In an upcoming mission I'm planning, there's a sup-plot where the leader-in-chief of a town, (Sort of the magistrate/baron/mayor,) is pretending to be a Psyker in order to terrify his enemies and keep the townsfolk in line. The way I have it set up, he never leaves his mansion except when he absolutely has to, but the whole place is rigged up all Oz-the-great-and-powerful, with fire-balls cued to shoot from the floor when he sends the signal with a voice-activated remote taped to his neck. He's also got various other tricks, a very mild colorless and odorless neurotoxin which causes enemies to hallucinate and get bad migraines, which can be released into the air, (He, of course, takes credit for these effects,) and a pair of damaged Digital Weapons which take forever to charge and deal minimal damage, but when triggered zap lightning-bolt-style energy beams from his fingertips. (Or, his rings at any rate...)
My question is, how easy should I make it for the players to figure this out? He's supposed to be an excellent con-man since he's been keeping up the charade for years and years, but I also don't want it to be completely impossible. Should I do secret tests, and if so, how often? (We also will have a Psyker in our group, I figure if he passes a Psyniscience test he would figure things out... But should I roll a secret one for him or just let him try, if he feels like it?)