Does that mean I have to take them down to 3 or can they borrow that last 2 XP? The plan still works with 3 since Share Will is a level 2 power, it is just a matter of how good the powers are otherwise.
So you have 20xp to work with. Getting a psychic power from 0 to 4 costs 14xp with 6 xp you can spend somewhere else, in another psychic power, in this case as you are wishing for power.

Also, no you cannot borrow the 2xp. 20xp is all you get.
 
[X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
-[X] Usirian vs Lorgar: Try to use True Faith to exorcise any bound undead it may summon, Steel mind against any fear effect of its scream then Solar Hero Style, try to finish it off with Enuncia
-[X] Sutekh vs Fan: Use EGO-INFUSED PATTERN PRIMACY to ignore its reality warping, MHM to fly and rip it apart. Enuncia as a finisher to render them down to parts
-[X] Ankhaten vs Dharok: Solar Hero Style to pound the thing into the ground
-[X] Kharatep vs Thalassa, make herself immune to poison then just try to run laps around the thing shooting it (Death by a Thousand Cuts Preternatural Awareness, Invisible means Undodgeble)
 
So you have 20xp to work with. Getting a psychic power from 0 to 4 costs 14xp with 6 xp you can spend somewhere else, in another psychic power, in this case as you are wishing for power.

Also, no you cannot borrow the 2xp. 20xp is all you get.

Got it. Here are my thoughts
Lorgar can get Psychic Healing up to 4 precisely
Dharock can get Lore of Light 3... which isn't that great, but it's on the way to Lore of Light 5 which is 'make your own backup dancers, attacks included'
Thalassa can get either a 2 dot mutation or a three dot Gift, I'll have to think about that one
 
The Judge of the Dead is himself very dead, Nagash had him for breakfast. That thing does not have any more authority over those souls save by inertia. I think it's worth a shot.

Dead, but can still grant his priests spells, so... He's a warp god. He doesn't need to make sense.

But yes, probably worth a go.
 
Got it. Here are my thoughts
Lorgar can get Psychic Healing up to 4 precisely
Dharock can get Lore of Light 3... which isn't that great, but it's on the way to Lore of Light 5 which is 'make your own backup dancers, attacks included'
Thalassa can get either a 2 dot mutation or a three dot Gift, I'll have to think about that one
Just put the xp costs with the purchases like in a actual xp spending turn.
 
Might not make any difference, but I think our circlemates have some banked XP, although possibly they can't spend it to top up their granted power:

- [] Lorgar
--[] Mind of Steel (10 XP)
--[] L: Code of Honor (6 XP)
--[] Bank 3 XP
-[] Dharok
--[] D: Code of Honor (6 XP)
--[] Bank 6 XP
Got it. Here are my thoughts
Lorgar can get Psychic Healing up to 4 precisely
Dharock can get Lore of Light 3... which isn't that great, but it's on the way to Lore of Light 5 which is 'make your own backup dancers, attacks included'
Thalassa can get either a 2 dot mutation or a three dot Gift, I'll have to think about that one

We can't Wish grant Lores or Gifts, IIRC.
 
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[X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
-[X] Usirian vs Lorgar: Try to use True Faith to exorcise any bound undead it may summon, Steel mind against any fear effect of its scream then Solar Hero Style, try to finish it off with Enuncia
-[X] Sutekh vs Fan: Use EGO-INFUSED PATTERN PRIMACY to ignore its reality warping, MHM to fly and rip it apart. Enuncia as a finisher to render them down to parts
-[X] Ankhaten vs Dharok: Solar Hero Style to pound the thing into the ground
-[X] Kharatep vs Thalassa, make herself immune to poison then just try to run laps around the thing shooting it (Death by a Thousand Cuts Preternatural Awareness, Invisible means Undodgeble)
 
Synergy so he can give us all back the pile of willpower we are about to spend to win this thing.

Synergy 4 is probably worth it.. Shame we can't combine the 20 XP we're granting with the 3XP he's banked.

The optimal choice is very likely to get two dots in Psychic Vampire and drain the soul that's powering the construct that he's duelling's Willpower. Psychic Vampire is very, very effective for high social characters.
 
Synergy 4 is probably worth it.. Shame we can't combine the 20 XP we're granting with the 3XP he's banked.

