House Rules

Pages in this section are:

+++house rules main+++

+++optional rule changes+++

+++faith points+++

+++armoury+++

+++experience+++

+++equipment faults+++

+++new talents+++

+++non-character rules+++

<<<additional psychic powers>>>

   

WE DON'T usually bother with putting up new skills and things unless they belong to one of our characters; it would be a bit silly trying to compete on that front with sites that have had a year's start on us!

However, in this case we'll make an exception. This is both because these particular ones are very well written, and because their very existence adds to the depth and 'feel' of the psychic aspect of Inquisitor. So here we go:

Additional Psychic Powers by Alexander Nelson

Biomancy
Hasten
Endurance
Catalyst
Telepathy
Strength of Mind
Mind War
Telekinesis
Levitation
Pyromancy
Resist Fire
Holocaust
Hellfire
The Salamander
Daemonology
Spread Insanity
Ectoplasmic Mist
Scourging

 

Biomancy

Hasten Difficulty 15

The psyker augments the target's physiology, allowing great speed for a short time. This is a persistent and ranged power and increases the target's speed by one for as long as it lasts.

 

Endurance Difficulty 10

As this power is used the recipient's stamina and endurance to pain are increased to inhuman levels as the power of the warp courses through muscle and tissue. Endurance is a persistent power and, if used successfully, will increase the target's toughness by a value equal to the amount the psychic test was passed by.

 

Catalyst Difficulty 10

The psyker sends a surge of warp energy into the mind and body of another, flooding the target with renewed energy and a vicious blood rage. This persistent power may be cast on any character within three yards of the psyker, but he may not use it on himself. As long as the effects lasts the target counts as having the Force of Will, Nerves of Steel and True grit abilities and adds 2D10 to both strength and toughness. The target also becomes frenzied.

 

Telepathy

Strength of Mind Difficulty 10

The psyker focuses the energies of the warp into his mind temporarily increasing mental functioning. Strength of Mind is a persistent power and can only be used on the psyker and adds D10 to either Willpower; Sagacity; Nerve or Leadership for every 10 points, or part thereof, the willpower test is passed by.

 

Mind War Difficulty 15

The psyker reaches out to the mind of another and begins a deadly duel of wills. The psyker divides his or her willpower by five and adds it to the roll of 2D10, the target also divides his or her willpower by five and adds it to the roll of 2D6. The scores are compared and the looser has his or her willpower reduced by that amount. Any character whose willpower is reduced to zero in this way is killed as their soul is torn apart.

 

Telekinesis

Levitation Difficulty 15

The psyker rises up and floats in mid-air. This persistent power allows the psyker to stay approximately one yard in the air. When this power is in use the psyker may fight as normal and may move using the same rules as characters on foot (but may not crawl). Whilst aloft the psyker ignores adverse terrain effects from rubble, low bushes and similar. In addition, should the psyker fall he may be able to control his decent, and so counts as having the Catfall skill with tests taken against Willpower rather than Initiative.

 

Pyromancy

Resist Fire Difficulty 10

The psyker creates a warp field around himself, which protects him against any fire-based attacks. This is a persistent power which grants D10 force field armour against flame based weapons (including flamers and similar weapons), D6 force field armour against heat based weapons (including melta and plasma weapons) and grants immunity to being set on fire. This power is effective against both hand-to-hand and psychic attacks.

 

Holocaust Difficulty 20

The psyker unleashes a gestalt of warp-spawned flame in a mighty conflagration, reaching outwards from his body. This is treated as a psychic blast, centred on the casting psyker and with radius 6yds and blast 8, with the profile below.

 
Type
Range
Mode
Accuracy
Damage
Shots
Reload
Weight
 
Blast
-
Single
-
2D10
-
-
-

 

Hellfire Difficulty 15

A mighty pillar of fire bursts from the ground and engulfs everything in flames. This is a ranged and persistent power, and is treated as a special form of psychic bolt. Resolve as normal for a psychic bolt with the profile below with radius 3 yds and blast 5. The flames remain in play until the power is stopped (either by nullification or by the casting psyker discontinuing its use). Any character who is inside the flames at the start of his or her turn, or who moves through them during their move, will take damage (use highest damage if moving through).

 
Type
Range
Mode
Accuracy
Damage
Shots
Reload
Weight
 
Bolt
C
Single
-10
3D6
-
-
-

 

The Salamander Difficulty 10

The psyker summons a fiery beast formed from the legends and nightmares of his people, which burns a trail of destruction in it's wake as it shoots forwards. Draw a line of 3D6 yards length from the psyker in a direction chosen by the player. Anyone (or anything) along this line takes D3 hits causing 2D6+4 damage.

 

Deamonology

Spread Insanity Difficulty 10

The psyker unleashes waves of warp-spawned insanity. This power has a range of one yard for every 10%, or part thereof, the psyker passes the psychic test by. Each character other than the casting psyker (friend or foe!) must pass a willpower test (rolls of 96+ always fail) or fall victim to dangerous hallucinations in the same way as characters affected by Hallucinogen toxin.

 

Ectoplasmic Mist Difficulty 5

The psyker creates a swirling cloud of ectoplasmic vapours. The casting psyker nominates a point within 10 yards of himself for the mist to be centred on. This cloud has a radius of half a yard for every 10%, or part thereof, the psyker passes the psychic test by. The cloud blocks line of sight in the same way as a blind grenade. In addition, characters within the cloud loose D6 willpower at the start of each turn, as their life essence is leached away. Once in place the cloud will dissipate in the same way as gas from a grenade.

 

Scourging Difficulty 10

Crackling bolts of psyonic power lash out from the pyker's fingertips. Scourging is a psychic bolt with the profile below. In addition to the normal effects the target must take a willpower test or be stunned for the next D6 turns. Deamoinc characters hit take 3D10 damage rather than 3D6.

 
Type
Range
Mode
Accuracy
Damage
Shots
Reload
Weight
 
Bolt
C
Single
-10
3D6
-
-
-