Dark Heresy The DivinaTion Discipline

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DH Psychic PowersDark HeresyPsychic PowersFor Rogue TraderThis is a list of the original Dark Heresy psychic powersthat were not included with Rogue Trader, converted tothe latter system’s Psychic Technique format, bringingback the altogether scrapped disciplines of Biomancy andPyromancy, and supplementing Divination, Telepathy andTelekinesis.Because Rogue Trader does not operate with theconcept of minor powers, these were divided among thedisciplines as appropriate. All credit for the conversiongoes to Surrealistik.Optional Rule - Overbleed X: The difference betweena successful roll and the target number on a Focus Powerroll equals the Overbleed generated by a Focus PowerTest. The maximum amount of Overbleed that may begenerated is equal to the Psyker’s Willpower Bonus timesthe Psy Rating used for that Focus Power Test.This Overbleed may be expended on OverbleedBonuses. X is equal to the amount of Overbleed thatmust be ‘spent’ to trigger a given Overbleed Bonus. AnOverbleed Bonus can only be triggered once per suchexpenditure. Unless otherwise noted, Overbleed Bonusesare cumulative and stack with each other.The Divination DisciplineSense PresenceValue: 200 XPPrerequisites: PsycholocationFocus Power Test: PsyniscienceSustained: YesFocus Time: Half ActionRange: 25m x Psy RatingYou automatically detect all living creatures within Range.Walls and other physical obstacles in excess of 1 metrethick block this Technique.Overbleed 5: Increase this Technique’s Range by 25m,OR increase the distance this Technique can penetratewalls and other physical obstacles by 1 metre OR youlearn one of the following pieces of information about thedetected creatures: Race and Species (if you are familiarenough to identify them), exact distance in metres fromyour location, or their approximate psychic strength(whether their Psy Rating is higher or lower than yours).At the beginning of each Round you sustain thisTechnique, you may change its Overbleed Bonuses as youwish.Sense MechanismValue: 200 XPPrerequisites: PsycholocationFocus Power Test: PsyniscienceSustained: YesFocus Time: Half ActionRange: 25m x Psy RatingYou automatically detect the form and location of allconstructs and machinery within Range. Walls, andphysical obstacles in excess of 1 metre thick, and livingcreatures block this Technique.Overbleed 5: Increase this Technique’s Range by 25m,OR increase the distance this Technique can penetratewalls and other physical obstacles by 1 metre OR youlearn one of the following pieces of information about thedetected constructions and machines: Whether they areXenos in origin, whether they are tainted by Chaos, ORhow prominent the machine spirit within is (this is usuallya rough measure of its complexity and how advanced itstechnology is).At the beginning of each Round you sustain thisTechnique, you may change its Overbleed Bonuses as youwish.1

Value: 300 XPPrerequisites: Foreshadow, In Harms WayFocus Power Test: WillpowerSustained: YesFocus Time: Half ActionRange: SelfWhile sustained, you gain a 5 x this Technique’s PsyRating bonus to your Awareness Tests, and increase yourInitiative by this Technique’s Psy Rating.Overbleed 10: You may increase your Initiative by thisTechnique’s Psy Rating again, or further increase thebonus to your Awareness Tests by 5 x this Technique’sPsy Rating.Far SightValue: 300 XPPrerequisites: Preternatural AwarenessFocus Power Test: WillpowerSustained: YesFocus Time: Full ActionRange: 1km x Psy RatingYour vision moves to a fixed spot of your choice anywherewithin Range. If this would cause your vision to materializewithin a solid object, the Technique fails automatically.You can turn your vantage up to 90 degrees as a HalfAction while sustaining this Technique.Far Sight does not grant you special vision, anddoes not extend your hearing, though it can be used inconjunction with other Techniques such as Soul Sight thatare active on your person. This Technique is disorientating,restricting you to a Half Action