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Post by Kage2020 on Aug 26, 2004 3:59:47 GMT -5
Since Phillip is attempting to create a 'generic' non-mechanical system for representing psykers in some form of continuum with supernatural/chaotic entities, I thought that I would post my current concepts on how they are represented in the GURPS system. I'm posting it in RPG so that'll mean it will never get a response ( ), but there we go... AssumptionThat because of the feel of psykers in the 40k universe and the predication that they all ultimately "channel" warp energy, that the magic system within GURPS is a more correct basis to begin modelling psykers than Psionics (which requires on 'energy expenditure'). While this presents some conceptual difficulties, e.g. the argument that 'psyker' sounds more like 'psionic', I would persist that magic remains the better means (at least at this juncture) in terms of flexibility and representation and that the narrative of any particular game can be aspected in such a way as to present a 'psyker' as in the canonical universe. Where possible I will begin to address the nature of psyker abilities in the other races, including any cultural/whatever limitations upon the use of psionics. Since the majority of the 'fluff' is based upon a human/Imperium perspective I will, at first, focus discussion around them. To reiterate, "psykers" are actually 'mages' who channel 'warp energy' (mana) but who are aspected by both narrative and cultural preference. At this juncture I am not wanting to discuss the validity of using 'psionics', 'magic' or 'psionics/magic'. On the WarpNote: Preliminary information only. Changes in 'quality' result from different aims in the text, i.e. from getting information down and from trying to write something which is accessible and generic and does not predicate upon knowledge of the universe itself (a far too common assumption). In the Warhammer 40,000 universe all things ultimately come to a question of the Warp, something which has received greater attention elsewhere. However, at this point it is sufficient to state that it is a dimension that is inherently - even symbiotically - related to what is known as the 'matterium', the dimension that a person sees each time they open their eyes. The Warp is a dimension composed of 'psychic energy', emotions and, ultimately, an expression of the concept of 'mind'. In many ways the Warp is directly analogous to the idea of 'astral space', though many individuals who speak of the 'Warp' are actually thinking of only a minor part of it, with areas close to the matterium being a part of the 'inner astral plane' and those furthest away with the numerous levels of the 'outer astral plane'. Closest to the matterium is the area which spiritualists have long-since referred to as the 'etheric plane', an area which is a reflection of the matterium as generated by the emotional and mental responses to the matterium itself. These two 'dimensions' form the first enclosed loop of the Warp, each generating each other. Thus, while the matterium is the physical source of the mental and emotional energy which create the etheric plane, so to does the etheric plane feed back into the matterium in the form of intuition, and so forth. The etheric plane is, however, most closely tied to what might be broadly defined as 'life' and, as such, is closely linked to individual worlds. Indeed, as the etheric plane is intimately related to the mental and emotional qualities of those that experience the matterium, it varies between worlds inhabited by different species. Thus, for example, the etheric plane generated around, say, an Exodite world (and especially a Craftworld!) are significantly different from that generated by either a Human or an Ork world. Worlds which have multiple significant populations have a consensual etheric plane generated by the participating races. Suffice to say, however, that each individual has a representation within the etheric plane: the soul. At the outer edges of the etheric plane is a boundary known as the lower manifold and which is, in reality, the representation of a higher dimension impinging into that of the Warp. Known as the 'Gauntlet' to many it is the first threshold to the deeper levels of the Warp to the uninitiated psyker. Crossing the boundary gives the psyker access to the area known as Torison Space, called the 'Sea of Souls' by Human star travellers. It is through this plane that starships with 'warp drives' travel and which can give birth to strange, yet indigenous, life forms such as the 'psychic vampires' and the 'Enslavers'. If one continues to travel to the depths of Torison space another boundary is encountered, this one called the upper manifold or the 'Rubicon', the unpassable barrier. Sharing the same features as the lower manifold, it is in many regards the ultimate reality, a dimension of consensual consciousness, an implicate space out of which the explicate universe that both 'mundanes' and psykers perceive. It's most important feature, however, is that it is the boundary to that which lies beyond: the Otherworlds, numerous alternate and fragmentary dimensions created from the collective subconsciousness of the upper manifold and, therefore, 'sentient' life forms. The Otherworlds also have another name: the Realms of Chaos. Although a misnomer, it is not far from the truth for they are the origin of the Ruinous Powers and their daemons. By manipulating the Rubicon, or rather the sentient life forms that create the universe, they are able to cross that ultimate boundary and enter the other dimensions, from the matterium to the etheric plane, from Torison space to gaining 'reality' within the upper manifold itself. These different 'layers' - the physical world (matterium), the etheric plane, lower manifold, Torison space, upper manifold and Otherworlds - are not totally independent from each other. Energy and information can pass between them, either gradually permeating through the 'space' as with the case of the emotions created in life entering the Warp and feeding the Ruinous Powers, or in quick bursts such as occurs with a daemon manifesting outside of the Realms of Chaos or the souls of the dead making their final journey. The Nature of PsykersThe definition of a 'psyker' is simple: it is an individual who, by dint of genetic 'mutation', is capable of both accessing and channelling the energy of the Warp. To use the terminology introduced