Psyker choices

By Stormast, in Dark Heresy

Hi there,

I'm currently playing a psyker, and I'm really wondering what is the funniest to play.

In short, she's a very nice girl who took the whole psyker thing as some gift (yeah, a bit unholy and all that, but she's naive, don't get her wrong ;) ) she had to use for the good of others. She's really fearful of the Warp and its taint, and she hates Chaos sorcerers the most, since they're DOING IT WRONG!

So, here I am, wondering what Discipline to use. I'm more or less set on Telepathy and Telekinesis, as I think these are the most thematic for the character (she's definitely not a biomancist or a living flamethrower), but I don't know about Divination, it could be fun, too.

As for Minor Powers, at the moment, I've decided to take Healer, Sense Presence and Inspiring Aura (the two former because they rock and stick to the character, the latter because it's totally RP coherent for her to want to have everyone around to make compliments to her :D ), if it helps.

The thing is, I've never played a Psyker in DH, and I'd really like to have some feedback about these Disciplines. Which is fun, what powers are fun to use (if there are fun powers in all 3, then I'll just use the 3 and chose the fun powers :D )...

Career and skills are more or less determined (few Forbidden Lores, as much social skills as possible, and mostly everything she can take to defend her mind and the others against the warp's influence and sorcerer powers will be first choices).

I can't wait to read your input, guys! :)

She sounds a bit like a sort of needy, Valley girl concept...so maybe Telepathy is your best bet, could be fun to have her messing with the minds of those arounds her to get the attention she wants!

Or you could go with a homebrew discipline. I put this together about a year ago, it's an entire discipline based upon the character "John Grammaticus" from Dan Abnett's "Legion" novel. It's a discipline based upon the power of words and tonal inflection. If you decide to go with it, let me know, I'd be interested to have feedback on it! happy.gif

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=70&efcid=3&efidt=198616&efpag=0

Divination can be a pain for GMs, so I'd clear that with them before considering it.

Telepathy has the problem that you'll be racking up vast amounts of corruption by using it on questionable people.

Hi Stormast,

as was already mentioned, check Divination with your GM...and Telepathy as well. Both include some disciplines a GM really needs to be prepared to handle. happy.gif

That said, I would advise Telepathy.

Talking minor powers, you should take "Spectral Hands" into consideration. "Lending somebody a hand" is a nice thing, after all. And if you end locked/tied up somewhere, it is always helpful to push some button/undue some knots. gui%C3%B1o.gif

Telekinesis is always a safe bet, it can work as an offensive weapon as much as defensive and dispite its high threashold Precision telekinesis is pure gold. we have been experementing with them and changed two powers to (in our oppinion) function better.

Push: can fling a person or object a number of metres away equal to the number of Degrees of success the psyker wins by ratehr than just knocking them to the ground.

Psychic Shield: grants a number of additional armour points equal to Psy-rating/WB rather than just one

As already said both Divination and Telepathy holds powers that can be anything from extremely usefu to a real headarche for the GM (Divination: Dowsing, Far-Sight, Psychometry & Personal Aurgury - Telepathy: Mind Scan)

Though both discipline are quite fun to use we chose to wave the "Closer Than Flesh" rule for Telepathy as it simply let to too many CP & IP and we played that the psykers had enough control of their powers to prevent it.

a psyker that is both a Diviner and a Telepath is very adept at investigation and such inquisitorial work but unless the psyker is also a Templar Calix very limited in combat to everything other than a support role. as neither disciplines have any real offensive abilities (perhaps except Divine Shot).

So as always it really comes down to what kind of psyker you wants to play; one who uses her powers agressively in which case Telekine would likely suit her best or in a support role and for investigation where Divination shines or more manipulative concerning both enemies and people under investigation in which case Telepathy is well suited.

of course the abilities can work in other ways as well. for example the psyker in our qroup is a Templar Calix who never uses ranged weapons and uses Telekinesis as an offensive weapond and Divination to enhance his abilities with his force sword, a quite lethal combination. though there are various other posibilities open as well.

Wow I really love the Logokine! Sure will talk about that with the GM!

Thanks for all the advices, they're all very useful. Will take it into account!

"It's all fun and games until the walls start to bleed"

IN THE GRIM-DARK OF 40K, THERE IS NO "FUN", ONLY WAR!!!

gui%C3%B1o.gif

For lots of "FUN", I suggest you use the Weaken Veil Minor Power as much as possible. gran_risa.gif Don't even bother picking up Resist Possession.

As far as Major Disciplines go, Pyromancy is by far the most "FUN" IMO. What could be better than torching whole cities in the name of the Imperium? WITH YO UR MIND!!! And if a few thousand innocents die in the inferno, it's totally cool so long as you get that ONE Heretic.

Yeah, sure, but here, "fun" was really constructed from the character concept, not the coolness of magics. If it had to be me I played, I'd surely have gone full savant pyro crazy mofo :)

Bleeding walls, heh? Never heard of that, Bro! I play it safe, see?

But I like the "Weaken Veil crazy Pyro" concept. Sure kicks asses.