Adventus Posted November 20, 2004 Report Share Posted November 20, 2004 I am asking for help in making a Psychic warrior for my campaign. They are people who have psychic powers who have been trained to fight Cyber-aug. These are genetically designed, cybernetically augmented killers with computer designed personalities. The scariest part is that they look like normal people. The cyber-augs that is. They travel in pods of 13. They go to a planet, infiltrate the infrastructure, and rip it apart right before the Empire shows up to conquer the planet. The Psychic Warriors are created to combat them. What skills and powers would you give the psychic warriors? Quote Link to comment Share on other sites More sharing options...
DrTemp Posted November 20, 2004 Report Share Posted November 20, 2004 Re: Veteran of a 1000 Psychic Wars What skills and powers would you give the psychic warriors? Doesn't that depend on your campaign setting? Can you give a few clues about what is supposed to be possible? Quote Link to comment Share on other sites More sharing options...
Chiba Bob Posted November 21, 2004 Report Share Posted November 21, 2004 Re: Veteran of a 1000 Psychic Wars Here is an example of my 40k Psyker Package Deal. It is at beta level right now (could have mistakes/might later find a better way of representing certain powers in Hero terms). I have been helping a buddy setup a Warhammer 40k Star Hero campaign and have design a Package Deal for Psychics and Psychic powers. All one have to do is slap it together with what ever military service Package Deal you want to create a Psychic Warrior. 40k Pysker Package Deal Skills Rogue Psyker 2 1) CuK: Psyker Underground 11- 3 2) Psykic: Power 11- 3 3) Streetwise 11- Sanctioned Psyker 3 1) Bureaucratics 11- 3 2) Psykic: Power 11- 2 3) PS: Psyker 11- Perks Sanctioned Psyker 3 1) Fringe Benefit: Sanctioned Psyker Talents Level I Psyker 15 1) Level I Psyker Notes: Level I Psykers can use, simultaneously, up to any two powers from the Level I Psyker Power List (see powers tab). Level II Psyker 20 1) Level II Psyker Notes: Level I Psykers can use, simultaneously, up to any three powers from the Level I and Level II Psyker Power Lists (see powers tab) Level III Psyker 25 1) Level III Psyker Notes: Level I Psykers can use, simultaneously, up to any four powers from the Level I, Level II and Level III Psyker Power Lists (see powers tab) Level IV Psyker 30 1) Level IV Psyker Notes: Level I Psykers can use, simultaneously, up to any five powers from the Level I, Level II, Level III and Level IV Psyker Power Lists (see powers tab) Powers Notes: This Prefab requires that the Cost Multipliers option be checked on in the Campaign Rules. Level I Psyker 0 1) 3 Mental Defense (3 points total) (3 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (20 END, 20 REC) Reserve: (22 Active Points); REC: (20 Active Points); Gradual Effect (1 Day; -1 3/4) Level II Psyker 0 1) 5 Mental Defense (5 points total) (5 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (30 END, 30 REC) Reserve: (33 Active Points); REC: (30 Active Points); Gradual Effect (1 Day; -1 3/4) Level III Psyker 0 1) 8 Mental Defense (8 points total) (8 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (40 END, 40 REC) Reserve: (44 Active Points); REC: (40 Active Points); Gradual Effect (1 Day; -1 3/4) Level IV Psyker 0 1) 10 Mental Defense (10 points total) (10 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (50 END, 50 REC) Reserve: (55 Active Points); REC: (50 Active Points); Gradual Effect (1 Day; -1 3/4) Level I Psykic Powers List 0 1) Aura Of Resistance: Force Field (6 PD/4 ED) (Protect Carried Items) (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Cure Injury: Healing BODY 2d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Hammer Hand: (Total: 20 Active Cost, 0 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 0) plus +1 SPD (10 Active Points); Linked (-1/2), Costs Endurance (-1/2), Nonpersistent (-1/4) (Real Cost: 0) 0 4) Immunity To Posion/Disease: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) 0 5) Mind Blast: Ego Attack 2d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Telekinesis I: Telekinesis (8 STR), Fine Manipulation (22 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 2 0 7) Telepathy I: Telepathy 4d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Communication Only (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Teleport: Teleportation 9", Safe Blind Teleport (+1/4) (22 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 2 0 9) Wind Blast: Telekinesis (10 STR), Explosion (Cone; -1 DC/2"; +1/2) (22 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Affects Whole Object (-1/4) Level II Psykic Powers List 0 1) Aura Of Protection: Force Field (9 PD/5 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Cure Scrape: Healing BODY 3d6 (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Ectoplasmic Mist: Darkness to Sight and Hearing Groups and Radar 2" radius (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Jinx: Dispel 8d6, any [gadget or device] power one at a time (+1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 5) Mental Bolt: Ego Attack 3d6 (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Sense Presence: Detect Minds 14- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points); Requires A Psykic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Nonpersistent (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 7) Steal Mind: Drain INT 2d6, Ranged (+1/2) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Rally: Aid PRE 1d6, Ranged (+1/2), Area Of Effect (8" Radius; +1 1/2) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Notes: Units may make an immediate Morale Roll. They do not need to wait for the Post-Segment 12 Recovery. 