Rogue Heresy Death Crusade Powers

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Using Psychic Powers

Psy Ratings

Psychic Strength

Focus Power Test

Navigator Powers

Unlike psychic powers, Navigators do not need to summon the energies of the warp or use arcane psychic foci to activate their powers. Rather, their powers are a result of their innate connection to the warp and the legacy of their genes. Because of these factors, a Navigator character does not make a focus test to try and gather warp energy as a Psyker would or have a Psy Rating. Instead, whenever he chooses to use one of his powers, he must pass a characteristic test for it to be successful.

Each navigator power’s description indicates which characteristic must be tested, plus any modifiers and additional effects for degrees of success the Navigator gains. The most common characteristics used by a Navigator in this way are Willpower and Perception.

In addition to any modifiers detailed in the power’s description, a Navigator gains a bonus to the test based on his level of mastery with the power:

• +0 Novice

• +10 Adept

• +20 Master

Unless otherwise noted, using a Navigator Power is a Standard Action.

Note that Navigators never need to roll for Psychic Phenomena or Perils of the Warp, and cannot risk triggering these effects with the use of their powers. Likewise, any items, creatures, or psychic effects that would either cause or increase the chance of a Psyker triggering Perils of the Warp will not affect them when they use their abilities.

Gaining Navigator Powers

A Navigator character begins play with The Lidless Stare power and may choose one more power, or instead of choosing a second power, he may increase his mastery of one of his powers by one stage. At higher ranks a Navigator may spend 200 experience to gain access to additional powers or improve the powers he already knows.

As sure as a star will dwindle and die, a Navigator will be warped by his heritage over time “The sins of blood” as the old Imperial proverb goes, “will out.” As stable a mutation as the Navigator gene is, it still gives rise to countless other deformities of body and soul within its host. This, combined with long term exposure to the warp, almost always ensures that Navigators will be afflicted with some kind of physical aberration. Simply being born into a Navigator family means that an individual will be mutated in some way.

Whenever the character gains a new Navigator power, or increases his level of mastery over a power he already has, he must test for mutation as his body begins to change as his mysterious power waxes.

A Navigator’s resistance or susceptibility to mutation is almost purely down to the psychical purity of his gene-stock. When a Navigator learns a new power or increases mastery of a power, he must make an Ordinary (+10) Toughness Test. If he fails this test, then a flaw in his genes has revealed itself, and he must generate a mutation on Table Navigator Mutations. Should a Navigator gain the same mutation twice, re-roll the result.

Navigator Mutations
01-15 Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the Acrobatics Skill as a trained Basic Skill. If you already possess the Acrobatics Skill, you gain it at +10 instead.
16-30 Elongated Form: You are extremely tall and painfully thin, and loose 1d5 Toughness permanently. Re-roll this mutation if you already have the Bloated Form mutation.
31-45 Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair.
46-55 Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait.
56-60 Withered Form: Your body is withered, your flesh hanging loosely from your bones. You reduce your Strength Characteristic by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the Bloated Form mutation.
61-65 Bloated Form: Your body is grossly bloated and your limbs thick with flesh. You gain 5 wounds and the Sturdy trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations.
66-70 Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh; you suffer –5 Fellowship permanently.
71-75 Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait.
76-80 Fingers like Talons: The bones of your fingers have grown and hardened into talons. You gain the Natural Weapons Trait.
81-85 Teeth as Sharp as Needles: Your mouth is filled with hundreds of fine, pointed teeth. You gain the Natural Weapons Trait and suffer –1d5 Fellowship.
86-90 Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (+2) Trait.
91-95 Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and close quickly, bones knit together after being horrifically broken. You gain the Regeneration Trait.
96-00 Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10.

Resisting Enemy Psychic Powers

Sustaining Psychic Powers

Cumulative Effects

Range and Line of Sight

Detecting Psychic Powers

Psychic Bolts

Psychic Barrage

Psychic Storm

Psychic Blast

Psychic Phenomena

Psychic Powers

Minor

Biomancy

Divination

Pyromancy

Telekinesis

Telepathy

Navigator Powers

A Cloud in the Warp

By understanding and perceiving the currents of the warp, the Navigator can hide his presence from those that would use the Immaterium to detect him. Whilst it does not in any way mask his presence in the real universe, it can ably hide him from detection by Psykers and confuse creatures whose essence and existence are linked to the warp, such as Daemons and other warp entities. As the Navigator grows in power, he will become harder to detect, as well as being able to mask others if they stand nearby.

Novice: By making a Willpower test, the Navigator becomes shrouded in an immaterial cloak, forcing those that use any kind of psychic sight, detection or divination to make a Challenging (+0) Perception Test to see him with such powers. This power also has the same effect on the perception of all Daemons and warp entities. This power will last as long as the Navigator maintains it, however whilst he does so, he cannot use any other powers (though he may take other actions normally).

Adept: As above, except the test to detect the Navigator becomes Difficult (–10).

Master: As above, except the power gains a radius equal to the Navigator’s Willpower Bonus in metres centred on his person. Any creature within the radius may be shrouded at the choice of the Navigator.

