cryomancy

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Psychic Discipline: Cryomancy Power: Ice Bolt Threshold: 14 Focus Time: Half Action Sustained: No Range: 10m x WP Bonus Effect: Focusing the power of the warp, the psyker throws a sphere of ice and freezing energy at any target within range that stiffens muscles and damages tissue. The psyker makes a Challenging (+0) Willpower Test to hit the target. On a success, the target takes 1d10+WP Bonus non-primitive impact damage. This is attack may be dodged like any ranged attack. Regardless of whether or not any damage is taken, the target must succeed on a Difficult (-10) Toughness Test or take Agility damage equal to the psyker's willpower bonus, the target's movement rate is reduced accordingly if the Agility bonus is lowered. The Agility damage lasts for 1d10 rounds. Overbleed: For every 5 points of overbleed, the psyker generates an extra bolt. For every ten, the psyker may increase the difficulty of the Toughness Test by 10. Power: Ice Storm Threshold: 17 Focus Time: Full Action Sustained: Yes Range: 50m Effect: This power instantly causes a whirling gale around the target filled with razor chunks of ice and blinding snow. At any area within range, the psyker creates a storm with a radius of 4+Psy Rating meters. All creatures within the storm take 1d10+5 primitive rending damage. In addition, every round spent in the storm requires a Toughness Test whose difficulty worsens by 10 for every previous round in the storm; first round: +0, second round :-10, third round: -20, and so on. On a success, the creature takes 1d5 Agility damage. On a failure, the damage is doubled and the creature takes a level of fatigue. This effect lasts for 1d10 rounds after leaving the storm. Overbleed: For every 5 points of overbleed, the storm deals an additional 1d10 damage. Every 10 points increases the difficulty of the Toughness Tests by ten

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Page 1: Cryomancy

Psychic Discipline: Cryomancy

Power: Ice Bolt

Threshold: 14

Focus Time: Half Action

Sustained: No

Range: 10m x WP Bonus

Effect: Focusing the power of the warp, the psyker throws a sphere of ice and freezing energy at any

target within range that stiffens muscles and damages tissue. The psyker makes a Challenging (+0)

Willpower Test to hit the target. On a success, the target takes 1d10+WP Bonus non-primitive impact

damage. This is attack may be dodged like any ranged attack. Regardless of whether or not any damage

is taken, the target must succeed on a Difficult (-10) Toughness Test or take Agility damage equal to the

psyker's willpower bonus, the target's movement rate is reduced accordingly if the Agility bonus is

lowered. The Agility damage lasts for 1d10 rounds.

Overbleed: For every 5 points of overbleed, the psyker generates an extra bolt. For every ten, the psyker

may increase the difficulty of the Toughness Test by 10.

Power: Ice Storm

Threshold: 17

Focus Time: Full Action

Sustained: Yes

Range: 50m

Effect: This power instantly causes a whirling gale around the target filled with razor chunks of ice and

blinding snow. At any area within range, the psyker creates a storm with a radius of 4+Psy Rating

meters. All creatures within the storm take 1d10+5 primitive rending damage. In addition, every round

spent in the storm requires a Toughness Test whose difficulty worsens by 10 for every previous round in

the storm; first round: +0, second round :-10, third round: -20, and so on. On a success, the creature

takes 1d5 Agility damage. On a failure, the damage is doubled and the creature takes a level of fatigue.

This effect lasts for 1d10 rounds after leaving the storm.

Overbleed: For every 5 points of overbleed, the storm deals an additional 1d10 damage. Every 10 points

increases the difficulty of the Toughness Tests by ten

Page 2: Cryomancy

Power: Wall of Ice

Threshold: 19

Focus Time: Full Action

Sustained: Yes

Range: 60m

Effect: The psyker creates a solid wall of ice 3m high, one meter thick, and 10m long per point of

Willpower Bonus. The warp-powered ice saps the heat out of the surroundings and anyone attempting

to climb the wall (-40 Climb Test) takes 1d10+5 Impact damage that ignores armor. The psyker may

attempt to create the wall atop someone. Anyone who would be caught in such a manner is allowed an

Easy (+20) Agility Test to avoid it. On a failure, they are take damage as though they had tried to climb

the wall and are knocked prone on the side of the wall opposite the psyker.

