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Author Topic: [Psykers] Astrotelepathy & Astropaths  (Read 642 times)
Heimdallr
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« on: April 06, 2008, 11:09:51 PM »

Astrotelepathy & Astropaths
...or an attempt at representation using GURPS:

+++

Here's some info on an Astropath's physical features in their most common form; blindness, immune to Warp influence, and a sort-of limited vision.

Basic Ads/Disads: Scanning Sense (Para-Radar; No Intercept; Reduced Range 20m) [48]; Immunity (Daemonic Possession) [5], Blindness [-50]

+++

Following is a GURPS Powers approach for showing the Astropath's rather limited (but powerful) list of powers.

Astropath [+5/level]
The basic Power associated with Astropaths, with the Astrotelepathy Ability as a requirement, others being optional. Each Ability also has an associated skill (VH mental), with possible additional learnable techniques.
General Note: I didn’t include a Fatigue Cost for any of the Abilities since I’m not sure if these would be appropriate?

Astrotelepathy [54]

...using Telecommunication (Telesend)
Enhancements: FTL (œ ly/day) +120%
Limitations: Racial (Psykers) -20%; Psionics -10%, Unreliable (Malf 15) -10%.
Notes: this is basically an extremely long-range form of telepathy. The transmission takes time, in the order of days within a subsector and weeks to months within a Sector (this might need adjustment though, maybe reducing the time to œ ly/hr or less?). The transmission is also unreliable and more susceptible to failure or distortion (the message might get lost, truncated, or altered all together). Also since the message is not instantaneously received, it needs to be relatively short, as not to overwhelm the recipient. Following is a table of the negative modifiers used for galactic ranges; obviously very high levels of skill and talent will be needed!

Astronomical Distances Modifiers:
1 light year      -18
10 light years      -19
100 light years      -20
1,000 light years   -21
10,000 light years   -22
100,000 light years   -23

Locate Warp Gate/Portal [10]

...using Detect (Warp Gate/Portal)
Enhancements: Precise +100%
Limitations: Psyker -10%, Limited Range (10 ly) -0%
Notes: can by a special Acute Senses (Detect Warp Gate) +2 points/level. This Ability is used to detect Warp Portal in (and out) of the Warp, although it is not as reliable if used in the Warp.

Psychic Beacon [57]

...using Telecomunications (Telesend)
Enhancements: FTL (œ ly/day) +120%; Broadcast +50%
Limitations: Racial (Psykers) -20%; Psionics -10%, Vague -50%; Limited Range (10 ly) -0%
Notes: this is a different form of Astrotelepathy, in that it is used in a “broadcast” manner, and can’t be used to send message, simply let’s the recipient (usually a Navigator) know that an Astropath is there. I would image the use of this Ability could assist Navigators in traveling through the Warp (i.e. positive skill modifier).

Resist Psychic Attack [4 points/level]

...using Mind Shield
Limitations: Psionics -10%
Notes: overall pretty self explanatory
 but might need more detail.

Warp Space Trail [50]

...using Mind Control
Enhancement: No Memory +10%; Independent +70%
Limitation: No Control (cannot influence the victim’s actions at all, but you know exactly what he/she is doing & where he/she is) -70%, limited range (special) -0%; Psyker -10%; Maximum Duration (5-10 days) -0%
Notes: this is basically meant to be used to place a “psychic beacon” an a living subject, which can then be followed, even if the latter is traveling in the Warp. The range in realspace is 1,000 kilometres, however as long as that distance is maintained before a Warp-jump, it will be possible to determine the targets intended destination. In any case trying to find an appropriate Advantage to represent this Ability hasn’t been easy, and frequently I’m not sure this is it yet.
« Last Edit: April 08, 2008, 04:29:28 AM by Kage2020 » Logged

Kage2020
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« Reply #1 on: April 07, 2008, 01:55:32 AM »

At this point there is little to say than "I like it," and would like to integrate this into the GRT approach to psykers... Unfortunately this means that I just have to write the bugger and stop beating around the bush.  Yes, Fold's post made me realise that if I just sat down for an evening I would have this sorted, but instead I've let myself be continually distracted by other discussion... Wink

Kage
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« Reply #2 on: January 31, 2010, 03:35:32 AM »

Just for fun, here's a quick "new" version of the template, to drag this thread back from all but the literal depths. Cheesy

Forgive the unformatted text.