above with the different 'layers' of the Warp, a psyker is an individual who for some reason has a greater 'presence' within the upper manifold and, therefore, ability to influence consensual reality. This expresses itself in the ability to channel the energy of the Warp from the etheric plane, through the soul (the 'etheric template') and into the physical plane, and this energy can for a short period alter the fundamental laws of physics that govern the matterium. At the beginning of a race's psychic development, the nascent psykers have no-one to teach them the patterns and mental attitudes required to contact the Warp and channel psychic energy through their astral template to effect the physical world. In evolutionary terms this is the point of greatest danger for their psychic development, since any development must offer an adaptive advantage of some form. However, while early psykers do not have the training their connection to the Warp is in many regards more 'innate'; they naturally channel and shape Warp energy in reaction to external stimuli. In essence, these nascent psychics could be considered Natural Psykers (i.e. Natural Spellcasting, GURPS Compendium 1 p41). As time would pass, repeated experiment would fossilise into bodies of lore dealing with the various aspects of the natural - and unnatural world - including, but not limited to: Animal; Body Control; Communication & Empathy; Elemental (Air, Earth, Fire, Water); Enchantment; Food; Gate; Healing; Illusion & Creation; Knowledge; Light & Darkness; Making & Breaking; Meta; Mind Control; Movement; Necromantic; Plant; Protection & Warning; Sound; and Technological (i.e. the various colleges of magic discussed in GURPS Magic and GURPS Grimoire). Numerous events could, of course, alter the 'natural' development of psychics within a race. The creation of the New Man, the individual who would later become known as the 'Emperor' of the Imperium of Mankind, required the sacrifice of all early Human psychics and as a result it took thirty millennia before their presence was felt again. On the other hand, if one is to believe the myths and legends of the Eldar, their 'Gods' took an early interest in their development, nurturing the psychic side of their nature. Regardless of the origin and the ultimate form of their training, psykers are a reality of the Warhammerâ„¢ 40,000 universe. They have the power to shape reality as governed by their teaching and individual abilities, yet this comes with a price. Their abilities give them a greater 'presence' - inasmuch as this word has meaning in the implicate dimension of the upper manifold - and ultimately can attract the attention of entities within the Warp, including both Torison space and the Otherworlds. As their connection between the upper manifold, their astral and physical templates is so strong this enables those entities to bridge the various dimensions and 'barriers', i.e. the Gauntlet and the Rubicon, and manifest themselves either within the matterium or to possess the soul of the psyker. This is the single greatest threat that psykers pose: a portal to the daemons of Chaos and, in the distant past, to the Enslavers that almost wiped out all life in the galaxy.
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Post by Kage2020 on Aug 26, 2004 12:24:09 GMT -5
Representation of Psykers in GURPSWhile the Warhammerâ„¢ 40,000 universe is self-evidently a fantasy universe, it does try to represent itself as much as possible as a sci-fi, or at least space opera/sci-fantasy, game. This is partly achieved through the representation of the abilities of psykers as 'psionics' despite the fact that it is arguably has more of a 'magic' feel. Care must be taken by the GM of any campaign to describe the operation of the 'psyker abilities' as psionics. Thus, instead of saying that a psyker "casts a spell", emphasis should be placed upon the mental concentration required to generate an ability and the warp energy that flows and, ultimately, creates the desired effect. The individual GM may also wish to take the 'psionics-magic' conundrum and represent it in terms of the game mechanics. For example, sanctioned psykers within the Imperium are generally trained in the scholastia psykana of the adeptus astra telepathica, a central training facility. Perhaps all new psyker characters can only take spells from, say, the Communication and Empathy school? This is for individual GMs to decide. The Cost of Being a PsykerHere I refer only to the cost in terms of character generation for being a psyker, not the background costs (e.g. Chaos corruption, etc.). This will be covered in a later post. The 'cost' of being a psyker is represented as an Unusual Advantage background: Unusual Advantage - PsykerThe character is capable of channelling warp energy following training in specific methods. This does not include "innate talents", which are covered elsewhere (e.g. "Wilders"). The cost of this advantage is variable depending on the nature of the campaign in question. In an Imperium-focussed campaign a cost of 15 points would represent the rarity of psykers, while if they were to be common encoutered within the game 10 points may be more apt. GM determination is obviously required as is consideration of the specific situation. (E.g. a campaign focussed entirely on the eldar would have an Unusual Background for the eldar not to be a psyker.) The reader is reminded that it is not usually permissible to purchase advantages following initial character generation, with the odd exception (e.g. Combat Reflexes, see GURPS Basic). The psyker abilities evidenced by Chaos Sorcerers and which are considered 'gifts' are represented under a separate rules system and discussed later on (cf. GURPS Religion). Primary and Secondary Psykers, the Tainted and UntouchablesThe canon makes reference to different types of psykers which may be broadly defined as: - Primary Psykers are those individuals who have the ability to 'hide' their psyker light and therefore avoid daemonic attention. It is also a means by which they can hide their own 'aura'. (Note: Some attribute this to a 'strength of mind' and resistance against Chaos. This is covered in other abilities and not as a type. It is, however, an obvious sticking point in terms of presentation.)
- Secondary Psykers, on the other hand, are those that do not have the same ability as the Primary Psykers. Instead, their soul remains a 'beacon' that can attract daemons to them.