Special: If a body of water is nearby, the psyker may draw from it to double the size of the wall.

Power: Endure Cold

Threshold: 12

Focus Time: Half Action

Sustained: Yes

Range: You

Effect: The psyker focuses the power of the warp to protect his body from the vagaries of extreme cold.

The psyker's body temperature drops significantly and he becomes immune to the coldest of

temperatures, including the cold of the void though suffocation and decompression still apply.

Overbleed: For every ten points of overbleed, the psyker may extend this immunity to another person.

Power: Blizzard

Threshold: 23

Focus Time: 2 Full Rounds

Sustained: Yes

Range: Special

Effect: Taking control of the weather is no small feat. With this power, the psyker does just that. The

psyker creates a blizzard centered on himself and extending out around him for 100m per point of

Willpower Bonus. Every ten rounds this power is sustained, the psyker must test toughness. On a failure,

he gains one level of fatigue. Once the psyker ends the power, or passes out, the blizzard takes 1d10

rounds to blow itself out. Every ten rounds the blizzard is active, 20cm of snow accumulates. The

threshold given is for spring and fall conditions. The difficulty may increase or decrease depending on

seasonal and planetary conditions and also GM discretion.

Page 3: Cryomancy

Power: Ice Slick

Threshold: 8

Focus Time: Half Action

Sustained: Yes

Range: 10m

Effect: The psyker creates a smooth sheet of ice over any surface. Moving over the ice requires a

Challenging (+0) Agility Test to remain upright. Someone may elect to move at half their Agility Bonus

and not provoke the test. Walls and ceilings covered in this manner increase the difficulty of climb tests

on that surface by 30. The psyker may cover an area equal to his Willpower Bonus in meters squared.

Availability of water in the environment allows the psyker to double the area covered. The ice remains

for as long as the environment allows once the psyker stops sustaining the power.

Power: Freeze Blood

Threshold: 18

Focus Time: Full Action

Sustained: Yes

Range: 40m+(WP Bonus x 2)

Effect: By focusing his mind, the psyker forces the temperature of the target's blood (or other vital

liquid) to rapidly drop. For every round, including the focus round, that the psyker sustains the power,

he and the target make an opposed test pitting the psyker's Willpower against the target's Toughness.

Every cumulative degree of success the psyker gains over the target inflicts 1d5 Agility damage and one

level of fatigue. Every degree of success the psyker gains beyond the third inflicts 1d10 Impact damage

that ignores armor and toughness, 1d10 Agility damage, and 2 levels of fatigue. If the target gains four

degrees of success over the psyker, he wrests control of his body from the psyker and the power must

be refocused to affect him again.

Power: Shape Ice

Threshold: 11

Focus Time: Half Action

Sustained: Yes

Range: 5m x WP Bonus

Effect: The psyker controls the existing ice around him and can form it to any shape he desires. The

psyker may also cause ice to burst, sending shards into adjacent targets requiring them to succeed on an

Agility test or take 1d5 primitive rending damage. The psyker may also cause the rapid melting and

evaporation of the ice, filling an area determined by the GM and amount of ice affected with thick fog.

This power may be used in concert with other cryomancy powers such as Ice Slick or Wall of Ice to

create more hazards or passage through.

Page 4: Cryomancy

Power: Drop Temperature

Threshold: 10

Focus Time: Half Action

Sustained: Yes

Range: You

Effect: The psyker drops the ambient temperature of an area to potentially lethal levels. Every round the

power is sustained, the temperature in an area around the psyker equal to 5m x WP Bonus drops by 5

degrees.

Overbleed: For every ten points of overbleed, the temperature drops an addition 5 degrees per round.

Power: Ice Weapon

Threshold: 10

Focus Time: Half Action

Sustained: Yes

Range: You

Effect: The psyker summons a mass of warp-ice around his hand. The psyker chooses whether or not

this is a block (Impact) or a blade (Rending) when manifesting and switch between the two as a free

action with a successful Willpower Test. The weapon deals 1d10+SB non-primitive damage.

Overbleed: For every 5 points of overbleed, the weapon gains 1 Penetration as well.