That's why I ask about character history and personality - for moments like this. Plus it's up to you how much it will matter and affect you and your character narratively. It's all about that - after all
The experiences in the deathwatch turn hotshot Erxandros to a hardbitten astartes of determination lol.
Just super saiyan. Woooot? Either way, again everyone can do what they want but at this point if you split up expect death, lots of it.
Here's a suggestion for the psyker problem. Have a cool-down period related to the level of spell used. For general example using a lexicanum spell means a cooldown of 1 turn, a codicer spell means a 2 turn cooldown and a epistolary spell means a 3 turn cooldown. So Jacen uses Life Leech, an epistolary level spell. He then can't use any spell for the next 3 turns.
Those levels are in place to evade power problems. I don't want Jacen to create a Vortex of Doom, he simply is not capable of that :3 But I actually got an idea yesterday. I will implement it with a major combat re-vamp alongside a training routine after the time jump. That way also the upcoming new players - @Vulpas & @kanila can get used to it, as well as you seasoned players adapting to the new system which will allow more variety in combat. Because one big thing I keep thinking about is how to implement block and make combat fairer between the classes. So there will be some options / combat factors to differentiate between: Melee, Ranged Fire, Heavy Ranged Fire Most likely it will be that in Heavy Ranged Fire you will get a deduction on the new defense system, while normal Ranged Fire will allow to fire without deductions. And Melee obviously will get a bit more emphasis on potential friendly fire as well as being a prioritized target for the enemy closer to them. While the overall priority target will be heavy ranged fire individuals.
I didn't mean it in that way, characters should definately have to rise through the ranks, but I was thinking for when (if) we have a high-level psyker character on the team that can use all the spells.
I actually was thinking more along the lines of 1 turn cooldown and making psykers a bit more... Interesting. Weak Spell Cast - No Cooldown, but effects are lessened (AoE spells become non-AoE, Auto-Success Spells must be rolled for to see if they worked, Effects may be lessened, i.e. instead of 5 hits only 3 hits) Normal Spell Cast - 1 turn cooldown, effect as described on the psyker sheet Charged Spell Cast - 2 turn cooldown, effects are increased (AoE spells may make x 2.5 damage against hordes, Auto-Success spells have crit effects, i.e. lasting twice as long or healing twice as much or a heal spell might become an AoE heal) but crit. fails automatically become a drastic perils of the warp [you know the right side of the table, the one with the chance to summon a daemon prince], spells which cause damage each damage may be treated as 2 hits instead of 1 [so effectively making double damage per hit] and/or have more hits, i.e. instead of 5 hits it might 7 or perhaps it ignores all armor, etc.)