncontrollably – Any movement other than under medicae supervision results in your death count starting again, after an R&R period the condition subsides. You can be healed, but regardless of the healing dealt you will start bleeding to death (although you may remain active) if you move. Copious fake blood encouraged.
-3 (-7 effective) Horrific, crippling injuries - You have channeled far too much energy of the warp through your body - speak to a ref, but one limb or part of your body is destroyed beyond medical repair - this can be replaced by bionics, but this should have a significant effect on your character and will likely require drastic emergency surgery and psychic assistance to save your life. You cannot be raised off -4 with healing until this has taken place and cannot rise above 0 wounds until an R&R period has passed.
-4 (-8 effective) Warp spawn – You channel far more warp energy that your body can contain, you are dead - you mutate into a hideous beast, and should immediately begin to attack everyone around you (standard spawn statline Body 12, Vitality 12, triple knockdown with melee, mass stun once per combat.

Previous text was:

-1 bleeding uncontrollably – begin 5 minute death count until given medical care, any movement other than under medicae supervision results in the death count starting again, after an R&R period the condition subsides.
-2 critical condition – as above but the condition remains until overnight, and the death count restarts where it left off last time (if this happens very late in the dat it may extend to the follow day at ST discretion, players are not expected to continue to roleplay their character through the duration of this condition)
-3 to shreds you say – the psyker is destroyed in such a shockingly destructive fashion as to render any talents or facilities which would effect a resurrection impossible.
-4 warp spawn – the psyker is mutated into a hideous beast, immediately begin to attack everyone around you (standard spawn statline Body 12, Vitality 12, triple strikedown with melee, mass stun once per combat.


Black bead – Where practical, alert an ST before the combat begins or at the end of combat. The balance of red and blue beads should determine whether the warp peril is a physical or mental effect, if in doubt take the equivalent of the -2 effect for whichever between blue and red you drew the most other beads for.

Drawing during combat.
If you are struck while concentrating on a power, the power cannot take effect until you have been able to concentrate for an uninterrupted 30 second period.
While concentrating the psyker may defend themselves and move at a walking pace, if struck or breaking into a run they lose concentration and must begin the 30 second period again.
In all other ways it is the same as the system for drawing before combat.

This concentration requirement can be skipped by using powers and delaying paying the cost by drawing after the combat.

Drawing after combat.

The price of drawing after combat is that the effects of the strain linger in the same fashion as System Shock effects. Ideally drawing after combat should be done with an ST in case any additional effects are warranted. Psykers can reasonably expect to be incapacitated for the remainder of the day if they have significantly pushed themselves in this way.

New Psychic Powers


Psychic Powers can be gained on four occasions for a Primary Archetype Psyker or twice for a Secondary Archetype Psychic Awakened
Primary Psykers gain their first power with Empyric Attunement.
They can buy a Universal basic talent for three xp or one talent point
They can buy a Universal intermediate talent for six xp or two talent points
They can buy a Universal advanced talent for nine xp.

Psychic Awakened gain their first power with purchase of Empyric Attunement for six xp or two talent points.
They can buy a Universal intermediate talent for nine xp.



Psychic powers as recognised by the Scholastia Psykana fall into one of five Schools
First pick on each school gives you one power, second pick gives you three powers one of which can be an Advanced power (marked with an (A) and at the end of the powers lists)

Some powers are marked with an * as they require the first power in the list as a prerequisite.

Powers which create a power pool from which to use effects must fully expend the pool before they can be used again.
Powers which last for a combat can only be precast on allies if the psyker is also attending the same mission.


Telekinesis

This school is heavily focussed on combat powers

TK attack
Deal damage ranging from single to triple, at least three seconds between calls. Each bead draw gives a pool of five total damage to be called throughout the combat. Unused power drains at the call of combat ends.
E.g. Drawing six beads at the start of combat gives a pool of thirty to attack with, so the psyker might throw ten uses of triple or fifteen doubles or thirty singles (or combination thereof) before they need to redraw.

TK Slam *
Powered in a similar fashion to TK Attack, the psyker can add a knockdown to a call of triple at a cost of two additional points of damage from their damage pool. Slam cannot be used with smaller damage calls.
E.g. the above psyker with their pool of thirty can deal six triple knockdowns.

TK Disarm *
Powered in the same way but forfeiting all damage to instead take the weapon out of their opponent's hand. Takes a total of five but deals no damage.
E.g. Instead of dealing damage our psyker can instead disarm six weapons throughout the combat.

TK Shield
Grant additional uses of SHIELD at a rate of 2 calls per 3 beads drawn for the duration of a combat. This can be used on allies.