- The Tainted are whose souls have been touched directly by Chaos. They will not be a part of the initial discussion.
- Pariah or Untouchables are those that have the capability of 'blanking out' the warp with a concomittant effect on the abilities of psykers in the vicinity. Despite what people think they are not soulless...
Secondary Psykers do not incur any specific cost beyond the Unusual Background. Primary Psyker (25 points) This manifests itself as an Inherent Magic ('Knacks'; GURPS Compendium 1 p38, GURPS Magic p96-97) of the False Aura ( GURPS Grimoire p69) and 2-point Power ( GURPS Magic p43) spells. However, the inherent ability cannot be used over an area. A Primary Psyker can, for the cost of 2 fatigue in channelling warp energy around themselves, alter their aura to appear like another individual (i.e. usually a non-psyker), creature or object. This takes 10 seconds and has a default skill of IQ-2 (this can be increased as any other spell). Any psyker ability/spell (Information or Regular) that detects magical emanations (i.e. Aura, Mage Sight, Analyze Magic), or if the individual is viewed from the etheric/astral plane, require a Quick Contest of Skill between the False Aura and the spell/ability being used against them. Success indicates that the spell or ability is fooled. In the case of the 'senses' of someone or thing viewing from the astral/etheric plane, the Quick Contest is rolled against the spell that allowed the individual to view from the astral/etheric (i.e. Astral Projection) or the IQ of a creature (i.e. daemon, enslaver, etc.). Once a psyker has engaged their False Aura it is maintained for 'free' (i.e. Power spell) until the psyker wishes to change the representation of their aura or unless it is dispelled in some way (i.e. Dispel Magic, Counterspell, or walking through a No Mana zone such as that generated by a Pariah/Untouchable). Note: At present the ability to change the aura to anything is too powerful and will likely be changed to merely 'hide' it in the background warp signature. Pariah/Untouchable (Variable) There are some individuals who, for whatever reason, create an area where warp energy cannot be channelled: a No Mana zone. Within this area, psykers cannot employ their spells/abilities (including the False Aura of primary grade psykers), Chaos cannot manifest, and so forth. The advantage operates in almost the same way as the Mana Damper advantage from GURPS Compendium 1 p40, with the assumption that the default mana level of the universe is 'Normal'. Unlike that advantage, however, the minimum range of this ability is 1 hex, i.e. a minimum cost of 20 points (i.e. 5 points for personal range plus 5 points to increase it to 1-hex range, then doubled to decrease the mana level by an additional stage). Note that the range of the ability is actually a volume: a 2-hex 'dead zone' creates a sphere of diameter four yards, for example. The 'dead zone' created by a Pariah/Untouchable is reinforced when there is more than one present in a given area. Note: Needs some work here. A Pariah 'dead zone' of multiple Pariah should do one of two things at the choice of the primary Pariah: (1) reduce the mana level by one or more stages depending on the number of Pariah present; or (2) increase the area covered by the 'dead zone'. Example: A Pariah with a 5-hex range would pay 5 points for the 'touch ability', and a further 5 points to expand this to 1-hex range for a total of 10 points thus far. This is the minimum that is allowed for Pariahs/Untouchables. There is a further 5 points per hex for the increased range, or 20 points. This will decrease the mana level from 'normal' to 'low', but Pariah/Untouchables are required to reduce the manal level to 'no mana', therefore the points cost is doubled, or ((10+20)x2=) 60 points. The TaintedThese are those psykers that have already been 'touched' by the influence of Chaos. A Tainted character must select an appropriate, GM approved "Occult" disadvantage to pay off a part, or all, of the Unusual Advantage to become a psyker. Tainted characters are exceptionally rare and when they do survive usually have the Secret (-30) disadvantage. Psyker GradesImperium psykers are divided into distinct 'grades' of not power but rather intuitive ability to manipulate warp energy. These are directly analogous to the levels of Magical Aptitude or 'Magery' ( GURPS Basic p21 or GURPS Magic p103) with the exception that there are four levels of permitted magery. These are: - Alpha Class psykers have a Psyker Grade (Magery) 4, costing a total of 50 points.
- Beta Class psykers have a Psyker Grade (Magery) 3, costing a total of 35 points.
- Gamma Class psykers have a Psyker Grade (Magery) 2, costing a total of 25 points.
- Delta Class psykers have a Psyker Grade (Magery) 1, costing a total of 15 points.
The cost of Psyker Grade does not include the cost of the Unusual Background nor any associated cost of psyker type (i.e. primary, secondary). "Wilders"These are individuals who have an 'innate' ability which transcends the concept of Psyker Groups (see below, i.e. Telekinesis, Telepathy, etc.) and any restrictions placed as a result of Psyker Grade (Magery) in indiviudal 'spell'/psyker ability descriptions. As such they are entirely within the purview of the GM to determine whether a character can select any given ability. 'Wilder' abilities are represented as 'Inherent Magical Knacks' (see GURPS Magic p96-97). It is not possible for a character to select a 'knack' that replicates the gifts of a primary psyker.