Kage



Astropath Template [200 points]

Attributes:  ST 9 [-10], DX 10
  • , IQ 13 [60], HT 11 [10]

Secondary Attributes: Dmg 1d-2/1d-1 (Th/Sw), BL 16 lbs, Will 13, Per 13, FP 11, Speed 5.25, Move 5

Advantages: Autotrance (Perk) [1], Neural Jack (Accessory Cable Jack 1; Sensie +80%) [9], Patron (Imperium, 30; Minimal Intervention -50%) [15], Psyker Grade (Zeta, Threshold Rating 17) [34], Soul Bound [2]. 20 points in Acute Senses (Hearing, Touch, Smell) [2/level], Discriminatory Senses (Hearing/Smell/Taste) [15/15/10], Eidetic Memory [5], Rank (Adeptus Astra Telepathica) [5/level].

Disadvantages: Ageing for Taint (Quirk) [-1], Blindness [-50], Duty (Imperium) [-20], Social Stigma -2 (Psyker) [-10].  15 points in Addiction (Stimms) [-1], Disciplines of Faith (Ascetism) [-15], Hidebound [-5], Incurious [-5], Neurological Disorder (Mild) [-15], Nightmares [-5], No Sense of Smell/Taste [-5].

Psyker Power: Astropathic Awareness [16], Astrotelepathy [72], Autotrance [17].

Primary Skill: Cryptography IQ [4]-13, Language (High Gothic, Native) [6], Language (Low Gothic, Native)
  • .  16 points in Astropathic Awaress (IQ/H), Astrotelepathy (IQ/H), Autotrance (IQ/H).

Secondary Skills: Area Knowledge (Segmentum) IQ+1 [2]-14, Beam Weapons/10 (Blaster/Lasguns, pistol) DX [1]-11, Hidden Lore (Warp) IQ-1 [2]-13, Meditation Will [2]-13, Mind Strength Will+1 [2]-14, Savoir-Faire (Adeptus Terra) IQ+2 [4]-15.  11 points in Administration (IQ/A), Computer Operation (IQ/E), Current Affairs (Regional) (IQ/E), Dreaming (Will/H), Expert Skill (Psykers) (IQ/H), Hidden Lore (Daemonology) (IQ/A), Occultism (IQ/A).

Powers of the Astropath

While Astropaths frequently have a number of abilities, they also specialize in a specific series of powers that only through the strength of the Emperor given to them in the Soul Binding.  These abilities are known as Astrotelepathy, and they are the backbone of the Imperium of Man.

Astrotelepathy Talent [5 points/level]

Astrotelepathy is a Discipline that is distinct from the Telepathy discipline, and therefore warrants a separate Talent.

Astropathic Awareness [16 points]

While the majority of Astropaths are blinded, normally the lack of vision is compensated for with a supernatural awareness of their surroundings.  While they can see the environment around them, they have no fine vision, so they cannot read signs, books, or whatever, and must still use Braille or direct neural interface to read, etc.  A Sense Roll (-1, based off Perception) is required to see the detail on smaller objects. 

An Astropath that is subjected to an “anti-psi” field, such as that projected by an Untouchable, wards, or technological devices that impact upon the flow of warp energy, their vision is rendered inoperable.  They must “reinitiate” this ability as any other psychic ability before they can see again.

Scanning Sense (Extrasensory Awareness, 20; Nuissance Effect (No Fine Vision), -5%; Psyker, -15) [16]

A common Technique from Astropathic Awareness is that of “Penetrating Sight (H),” which defaults to Telesend at -5 and costs 2 FP to employ.  If the Technique roll is successful, the Astropath can see through 1 foot of solid material unless it is psi-shielded (counts as Penetrating Vision 2 [Blockable, -10%; Psyker, -15%] [15]).  The material becomes ‘transparent’ to their perspectives, though they can perceive the edges of the object.

Astrotelepathy [72 points]

This is the defining ability of an Astropath, allowing them to transmit their thoughts across light years of space.

