|
Psykers
Jul 12, 2012 13:56:27 GMT -5
Post by Vault Boy on Jul 12, 2012 13:56:27 GMT -5
Psykers are Exceptionally Rare individuals who, either by Radiation, the FEV, or Natural Selection, have gained super natural powers.
Becoming a Psyker is a complex process that, while it has many unique advantages, comes with a number of drawbacks;
-2 to SI and HI, due to the strain on the body.
-1 Strength
Only 2 TAG Skills at the Start
Other, more secret drawbacks
Their powers act as any other skills, and have a variety of uses.
They fall into
Minor: Lesser, weaker powers of mundane use. These are open to Any Psyker, and are often weaker versions of stronger powers.
Pyrokinesis: The manipulation and creation of fire.
Telekinesis: The indirect manipulation of objects.
Telepathy: The manipulation of the mind.
Second Sight: The manipulation of time and space.
|
|
|
Psykers
Jul 12, 2012 13:59:35 GMT -5
Post by Vault Boy on Jul 12, 2012 13:59:35 GMT -5
CLIFF NOTES OF THE RULES:
-You need a free hand to use your powers, and anything heavier then Light Armor will impose a penalty
-Using Powers costs Power Points(PP). These will be restored every 24 Hours.
Every 3 levels, starting with level 2, your powers will increase. Your PP will increase by 1+Your Attribute Mod. You will select 1 Minor Power and One Discipline Power.
-Starting at Level 11, you will be able to Ascend a Discipline Power, turning it into a far better version.
-Also, at level 10, The Perk,"Polymath", will become selectable, allowing you to unlock another Discipline for learning Powers.
-You can use powers if you are out of points, but you will take damage equal to TWICE the cost of the power. You may do this twice. On the 3rd time and afterwards, you will take twice the power's cost in PERMANENT HP DAMAGE.
|
|