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Post by Kage2020 on Aug 26, 2004 13:00:22 GMT -5
Manipulating Warp Energy: The Essence of PsykersThe representation of pyskers in the Warhammer 40,000 universe is predicated upon a number of features, more particularly the channelling of the energy of the warp itself. The more energy you draw the more danger you are in, or they become the equivalent of a rock thrown into a pool sending out larger and larger ripples with the more energy they draw. Indeed, the process of daemonic possession involves the daemon 'persuading' the character to draw more and more energy and thereby strengthening the bond between soul and mind/body (warp and matterium). As a result of the above, the "Unlimited Mana" rules by S. John Ross have been utilised instead of standard GURPS Magic rules. Note: These are preliminary concepts. Psykers in the Warhammer 40,000 universe are defined not only by their type (primary, secondary), grade (alpha, beta, etc.) but also two other features: Threshold and Recovery. ThresholdThe Threshold of a psyker is their ability to 'safely' channel warp energy before there is the potential of calimatous effects including, but not limited to, the attraction of daemonic interest. The Threshold (Thresh) is set at twice the Will of the player character. When a psyker utilises their abilities and channels warp energy their 'psyker light' - their soul - brightens until, past their Threshold, it begins to become noticeable to the denizens of the warp. This is not, of course, to say that a psyker who has not surpassed their their Threshold are not susceptible to such notice: there is always a danger to channelling warp energy. A psyker that channels a cumulative energy greater than their Treshold must roll for Calamity. Note: This must be altered to something more specific to the 40k universe. Recovery RateAs the psyker utilises their abilities and their 'psyker light' brightens the chance of drawing attention becomes that much greater. If a psyker refrains from channelling energy, however, gradually this 'charge' is removed from their soul. The process is gradual, taking a variable amount of time for each psyker. This is the Recovery Rate (RR) and is set at a base level of eight (8). Calamity[To be detailed later.] The Powers of a PsykerPsyker abilities are purchased in exactly the same way as the 'spells' of the various 'colleges' of magic discussed in GURPS Magic and Grimoire. That is to say that they are purchased as Hard (H) or Very Hard (VH) skills with appropriate prerequisites as mentioned in the aforementioned sourcebooks. It should be noted that spells are sometimes restricted by Psyker Grade (i.e. Magery) and this does not include Alpha grade psykers (e.g. Magery 4). This is a deliberate means to allow the restriction of spells and/or colleges as determined by the presence of the GM. (E.g. The Gate college is particularly powerful and might be restricted to, for example, Eldar Farseers in one GM's interpretation of the universe.) The sub-categories of 'psyker' abilities as defined by the 'colleges of magic' are: Animal; Body Control; Communication & Empathy; Elemental (Air, Earth, Fire, Water); Enchantment; Food; Gate; Healing; Illusion & Creation; Knowledge; Light & Darkness; Making & Breaking; Meta; Mind Control; Movement; Necromantic; Plant; Protection & Warning; Sound; and Technological. The Imperium, however, delineates only a limited number of abilities: Biomancy, the manipulation of biological energy/processes; Telepathy, the influencing of the mind of others in creating and/or sending thought or emotion; Telekinesis, allowing the breaking of material physical laws in the movement of themselves and others/objects; Pyromancy, the creation and utilisation of fire and flame often out of 'thin air'; and Demonology, the study of Chaos and the Warp. The correlation of Colleges to power types (cf. Inquisitor skirmish rules) is, broadly: - Biomancy includes: Animal, Body Control, and Healing.
- Telepathy includes: Communication & Empathy, Illusion & Creation, Knowledge, and Mind Control.
- Telekinesis includes: Elemental Air, Elemental Air, Gate (restricted), Making & Breaking, Movement, and Sound.
- Pyromany includes: Elemental Fire, Elemental Water and Ice. (Note: The inclusion of Elemental Water is glitchy and only at present due to the prequisites for the Ice sub-college.)
- Daemonology includes: Necromancy.
The following colleges do not fit into the scheme of the Imperium: Enchantment, Food, Light and Darkness, Plant and Technological. Food and Plant may be considered too 'fantasy' for an interpretation of the Warhammer 40,000 universe and it is therefore left to the discretion of the GM whether to include these 'colleges'. (See "Psychic Engineering" for discussions on the utilisation of the Enchantment and Technological 'colleges'.) The following colleges are considered as 'special': - Meta contains abilities which, if trained, are accessible to all psykers.
- Protection and Warning is more complex, containing aspects of both Telepathy and Telekinesis. A telekinetic or telepath may select 'powers' from this college only if there is no prerequisite that relies upon a college that is the provence of the other. E.g. it is possible for a Telekinetic to select 'Shield' and 'Armour', but only a Telepathy could select Sense Danger. Only an individual who is both a Telepath and Telekinetic could select 'Nightingale' (which utilises both 'Sense Danger' and an alteration to the 'laws of physics').