each round, and imposinga -30 penalty to all Tests prompted by actions with theConcentration, Movement and Attack subtypes whileactive and sustained.Overbleed 10: Increase this Technique’s effective PsyRating by 1.Soul SightValue: 400 XPPrerequisites: Preternatural AwarenessFocus Power Test: PsyniscienceSustained: YesFocus Time: Full ActionRange: SelfAs a Full Action, you may Test Psyniscience to read theaura of an individual within your line of sight. If yourtarget is aware that you are using this power, he mayattempt to resist by making this an Opposed Skill Test,pitting your Psyniscience skill against his Willpower.You gain a bonus to this Test equal to 5 times theTechnique’s Psy Rating. Targets with a Dark Pact arealways aware of attempts to read their aura, and impose a-30 penalty to Psyniscience Tests to do so as per the Maskof Seeming. Each degree of success on the PsyniscienceTest determines how much information you garner:Basic Success, Hue: Detect the three strongest emotionsthe target is currently experiencing, race, and if theyhave any Psychic Discipline Powers. You also gain ageneral impression of the target’s mental and physicalhealth (though not a precisely quantified value). Youmay also tell whether the target is an Untouchable orNull.1 Degree, Flow: Gain the insights of Hue, knowledgeof the target’s nature and habitual sentiments (whetherthey are misanthropic, optimistic, etc.), a 10 bonusto all Fellowship Tests versus the target, emotioncaused by biological feedback such as hunger, desire,fatigue, intoxication, the target’s exact Wound andFatigue levels, and if the target has any Psychic DisciplePowers, and the disciplines of those powers.2 Degrees, Shape: Gain all insights of Flow, whether or notthe target has any Corruption Points (not how many),the three major emotions they have experienced inthe past twelve hours, the target’s exact Insanity Pointtotal, addictions, and disorders. If the target has anyPsychic Disciplines, you infer their exact Psy Rating.3 Degrees, Pattern: Gain all the insights of Shape, the exactCorruption Points of the target, their Malignancies andif the target has any Minor Psychic Powers (thoughnot what they are). You can also tell if the aura thetarget projects is genuine or a fabrication, but not whatit should be.Overbleed 10: Increase this Technique’s effective PsyRating by 1.ForeshadowOverbleed 10: Increase the bonus to the skill roll by anadditional 10.Otherwise identical to RT entry.In Harm’s WayOverbleed 10: Increase the bonus to Weapon ORBallistic Skill Tests by 10, OR increase the penalty onBallistic Skill Tests to hit the user by -10.Otherwise identical to RT entry.Blessed by the EmperorOverbleed 10: Increase the bonus to Weapon ORBallistic Skill Tests by 10, OR increase the penalty onBallistic Skill Tests to hit the user and those warned by theuser by -10 OR increase the Range by 10 metres.Otherwise identical to RT entry.2DH Psychic PowersPreternatural Awareness

Warp HowlDH Psychic PowersValue: 100 XPPrerequisites: NoneFocus Power Test: WillpowerSustained: NoFocus Time: Full ActionRange: 25m x Psy RatingThe Telepathy DisciplineCipher SeedValue: 100 XPPrerequisites: NoneFocus Power Test: WillpowerSustained: NoFocus Time: Full ActionRange: TouchThe user psionically attaches an image or phrase to anindividual which is triggered into the mind of the targetvia touch. The target unknowingly carries it with himuntil touched by the proper, designated individual.The image or message passes into the mind of therecipient upon contact. The message can be any image orsymbol or sentence of no more than 5 words.Overbleed 5: Double the number of words or imagespermitted; this is multiplicative with other Overbleedbonuses.TwitchValue: 100 XPPrerequisites: NoneFocus Power Test: WillpowerSustained: NoFocus Time: Half ActionRange: 10m x Psy RatingThe user psychically distracts the target until the end oftheir next Turn, causing him to suffer a -5 x Psy Ratingpenalty to all Perception based Tests. Further, charactersmay attempt a Concealment Test to hide from thetarget (but not other observers) for the duration of thisTechnique’s effect, even while being observed by himand/or without proper concealment.Overbleed 10: Increase the Technique’s effective PsyRating by 1, or increase its duration by 1 Turn.3The user creates a deafening screech of noise acrossthe Immaterium that tears through into reality with acacophonous burst. All sound related Perception basedTests made in Range automatically fail for 1 Round.Those in Range must then make a Toughness Test ata penalty equal to this Technique’s effective Psy Ratingtimes 5 or receive an equal penalty to all sound relatedPerception based Tests for 1 Round plus 1 Round perDegree of Failure. Those who fail this Toughness Testby 5 or more Degrees are Stunned for 1 Round, andDeafened for 1d10 times Psy Rating minutes.Creatures with the Heightened Senses (Sound) Talentor similar Talents or Traits double all penalties anddurations. Creatures with no auditory senses are immuneto this Technique’s effects. Hearing protection may offerbonuses to the Test.Overbleed 10: Increase this Technique’s effective PsyRating by 1, or increase its duration for 1 Turn.White NoiseValue: 200 XPPrerequisites: Short Range Telepathy OR Twitch ORWarp HowlFocus Power Test: WillpowerSustained: YesFocus Time: Full ActionRange: 5m x Psy RatingThe user saturates the Warp around him with psychicstatic. While active, Tests to determine the presence ofanything within Range via technological or psychicmeans are at a -20 penalty. If a technological or psychicmethod of detection would not normally require a Test,a Routine( 10) Tech-Use Test, or a Routine( 10)Willpower Test must be made to detect the userrespectively.Overbleed 5: Increase the Range by 10m OR increasethe difficulty of all Tests by one step.Special: Can be used as prerequisite for Psychic Screaminstead of Mind Probe.Touch of MadnessValue: 200 XPPrerequisites: Mind Probe OR White NoiseFocus Power Test: Opposed WillpowerSustained: NoFocus Time: Half ActionRange: 50m x Psy RatingYou reach into the mind of a target within Range andforce the target to experience images of utter insanity. Thetarget is entitled to an Opposed Willpower Test to resist

Fearful AuraValue: 300 XPPrerequisites: Touch of Madness OR Terrify AND WhiteNoiseFocus Power Test: WillpowerSustained: NoFocus Time: Full ActionRange: SelfYou gain a Fear Rating equal to this Technique’s PsyRating divided by 2 (round up) versus those able toperceive you who fail an Opposed Willpower Test. Notethat this Technique can increase your effective Fear Ratingabove 4.Overbleed 10: Increase the Fear Rating gained by 1, orgain a 10 bonus on the Opposed Willpower Test.Soul KillerValue: 400 XPPrerequisites: Psychic Scream OR Touch of MadnessFocus Power Test: WillpowerSustained: NoFocus Time: Full ActionRange: 10m x Psy RatingDeals 1d10 E damage, plus four times the Technique’sPsy Rating to a target within Range. This attack ignoresArmour unless the Armour is psychically warded. Insteadof subtracting the target’s Toughness Bonus from theDamage, subtract his Willpower Bonus instead.Any Critical Hits scored are applied simultaneously tothe Body and Head Locations (Critical Damage is notdoubled).This power has no effect on inanimate matter, but maybe used on Daemons and other Warp Entities. Any slainby Soul Killer are permanently and irrevocably destroyed,including Daemons and other Warp Entities.Overbleed 5: Increase this Technique’s effective PsyRating by 1.Overbleed 10: Affect the same target or a different onewith another instance of this power.Deja VuValue: 100 XPPrerequisites: NoneFocus Power Test: Opposed WillpowerSustained: NoFocus Time: Half ActionRange: 15m x Psy RatingYou create a brief memory loop in the target with Rangethat you can see. If they fail an Opposed Willpower Test,they must repeat all actions taken during their last Turn inthe exact same order. Any action that would obviously besuicidal allows them to automatically succeed on the Test.Overbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.Special: Can substitute for Delude as a prerequisite