Munchkin Psyker! (Dark Heresy) - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 10 of 10
  1. #1
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    36
    Posts
    4,378
    Mentioned
    20 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    730 (x8)

    Munchkin Psyker! (Dark Heresy)

    I play in a weekly Dark Heresy campaign and we're developing some personnel problems. One of our group plays a psyker and has been dumping all of his experience into building up his psychic abilities. Now, he's an extremely unbalancing force. Last game, he killed a partially-bound daemonhost with a single half action, unaided, and used his other half action to completely heal three of his fellow Acolytes, all while regularly passing Fear-3 tests. He's a force of Nature and our (usually capable) GM doesn't know how to handle him, other than to give us an opponent specially-designed to kill the psyker (i.e. no-hope TPK scenario). The rest of us have more well-rounded characters and simply can't keep up with psi-boy. Does anybody have advice I could forward to my GM before my cell encounters a doomsday opponent?

    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Nightlord frozencore's Avatar
    Join Date
    Jun 2006
    Posts
    1,795
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    255 (x6)

    Dark heresy is a game system where the GM has to closely watch what the players are doing. You must control what the players take when they advance because it can get out of hand rather quickly. Psykers, especially, are are a problem. They made no effort whatsoever to balance psykers in the game, so the balancing must be made by the players to restrain themselves, or by the GM. Fluff-wise I don't believe psykers get every power they wish for, they must train and sometimes manifest powers they weren't trying to create(GM assigns powers). Unfortunately, it seems that it might be too far gone in your game. The only options, are to use Untouchables, or to put some other downside on using psychich powers. Untouchables nullify psychic abilities in an area around themselves, and it could be justified by saying word has spread about how powerful your friend is. Bad guys aren't dumb, if they plan to take you down they will stop the biggest threat. The other option is more creative, devise some sort of scenario where using their psychic powers is possible, but not desirable. Perhaps some sort of mission into the base of a more powerful psyker, who will be able to feel his presence if he uses any powers. That way he has the option, but hopefully he won't so you guys can sneak around safely. After a few sessions of both of those, all you can hope for is that the rest of you have gained more XP to buy new skill and talents, and you GM has enforced some sort of rule to allow you guys to catch up.

  4. #3
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    36
    Posts
    4,378
    Mentioned
    20 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    730 (x8)

    It isn't a question of us catching up so much as his being able to kill almost anything, at will, instantly and safely (for a psyker). Otherwise, it sounds like you recommend some sort of nemesis NPC? It could work, but I fear it would only makes things more black-and-white: a Superman until his Kryptonite shows up. Hmm.

    No other people advising? Slow forum.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  5. #4
    Nightlord frozencore's Avatar
    Join Date
    Jun 2006
    Posts
    1,795
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    255 (x6)

    It isn't so much kryptonite(aside from the untouchable), as it should be risky. Using psychic powers is opening yourself directly to the warp, it is quite dangerous, and if your DM isn't playing it that way then he is doing something wrong(remember any time they roll a 9 bad stuff happens, but maybe you are on an especially chaosy world and it now happens on 8s too, be creative). Psykers play "Russian Roulette" every time the manifest an ability, and it is a flavorful and important part of the setting.

    There are tons of story ways to limit a character's abilities aside from the couple I mentioned before. They could be taken away or diminished in some way for various plot reasons. Maybe then your group has to somehow chase down some baddies and fight to get his power restored (maybe in some reduced fashion). I hope that your GM can think of some way to make it more fun for everyone.

    This sounds like the GMs fault, really. No offense, but I have never run or even been in a game of Dark Heresy, but when I looked through the book giant red flags popped up when I read through the psychic section. If it really ends up being a problem, as it sounds like it might be, your GM will have to bite the bullet by taking him aside and trying to talk to him. Hopefully the player will understand.

    Before that, read through the psychic powers section again, and make sure you are playing it correctly. In all honesty, I thought the non-combat powers were even more game-breaking. Knowing where the object you need/badguy you are hunting down/what's in the entire enemy base ALWAYS could really be a problem for a GM to write ANY game.

    What I meant by "catch up" was hopefully after a time your party will be equipped with gear or abilities that will make you closer to being on par with the psyker. Once your group is better the GM can throw the tougher stuff at you that will be a challenge for everyone without being a TPK. Heavy Bolters/Stubbers/Power Weapons seem like they can go a long way toward "psychic equality."
    Last edited by frozencore; November 20th, 2008 at 05:07.

