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===Other Factors=== When you get further into the details, not only is sheer psychic potential a factor to consider in determining how powerful a psyker is, there are other things to consider when trying to figure out mechanically how one differs from another. This is easier to do outside of the tabletop setting which focuses on a d6 scale, where a minor difference in a single statistic can create one power tier an order of magnitude more effective above another. ====Level of Control==== The [[Rogue Trader (RPG)|Willpower]], discipline and training ''(read: control)'' of a given individual holds about as much sway as psy-rating in saying who is more powerful than who. Probably because if you can’t use what you have then the excess doesn’t count, and probably also because the Warp responds to will and so willpower can easily become literal power. This is most clearly represented in the RPG rules, but often shows up in the fluff, particularly in instances where powerful but neophyte psykers are only coming to learn their powers ''(such as Da'Kir of the Salamanders or [[Zahariel]] of the First Legion)'' A lot of commentators forget this and focus purely on psy-rating when attempting to compare psychic ability. A psyker may have a high psy-rating but if their ability to control their powers are low then they are less likely to successfully manifest but are more likely to create a powerful effect when they do; this is in fact part of the reason why the Imperium considers them to be so dangerous. Inversely, a low-mid rated psyker with a strong grasp on his abilities is more likely to successfully manifest and is ''also'' more likely to be able to resist/counter incoming psychic effects. Interestingly enough, even non-psykers with enough discipline and mental fortitude can be trained to resist psychic powers, though this does not mean they are necessarily psychically blunted themselves. Typically this ability comes in the form of intense indoctrination or rote training, or from sheer force of belief and faith to literally "Deny the Witch". It’s unsurprising given the nature of the Warp. ====Sorcery==== The second thing to consider is the whims of the [[Chaos Gods]], (particularly [[Tzeentch]]). '''Sorcery''' is entirely separate from Psy Rating/Assignment and even a non-psyker with the correct rites and incantations can pull off similar ''(but not the same)'' manifestations to a true psyker. Back during the [[Horus Heresy]], [[Erebus]] (and 30k Word Bearers with '''Burning Lore''') was an example of this. Furthermore, although [[Khorne]] himself hates psykers and sorcery, the Daemonancers among his own followers do have access to rituals for summoning daemons; otherwise they would be solely reliant upon tears in the warp for receiving daemonic assistance. These ritualistic functions ''may'' have been carried over to 8th edition where every chaos character now has the ability to summon daemons ''(though this could just as plausibly be the champion calling out to his God and being rewarded with assistance while in a location where the realspace/warp barriers are thin or have already been broken)'' A true psyker with access to sorcery can increase his power levels even higher and can easily outstrip more powerful psykers than himself, though Sorcery comes with its own perils and generally leads to Damnation and Corruption ''(no wonder big Emps put his foot down at the council of Nikaea)'' not to mention the idiocy of increasing your psychic power beyond what you can control. Furthermore, certain favours gifted from the Gods also increase psychic output. It used to be that in days gone by, the '''Mark of Tzeentch''' used to enhance psychic potential on the tabletop. [[RAGE|Nowadays it doesn't]], but in the RPG it still does. But obviously once you've been marked by a God of Chaos, you're in their pocket forever, and you best do your utmost to keep them happy or you end up becoming [[Chaos Spawn|that-which-shall-not-be-named.]] ====Pushing==== Separate from either issue is the fact that Psykers can theoretically increase their assignment rating for a brief instant, drawing surplus energies from the warp and ''"Pushing"'' their powers even further than should be possible, basically taking a gamble and temporarily adding MOAR power to their manifestation. In both the rules and the fluff there are common instances of psykers being able to boost themselves and create larger effects or to overcome more powerful opponents. This was partially illustrated with the 7th Edition ruleset and the shared Warp Charge "Pool", where low level psykers could throw all available warp charges into a single power and overcome the abilities of a higher mastery opponent, albeit at considerable risk of Perils of the Warp. However, not all psykers have the ability to do this to the same degree, and although not adequately shown on the tabletop such rules were presented in the RPG settings, which broadly fit the established fluff: *'''Bound Psykers,''' that is to say, nearly every Imperial psyker who has undergone a Sanctioning process [Including Librarians] or Soul-Binding can only push themselves so much and they are at greater risk of something bad happening (ie Perils of the Warp) when they do so. Specifically, Soul-Binding to the Emperor includes all Astropaths and the psykers who lack the willpower to be safely trained but have too much power to be waste. *'''Unbound Psykers''' ''(Rogue Psykers / Sorcerers)'' on the other hand can push to even higher degrees of power but [[Not as Planned|shit WILL hit the fan]] and can almost guarantee their manifested power will come with some form of [[Chaos Spawn|unintended side effect]] when they do. *'''Daemonic Psykers''' who attempt to push their powers can go yet higher, but are considerably more likely to cause dangerous psychic phenomena. However since their mere existence on the material plane can be considered a dangerous psychic phenomena they are less likely to be bothered by it unless it is a straight up Perils of the Warp.
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