==Overview==
I've always had issue with Psyker powers being a power lottery, both from a competitive stance (random powers not being internally balanced versus one another), and from a "your dudes" stance. Likewise, powers being an all-or-nothing affair, or scaling messily are annoying. While most of the powers and disciplines are still being drafted up, I'm looking for feedback and suggestions based on the core changes, as well as a sample reworking of Pyromancy.
==Psyker Rules==
A Psyker has a Mastery Level, ranging from 1-4, and may select powers from different Disciplines. For each Mastery Level, the Psyker knows two powers; these are recorded at army creation.
The six core disciplines are: Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, and Theosophamy (Sanctic powers mostly). Each discipline has 4 basic powers, and 2 advanced powers. For a Psyker to take an advanced power, the Psyker must select two basic powers from the same discipline.
The game keeps a Psyker Phase, but there is no rolling for Warp Charge dice at the start of each turn. An army always receives 2 dice per turn (Necrons receive 4) which may be used strictly for denial. Adamantium Will doesn't give a +1 bonus to the deny roll, but gives a free die instead.
A Psyker has two warp charge per mastery level. A Psyker may only use its own warp charge, barring special rules.
Manifesting powers works as in the standard rules (roll a die per WC spent, and count successes). Basic powers manifest on 4+, while advanced powers manifest on 5+.
Rolling two or more 6s results in a Perils roll.
Some Psykers can Push. This grants them a free die on manifestation rolls (a minimum of one WC must be spent), but *any* double caused by at least one Push die results in a Perils roll. For example, if a Psyker uses one regular warp charge, and one from pushing, any double would cause a perils.
Psychic Powers have variable effects based on the number of successful warp charges manifested; the effects are determined after the roll, and not before declaring to use x number of WC. In any case, most powers can only benefit from a maximum of 4 WC unless otherwise specified.
Deny the Witch rolls can negate extra successes, even if the original power is not successfully denied. For each successful deny roll, remove one die from the manifestation attempt. The actual denial mechanics could use additional tweaking, but I am considering something like : "Deny is 4+ by default, every 2 WC sacrificed=1 deny die." Optionally, only models within a certain distance of the Psyker (18", 24" w/ Hood) can contribute to deny.
Finally, some powers are called Abjurations (alternately, Sympathetic Powers). Unlike other powers, they can only be cast when certain conditions are met. However, they can even be cast during an enemy's psyker phase. Some Abjurations can trigger other Abjurations.
Here is Pyromancy reworked under the system; the powers themselves may be modified accordingly but the idea is to show how the variable WC system would work. Most of the powers are direct damage though they operate on different targets/roles. I feel that Flashbang is a potential auto-take while Burn The Witch, while cute, is more situational, but that none of the powers are real duds (with possible exception of the regular Fireball, though it could easily be usable by a low-level psyker).
Scouring Flame: S5 Ap4, template. For each success beyond the first, +1 Strength and -1 AP, to max of S8/AP1.
Flashbang. Malediction power, range 18". Enemy must test for Blindness. Each success beyond the first causes a -1 penalty to the Initiative Test (max -3 penalty).
Burn the Witch!: Abjuration Witchfire. Cast on an enemy psyker within 18" immediately after it manifests a power. For each WC that the enemy Psyker successfully manifested, the Psyker takes one S4 AP 5 hit ignoring cover; Look Out Sir! rolls may not be taken. For each WC beyond the first successfully manifested to Burn The Witch, these hits are +1 Strength and -1 AP, max of S7 AP 2.
Fireball: Range 24, Strength 4, AP 5, Assault WC (max 4), blast, Barrage, ignore cover.
(Advanced) Molten Gaze: Strength 8, AP 1, Armorbane. Beam, range 6. Each success grants an extra 6" range.
(Advanced) Cleansing Flames: Nova Power, Range 12. All enemy units within range take D6 S5 AP 4 hits per successfully manifested WC.
==Implications==
Powers are tied to army creation, removing randomness and tailoring.
Psykers are potentially powerful but there is less wild variance. Individual powers will have less power compared to, say, invisibility, but can scale upwards if not stopped. Inversely, denial isn't an all-or-nothing deal.
Psykers are their own Warp Charge; positioning matters more, and there's less emphasis on one Psyker being a battery from other Psykers (no taking a pair of Flyrants to power a Farseer, etc).
Abjuations are a fringe item, but in theory add an extra option for the opposing player, rather than waiting for the right time to deny.
Comments and criticisms?