  6. #5
    Son of LO psichotykwyrm's Avatar
    Join Date
    Mar 2007
    Location
    Panama City Beach, Florida
    Age
    31
    Posts
    2,638
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    443 (x8)

    I've come up with a few inventive things in the game that I run.

    I gave the psyker a mysterious back story (that he's still piecing together) that involves a "dark influence" trying to corrupt him. So whenever he uses his powers offensively, he automatically rolls on the Psychic Phenomenon chart. Also, any time he uses powers to cause overkill (or otherwise wickedly), he takes a corruption point.

    This is all adjusted based on the situation; he usually gets a very hard willpower test to avoid the automatic corruption or phenomena. Also, his powers might "wane", and he'll be restricted to only a half action's worth of powers for the entire turn. All discretionary, of course.

    (This was kinda inspired by the old "dark side points" from the old West End Games Star Wars RPG.)
    Last edited by psichotykwyrm; November 28th, 2008 at 07:36. Reason: spelling
    "It takes a vast amount of self control to be this dangerous."
    ---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes

  7. #6
    Senior Member Intrepid's Avatar
    Join Date
    Dec 2005
    Location
    Central California
    Age
    36
    Posts
    4,378
    Mentioned
    20 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    730 (x8)

    Well, the problem became moot as the player decided he was tired to playing the character recently. I still appreciate the advice, though; I'd been out of RPGs for a long time and the whole group is new to Dark Heresy. At the moment we don't have any psykers, so I'll forward the suggestions for the GM for the next time someone opts for the class. Thank you!
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  8. #7
    Senior Member BDThrall89's Avatar
    Join Date
    Dec 2004
    Age
    26
    Posts
    394
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    Personally I know just what kind of risk you can have when your group's psyker can easily throw things out of wack. Especially when you're a first-time GM, though I do believe I got lucky in that everyone who plays in the group has some knowledge about the 40k universe. And out of luckiness, two of the others became untouchables.
    I'll be damned before the soldiers of the Emperor are just left to rot!
    Last words of Colonel Densit from the Rahaxin 19th

    "DISS NOT THE EMPEROR'S POINTED STICK, HERETIC!"

    If it doesn't work with the Emperor. Then it's been officially Karmooned!!!

    BEWARE THE POWER OF THE LIGHT-BRIGHT!

  9. #8
    Member
    Join Date
    Dec 2005
    Posts
    136
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    21 (x1)

    Have him fight a hive scum boss that's way into cutting people with daggers, tweaked out for melee combat, high on slaught most of the time in the narrow alleys of an underhive....oh and is also one of those one-in-a-billion nulls.

    Thats a fun time.

    But as an aside from the above, are you sure your GM and the player are intrepreting the psychic rules correctly? At low levels getting the more combat oriented psychic abilities off is rather difficult since you have to roll pretty high and if you get a nine then you have to roll on the mishap table anyways.

    So far in our series of games while the psyker has had his fairly epic moments, ex. levitating and making the walls bleed while smiting the enemies of the imperium, he's been more of a class cannon then I originally expected with tons of trips to the floor/medicae most of the time.

  10. #9
    Son of LO psichotykwyrm's Avatar
    Join Date
    Mar 2007
    Location
    Panama City Beach, Florida
    Age
    31
    Posts
    2,638
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    443 (x8)

    Oh, just in case anyone still needed assistance on this subject:

    Fantasy Flight Games has since released a new and very thorough updated FAQ for Dark Heresy.

    http://new.fantasyflightgames.com/ff...rrata-v2.0.pdf

    There are huge changes to how things like Corpus Conversion work.
    "It takes a vast amount of self control to be this dangerous."
    ---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes

  11. #10
    Senior Member farmpunk's Avatar
    Join Date
    Aug 2006
    Location
    Indianapolis, IN
    Age
    39
    Posts
    593
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    59 (x2)

    I always liked when a min-maxed character and group got thrown into a place where the min-maxed character's abilities didn't work.

    like a magic-null zone. or for Psykers, a particular warp-insulated area, or vs. a cult of nulls, with most of them being nulls.

    You can create situations that benefit the regular guys, but seriously hamper someone min-maxing.

    is it unfair to the one guy? yup. But he could also have made a better-rounded character, and not be gimped in that situation.

    I've done it in games of White Wolf's Mage, and in Ars Magica. Some types of characters and magic can be unbalancing, until their uber-ability they pimped out for is taken away. then they might die.

    moral of those stories: Specialists are weak, especially if their specialization in nullified.
    check out Farmpunk's blog:
    the Back 40k

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts