Showing posts with label enginseer. Show all posts
Showing posts with label enginseer. Show all posts

Tuesday, 19 February 2013

Psychics and Techpriests

Two of the more interesting characters in terms of rules in my game are York Benetec, an imperially sanctioned Navigator, member of a family with a specialised psychic mutation allowing them to steer a warp capable vessel through the shifting dangerous tide of the immaterium and Enginseer Prime Pak, a member of the Adeptus Mechanicus who had risen from humble beginnings to become a bionic priest of the Machine God.

In terms of what the rules needed to reflect...

  • Navigator: Psychic powers and the ability to navigate a ship through the warp.
  • Enginseer: A bionic third arm attached to his body and a floating servo-skull that he can directly interface with.
...the person playing the Enginseer wasn't able to make last session and so I didn't have to worry so much about the tech-powers, for the Navigator I just jotted a couple of psychic stunts down based on information from the Diaspora system, but they didn't really come into play.

Trying to think of ways in which I could represent the abilities of the two characters without unnecessarily complicating the system, having spent the day reading through FreeFATE (as recommended by Teo Tayobobayo on Google+) I realised that I could adapt some of the ideas about stunts (particularly in the magic system) to cover both character types.

What I came up with was...
  • Navigator
    • Psychic stunt: Player may spend 1 fate point to substitute their psionics skill for any other skill and may carry out the skill check at range - if the player doesn't want to spend a fate point then they may still use this stunt but the activity will take three times as long since they have to focus their psychic energies.
    • Navigator stunt: Player may spend 1 fate point to guide a vessel through the warp using their psionics skill to determine the length of time taken, by default a single leg journey takes 3 months, each shift on the roll reduces the time by one step on the table. Originally this used the navigation skill but I decided to incorporate it into the psionics skill.
  • Enginseer
    • Mechendrite-arm stunt: Player may spend 1 fate point to substitute their repair or engineering skill for any other skill - if the player doesn't want to spend a fate point then they can still do this but the activity will take twice as long. 
    • Servo-skull stunt: This stunt allows the player to substitute their reapir/engineering skill for any other skill (as per the mechendrite-arm stunt) at range.
...we'll see how well this works next session :)