Hi all!
- This is my first post on the forum, I've read the rule and I think this is in the correct section but I might be wrong, if it is the case, please be kind with that big stick. Moreover, I've searched for a previous similar topic and haven't found any but my Search skill has always been poor so again, apologies if the answers to what I ask are already out there -
One member of our roleplaying group decided to be the G.M. of a D.H. table and we players decided upon our careers. I am psyker. However, I am not that well-versed in 40k lore and even less in D.H. rules. So here I am asking for your advices. What are the dos and don'ts at character creation for this path? Should I look ahead as choices made now will greatly affect the branching choices offered? As well, there will be combat involved quite a lot so I'll need to do my share of monster-bashing. Is a psyker any good at it? I haven't decided anything about the character so far, still thinking of different possible backgrounds but I thought I'd still ask for advice.
In essence, I get lost between the Skills, Talents and Powers. They all seem super-cool. Anyone cares for giving me pointers? Please? As I mentionned earlier, are there things I should do or avoid doing in-game to get into a certain path? What are the interesting paths if any are more interesting?
In even shorter, would someone help a newb draw a plan for an effective psyker, from scratch till a few ranks perspective?
Edit:
The G.M. allows for a certain liberty in determining initial characteristics in that we make the rolls but place the scores in the characteristic of our choice once all the rolls are made. I'll put the highest in WP for sure but what of others? I gather outside combat, Fellowship gets the job done, Toughness and Agility always help in combat but would W.S., B.S. and Strength be of use? Is there a Close-Quarter-Combat version of the Psyker? What of Intelligence? What are its main uses for a Psyker?
. Try to establish some basic understanding within the group on how to handle intra-party relations ( ie. don´t shoot the Psyker just because some chill wind blows in the room ).