Rite of Sanctioning

By myrm, in Deathwatch Rules Questions

So, while looking over xp purchases for my group the player of the Librarian and mself came upon Rite of Sanctioning.

We read it two or three times, looked up any possible errata that we had (ie none), and mutually decided that for 400xp he would be mad not to take it and simply declare the 01-03 'ghostly chilliness' option but I would be mad to allow it as it stands.

We have therefore come to the conclusion that we are missing something about the ability, or perceiving it as more powerful and/or cost-effective than it is.

Anyone able to enlighten us?

Thanks.

Well, it's a good talent but not super-duper awesome. There are only few entries that are bad for the psyker (=which he doesn't want to have), most are for show or even beneficial. Have another look at the table entries. It only gets nasty on Perils of the Warp.

Alex

+1, most of the entries really don't hurt a Space Marine outside of Tech Scorn and Falling Upwards. Perils on the other hand can really ruin your day. It's a good talent though, worth the relatively low cost IMO.

The only known fluff background concerning tying ones own soul into another is astropaths and the Emperor. When they do this they go blind (although filthy psyker powers usually overcome this difficulty).

There are "sanctioned" psykers in the fluff, but nearly every bit of background I've ever seen on these guys indicate they are simply highly trained, usually in a single area of experience, and/or have significant psychic devices (monitors, safety systems-exploding collars, power baffles, etc.) implanted to control their abilities relatively safely.