Can Non-Psychic Career's get Psychic Powers?

By theamerikan, in Rogue Trader Rules Questions

Hey Guys,

I'm still learning the rules so this may be a big noob question, that being said. Can character careers that do not have any of the psychic talents (other than the Astropath and Navigator) listed in their character advancement gain psychic abilities? And if they can, do they have to be specially awarded by the GM as Elite Advances, or can they be bought with normal exp. when ever the players want to.

For Example: If i am a Rogue Trader (who has no psychic talents) is there any way to give them abilities tat would make them "Rogue Psykers" or "Sorcerers" as described in Chapter 6?

Thanks, Jason

Seek tomes of blasphemous lore. That should do the trick though, in doing such, I'd recommend having either Scholastic Lore (occult)+10, Forbidden Lore (Warp)+10, or Forbidden Lore (daemonology); one of those will make things a bit easer. And, as a bonus, if you fail to learn sorcery from these tmes of mind numbing terror, you might get lucky with your mutation roll and get Wyrdling ;-)

If you're curious, more information on learning sorcery can be found in the dark Heresy books Disciples of the Dark Gods and Radicals Handbook though I imagine they'll be doing a Rogue Trader treatment of sorcery in some future supplement.

Edit:

Oh, and have you considered dabbling in transgenetic heresy or finding a heretek who would? Maybe replacing the right lobe of your brain with that of a Eldar might give you psychic powers... or something else. But, hey, it'd be one heck of a trip... or something else.

Maybe seek out a Yu'Vath machine or artifact and have it surgically implanted in your chest cavity. Who knows what that will do, but I'm sure the warp will be involved somehow.

Replace your left eye with a navigators third eye set in a nifty and heretical cyber-socket perhaps?

Get a daemon to posses you. Serious psychic powers there... and something else.

There is always the possibility of finding out that your character is a nascent psyker (inquisitors handbook). Like the other options this will not be pleasant.

Alternatively, if you get lucky when you get a mutation, you might get the Wyrdling mutation and get a couple psychic powers that way.

With the exception of rolling a psychic mutation, these would all be at the GM's discretion though. Unholy tomes and xeno brain transplants could just as easily backfire, and if your character takes it lightly then he will be burned.

If it's the wrong kind of fire, the burns may come to life.

You can however have any character gain psychic powers during character creation (even Navigators or Explorators) by taking the Tainted option from Lure of the Void, then going for Mutant and paying the 200xp to pick your mutation. You can then pick Wyrdling.


Mr Adventurer said:

You can however have any character gain psychic powers during character creation (even Navigators or Explorators) by taking the Tainted option from Lure of the Void, then going for Mutant and paying the 200xp to pick your mutation. You can then pick Wyrdling.

Seneschal, Navigator and Rouge trader can't be reached from tainted.

That depends on how you do them. If your GM is letting you have one free-choice then it's no problem.

Mine in a new game is saying you can have any choice as long as you justify it in your background. You'd have to tell him where the taint came from, and how you reacted to it.

Note if you read the grey box carefully. The rules don't force you to follow the orgin path. It's just a suggestion.