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Friday 1 December 2017

Sorcery & Psionics (Rogue Planet)

Rogue Planet's use of the Apocalypse Engine mechanics makes for an elegant, universal resolution mechanism - coupled with the use of Rogue Dice, it's amongst the rule's defining features. It's very easy to get the hang of and the fact that it's also applicable to the 'Sorcery & Psionics' rules makes everything rather neat and intuitive - a universal resolution system (my mate Rob had a term for it, but I can't remember what it was). Not to mention a way of ensuring that such powers are subject to chance and can backfire!

What Rogue Planet hasn't currently got is a lot of sorcerous nor psionic powers.  Fortunately, there's lots of material on the interweb generated by fellow enthusiasts that's easily adaptable and works a treat. The following list heavily borrows from the Psyker Powers Table included in the In the Emperor's Name! - a W40K inspired skirmish rules - here's the link to their Closed Group homepage on FaceBook.  Also, Mayhem, another of Brent's Spivey's games (Brent also authored Rogue Planet) had some useful ideas that I've borrowed... I'm sure Brent won't mind.☺

One thing I've done is used FX Range determination for most things. I've found that this really adds to the drama regardless of whether moves are being measured (like we're playing at home) or otherwise. Finally, I have been playing around with Credit Costs for each power, but not too seriously: when we're playing, these type of things are typically awarded as part of a scenario so balance isn't our primary concern.

Jan18 Update: here's a link to the Sorcerer and Psyker Casts in pdfs.  If double-sided printed, they provide cards for 18 different Casts including those available in the core Rogue Planet rules.  We've found having them on hand adds to the game and also means we are able to (and do) introduce random selections as well.   PS there could be some slight variation between the cards and what's written below - who want's to proofread when you can play!

A sample of one of the two pdf.
I've described some of my Casts here.  You'll notice that the Psycher effects provide buffs and debuffs whilst Sorcery/Warp adds Rogue Die... I've attempted to create a sense of differentation between the two types of Casting, just to add some further spice to the game.

Armour (Sorcery and Psionic)


A once crippling blow is now evaded with ease.

Sorcerous Effect: upon a successful cast, the Target is granted a defensive Rogue Die against all DEF-related attacks. If the Target is already equipped with Powered Armour, then an additional Rogue Die is granted.

Psionic Effect: upon a successful cast, the target's DEF is boosted by +1. This may boost the Target's DEF beyond the normal ceiling.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain a line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weapon (Sorcery and Psionic)


Aggression is amplified and rewarded as foes are smitten with abandon.

Sorcerous Effect: upon a successful cast, the Target is granted a single offensive Rogue Die for all DEF-related attacks i.e. for Shooting and non-defensive Melee.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are boosted by +1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain a line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weaken (Sorcery and Psionic)

Enemy blades are dulled, their weapons misfire and their strength is sapped.

Sorcerous Effect: upon a successful cast, all attacks on the selected Target are granted an automatic offensive Rogue Die (maximum of one). If the Target is wearing Powered Armour, then their Power Armour's Rogue Die is cancelled.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are debuffed/reduced by -1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain a line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Command (Sorcery)


Befuddled, ally turns upon an ally, performing the sorcerer's dirty work for them.

Sorcerous Effect:  upon a successful cast the Target can be commanded to perform an Action such as Shoot, Move to Engage, Charge, Melee or Throw their nearest alley. Multiple Action Points can be expended, forcing the target to perform multiple actions (subject to the usual limits relating to consecutive Actions) and the associated Casting Skill Check can either be resolved as a single or series of consecutive resolutions at the Caster's discretion.

Application: any unit within FX Range and in the Caster's line of sight.

Terror (Psionic) terrify


With a deft touch of the mind, the embers of fear are fanned and stoked.

Psionic Effect: whilst in effect enemies need to pass a Skill Check prior to any attempt to attack the Caster or approach closer than FX Range to the Caster - the range is determined only after the enemy declare their movement. Failure of that Skill Check both grants a standard Move to the Caster's force and the Caster can Move the enemy in any direction away from the Caster.

Application: the effect remains in place until the commencement of the Caster's Force's following turn.

Sorcerous Gate and Psionic Path


Through sheer force of will, this reality is sidestepped and bypassed.

Sorcerous Effect: The Caster creates a clear FX Range path through an area of soft or hard cover directly adjacent to himself. Other Units (including Enemies using Counter Actions!), but not the Caster, can move along the path in single file until it fades at the Caster's Force's Turn's end.

Psionic Effect: The Caster may move FX Range, unhindered by cover, enemies or even mountains. The Move must begin and end in an open space.

Barrier (Sorcery)

Mystic powers call forth a magical barrier, protecting and hiding the sorcery from foes.

Sorcerous Effect: The Caster can conjure up a barrier that can block their enemies approach and line of sight.  Upon a successful Cast, the Caster makes an FX Range check. The Caster then can split the resulting FX Range between a distance from the Mage and the length of the barrier.

The barrier dissipates at the commencement of the Caster's Force's following Turn.

Clear Sight (Psionic)

When all dimensions are accessible, there's nowhere to hide.

Psionic Effect: The Caster can perform a ranged action (typically Shooting but also applicable to some Melee-related Actions) at an enemy figure, even if they are concealed by cover or if the line of sight is blocked, up to FX Range. Furthermore, the cover gives provides no protection.

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