The optimal choice is very likely to get two dots in Psychic Vampire and drain the soul that's powering the construct that he's duelling's Willpower. Psychic Vampire is very, very effective for high social characters.

I went psychic healing, I would rather not waste the 2 XP when I can help it... which I can't for the others. I went technopathy 2 for Thalessa since she is just generally going to want it and pyromancy 2 for Dharok for the same reason.
 
I went psychic healing, I would rather not waste the 2 XP when I can help it... which I can't for the others. I went technopathy 2 for Thalessa since she is just generally going to want it and pyromancy 2 for Dharok for the same reason.

The thing is, Psychic Healing isn't very useful in a fight, particularly when Fan can heal out of combat with Pattern Reassertion Touch.

As we're seeing here though, Psychic Vampire's second power is very useful:

Article:
Invigorate: The psychic drains a victim's vital energies to empower themself. Every success drains one temporary Willpower from the victim and adds it to the vampire's pool, up to a maximum of 10 total. Every Willpower over the vampire's normal maximum gives a euphoric high and fades at one point per hour. The range is 15 yards, and the vampire must sense the victim to target them with this power


I'd actually give it to all three of them, as it's potentially a big help if the combat drags out, as they can drain willpower from their opponents to refuel. This could be a concern as we can burn Willpower very fast, and this recharges it quickly, and prevents the enemy from spending it. Sure, the other things might be nice to have, but this could genuinely make the difference between victory and defeat,

Sure, it's 2 xp wasted for Lorgar, but that's much less of a big deal than the chance that he'll run out of gas mid-duel.
 
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The thing is, Psychic Healing isn't very useful in a fight, particularly when Fan can heal out of combat with Pattern Reassertion Touch.

As we're seeing here though, Psychic Vampire's second power is very useful:

Article:
Invigorate: The psychic drains a victim's vital energies to empower themself. Every success drains one temporary Willpower from the victim and adds it to the vampire's pool, up to a maximum of 10 total. Every Willpower over the vampire's normal maximum gives a euphoric high and fades at one point per hour. The range is 15 yards, and the vampire must sense the victim to target them with this power


I'd actually give it to all three of them, as it's potentially a big help if the combat drags out, as they can drain willpower from their opponents to refuel. This could be a concern as we can burn Willpower very fast, and this recharges it quickly, and prevents the enemy from spending it. Sure, the other things might be nice to have, but this could genuinely make the difference between victory and defeat,

Sure, it's 2 xp wasted for Lorgar, but that's much less of a big deal than the chance that he'll run out of gas mid-duel.

He has a total of 12 willpower counting the Code of Honor, I don't think he can realistically run out. Still you make a fair point about the power being useful at low levels which is more than can be said for most. Changing over.