Precision TK
This covers non combat applications of telekinesis. The power requirements are at the discretion of the ST but possible effects include. Being able to detonate mines from range, eliminating the danger of pressure plates by allowing the psyker or a target to float over the ground rather than stepping normally, getting an unattended item picked up without doing so personally. This can be used on allies.

Mass TK * (A)
By doubling the cost against their power pool increase the call to Mass.
e.g. from a 30 point pool the psyker could deal 5 mass triples or 3 mass triple strikedowns when combined with other powers.

TK Barrier (A)
Draw six beads, for a period of up to thirty seconds the telekine is unaffected by combat calls (both ranged and melee) and unable to make combat calls in return as they are covered by a dome of force, call NO EFFECT to any attacks or effects.
The psyker may either move while using this power or remain static, if remaining static the effect extends to allies within MASS range as long as they also remain static.



Biomancy

This school is mainly used for healing and augmenting allies.

Bio Attack
Deal damage at double at least three seconds between calls. Each bead draw gives a pool of five total damage to be called throughout the combat. Unused power drains at the call of combat ends.
E.g. Drawing six beads at the start of combat gives a pool of thirty to attack with, so the psyker might throw fifteen doubles before they need to redraw.

Stun*
Attach stun call to a bio attack using an additional three points out of their power pool.
e.g. Our psyker with a power pool of thirty can use double stun six times.

Heal
Heal damage equal to beads drawn. This can be used on allies.

Toxic Siphon
Remove one instance of Toxic per bead drawn or one instance of Bio-Hazard per two beads drawn. Can be stored and used throughout the same combat. This can be used on allies.

Chameleon
For every two beads drawn add one to target's stealth skill for the duration of the combat. This can be used on allies.

Flesh like Iron (A)
Add 3 points of temporary armour per bead drawn for the duration of the combat. This can be used on allies.

Revitalize (A)
For every 2 beads drawn call revitalize 3. This can be used on allies.



Divination

Useful in discovery with some limited combat usages.

Precognition
Find out about the future, amount of beads required and information at ST discretion. Guideline is One yes/no/unable to answer question per two beads drawn.

Postcognition
Find out about the past, amount of beads required and information at ST discretion. Guideline is One yes/no/unable to answer question per two beads drawn.

Aura Reading
Draw X beads. You may ask X questions of a single target relating to their emotional or spiritual make up. These must be discrete yes/no questions such as "are you possessed by a daemon?" or "what is your dominant emotion right now?". This power may only be used once per combat on a single target.

Sense Blow
For each bead drawn add one temporary Vitality for the duration of the combat. This can be used on allies.

Preternatural Awareness
For every two beads drawn add one skill level to Awareness for the duration of the combat. This can be used on allies.

Hex (A)
Draw 4 beads and pick a victim Everything that can go wrong, does go wrong, all at once, the target takes all of the following, SHIELDBREAKER DISARM LEFT, DISARM RIGHT, STRIKEDOWN, STUN

True Strike (A)
For each bead drawn add the VITAL call to one attack with a weapon over the next combat. This cannot be combined with calls that already contain FLAME, MASS or GLOBAL due to their spraying nature. This can be used on allies.




Telepathy

Mind affecting psychic powers, combat applications of this discipline are limited but bypass power field protections.

Astrotelepathy
Once per downtime you may use this power to either gain a bonus to the amount of influence points you earn during a gain influence action or to conceal one individual influence spend from anyone who does not possess a Correspondent or Influence with the Adeptus Astra Telepathica. Astrotelepathy functions as a 60 point influence action.

Bolster
For every two beads drawn add one to Integrity skill of target for the duration of the combat.
(it is possible through combination of this power and a high natural integrity to reach skill levels of 7 or 8 to be able to resist terror). This can be used on allies.

Inspire
Beads drawn allow for Inspire 3 per bead drawn, e.g. three beads drawn give Inspire 9. This can be used on allies.

Disarm
Drop your sword, each two beads drawn allows one use of the call per combat SHIELDBREAKER DISARM

Stun
Each two beads drawn allows one use of the call per combat SHIELDBREAKER STUN

Betrayal of Thought (A)
However cleverly hidden the body can be, the mind is not so easily shielded and an especially skilled Telepath can sense the presence of an intruder by their noisy thoughts.
Draw three beads, BREAK UNSEEN, or any level of stealth. Out of combat this can also be used to probe a victim's mind where it is opposed by the target's Integrity and can be interpreted by a Storyteller.

Suggestion (A)
The psyker must draw beads x2 to beat the target's Integrity in order to influence their mind, anything said by the psyker seems more reasonable, causing the victim to comply unless it would put them in undue immediate danger. The effect is persistent while dramatically appropriate but can be broken by the target being attacked, being asked to do something that is utterly against their nature or after a period of time or if a trusted associate points out their unusual behaviour.
e.g. one bead will affect a target with zero integrity, three beads for integrity one, five for integrity two etc.