forCompel.Forget MeValue: 100 XPPrerequisites: NoneFocus Power Test: Opposed WillpowerSustained: NoFocus Time: Half ActionRange: 5m x Psy RatingThe user makes a target within Range completely forgetabout him prior to the instant he uses this power. Ifthe target fails an Opposed Willpower Test, they recallabsolutely nothing about the user for a number of minutesequal to this Technique’s effective Psy Rating times 5.Overbleed 5: The user gains a 10 bonus on his OpposedWillpower Test, may affect another target in Range withthis Technique, or increases this Technique’s effective PsyRating by 1.Special: Can substitute for Delude as a prerequisite forCompel.Truth SeekerValue: 100 XPPrerequisites: NoneFocus Power Test: WillpowerSustained: YesFocus Time: Full ActionRange: TouchThose affected by this Technique must succeed on aOpposed Willpower Test in order to lie, or otherwise uttera falsehood. The target may choose to remain silent ratherthan respond.Overbleed 5: The user gains a 10 bonus on hisOpposed Willpower Test.Special: Can substitute for Delude as a prerequisite forCompel.Distort VisionValue: 200 XPPrerequisites: Delude OR Forget Me OR Deja VuFocus Power Test: WillpowerSustained: NoFocus Time: Free ActionRange: SelfThe user’s form appears to distort, becoming blurry andindistinct, almost imperceptible, making him hard to hit.All attacks made against the user suffer a -30 penalty tohit, he gains a 30 bonus to Concealment Tests, andhe may attempt a Concealment Tests even while being4DH Psychic Powersthis Technique.If he fails, he must roll 1d100 on the Mental Traumatable, adding 10 to his roll for every degree of failure.If he fails by three or more degrees, he is Stunned for anumber of Rounds equal to this Technique’s effective PsyRating, and gains an equal number of Insanity Points.Overbleed 10: Increase this Technique’s effective PsyRating by 1 OR the user gains a 10 bonus on hisOpposed Willpower Test OR you may select an additionaltarget within Range to be affected.

DH Psychic Powersobserved and without proper concealment until the endof his next Turn.The penalty to hit decreases to -10 for attackerspossessing the Blind Fighting Talent. A character thatsucceeds on a Challenging ( 0) Psyniscience Testignores all penalties imposed by this Technique, andotherwise counts as if he were not reliant on sight for thepurposes of determining the effects of this Technique.Sensors, creatures and entities that do not rely on sightare not affected by this Technique, ignoring any bonusesor penalties it provides and automatically succeed atdetecting the user if he attempts to make a ConcealmentTest while being observed by them and/or without properconcealment.Overbleed 10: Increase the difficulty of the PsyniscienceTest by one step OR increase the Duration by 1 Round.Special: Can substitute for Compel as a prerequisite forSensory Deprivation.Mutable FeaturesValue: 200 XPPrerequisites: DeludeFocus Power Test: WillpowerSustained: YesFocus Time: Full ActionRange: SelfSo long as the user is familiar with an individual’s looksand facial features, he can cause himself to appear as thatindividual by altering the perceptions of his observers.Those observing the user are entitled to an OpposedWillpower Test (the GM secretly rolls once for the userwhen this power is manifested; use the result of thisroll for all subsequent Opposed Willpower Tests) to seethrough the deception.In the case of many NPCs, utilize the one with thehighest Willpower to determine if they’re fooled.If the mimicked individual has a Fear Rating, the usergains that Fear Rating for those who fail the WillpowerTest.Note that this power duplicates appearance only;those that do not, or cannot see the user are completelyunaffected by this Technique.Overbleed 5: The user gains a 10 bonus on hisOpposed Willpower Test.Special: Can substitute for Compel as a prerequisite.Trusting AuraValue: 200 XPPrerequisites: Delude OR SuggestionFocus Power Test: WillpowerSustained: YesFocus Time: Full ActionRange: SelfThe user gains a 10 bonus to all Interaction Skills