Reposting plan on this page for visibility

[X] Fight the Champions. Each of you face one Champion: Our magic vs Your magic
-[X] Before the battle starts grant wishes to your companions:
--[X] Lorgar Synergy 4 (14 XP); Psychic Vampirism 2 (4 XP) Psychic Invisibility 1 (2 XP)
--[X] Thalassa Psycoportation 4 (14 XP) Psychic Vampirism 2 (4 XP) Precognition 1 (2 XP)
--[X] Dharock Psycoportation 4 (14 XP) Psychic Vampirism 2 (4 XP) Biocontrol 1 (2 XP)
-[X] Usirian vs Lorgar: Try to use True Faith to exorcise any bound undead it may summon, Steel mind against any fear effect of its scream then Solar Hero Style, try to finish it off with Enuncia
--[X] Meeting the construct's burning eye, Lorgar speaks his Truth, his Faith unshakable, "No, Gods. No Masters. Only Man!" In the light those words call up the gold of the necrosphinx is revealed for what it is, tarnished, stained, the vessel for the fragment of a evil god far from its home and from its time, and, so, vulnerable before the power of a demigod of the present. Even as its magic struggles, the malicious will embodied in the construct sends it leaping forward, its wings carrying it through the great clouds of sands cast up by its weight as if fired from a cannon, but Lorgar is forewarned, his glimpse of the future through the warp telling how he can safely leap forward to meet it, where he can turn its great momentum against it, for with its great speed it triggers his refractor field. The archeotech device can turn away the macroshell fired by one of the God-Machines of the Mechanicum, and compared to that even the Necrosphinx's great speed and mass is as an arrow against a stone wall. The moment of shock, of the sudden stop is all he needs, as he reaches out with claws wreathed in the golden lightning of a disruption field to carve himself deep enough into the construct where he can reach some vital component that can be disassembled with Syann or unmade with Vorien.
-[X] Sutekh vs Fan: Use EGO-INFUSED PATTERN PRIMACY to ignore its reality warping, MHM to fly and rip it apart. Enuncia as a finisher to render them down to parts. Use CCC and Willpower to enhance attacks with MHM. Try to kill it quickly.
--[X] Reality buckles like a pool into which a a stone has been cast, it shimmers with the somber colors of the underworld, from the mouth of a dead god judgement on the interloper who would trespass. But Fan Morgal is not still upon the ground but free as a leaf on the wind whistling with the sounds of far off industry. The wind is shaped into the weapons of war, the tools of disassembly
-[X] Ankhaten vs Dharok: Psycoportation to get into position then Solar Hero Style to pound the thing into the ground
--[X] Avoiding Ankhaten's tail spike as it whips through the space he occupied miliseconds ago, Dharok reappears in this darkened layer of the Umbra with screaming whisps of the Warp still clinging to his armour, but he refuses to let that slow him down as he adopts the Form of the Solar Hero, a living echo of the heroes of the dawn. This construct is tough, solid stone reinforced with some unknown sorcery, but the Solar Hero does not care, for his Fists are Iron, and his psycoportation has taken him to where his power fists can strike true
-[X] Kharatep vs Thalassa, make herself immune to poison then use a combination of Psycoportation and sheer speed to keep away while she blasts the enemy apart (Action 1: Preternatural Awareness, Action 2: Psycoportation to be as far away from the thing as she can Action 3 Death by a Thousand Cuts to get more actions; Use willpower with Iron Resolve on Preternatural Awareness to take away as many dice as you can for the scene)
-[X] Kharatep vs Thalassa, make herself immune to poison then just try to run laps around the thing shooting it (Death by a Thousand Cuts Preternatural Awareness, Invisible means Undodgeble)
--[X] For the Mechanicum, war is another of the sacred mysteries of the machine, and although Thalassa has not been initiated into its highest circles of the martial Ordos, she is no neotype. She knows Ninety Nine of the Calibrations of the Photonic Avalanche. She knows the First through third Resonant Orders of the Micro-Lase Matrix, and how to make them sing in harmony. And for the first time, she has the greater gifts of her god flowing through her mind, knowledge beyond knowledge of how those truths should be used, and a target before her to engrave them upon. So as she performs the final tests and tuning of the Machine God's Holy design, she to sings along to a harmony no one else can hear, ready to unleash both the laser and the maser, calibrated in pulse and electromagnetic frequency to perfectly match what her new senses told her was optimum to destroy the machine in front of her.
-[X] Anyone whose Temporary Willpower drops below 4 uses Sap willpower on the enemy to get more
 
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He has a total of 12 willpower counting the Code of Honor, I don't think he can realistically run out. Still you make a fair point about the power being useful at low levels which is more than can be said for most. Changing over.

Ah, not quite. Code of Honour gives you two bonus dice on all Willpower rolls. It sadly doesn't increase the size of your WIllpower pool.

And Willpower costs can get very high if the combat goes on for a few rounds, given activating every psychic power costs WIllpower.

Might want to explicitly include using Sap Will to steal WIllpower if they start running low.
 
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One thing I realise; although we're not quite there yet, if we survive we're a couple of turns of XP spending away from Lorgar and co being truly horrendously dangerous on the battlefield of their psyker powers.

There's build up required, but the combination of:

Synergy 5 to allow shuffling Willpower and psychic powers around the group with no range limits
Psychic Vampire 5, to drain people of Willpower to fuel the group's other powers - and with 5 dots drain people they've drained or contacted with telepathy before, with enough successes, even if they're miles away, meaning that they can have willing allies hiding away from the field acting as batteries.
Precognition 3 and 4 to see the near future to have the knowledge to avoid threats and exploit opportunities
Psycoportation 5 to teleport into position to do so
Telepathy 4 to allow formation of a communication network that functions at the speed of thought and doesn't take up an action or dice pool splitting to talk
Psychic Invisibility 5, which makes people not only not notice them, but forget they were ever there
Extra Speed Mutation: so you can do things like teleport around and use precognition with one of the extra actions while styling on enemies in combat with their others

In combination they're near impercetible by almost everyone, they're teleporting around the battlefield based on precognition, they never run out of juice because they can just drain enemy troops (or even prepared allies) for more Willpower.