The Cost of Psyker PowersThe canonical universe assumes that psykers have powers which tend to be fairly restricted. To reflect this each group (biomancy, telekinesis, etc.) has a points cost dependent upon the number selected. The first power group is free, and each grouping thereafter costs 5 points. There is no point cost to "Daemonology" (Necromany) as this maybe learned. Furthermore, each psyker group beyond the first, once again with the exception of Necromancy, is subject to a -1 modifier to the skill level. In cases of a player selecting multiple psyker groups they must select a 'primary', 'secondary' etc. power for their character. Example: An Inquisitor of the ordo hereticus is a fearsome combat specialist, being both telekinetic and pyromantic. His primary power is Telekinesis and his secondary Pyromancy, which is subject to a broad -1 to all rolls to achieve success in the utilisatin of this power. Furthermore, as he is Telekinetic he is restricted in the range of abilities they can select from 'Protection and Warning'. If at some point in his career the Inquisitor begins to 'cross the line', to move from puritan to radical as Eisenhorn does in the eponymous trilogy ( Xenos, Malleus, Hereticus), he could learn Daemonology (Necromancy) without any penalty.
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Post by Kage2020 on Aug 26, 2004 14:00:01 GMT -5
The NuminaThe Numina are those individuals who are not born with psyker powers but acquire them later on in life by a means other than traumatic awakening. In essence they are 'gifts from the gods' or, at least, the Powers of the warp which includes, but is not limited to, the Chaos Powers and the Star Child. Numina are distinct from Clerics of the same power/deity. Thus a Numina of the Star Child need not, and indeed is less likely, to be a member of the adeptus ministorum! Power Investiture (10 points/level) As described in GURPS Religion p92, 'Power Investiture' imbues the individual with the power of the sponsoring deity and represents the level of attunement that the Numina has with their deity. Each level of investiture gives the Numina a +1 to IQ for the purposes of spellcasting. This advantage is not the same as Clerical Investment ( GURPS Compendium 1 p22, GURPS Basic p19), which would represent the position of a Numina within the 'church', i.e. as would be seen in the case if Numina-abilities were given to a member of the adeptus ministorum (in the Imperium). Power Investiture is limited to four levels the same as Psyker Grade (magery), although it is subject to 'deity fiant', i.e. the power could withdraw any or all or all of the ability to channel warp energy. Furthermore, Numina are not restricted by Psyker Groups (above), although the selection of a power is dependent upon GM determination. Although Power Investiture is normally acquired at some point after birth (i.e. the advantage is acquired in the game or it is acquired during character generation but represents an event later on in the life of the player character) it is possible for a Numina to be born. While this is rare it is still possible: the individuals is 'destined' to the service of their sponsoring deity! Numina abilities, like that of psykers, work along the same principles as indicated in GURPS Basic, GURPS Magic, and GURPS Grimoire. However, while a psyker uses the concept of the 'mana zone' and utilises 'mana', the Numina draws their 'energy' from their god and, as such, some additional rules apply. The Numina must first know, or be taught, the 'spell' since the knowledge is not innate. Once learned the Numina casts the spell in the normal way, with the exception that the energy cost is additionally modified by the local Sanctity level, any relevant 'Holy Days' and modifiers resulting from other advantages or GM fiant. Sanctity (GURPS Religion p102-103) Sanctity is a measure of the deity's power in a given locale. The Sanctity of an area affects the cost and overall effect of a Numina's spell. - Very High Sanctity: The area surrounding the presence of the deity, a shrine, temple, a church, or any holy place consecrated to the deity, particularly to the religion. These places are the seat of the deity's power. Spells cast here have no energy cost (unless they can only be cast in areas of Very High Sanctity, in which case normal costs apply). Fatigue spent through the casting of clerical magics is immediately renewed at the end of each turn. This is a No-Sanctity area for all non-allied deities.
- High Sanctity: The area directly surrounding a shrine, a temple, or a church; any non-consecrated place which worshippers regularly gather for prayer (it takes at least five years of constant activity for a given locale to be so imprinted); any place special to the deity, but not considered to be specifically sacred. The deity is strong in such areas, though not as strong as in its immediate shrines. Spells cast here have half the normal energy cost, and clerics regain fatigue at twice the normal rate.
- Normal Sanctity: Any area (town, city, country) in which the deity would normally hold sway. The deity's power is available in these areas, but at no special benefit or cost.
- Low Sanctity: Any area (town, city, country) where the deity's power would not normally extend. The deity is weak in these places. Spells cast here have twice the normal energy cost, and clerics regain fatigue at only half the normal rate.
- No-Sanctity: An area in which the deity holds absolutely no power, and whose very nature is contradictory to that of the deity. The deity's power is essentially non-existent here. Spells will generally not work (except Divine Intervention, GURPS Religion p113), and a cleric will regain no fatigue spent on clerical magics.
