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Astropathic Communication In the Void, Anyone Can Hear You Broadcast 1) Contemplation (Optional): Make a Willpower Test to determine

e the base amount of time. This is Challenging (+0) normally, but Difficult (-10) if the Astropath cannot meditate, and Very Hard (-30) if he is in the middle of strenuous events. The Astropath can inflict 1d5 Levels of Fatigue to gain a +20 bonus on this test, and 1d5 Wounds (Unreduced) to gain a +30. The base amount of time is 5 hours, -1 for every Degree of Success, and +1 for every Degree of Failure. Encryption (Optional): The Astropath may Encrypt the message, increasing the amount of time spent in Contemplation by 1d5 Hours Projection: Determine if the message will be Focused or Broadcast. Broadcast: Make a Focus Power test based on Table 1-1. If Contemplation was not performed, then this test suffers a -20 penalty. The results are determined by the Message Coherency Table 1-2. and the Astropath rolls on the Warp Effects Table 22. If Contemplation was not performed, then any Psychic Phenomena from the Broadcast are automatically Perils of the Warp Interception: If the message is intercepted, the interceptor makes a Challenging (+0) Opposed Intelligence Test against the sending Astropath. Encryption results in the interceptor taking a -20 penalty on this Test, and if it was a Broadcast message then the Interceptor adds +10 to his rolls. Refer to Table 1-3 for the results.

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Table 1-1: Astropathic Signals and Broadcasts Time Instant 1d5 Rounds 1d10 Rounds 1d10 Minutes 1d5 Hours 1d5 Weeks 1d5 Months Distance to Recipient Orbit Nearby Solar Distant Solar Nearby System Sub Sector Sector Segmentum Psy Rating 2 2 3 6 10 15 18 Base Difficulty (Focused) Routine (+20) Ordinary (+10) Challenging (+0) Difficult (-10) Hard (-20) Very Hard (-30) Arduous (-40) Base Difficulty (Broadcast) Challenging (+0) Difficult (-10) Hard (-20) Very Hard (-30) Arduous (-40) Punishing (-50) Hellish (-60)

Table 1-2: Message Coherency Test Result 2+ Degrees of Success 1 Degree of Success Success Failure 1 Degree of Failure 2+ Degrees of Failure The message is clear. The message is understandable, but muddled. Recipient receives a -5 penalty to decipher. The message can only be understood through analysis. The recipient suffers a -10 penalty to decipher, and adds 1d5 Hours to the time spent deciphering. The message is garbled and confusing. The recipient suffers a -20 penalty to decipher, and adds 1d5 Hours to the time spent deciphering. The message is almost impossible to understand. The recipient suffers a -30 penalty to decipher, and adds 1d10 Hours to the time spent deciphering. Coherency Message is Crystal Clear. Recipient gains a +10 bonus to decipher the message.

Table 1-3: Message Interception (for Interceptor) Test Result 2+ Degrees of Success 1 Degree of Success Success Failure 1-2 Degrees of Failure 2+ Degrees of Failure Coherency Interceptor receives the message and understands it completely, and can destroy or corrupt it. Interceptor partially understands the message, and blocks or modifies part of it as seen fit Interceptor does not understand the message, but can still block it. No effect Sender is alerted to Interceptor's Presence, and can make a Challenging (+0) Perception Test to learn something about the Interceptor's Identity. Sender is alerted to Interceptor's Presence, and can make a Routine (+20) Perception Test to learn something about the Interceptor's Identity and position in the Materium

Astropathic Communication Shut up I'm Trying to Sleep 1) Focused Message If it reaches the recipients then they must pass a Psyniscience test with difficulty based on Table 1-1 to pick up the signal. The recipient can make this test once each day until the signal is received, or failed with 3 or more Degrees of failure. a) 2) If the recipient is in a meditative state, then this test receives a +20 bonus. In a stressful state, they suffer a -20 penalty. If the recipient is beyond the message's signal strength, then they suffer a -20 penalty for each additional Range increment.