Elemental Force
Generally pyromancy, lightning or ice powers though this can largely be reskinned as desired. Lots of combat flexibility.

Elemental Attack
Deal damage ranging from double to quad, at least three seconds between calls. Each bead draw gives a pool of five total damage to be called throughout the combat. Unused power drains at the call of combat ends.
E.g. Drawing six beads at the start of combat gives a pool of thirty to attack with, so the psyker might throw ten uses of triple or fifteen doubles (or combination thereof) before they need to redraw.

Elemental Flame*
Modifies the elemental attack to affect an arc rather than a single target. Cost of two from the power pool, so a quad flame would use up six points from our example psykers pool of thirty.

Knockdown*
The psyker can add a knockdown to an elemental attack at a cost of two additional points of damage from their damage pool. This isn't limited in the same way as TK slam and can be combined with flame, so a skilled pyromancer might use 6 points to deal FLAME DOUBLE STRIKEDOWN or 8 for FLAME QUAD STRIKEDOWN.

Elemental Storm*
By doubling the cost against their power pool increase the call to Mass.
e.g. from a 30 point pool the psyker could deal 5 mass triples or 3 mass triple strikedowns when combined with other powers.

Stop Bleeding
Cauterizing the wound, or applying a skin of elemental force.
Each bead draw gives two uses which immediately stops any bleeding on the target. These can be used throughout the same combat. This can be used on allies.

Draw Power (A)
When surrounded by their chosen element the skilled psyker can manipulate rather than conjure greatly improving their power. Conditions are at the discretion of the ST but typically might as much as double or triple the effectiveness of beads drawn.
e.g. a pyromancer in a burning building has an ample supply of fire so each bead drawn actually gives them 20 points to use for their elemental attacks.

Elemental Atmosphere (A) *
The pinacle of the elementalist's skill is to unleash their force across an entire field, they can extend their calls yet further. Add GLOBAL to an elemental attack for a tripled cost, so taken to the maximum GLOBAL QUAD STRIKEDOWN for 18 power points.
Last edited by Artemis on Sun Jul 05, 2015 10:45 am, edited 2 times in total.
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Re: Psychic Rule Changes

Postby mindwanders » Mon Jun 22, 2015 9:29 pm

So, just checking here.

With soul bound, I can change three of my red beads to blue beads to give me a bag made up of 70 White, 18 Blue, 11 Red and one black beads. If I take the top upgrade does it become 70 White, 24 Blue, 5 Red and one black or 70 White, 27 Blue, 2 Red and one black? Basicaly does the upgrade give you an extra 6 or an extra 9 beads you can change?
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Re: Psychic Rule Changes

Postby Artemis » Mon Jun 22, 2015 10:03 pm

mindwanders wrote:So, just checking here.

With soul bound, I can change three of my red beads to blue beads to give me a bag made up of 70 White, 18 Blue, 11 Red and one black beads. If I take the top upgrade does it become 70 White, 24 Blue, 5 Red and one black or 70 White, 27 Blue, 2 Red and one black? Basicaly does the upgrade give you an extra 6 or an extra 9 beads you can change?


Upgrade gives an extra six for a total of nine.
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Re: Psychic Rule Changes

Postby mindwanders » Tue Jun 23, 2015 7:10 am

The rules for combat draws talk about your concentration being interrupted. Does that mean that any combat draw now takes 30 seconds concentration to make? or just if you are interrupted mid draw there is a penalty?

Can you build up multiple calls on a single draw by pushing on powers that don't specifically mention them (telepath disarm for example)? Can you push Inspire to get multiple inspire 3 calls or do you just get a single bigger call?

Do all Psyker boosts and powers end at combat ends or is it just the combat pools?

If you draw a red bead and it reduces your fortitude, do you loose a health point and a vitality point as the skill reduces or does it act as a buffer?

Are the various attack powers that grant Mass centred on yourself or on the target?
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Re: Psychic Rule Changes

Postby Artemis » Tue Jun 23, 2015 7:31 am

The rules for combat draws talk about your concentration being interrupted. Does that mean that any combat draw now takes 30 seconds concentration to make? or just if you are interrupted mid draw there is a penalty?

If you manage your combat draw without being struck it doesn't require 30 seconds, if you do get hit then you need the 30 seconds to get the power back under control, it doesn't however require another draw (so long as you remember the result of the original draw)

Can you build up multiple calls on a single draw by pushing on powers that don't specifically mention them (telepath disarm for example)? Can you push Inspire to get multiple inspire 3 calls or do you just get a single bigger call?

Yes, it always results in multiples rather than a bigger single call on the types you've mentioned.

