[CA] "Unsanctioned Trait": What house rules do you use?

By Gregorius21778, in Dark Heresy House Rules

Greetings brethern,

I am at odds with the "Unsanctioned Trait" [Creatures Anathema / Vermin Speeker Elite Advance] since an "unsanctioned" is by RAW as "controlled"/"save" as a sanctioned psyker. Without any "extra time" for training or anything.

I want to employ some "drawbacks", but I am unsure what /how

Dear community member:

If you feel the same & has build a house rule, I would be happy if you would share it with me

Thank you

P.S: If you think the RAW is quiet fine, please feel free not to contribute to this topic. You will find a similiar topic of mine under "rules question" where I would like you to add your 2 cents instead. Thank“s a lot! happy.gif

Well, you might use the Witch rules and 2 to all activation difficulties.
Though you might want to give a small advantage (a skill or talent) in return

As stated above, you could always apply the Witch trait. I'm not certain what you're aiming at, though - what degree of weakness do you think is appropriate?

Unsanctioned Psykers add 2 dice to thier power roll but must allways roll all thier dice, due to thier lack of control.

Pneumonica said:

As stated above, you could always apply the Witch trait. I'm not certain what you're aiming at , though - what degree of weakness do you think is appropriate?

Something that makes a unsanctioned psyker "less save" in using it powers then an sanctioned one. To me, the sanction on terra also includes that the psyker has learned some technique to "keep it save".

Right now, I think about something that makes "overbleed" a problem to him. To reflect his lack of control. But I am not sure about the mechanics right now.

The Witch trait makes him less save...but in addition it makes him slower and less powerfull. Worst of all, it turn him (rules technically) into a person that has his powers from occult studies instead of simply having a "cursed gift". I would like to keep a difference here.

Action_Carl said:

Unsanctioned Psykers add 2 dice to thier power roll but must allways roll all thier dice, due to thier lack of control.

That would work with low level Psykers, but with higher psy ratings it's a TPK waiting to happen and it will happen fast. With this rule an Unsanctioned Psyker wouldn't really be playable past Psy Rating 2 without practically never using his power.

Also I personally don't think sanctioning really improves a psykers safety, it only weeds out the really unstable ones. After the sanctioning they might be taught techniques to help the protect themselves, but learning such techniques wouldn't necessarily require sanctioning.

Action_Carl said:

Unsanctioned Psykers add 2 dice to thier power roll but must allways roll all thier dice, due to thier lack of control.

That would work with low level Psykers, but with higher psy ratings it's a TPK waiting to happen and it will happen fast. With this rule an Unsanctioned Psyker wouldn't really be playable past Psy Rating 2 without practically never using his power.

Also I personally don't think sanctioning really improves a psykers safety, it only weeds out the really unstable ones. After the sanctioning they might be taught techniques to help the protect themselves, but learning such techniques wouldn't necessarily require sanctioning.

Action_Carl said:

Unsanctioned Psykers add 2 dice to thier power roll but must allways roll all thier dice, due to thier lack of control.

Sounds reasonable although I'm thinking two dice may be a bit much.

I would handle it like this.

"So you want to have the Unsanctioned trait?"

"Yes"

"Why? out of curiosty"

"Be cool to have some psychic powers"

"it's a big risk if they find you, oh boy will they have a field day with you ~shows him the Redeemer~

"Whose's that?"

"Oh this guy is a red redemptionist and he hates your kind, he'll find you and set you on fire and his stats are VERY impressive"

"I think I want to be a guardsmen"

"Good choice"

Lanowar said:

I would handle it like this.

"So you want to have the Unsanctioned trait?"

"Yes"

"Why?

*snip*

I'd probably do something similar but end it there and if the answer is appealing to me then I'd be all for it. Very few players I know are interested in playing a character with a permanent death sentence always hanging over them so I doubt it'll happen very often.

>>Something that makes a unsanctioned psyker "less save" in using it powers then an sanctioned one. To me, the sanction on terra also includes that the psyker has learned some technique to "keep it save". <<

Not sure what your native language is, but the world you're looking for is "safe" not "save" ... "save" is what you do when you hold onto something for later, or save your character in a computer game .... "safe" means to keep from/avoid harm. (ex. "keep it safe")

English is a difficult language and I could see where one might make that mistake, but since no one else brought it to your attention I thought I had best ... you can't be expected to improve if no one helps you out.

That said, I think the most important drawbacks are going to be applied through role playing. Making a check more difficult will certainly punish the player - but is it your intention to punish him for playing a different character concept or trying to get away with something within the system? (I don't have Creatures Anathema yet, so I don't know what benefits or drawbacks have already been applied)

If the player merely wants to do something different, then make the drawbacks purely story/rp relevant - if he is caught using his powers around those who know he is not sanctioned he is in BIG TROUBLE ... if he is checked and discovered to be unsanctioned he is in BIG TROUBLE. So, secrecy, the ever present threat of corruption, and paranoia should play major roles in dealing with his character's piece of the story.