whilethis Technique is active.Overbleed 10: Increase the bonus to Interaction Skills byan additional 10.Special: Can substitute for Compel as a prerequisite.5Zone of CompulsionValue: 300 XPPrerequisites: CompelFocus Power Test: Opposed WillpowerSustained: NoFocus Time: Half ActionRange: 5m 2 x Psy RatingEveryone but the user (including his allies) within Rangemust make an Opposed Willpower Test against him (rollonce for the user). Those who fail must follow a singlecommand of the user as if successfully targeted with theCompel Psychic Technique. The command must be thesame for everyone in the area of effect.Overbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.Special: Can substitute for Dominate as a prerequisite.Seed MindValue: 400 XPPrerequisites: Dominate, Mind ProbeFocus Power Test: Opposed WillpowerSustained: NoRange: TouchThe user must be in contact with the target for the entireduration of this power. If contact is broken at any point,any accumulated progress is lost and the psyker must startagain.The user and target must make Opposed WillpowerTests each round until either the Psyker or targetaccumulates 5 degrees of success.If the target achieves 5 degrees of success, the processfails, and the Psyker cannot ever use this power on himagain.If the user achieves 5 degrees of success, he has seededthe target’s mind. The target will now automatically beaffected by any of the Psyker’s telepathic powers, with noTests required, or rolls permitted for resistance.Overbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.DeludeOverbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.Otherwise identical to RT entry.DominateOverbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.Otherwise identical to RT entry.CompelOverbleed 10: The user gains a 10 bonus on hisOpposed Willpower Test.Otherwise identical to RT entry.

Force BarrageThe Telekinesis DisciplineFloatValue: 200 XPPrerequisites: Precision TelekinesisFocus Power Test: WillpowerSustained: NoFocus Time: Half ActionRange: SelfThe user gains the Hoverer Trait with a speed equal totwice this Technique’s effective Psy Rating, and theexception that he may ascend a maximum number ofmeters off the ground equal to this amount. If the useralready has the Hoverer Trait, increase its speed andmaximum height by this amount instead. This Techniquecan be used to prevent the user from falling.Overbleed 10: Increase this Technique’s effective PsyRating by 1.Weapon JinxValue: 200 XPPrerequisites: Precision TelekinesisFocus Power Test: WillpowerSustained: NoFocus Time: Half ActionRange: 25m x Psy RatingThe user Jams a number of weapons within Range up tohis Psy Rating.Overbleed 5: The user may Jam an additional weaponwithin Range, OR increase the Technique’s Range by25m.Psychokinetic StormValue: 100 XPPrerequisites: NoneFocus Power Test: WillpowerSustained: YesRange: 5m x Psy RatingValue: 500 XPPrerequisites: Force ShardsFocus Power Test: WillpowerSustained: NoFocus Time: Full ActionRange: 10m x Psy RatingThis power functions as the Force Bolt Psychic Techniqueexcept you create effective Psy Rating x Force Bolts(rounded up), and each Force Bolt can be individuallydirected at will. Roll a Willpower Test to hit separatelyfor each.This attack can be dodged in the same manner as anyother ranged attack.Overbleed 5: Increase the number of Force Boltsgenerated by 1 OR the power’s effective Psy Rating by 1(this increases the damage of the Force Bolts).Precision TelekinesisOverbleed 10: Increase this Technique’s effective PsyRating by 1, OR its effective Willpower by 5.Force BoltOverbleed 5: Increase this Technique’s effective PsyRating by 1.Otherwise identical to RT entry.Teleki

DH Psychic Powers 1 Dark Heresy Psychic Powers For Rogue Trader This is a list of the original Dark Heresy psychic powers that were not included with Rogue Trader, converted to the latter system’s Psychic Technique format, bringing back the altogether scrapped disciplines of Biomancy and Pyromancy, and supplementing Divination, Telepathy and

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