Broadcast Message This reaches every possible recipient in range, and they must pass a Challenging (+0) Psyniscience Test to sense the pattern of the message. If they were not expecting this message and fails, the message is dismissed as random noise from the Immaterium, and 3+ Degrees of Failure always results in the message being lost. a) b) If the recipient is in a meditative state, then this test receives a +20 bonus. In a stressful state, they suffer a -20 penalty. If the recipient is beyond the message's signal strength, then they suffer a -30 penalty for each additional Range increment. If the recipient personally knows the sender, then this test receives a +10 bonus.

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Deciphering the Message: Deciphering the signal requires a Routine (+20) Psyniscience Test that is further modified by the difficulty given on Table 1-1. For Encrypted messages, this difficulty has a base of Hard (-20). If there is sufficiently large Astropathic Knowledge on hand, the test is given a +30 bonus. Refer to Table 2-1 for determining message length. Every Degree of Success reduces the time required by 1 Hour from what is given. Every Degree of Failure increases the time spent deciphering the message by 1 Hour over what is given. Table 2-1: Deciphering the Message

Test Results 2+ Degrees of Success 1 Degree of Success Success Failure 1 Degree of Failure 2+ Degrees of Failure

Time Required/Other Effects 1d5 Hours: The Message is Clear 1d10 Hours: The Message is Clear 2d10 Hours: The Message is mostly clear, with a few pieces lost 2d10 Hours: The Receiver only understands 1/2 of the message 2d10 Hours: The Receiver only understands 1/4 of the message 1d10 Hours: The Receiver cannot decipher the message

Table 2-2: Warp Effects 1d100 Roll 01-07 08-14 15-21 22-28 29-35 36-42 43-49 50-56 57-63 64-75 Effect The Astropath remains in calm repose, except for the odd nervous twitch, or drip of spittle from his slack mouth. The Astropath sweats an unusual substance: blood, honey, stinking pus, sour milk or some other unexpected secretion. The Astropath vomits a torrent of anomalous objects from his screaming mouth; for example a swarm of insects or a torrent of human hair. Anyone who witnesses this occurrence must make a Routine (+20) Willpower Test or gain 1 Insanity point. The Astropath's body lifts itself up and begins dancing like a crazed marionette. Unless secured, he suffers 1d5-2 Fatigue (Minimum 0) as soon as he emerges from his trance. The Astropath claws at his own flesh, screams blasphemous invectives and gnashes his teeth wildly. Unless he is stopped, he suffers 1d5 Rending Damage not reduced by Armour or Toughness when he emerges from his trance. The Astropath's flesh erupts in pustules and boils and his body writhes as though in agony. When he emerges from his trance, he suffers a -10 penalty to all Toughness Tests made for the next 1d10 days. The Astropath's body jerks to its feet and begins flinging itself at walls, smashing into nearby objects as though to dash itself to pieces. Unless restrained, the Astropath suffers 1d10 Impact Damage not reduced by Armour or Toughness Bonus. The Astropath yells a stream of gibberish in an unknown tongue. Anyone listening can make an Arduous (-40) Logic Test but must also make a Fear Rating 0 Test. The contents of this prophecy is left to the GM The Astropath's features seem to melt into a horrific parody of a uman face. Anyone witnessing this must make a Fear Rating 2 Test. The Astropath's features return to normal when he emerges from his meditation. The Astropath's muscles contort in weird angles. His head might slowly swivel 360 degrees, his torso might arch until he is bent double. Anyone watching this must make a Fear Rating 0 Test. The Astropath suffers 1d5 Rending Damage not reduced by Armour or Toughness, and 1d5 levels of Fatigue when he emerges from his meditation. The Astropath's body begins to rise and levitates on the spot lifting 1d5 meters off of the ground as Warp Energy pours from his eyes and screaming mouth. The Astropath drops when emerging from his trance, and may suffer falling damage as appropriate. Anyone who touches the Astropath during this time must make a Hard (-20) Willpower Test or gain 1d5 Insanity.

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