0 9) Smash: Energy Blast 6d6 (30 Active Points); No Range (-1/2), Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10) Telekinesis II: Telekinesis (13 STR), Fine Manipulation (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 11) Teleport II: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) Level III Psykic Powers List 0 2) Aura Of Recalcitrance: Force Field (15 PD/7 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Cause Confusion: Mind Control 8d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Fear (Take No Actions, Wander Off, Attack Ally, Etc.); -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Cause Fear: Mind Control 8d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Fear (Cower, Surrender, Runaway, Etc.); -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 5) Cure Laceration: Healing BODY 4d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Destroy Aura: Dispel Force Fields 13d6 (39 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 7) Mental Blitz: Ego Attack 4d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Rout: +40 PRE (40 Active Points); Only To Make PRE Attacks (-1), Requires A Psykic Skill Roll (-1/2), Costs Endurance (-1/2), Instant (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Nonpersistent (-1/4) 0 9) Transfer Aura: Force Field (11 PD/6 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Usable By Other (+1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10) Telekinesis III: Telekinesis (26 STR) (39 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 11) Telepathy II: Mind Link , Any Willing Target, Any dimension, No LOS Needed, Number of Minds (x2) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 12) Teleport III: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) Level IV Psykic Powers List 0 1) Aura Of Invulnerability: Force Field (20 PD/10 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Change Allegiance: Mind Control 10d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Change Allegiance; -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Cure Wounds: Healing BODY 5d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Limbo: (Total: 50 Active Cost, 0 Real Cost) Extra-Dimensional Movement (Single Dimension, Any Location), Costs END Only To Activate (+1/4) (31 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 0) plus Teleportation 1", Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 lightyears; +4 3/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); Increased Endurance Cost (x3 END; -1), Linked (-1/2) (Real Cost: 0) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Linked (-1/2) (Real Cost: 0) plus Teleportation: Fixed Location (2 Locations) (2 Active Points); Linked (-1/2) (Real Cost: 0) 0 5) Mental Blast: Ego Attack 5d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Strength Of Mind: Aid 3d6+1, any [Primary Characteristic] power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (49 Active Points); Requires A Psykic Skill Roll (-1/2), Self Only (-1/2), Costs Endurance (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 0 7) Telekinesis IV: Telekinesis (33 STR) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Telepathy IV: Mind Link , Any Willing Target, Any dimension, No LOS Needed, Number of Minds (x8) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 9) Teleport IV: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 0 10) Temporal Distort: Precognitive Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees) (50 Active Points); Precognition Only (-1), Requires A Psykic Skill Roll (-1/2), Time Modifiers (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Notes: Character can change a nearby future event by making a PER Roll, the roll's Effect Number is compared on the Time Chart to see how far into the near future a character may influence events. Disadvantages Rogue Psyker 0 1) Distinctive Features: Psyker (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 20 2) Hunted: Witch Hunters 8- (Mo Pow, NCI, Harshly Punish) 10 3) Social Limitation: Rogue Psyker (Occasionally, Severe, Not Limiting In Some Cultures) Sanctioned Psyker 0 1) Distinctive Features: Psyker (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 2) Hunted: Witch Hunters 11- (Mo Pow, NCI, Watching) 20 3) Social Limitation: Sanctioned Psyker (Subject To Orders And Compulsory Service) (Very Frequently, Severe, Not Limiting In Some Cultures) I hope it gives you some ideas Quote Link to comment Share on other sites More sharing options...
Bucky Posted November 24, 2004 Report Share Posted November 24, 2004 Re: Veteran of a 1000 Psychic Wars A love of the music of Blue Oyster Cult I think would be manditory. Quote Link to comment Share on other sites More sharing options...
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