Foreshadowing

By using his warp eye to filter small secrets from the near future, the Navigator can choose to make slight adjustments to his actions to avoid harm and manipulate the course of events. Only if the Navigator tries to dig too deep into the near future for secrets does this power become unpredictable and he may become victim of the warp’s lies.

Novice: With a successful Perception Test, the Navigator draws three secrets from the future. He may then “spend” a secret on his following turn to gain a +10% bonus on any Test. Using one secret in this way carries no danger. However, he may choose to spend either of his other two secrets to add an additional +10 bonus to the roll for each secret spent (for a total bonus of +20 for 2 secrets used, and +30 for three secrets used). For each additional secret used beyond the first, the Navigator must roll a d10; if this roll comes up 7, 8, 9, or 10, then the secret causes the Navigator to suffer a –10 penalty instead of granting a bonus. Secrets not used in the following round are lost as time marches on. Using this power more than once in the same hour is dangerous, as no one should know too much about his own future. For every use after the first in a single hour, the Navigator suffers 1d5 Insanity Points.

Adept: As above, except secrets will only deduct rather than add on a roll of 9 or 10.

Master: As above, except secrets can be used up to five rounds after the power is used.

Gaze into the Abyss

This power allows a Navigator to see a creature’s or object’s reflection in the warp and learn things hidden from the real universe. This power is most useful in unmasking both psykers and daemons, but has other applications, such as reading residual psychic taint on objects and tracking powerful psychic entities.

Novice: With a successful Perception Test, the Navigator can determine if a creature or object holds the taint of the warp. This will tell the Navigator if the person or object has a Psy Rating or is tainted (roughly speaking if they have more than 20 Corruption Points, warp mutations, are possessed, etc.). Psykers who have made dark pacts with the warp and daemons are more resistant to this power, however. These creatures may make a Willpower Test opposed by the Navigator’s Perception, which if successful will hide their true natures. This power can also be used to track powerful psychic or warp creatures using the rules for Survival Skill.

Adept: As above, with the additional effect that the Navigator can detect major disturbances in the warp, such as warp portals and ships entering and exiting the Immaterium within a radius of 100 kilometres times his Perception Bonus. In Starship Combat, this power functions within a number of VUs equal to the Navigator’s Perception Bonus.

Master: As above but the Navigator can also use the power to detect the use of psychic powers within a radius of 10 metres per point of his Perception Bonus.

Held in my Gaze

The unflinching eye of a Navigator locks a creature in place with a gaze that pierces flesh and bone to see the immaterial essence of all things. Most commonly employed against psykers, this ability can be used to render them effectively powerless and prevent them from calling upon their abilities. It is also undeniably effective against creatures with a strong connection to the warp, such as daemons, for which it can have spectacular and devastating consequences.

Novice: The Navigator chooses a target which he has line of sight to and is no further away than 5 metres per point of his Perception Bonus. He then makes an Opposed Willpower test with the target. If he is successful, then the target is locked and will remain so as long as the Navigator does not use any other powers. A locked target must beat the Navigator in an Opposed Willpower test each time it wishes to use a psychic power or invoke the Daemonic Presence Trait. If the target moves out of range or line of sight, the power ends. Daemons affected by this power suffer 1 point of additional Damage for Warp Instability.

Adept: As above, however the range increases to the 20 metres per point of the Navigator’s Perception Bonus and daemons affected by this power suffer 2d10 points of damage instead of 1 point when suffering Warp Instability.

Master: As above, with the addition that the Navigator no longer needs to have line of sight to the target and daemons suffering any damage from Warp Instability are immediately destroyed and cast back into the warp.

The Course Untravelled

Time is not an arrow that flies straight and true, but rather,a tangled web of moments and possibilities. The Course Untravelled power allows a Navigator to negotiate this web, stepping fractionally from one moment to another, and in the process, altering his position in the physical world. The use of such power is extremely dangerous, however, as the Navigator is not actually physically travelling in place as such, but rather choosing an alternate future in which wish to inhabit. He risks both injury and madness in trying to step outside the flow of time in this way.

Novice: If the Navigator succeeds at a Difficult (–10) Willpower Test, he may move to any point within a distance equal to his Perception Characteristic in metres, so long as he could have walked, climbed, or swam there normally without impediment. If he fails this test, he is Stunned for 1 round and fails to change position. If he fails this test by three degrees or more, he is Stunned for 1d10 rounds and gains an Insanity Point. Whether or not this power is successful, the Navigator suffers a level of Fatigue at the end of the Round thanks to the strain on his body.

Adept: As above, except the test is only Challenging (+0) and the range is increased to double the Navigator’s Perception Characteristic in metres.

Master: As above, except he may now perform this power as a Free Action or as a Reaction.

The Lidless Stare

If a Navigator opens his warp eye fully, anyone gazing into its depths will witness the power and mind breaking unreality of the warp. In an instant, they witness the chaos boiling beneath the skin of existence and for many, it is the last thing they ever see.