Done. Three or below seems like a goo cut off, since you do not want to start a turn too low, but at the same time there is nothing to gain from staying high, just always having some willpower to burn.

Seems sensible. We may not be able to tell, but it's possible that some of the enemies' powers are fuelled by Willpower as well. If so, draining their power may block some of their use of it later in the duels.

Also, with Psychic Vampire Lorgar can use Enuncia much more freely.
 
Somewhat more freely in this case I'd say. It still takes him an action to drain and it's not a guarantee. He does not have extra actions to play with (yet).

Ironically, it depends if talking is a free action

Also realised, we should spend the extra two XP on something. I suggest Psychic Invisibility or Precognition, so we don't get stuck in this scenario again.
 
Ironically, it depends if talking is a free action

Also realised, we should spend the extra two XP on something. I suggest Psychic Invisibility or Precognition, so we don't get stuck in this scenario again.
  1. I think all psychic power activation cost an action at least if not an extended action
  2. Added the powers, psychic invisibility for Lorgar, Precognition for the other two
 
Lorgar will have quite the stories to tell in the future. Can any of the other Primarchs truly assert that their formative years were more... colorful than Lorgar's have already proven to be?

The Primarchs gonna be so confused considering some of what Lorgar says violates the Imperial Truth(gods, spirits, magic, undead...).


If nothing else, it is good social practice for Lorgar. If he can even partially successfully maneuver where Settra, Begetter of the Begat, is concerned, then he can certainly handle the sodding Emperor.

I imagine Big E gonna be immensely shocked that Lorgar faced the Chaos Gods and basically told them "Fuck Off".
 
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  1. I think all psychic power activation cost an action at least if not an extended action
  2. Added the powers, psychic invisibility for Lorgar, Precognition for the other two

Because M20 Sorcerer is a WW book, I can't find anywhere where it says what kind of action, if any, producing a psychic phenomena is. They're almost certainly not extended actions, as part of the design difference between Hedge Magic Paths and Psychic Phenomena is that the later are faster, and you can't take longer to make multiple rolls. There are exceptions, like the five dot Synergy Power which takes ten minutes.

I'm trying to think up some stunts, but not feeling very inspired.

So, for the Warsphinx:

--[] Avoiding Ankhaten's tail spike as it whips through the space he occupied miliseconds ago, Dharok reappears in this darkened layer of the Umbra with screaming whisps of the Warp still clinging to his armour, but he refuses to let that slow him down as he adopts the Form of the Solar Hero, a living echo of the heroes of the dawn. This construct is tough, solid stone reinforced with some unknown sorcery, but the Solar Hero does not care, for his Fists are Iron, and his psycoportation has taken him to where his power fists can strike true.

For the Necrophinx, I'm assuming that as tiger claws work for canon Solar Hero Style, so Lightning Claws will here.

--[] Meeting the construct's burning eye, Lorgar speaks his Truth, his Faith unshakable, "No, Gods. No Masters. Only Man!" In the light those words call up the gold of the necrosphinx is revealed for what it is, tarnished, stained, the vessel for the fragment of a evil god far from its home and from its time, and, so, vulnerable before the power of a demigod of the present. Even as its magic struggles, the malicious will embodied in the construct sends it leaping forward, its wings carrying it through the great clouds of sands cast up by its weight as if fired from a cannon, but Lorgar is forewarned, his glimpse of the future through the warp telling how he can safely leap forward to meet it, where he can turn its great momentum against it, for with its great speed it triggers his refractor field. The archeotech device can turn away the macroshell fired by one of the God-Machines of the Mechanicum, and compared to that even the Necrosphinx's great speed and mass is as an arrow against a stone wall. The moment of shock, of the sudden stop is all he needs, as he reaches out with claws wreathed in the golden lightning of a disruption field to carve himself deep enough into the construct where he can reach some vital component that can be disassembled with Syann or unmade with Vorien.
 
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