Telecommunications (Telesend, 30; FTL, 1/1000 range in light years, speed 1 light year/hour, +120%; Malfunction, 16 or less, -5%, Psyker, -15%; Racial, Astropaths, -30%; Reduced Fatigue Cost, 4, +80%*; Requires skill roll, -10%) [72] (* The Astropath may not Trade Fatigue for Skill, [Powers 161], as this is already calculated in this power.)

There are a number of common Techniques to the Astrotelepathy power:

Astropict (H): Instead of words, the Astropath can send “live video” of whatever they’re being presented.  The “Astropict (H) ability defaults to Telesend at -4, and costs to FP to employ.  If combined with the Burst Transmission, above, it may not be used to send video of pages of written text.

Burst Transmission (H): Normally an Astropath can communicate what they could speak in 1 minute.  Burst Transmission is a mental technique by which the Astropath speeds up their mind to be able to perceive and transmit more information.  This is a common technique amongst Astropaths attached to military units.  Burst Transmission has three separate defaults: -3 (×10 communications rate), -6 (×100 communications rate), and -9 (×1000 communications rate).  Each rate of communications reduces the possibility of intercept by -1, and costs 2 FP regardless of the rate increase.  (This allows for “conversations” that last 10 minutes, 1 hour 40 minutes, and 16 hours 40 minutes, transmitting approximately 1,500 words, 15,000 words, and 150,000 words per minute.)

Coded Transmission (H): Astropaths can be trained to “code” their messages so that only another similarly trained Astropath can decode the transmission.  This technique defaults to Astrotelepathy -2, and costs 2 FP to use.
Global Transmission (H): Normally an Astropath focuses on the subject/Astropathic station that they wish to communicate with, and send their thoughts in a specific direction.  Occasionally, however, an Astropath may wish to broadcast their thoughts to all around them.  This is the Global Transmission technique, which defaults to Telesend -5, costs 2 FP to employ, and has an additional -4 modifier to the Power skill roll for a given range (see Astropathic Range Table, below).

Range
(light years)   Modifier
1   -4
3   -6
5   -8
10   -10
30   -12
50   -14
100   -16
Follow 3, 5, 10 progression   -2/level

1 While the range is fairly restricted, this remains for a fairly coherent information stream.  The astropathic signal actually continues to expand away from this point but begins to more readily merge with other information streams.

Psychic Beacon (H): The psychic beacon is a difficult skill to master, with the psyker extending their powers over a longer period of time.  Psychic beacons are invaluable on the edges of Imperial space or beyond, where the light of the Astronomican dims.  This technique defaults to Telesend/Astrotelepathy-10, requires 2FP and is subject to a distance modifier as per the Astropathic Range Table, above.

Autotrance [17 points]

The ability to detect an astropathic signal is vital to the role of the Astropath.  Astral projection as a means of detecting the signal is dangerous, and as such most if not all Astropaths learn the Autotrance power.

Detect (Astropathic signals, 20; Psyker, -15%; Signal Detection, +0%) [17]

Local Warp Gate/Portal [19 points]

An Astropath through their connection to the warp can sense certain overlaps with reality as they form warp gates and portals into and out of the matterium.  Range is as per the Astropathic Range Table, above, but cannot extend beyond 10 light years.

Detect (Warp Gates, rare, 5; FTL, 1/1000 range in light years, speed 1 light year/hour, +120%; Limited range, 10 light years, -5%; Precise, +100%; Psyker, -15%; Reduced Fatigue Cost, 4, +80%; Requires skill roll, -10%) [19]

Warp Space Trail [17 points]

The psyker places a psychic “homing signal” on the soul of an individual, and can use that to follow them at a distance.

Detect (Occasional, 10; Placed beacon only, coded, -20%; Precise +100%; Psyker, -15%; Requires skill roll, -10%) [16], Accessory (Psychic Homing Signal) [1]
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Heimdallr
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« Reply #3 on: February 10, 2010, 04:45:57 AM »

Yay ASP is back!

Quote from: 'Kage2020'
here's a quick "new" version of the template

Cool, cool; it might take some time for me to digest the info, but I'm looking forward to new GRT material, and will try to contribute as time permits.
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« Reply #4 on: February 10, 2010, 05:25:19 AM »

I would be interesting to see your feedback on this, Heimdallr.  The "psyker supplement" is only a few example characters from being completed in its 1.0 RC format. Cheesy

Kage
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