Areas of High of Very High Sanctity will lower the Sanctity level of any other deity in that area by one, unless their powers are allied. For example, in the 'Emperor-as-god' approach to the Warhammerâ„¢ 40,000 universe the entire Imperium, at least extending to the boundaries of the Astronomican, is considered to be Normal Sanctity for Numina of the Emperor (or Star Child!). Shrines and churches of the adeptus ministorum on the various worlds of the Imperium might be Normal to High Sanctity areas, while the Emperor's Throne Room would be a Very High Sanctity area. Indeed, the entire Inner Palace would be a High Sanctity area. Comparatively, a Numina of the Ruinous Powers of Chaos would find themselves at Low Sanctity throughout the boundaries of the Imperium, on each and every world. The hidden shrines to the Chaos Gods would, however, count as a High Sanctity area (Low to Imperial Numina) and a core shrine of a Chaos Cult might count as a Very High Sanctity area (No Sanctity to Imperial Numina). Holy Days (GURPS Religion p103) A deity's power may also vary according to the time of year. Certain days may be considered holy times when the deity's power is at its strongest, while others may mark times of weakness. - Days of Strength: On holy days particular to a given deity, the energy cost of all spells powered by that deity will be halved, and Numina will regain fatigue lost due to Spellcasting at twice the ordinary rate. A special high holy day may be defined, when the deity is particularly strong. On this day all areas of High Sanctity will act as very High Sanctity, and areas of Normal Sanctity will act as areas of High Sanctity. These days should be quite rare.
- Days of Weakness: A deity may also be particularly weak on certain days of the year. On these days, the energy cost of all Numina spells powered by that deity will be doubled, and Numina will regain lost fatigue at half the usual rate. A special day of weakness, when the deity is especially weak, may be designated on which areas of Very High Sanctity act likes areas of High Sanctity, areas of High Sanctity act as areas of Normal Sanctity, and so on.
Other Modifying Circumstances (GURPS Religion p104) Other circumstances which can modify the chance of a Numina successfully casting include: - Fanaticism: If the Numina is a fanatic they will gain +1 modifier to all success rolls for spellcasting.
- Divine Favour: If the Numina is engaging in an activity that the deity particularly approves of, or for whatever reason enjoys extreme divine favour, the god may grant a bonus of up to +5! This is rare and should only be used in extreme cases.
- Divine Disfavour: If the Numina is engaging in activity that the deity disapproves of, then it is most likely that the spell's effect will be muted, or will not occur at all.
All normal modifiers for range and area of effect apply to Numina spells as to those of a psyker.
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Post by Kage2020 on Aug 26, 2004 14:13:53 GMT -5
Psychic Engineering
Psychic engineering is the integration of psyker abilities and technology (e.g. 'technomancy') through the praxis of the 'colleges' of Enchantment and Technology. They are the imbuing and integration of warp principles into mundane technology. This can be achieved in one of two means:
[/li][li]Technology when specifically created allows the interaction of the matterium with the warp. Such processes generally require a great deal of power and require a great deal of understanding of a wide range of techologies.
[/li][li]Psychogenics, or psyker abilities, are used to 'bind' a certain pattern of warp energy to an artefact(s) thereby giving it special properties.
Each method has its own advantages and disadvantages, of course. While technologically motivated psychic engineering - technomancy, if you will - tends to utilise a great deal of power for the result achieved, they are also features that once mastered can be produced in quantity. Their effects are, however, usually quite limited. Psychogenic motivated psychic engineering, on the other hand, tends to be more flexible and energy efficient but requires that a psyker not only be properly trained (a rare enough feature, at least in the Imperium) but that they also spend a great deal of time, often years, in the patterning of the artefact.
"Technological" Psychic Engineering
This type of psychic engineering is a process attributed to scientific endeavour, even though it is limited to a smaller number of potential uses by the effort/power that must be expended to broach 'dimensions' (i.e. the lower manifold). Despite this, the technological base allows it to be, once developed, expanded through more normal manufacturing means which eludes psychogenic forms.
Note: This is, of course, a nod of the head to 'ole "bubble theory" which while in the more extreme form I don't agree with I do agree with some of the basic theory!
[To be continued]
"Psychogenic" Psychic Engineering
Where technological uses physical forms and materials to broach the boundaries between warp and matterium, psychogenic psychic engineering utilises the mind of one or more psykers to manipulate the warp so as to create an aspected link between artefact and the warp itself. While the result of this link can take many forms depending on the will of the individual or group involved, each artefact is itself unique: there is no production line in psychogenic psychic engineering.
Psycyogenic psychic engineering follows the same rules for 'enchantment' as discussed in GURPS Magic. Special care should be taken in allowing any psychogenically manipulated artefact so that it is suitable for the overall 'feel' of the 40k universe. GM discretion should be used at all times.
Power Stones Although utilisation of the "Unlimited Mana" rules as a basis for the 'psykers' of the 40k universe devalues the importance of 'power stones', or their cousins 'mana stones', they are still useful within the 40k universe. Indeed, they take the form of a piece of canonical equipment that is familiar to all officianados of the 'fluff': the force weapons. While canon states that they 'focus the mind' this does not translate well but, instead, it is represented as a replenishable source of 'warp energy'.
Wraithbone This is one example of a psychogenically engineered artefact. While it has a mundane and technological basis, e.g. a carbon nanopolymer, it is the psychic engineering which gives it the ability to channel psychic energy to 'power' the technologies of the eldar.
[To be continued]
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Post by Kage2020 on Aug 26, 2004 14:14:37 GMT -5
The Greater Path
[To be continued]
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Post by Kage2020 on Aug 26, 2004 14:17:22 GMT -5
Please note that only statistical information is included here. No real attempt has been made to create a character history, personality, etc., beyond that which is strictly necessary for their presentation here.