Do all Psyker boosts and powers end at combat ends or is it just the combat pools?

They can't be carried throughout the day, if a single mission is made up of several combats though, or a single combat is split by a call of combat ends to refresh x per combat abilities then it is reasonable to maintain boosts and powers.

If you draw a red bead and it reduces your fortitude, do you loose a health point and a vitality point as the skill reduces or does it act as a buffer?

You lose health and vitality off your maximum values, so if you're unwounded then you are effectively losing health and vitality, if you've already taken damage though you're not losing further so much as the ability to have those hits healed.

Are the various attack powers that grant Mass centred on yourself or on the target?

Centred on target
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Re: Psychic Rule Changes

Postby Maakeff » Tue Jun 23, 2015 3:33 pm

Artemis wrote:Telepathy

Betrayal of Thought (A)
However cleverly hidden the body can be, the mind is not so easily shielded and an especially skilled Telepath can sense the presence of an intruder by their noisy thoughts.

Draw three beads, BREAK UNSEEN, or any level of stealth. Out of combat this can also be used to probe a victim's mind where it is opposed by the target's Integrity and can be interpreted by a Storyteller.

This... I'm not sure how I feel about this. I mean it's clearly flavourful and makes perfect sense with Telepathy sensing minds nearby, it's also an Advanced power so not really easy to come by. As the player of a Stealth-focused character though, I find myself feeling a bit cheapened that with a draw of 3 power beads, the "signature" mechanic for my character's Archetype is rendered utterly moot... It's already bad enough when NPCs have a "break Unseen 1/day" power, use it, die, respawn & use it again - this could make things even worse, although I totally understand that will come down to how the Refs stat encounters as opposed to the power itself. Thankfully given the general atmosphere toward PvP in-game both OOC & IC, I don't feel overly concerned with the PvP implications.

On a rules clarification point, since it is supposed to sense the presence of everyone around you, how is that be phys-repped? Maybe by everyone nearby calling out something, which could drown out the stealthed ones if they (perhaps smartly) choose to hide in a crowd? If someone is hard-skilling stealth, are they detected too (as they possibly should be)?
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Re: Psychic Rule Changes

Postby spydacarnage » Tue Jun 23, 2015 4:09 pm

Am I right in thinking these revised used get rid of the Universal "Psychic Attack" power?
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Re: Psychic Rule Changes

Postby Artemis » Tue Jun 23, 2015 6:48 pm

spydacarnage wrote:Am I right in thinking these revised used get rid of the Universal "Psychic Attack" power?

Yes, there are variations on the Psychic Attack power now depending which school of powers the psyker chooses. It should be noted that they all have different limitations attached to them as some schools are better suited to different variations of attack.
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Re: Psychic Rule Changes

Postby Artemis » Tue Jun 23, 2015 7:22 pm

Maakeff wrote:
Artemis wrote:Telepathy

Betrayal of Thought (A)
However cleverly hidden the body can be, the mind is not so easily shielded and an especially skilled Telepath can sense the presence of an intruder by their noisy thoughts.

Draw three beads, BREAK UNSEEN, or any level of stealth. Out of combat this can also be used to probe a victim's mind where it is opposed by the target's Integrity and can be interpreted by a Storyteller.

This... I'm not sure how I feel about this. I mean it's clearly flavourful and makes perfect sense with Telepathy sensing minds nearby, it's also an Advanced power so not really easy to come by. As the player of a Stealth-focused character though, I find myself feeling a bit cheapened that with a draw of 3 power beads, the "signature" mechanic for my character's Archetype is rendered utterly moot... It's already bad enough when NPCs have a "break Unseen 1/day" power, use it, die, respawn & use it again - this could make things even worse, although I totally understand that will come down to how the Refs stat encounters as opposed to the power itself. Thankfully given the general atmosphere toward PvP in-game both OOC & IC, I don't feel overly concerned with the PvP implications.

On a rules clarification point, since it is supposed to sense the presence of everyone around you, how is that be phys-repped? Maybe by everyone nearby calling out something, which could drown out the stealthed ones if they (perhaps smartly) choose to hide in a crowd? If someone is hard-skilling stealth, are they detected too (as they possibly should be)?

Concerns duly noted.

Costs for powers are under review so if it proves incredibly popular the cost for it might well go up. Existing mechanisms for the same thing are available under two other archetypes, as one of them is Navigator though which doesn't have an option to be a minor archetype it felt right to make it available through other means to try to prevent any furtherance of the situation where Scouts play a different game to everyone else because the only counters to their best moves are also in the Scout talent tree.
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Re: Psychic Rule Changes

Postby mindwanders » Tue Jun 23, 2015 10:44 pm

Can you use sense blow or true strike on an ally or just yourself?
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