Hi everyone habitual lurker first time poster, part time GM here. I dont want start of complaining but I want to try and get a handle on the Imperial Psyker class and see what others do in my situation. My group consists of two RPG vets who are knew to DH, and two who have played before (one is also my wife) the party turns out to be two gaurdsmen, one psyker and a Metalican Gunslinger scum. We are playing the Tattered Fates mod, my friend who played the Psyker is a bit of a power gamer but always gets points for roleplaying his character well. So everyone makes it through the beginning ok, but when they get gear and the drugs wear off, my psker player really seems leaps and bounds ahead of the others. He is rank 4 and I watched his roles, he ended up with 55 WP I believe, a 42 Toughness and I had given all the players roughly 700 thrones so he had full gaurd flak armor.
His character only had 9 wounds but using the opponents just out of the book it was fairly difficult to harm, this would not have been an issue though. The issue stems from I was able to put 13 opponents up against the group at once, using the killer template, and just by using the minor power Fear Aura was able to fear most all of them (actually when he rolled he should have had a fear rating 5, but I capped him at 4) and incapacitated most of the enemy. In addition to that, every enemy we come against he is able to first jam their weapon, then uses blood boil on them to subdue the biggest threat. Now part of this may be my fault for letting him take the Templar Elite Advance.
Now I know the Warp Pehnomona should help balance this out, and I stopped letting the player use fate points on his focus power test just to try and tone him down a bit, but I find that the Phenom table and even the Perils table do not keep him from frequently using his power.
What gets me is that low level powers like Weapon Jinx can effect multiple bad guys with no save for them, so they lose their weapons, but when its so easy for the pskyer to use fear aura and pump 3 or 4 dice into it so that they have a fear of 4 they can subdue entire rooms, and using battle cants they are able to warn the others ahead of time.
So one of my questions would in battles do I add more enemies, do I give them resist fear, or psykers, do I use GM magic to make them pass tests?
If I more bad guys how do I balance it out for the regular gun toting Joes in the group.
Two side notes also, does anyone feel with SP weapons getting the fire selecter and most getting full auto that besides reliable they really are better weapons than the Las weapons? and secondly when starting at say 4 or 5 how do you handle the characters wealth?
Thanks for any and all help One good note is at the end of tattered fates my players all have a healthy respect for their lack of Lores and Skills, several preparing to run adepts, clerics and techpriests in our next game.
I made the same mistake to begin with and my psyker scared off the enemy while the other pc where warned and looked down. In all fairness, I warned about my "mistake" that he should not believe that it will be always that easy.
A lesson learned is an advantage gained. I have to agree with not reminding players of things their characters are capable of; though, for a new player, I'll try to be helpful for a few sessions. Helps me to remember things as well.