Inquisitor Jan Kurgan, ordo malleus
Jan Kurgan, an Inquisitor of the ordo malleus, was tithed to the adeptus astral telepathica at the tender age of 12 years after his powers had manifested when attacked by a gang of children. Following arrest by the adeptus arbites operating with a Sanctioned Psyker of Primary Beta class, Jan was transferred to a Black Ship two years later. Marked as a Primary class psyker, he was seconded to the Inquisition after training in the scholastica psykana where his particular abilities had him transferred to the ordo malleus.
Jan Kurgan is Amalathian.
Attributes (105 points) ST - 11 [10 points] DX - 13 [30 points] IQ - 14 [45 points] HT - 12 [20 points]
Skills (91 points) Archaeology (M/H) +2 [6 points] Area Knowledge (Anargo Sector) (M/E) +2 [4 points] Battlesuit (P/A) -1 [1 point] Beam Weapons (P/E) +3 [6 points] Diplomacy (M/H) +2 [8 points] Falconry (M/A) -1 [1 point] Force Sword (P/A) +3 [8 points] Karate (P/H) +0 [4 points] Hidden Lore (Imperium) (M/A) +0 [2 points] Hidden Lore (Chaos) (M/A) +4 [10 points] Interrogation (M/A) +1 [4 points] Language (Default; Low Gothic, M/A) +0 [0 points] Language (High Gothic; M/H) +2 8 [points] Law (M/H) +0 [4 points] Leadership (M/A) +0 [2 points] Occultism (M/A) +3 [8 points] Piloting (Interface Shuttle) (P/A) -1 [1 point] Politics (M/A) +0 [2 points] Research (M/A) +1 [4 points] Savoir-Faire (Inquisition) (M/E) +2 [4 points]
Advantages ( points) Alertness +2 [10 points] Combat Reflexes [15 points] Composed [5 points] Fit [5 points] Legal Enforcement Powers (Inquisition) [15 points] Legal Immunity [20 points] Psyker (Additional Group, Telepathy) [+5 points] Security Clearance +5 [25 points] Strong Will +1 [4 points] Unusual Background (Psyker) [15 points] Unusual Background (Primary Psyker) [25 points]
Disadvantages ( points) Enemy (Enemy of the Imperium) [-20 points] Extremely Hazardous Duty [-20 points] Loner [-5 points] Sense of Duty (Imperium) [-15 points]
Psyker Abilities
Quirks ( points)
Total Points:
Adept Bantin, adeptus astra telepathica
[To be continued]
Kyla Galain, Blackship Tithe
[To be continued]
Preacher Forrester, adeptus ministorum
[To be continued]
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Post by Kage2020 on Aug 26, 2004 14:23:18 GMT -5
The Craftworld Eldar
The eldar have always been psychic and as a result of both this and their unique situation vis a vis Slaanesh and the Fall have developed a unique approach to psykers and the practice of their abilities.
Note: This is throwing around concepts that were originally to come out of the "Eldar Sourcebook" but thought that it would be useful to provide an example of how a non-human race approaches psykers...
The Path of the Seer
Psychic Engineering of the Eldar
The Seer Runes
[All to be continued]
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Post by Kage2020 on Mar 6, 2005 13:13:10 GMT -5
Note: The psyker system presented above is a variation of the GURPS Magic system as created by S. John Ross. Modifications are made to '40k-ify' the Calamity (etc.) but all kudos must go to the original author, as well as to SJGames for their continued support of fan-based productions and alterations to their rules system.
As mentioned previously, one aspect of 'drawing upon the warp' too deeply is the premise of "Calamity", or something that goes wrong and the extent of which is roughly dependent on how much energy the psyker channels. Calamity effect is determined by: 3d+(Excess/5) The table used to randomly generate Calamity in the case when the GM does not wish to determine an effect based upon the current narrative, or the specific history of the character, is given below. Even in cases where narrative is used over a random roll, the level of the Excess should still be taken into account: it may be considered inappropriate for a character that has spent years of game time in never exceeding their Threshold to suddenly find themselves manifesting a greater daemon merely because the GM feels like giving the characters a bashing... It should be noted that this is a 'first draft' and, as such, I would appreciate constructive comments. Changing some of the calamity effects seem appropriate at this juncture to involve the typical daemons of the 40k universe. Indeed, on any of the 'system' thus far presented. 3d+(Excess/5) | Result | 3-4 | While the psyker has pushed their natural boundaries, no negative effects are noticed. The psyker gains (1dx5) points of Recovery as the warp flows through them. | 5-9 | Nothing happens... this time! | 10 | The psyker's skin crackles with esoteric energies and wreathing them in psyker lightning and other effects for 3d minutes. This is obvious to anyone perceiving the psyker, and prevents Stealth, Shadowing, etc., attempts. | 11 | The psyker's control of the energies that they are channelling slips for a short while, giving them violent headaches for 3d turns or a number of minutes equal to the original cost of the psyker power (spell) that triggered the calamity with a minimum of 5 minutes. Result 10 also applies. | 12 | The psyker draws deeply enough on the warp that its tainting essence can be felt, becoming nauseous and weak. As such they suffer a -4 to DX, IQ, ST and all skills for a number of hours equal to the cost of the psyker ability (spell). After this period, to recover from the sickness the psyker must make an hourly HT-4 roll until successful. | 13 | The psyker is cursed with nightmares and visions of the Realms of Chaos for 3d days (plus a number of days equal to the cost of the psyker ability (spell) in question). After the first night the psyker is at -2 to DX, IQ, ST and skills. The penalties last until the pysyker gets a good nights' sleep. | 14 | Any failed