Psychic Nullifier?

By Uncle Istvan, in Rogue Trader Rules Questions

Our group has no psychics which is an obvious weakness and as I don't want any dirty psychers getting into my brain i've been looking around for rules on psychic nullifers, but cant find any. I know they must exist as every tom **** and harry seems to have one in the Ravenor books. Any ideas?

Rareity? Size? ect

I think I also read once about tattos that also stop em getting into your brains.

i'd be careful judging rarity of one book set, unless your playing right in the same area. Things tend to appear in books as authors need them. I don't have any official rules, but i'd be cautious of making them to easily avaliable, or to effective. If all the players are running around with them, you've basicly eliminated a whole class of dangers you could use on them.

Also remember that Ravenor was dealing with bad guys sever levels of magnitude greater than most Rogue Traders and they new a very powerful psyker was hunting them.

Look at the IH p189 for Hexagramatic Wards for armor.

Yeah i was considering it/them to be extremely rare and maybe to have different craftmanship levels.

Common: Protects against mind probe/delude ect.(+20 to opposed WP checks)

Good: Above plus weak untouchable talent (Reduce Psy Rating by 2 within 5 meters)

Best: Above plus untouchable talent (Reduce Psy Rating by 5 within 5 meters)

This is proably overpowered, might have to include fellowship modifiers, but the best craftmanship one would be very hard to come by with total aquisition modifier of -60.

P.S. Thanks ItsUncertainWho for the name check on Hexagramatic Wards, it was starting to annoyme that i couldn't remember thier name.

The other option would be to invent something for the players - something along the lines of what they use in Simon R Green's wonderfully silly/gothic scifi series - I think they were called Esp blockers - basically the brains of psyhers/lobotomised and stored in jars to block psy, perhaps you could have one installed in a servitor to follow you around?

Uhhh.... If my players try to lobotomize a psycker, and then put the brain in a servitor... well... Daemonic Manifestation is the least evil thing I can think of... XDD

Now seriously, there are someplace equipment designed to nullify a psycker's powers, in the shape of manackles, drugs, etc..., some of them don't een give any discomfort. And of course, there is the Energy Field described in Ascension (each time a psychic power is used against you, you have a 60% chance of being affected like an Untouchable would... quality helps to determine the % of the item now overloading: common quality means if you roll 46-60 the field won't protect you anymore until you repair or recharge it, best crafmanship means that happens only if you roll a 60).

Personally, I would give them the "cheap" option: to be able to recalibrate an Auspex (tech test at -20%), which would gives them an edge... unless the enemy psycker can take peeks to the future. The rest is all about firing first.