Novice: The Navigator makes an Opposed Willpower Test with anyone looking into his Warp Eye. Make a single test for the Navigator and compare it to the results of each of his opponents. If the Navigator achieves more degrees of success, the opponent suffers 1d10+ the Navigator’s Willpower bonus in Energy damage. This damage is not reduced by armour or Toughness Bonus. Anyone taking damage from this power is also Stunned for 1 round as they are ripped with agony.

Using this power is taxing and inflicts a level of Fatigue on the Navigator. If the Navigator fails this Test by one degree of failure or more, he suffers two levels of Fatigue.

Adept: As above, however, the damage is increased to 2d10+(the Navigator’s WP bonus) and the time the victims are Stunned increases to 1d5 rounds. Victims also suffer 1d5 Insanity Points.

Master: As above, with the additional effect that any creature possessing an Intelligence of 20+ suffering damage from this power must make an immediate Difficult (–10) Toughness Test or be sent into the Warp and slain. If they pass, they suffer 1d10 Insanity points rather than 1d5.

Avoiding a Navigator’s Gaze

The Lidless Stare will affect anyone, friend or foe, that looks into the Navigator’s third eye when this power is activated. This has an effective range of 15m (reduced to 5m in fog or mist) and has no effect on unliving targets, Untouchables, and daemons or other entities from the Warp. Those forewarned can look away, though even then being within line of sight of a Navigator is dangerous. The power of his eye is persuasive, and looking away only grants them +30 on their rolls to resist its power. Those who are unaware of the Navigator’s presence gain this bonus as well.

Tides of Time and Space

By examining the flow of the warp around him, the Navigator can anticipate near future actions and thus move outside the normal flow of events by choosing strands of reality and slipping between them. Whilst this power can be of great benefit to the Navigator, it is also very dangerous, and should he lose control, the results can be disastrous.

Novice: Each round the Navigator wishes to use this power he must make a Perception test to read the strands of time. On a success, he doubles his Agility Bonus for the purposes of determining initiative and may take an additional Half Action that turn. The additional Action may not have the Concentration subtype. On a failure, he halves his Agility Bonus for initiative and may only take a Half Action that turn as he loses his grip on reality, becoming confounded and disorientated. Should he fail by three degrees or more, he winks out of existence for 1d5 rounds, reappearing where he was at the end of this duration. Should something else occupy that space when the Navigator returns, he shifts his position as much as necessary to a point of the player’s choice should something else occupy that space. Whether or not this power is successful, however, the Navigator suffers a level of Fatigue at the end of the Round each time it is used. This power does not give the Navigator an additional Reaction.

Adept: As above, except he triples his Agility Bonus for the purposes of determining Initiative.

Master: As above, however, he quadruples his Agility Bonus for Initiative. In addition, he may take two extra Half Actions or a Full Action in addition to his other actions this round (rather than a single Half Action as results from the Novice manifestation of this power).

Tracks in the Stars

When a ship travels though either real space or the warp it leaves a faint trail, the lingering shadow of its warp drive. Using his third eye, the Navigator can follow this trail across the stars.

Novice: Using Perception, the Navigator can track the warp trail of a ship through real space in the same way as if he was using the Survival skill. To track a warp trail, it can be no older than the Navigator’s Perception Bonus in weeks, although the size and power of the vessel involved may mitigate this.

Adept: As above, however, the warp trail may be up to a number of months old equal to the Navigator’s Perception Bonus. He may also track ships in the warp in the same manner.

Master: As above, except he can follow a warp trail equal to the Navigator’s Perception bonus in years old, although this information may be erratic and fragmentary.

Void Watcher

Using this power and gazing into the void whilst aboard ship, the Navigator can learn things about space in the immediate vicinity of his vessel. This can reveal hidden dangers such as mines, void creatures, and concealed ships, as well as more mundane perils like asteroids and debris. With skill and practice, a Navigator’s void sense can become amazingly precise and reach out across millions of kilometres of space.

Novice: The Navigator can make a Perception test (modified by range and size of potential objects as the GM thinks appropriate) to detect objects in space up to a distance equal to the Navigator’s Perception Bonus in Void Units. If the power is not being used during space combat, the distance equals 1,000 kilometres times the Navigator’s Perception Bonus. Information gained about such objects is only what the Navigator could discover through normal observation.

Adept: As above, however, range is increased to a distance equal to double the Navigator’s Perception Bonus in Void Units, or 10,000 km times the Navigator’s Perception Bonus if the power is not being used during space combat. He may make a Difficult (–10) Willpower Test to gain some information about the nature of the object (i.e., what minerals are in an asteroid, what kind of crew a starship has).

Master: As above, except range becomes equal to five times the Navigator’s Perception Bonus in Void Units, or 100,000 km times the Navigator’s Perception Bonus if the power is not being used during space combat. The test to gain additional information becomes Ordinary (+10).

Librarian Powers

Arcanas

Chaos Powers

Nurgle

Tzeentch

Slaanesh

Unaligned Powers

Exalted Powers