psyker/casting roll that the psyker makes is treated as a critical failure for 1d+1 weeks as the taint of the warp corrupts the psykers' very thoughts! | 15 | The psyker's mind is corrupted by the warp. The GM should assign on debilitating (15 point) mental disadvantage by fiat. It takes effect immediately and lasts for one (1) day. Each day thereafter the psyker must make a Will roll to shake off the effects and return to a semblance of their original state of mind. If the cost of the psyker ability (spell) was greater than 25, the disadvantage lasts for a minimum period of (psyker cost/25) days. | 16 | The touch of Chaos is upon the psyker, with tendrils of malign energy seeping into their very soul and affecting their ability to channel warp energy. For 1d weeks the Threshold of the psyker is reduced by 2d+5 and, while the psyker is aware of the drop, they remain unaware of the exact level of the drop. Effect 10 also applies. | 17 | The psyker gains a 5-point disadvantage (any type of disadvantage is legal). After 3d days they have the option of buying off the disadvantage (it fades away). If the psyker does not wish to buy off the disadvantage, or if they do not have the available points to be able to do so, the disadvantage becomes permanent. | 18 | The psyker's Threshold is reduced by 4d+(cost of psyker ability); the change lasts for 1d months, after which the Threshold 'heals' back to normal at a rate of 1 point per day. Threshold cannot be reduced to zero. In addition, their ability to utilise their psyker abilities ('casting') will be reduced by -3 for a period of 2d weeks. Result 10 also applies. | 19 | As per 17, but the disadvantage is worth 10 or 15 points (50% chance of either). | 20 | The psyker is aged 2d+13 years, or a number of years equal to the cost of triggering the psyker ability in question, whichsoever is worse! | 21 | Roll again (same modifier) but the results effect a companion of the psyker | 22 | The psyker gains multiple disadvantages worth a total of (2dx5) points, or a number of points equal to the cost of the psyker ability (spell) utilised, whichever is worse. These are permanent. | 23 | The psyker pemanently loses one of their psychic abilities (i.e. spell, rather than category). They still maintain knowledge of the ability, though they cannot utilise it. The psyker must make a Will-6 roll; if successful they chose which ability is affected, otherwise the spell is chosen at random. On a Critical Failure the most successful or effective spell is chosen, as defined by use in the game to date. | 24 | The psyker loses (1dx5) points of advantages, or has an attribute lowered as appropriate for the points loss. Select randomly. | 25 | The taint of the warp on the psyker's soul is extreme and they become a walking Mana Scar, affecting the warp currents in a large area around them. All psyker abilities cost double to employ within a 2d+3 mile radius of the psyker and Recovery is halted in that same area. The duration, in days, is equal to the cost of the psyker ability which generated the Calamity result +1. Result 10 applies for the entire duration. | 26 | The psyker's skill in their abilities is reduced by 3d+5, or by a number equal to the cost of the original psyker ability (spell) utilised, whichsoever is greater. The psyker must make a Will roll. If successful the effect will 'heal' at a rate of 1 point per day; if unsuccessful it will 'heal' at a rate of 1 point per week. | 27 | The corruption of the warp spills over into the matterium! A plague or curse of some form selected by the GM effects the region for 3d weeks. No one will be able to trace it to the psyker in question (-20 to Divination attempts), though the psyker will be aware of the source of the corruption. | 28 | The psychic ability propagates out of control. Harmful Regular or Area abilities will affect everybody and every thing nearby, allies and enemies alike. Beneficial psyker abilities will do likewise, but will go "over the top" and cause dangerous side-effects (a healing ability might raise all the local dead, creating a horde of restless zombies); Information-seeking abilities will overload the psyker's mind (Fright Check at -20); Missile abilities will seem normal to the caster, but have so much punch that they drill through their target and through everything else for miles beyond, and so on. The GM should be creative and unpredictable with this result. | 29 | The psyker channels too much energy and is burned out. They lose their ability to channel warp energy and, as such, their ability to cause psychic effects. At this level and above, the psychic ability that causes the roll fails unless a Will roll is made by the psyker. The roll is at a penalty equal to 1/10 the cost of the psyker ability (spell), rounding in favour of the psyker, and at a bonus equal to the Psyker Grade. Result 13 is also in effect, although no debilitating effects are created: only the haunted memory remains. | 30-39 | The psyker channels so much warp through themselves that they summon forth one of the daemons of Chaos into the matterium. The GM determines which type. | 40+ | The psyker opens up a permanent portal to the warp, allowing powerful daemons to manifest at will... |
As I was going through the original information I realised that they were all appropriate and, indeed, the last two results are somewhat hokey and hodge-podge. Constructive suggestions are, as always, welcome. If there is any confusion due to a lack of knowledge of the system as to how psyker powers or Calamity might effect a psyker, just let me know and I'll post an example character and different situations that might cause Calamity or whatever. Kage
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