The Dynastic Psyker: Tell me what you think

By Gillam Harrow, in Rogue Trader House Rules

I noticed that a fair number of people who like psykers aren't big fans of Astropaths, so on a whim, I wrote this up in the hopes of creating something that might be a good alternative. I only have the First rank at the moment, so any ideas for the next couple of Ranks would be helpful.

The Dynastic Pysker

When persons with psychic potential are judged strong enough of mind and soul to be allowed to live, almost all go on to serve the Imperium at large in one form or another. The vast majority are inducted into the ranks of the Adeptus Astra Telepathica, while others go on to become battle psykers for the Imperial Guard. Those found by the Astartes become Librarians, and a good number are agents of the Holy Ordos. However, a very small, very select few are spirited away to serve the Dynasties of the Rogue Traders.

Equal parts spy, assassin, bodyguard, fortune seeker and fortune teller, the Dynastic Psyker is an indispensible member of those few Dynasties with access to one. With a thought, he can know the future; with a word, he can locate what is hidden; with a gesture, he can crush his enemies. Many Dynastic Psykers often wield as much power as the Rogue Traders they serve, for few would dare cross any psyker, let alone one with the backing of one of the Dynasties.

Psykers are not without their risks, however. Dynastic Pyskers who lose control of their powers have spelled doom for many a Dynasty, and unwary Lord-Captains have become puppets of ambitious and ruthless pyskers. However, None can deny their power, and when the straits are dire, it is on a Dynastic Psyker's power that many rely.

Traits

Sanctioned: when rolling for Perils of the Warp, a Dynastic Psyker can roll an additional d10, and take the more favorable result.

Psychic Powers: A Dynastic Psyker begins play with access to techniques from the telepathy OR Telekinesis Disciplines. He begins play with 400xp worth of psychic techniques from his chosen Discipline.

Starting Skills, talents, gear:

Skills: Common lore (Rogue Traders), Evaluate, Forbidden Lore (Psykers), Forbidden Lore (Warp), Invocation, Literacy, Psyniscience, Scholastic Lore (occult)

Talents: Pistol Weapons Training (universal), Psy Rating 2

Gear: Best craft Las Pistol, Good craft Hand Cannon, or Bolt Pistol; Best craft Mono sword or shock staff; Best craft Xeno mesh; Fine Clothes; Charm; Void Suit, Micro-bead, psy focus

advance Cost type Prerequisite

Awareness 100 Skill

Charm 100 Skill

Cifers (Rogue Trader) 100 Skill

Common Lore ( Rogue Traders) 100 Skill

Dodge 100 Skill

Evaluate 100 Skill

Forbidden Lore (Psykers) 100 Skill

Forbidden Lore (Warp) 100 Skill

Invocation 100 Skill

Literacy 100 Skill

Psyniscience 100 Skill

Scholastic Lore (Occult) 100 Skill

Secret Tongue (Rogue Trader) 100 Skill

Air of Authority 200 Talent

Melee Weapons Training (Primitive) 200 Talent

Pistol Weapons Training (Universal) 500 Talent

Psy Rating 2 100 Talent

Psychic Techniques (x2) 200 Talent

Warp Affinity 500 Talent Psy Rating, Special

Interesting. You would think that not all psykers involved in Rogue Trader would be Astropaths.

I concur. I like this option, though I have no idea how well balanced this idea is.

Our groups psyker was carried across from DH and we've had no problems with him.

The only problems we have are that some of the psychic powers can be very.....powerful. Blood boil and seal wounds come to mind.