Sanctioned Psyker |
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FeaturesSanctioned Psyker (Feature)Psy Rating 0 |
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Char Modifiers |
Skill ModifiersLore (Warp) +5 |
Sanctioned Psyker is an Origin. Origins in Rogue Trader are the possible occupations that the player character practised before becoming Lord Captain. The choice of Origin adds extra bonuses to your characters, such as additional Talents, Abilities, and bonuses to different Characteristics.
Psykers are feared and distrusted but are nonetheless valuable assets to the Imperium. The role of the Adeptus Astra Telepathica is to recruit, identify, and classify those found to possess psychic abilities. The most powerful who somehow survive the rigorous sanctioning rituals are selected to serve on the battlefield. The mind of a sanctioned psyker is steeled against the manifold dangers risked by wielders of warp powers. You were one of those found worthy to serve Humanity and have miraculously survived the perils of the warp.
Sanctioned Psyker Information Rogue Trader
Sanctioned Psyker will provide the following Features:
- Sanctioned Psyker (Feature)
- Psy Rating 0
Sanctioned Psyker will provide the following bonuses to Characteristics:
Sanctioned Psyker will provide the following bonuses to Skills:
- Carouse +5
- Lore (Warp) +5
- On advancement, this Origin makes available: Lore (Warp) +10
Sanctioned Psyker will provide the following bonuses to Talents:
- Psy Rating 1
- Psy Rating 2
- Psy Rating 3
- Psy Rating 4
- Blade of Light
- Enforce Reality
- Inscribed Soul
- Obscured Threat
- Psychic Barrage
- Sacred Rituals
- Second Sight
- Stabilising Factor
- Still Mind
- Subtle Manipulation
All Sanctioned Psyker Schools
When players select a Sanctioned Psyker as their origin, a new label appears before selecting the origin of the created character, which prompts players to select the Sanctioned Psyker school. There are 5 different schools or specializations to choose from. Later in the game, players will be able to select multiple schools.
Biomancer
Biomancers specialise in manipulating biological energy and processes with the power of their minds. They are masters of the flesh, learning to shape and influence their own physical forms according to their will, as well as those of their allies and enemies.
Features
Talents
The following features will be available after origin advancement
Diviner
Diviners seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of the answers they seek and sometimes even influence the outcome of fate itself.
Features
Talents
The following features will be available after origin advancement
Pyromancer
A pyromancer is a master of flame, a psyker who is able to create searing infernous out of thin air. Pyromance is one of the most spectacular and destructive forms of psychic ability, and those who face a pyromancer in combat are oft reduced to nought but a pile of charred bones.
Features
Talents
The following features will be available after origin advancement
Sanctic
Psykers of the santic discipline master their connection to the Golden Throne to support their allies with holy might and stave off daemons and heretics
Features
Talents
The following features will be available after origin advancement
Telepath
Telepaths use their psychic powers in conjunction with their own minds to delude, control, and destroy the minds of their enemies.
Features
Talents
The following features will be available after origin advancement
Rogue Trader Sanctioned Psyker Tips & Notes
- Note: damaging psyker powers count as weapon attacks, counting toward the normal attack limit per round and gaining all the benefits of abilities and talents increasing the damage of attacks. For example, a Soldier using the Run and Gun ability will be able to use damaging psyker powers twice per turn, and an Operative's Analyse Enemies ability affects the damage of damaging psyker powers.
What they don't tell you at character creation:
Powers in disciplines have "tiers". You'll need at least one power from a previous tier to take the next one.
Staves are two-handed melee weapons (not that great at whacking people though), special powers from staves are major psi powers.
psi rating perks require level 10/20/30/40 to take.
What's not entirely clear from character creation:
You SHOULD be able to take WP as ANY archetype even without any enabling talents (like NSB from fortress world or CTW common talent) but it's kinda buggy, so try respecting your character if WP doesn't show up.
New disciplines are taken as new abilities (along with their starting ability).
Discipline talents and Origin tallents can be taken both as archetype talents and as "basic" talents.
Starting from zero psy rating really sucks. (For comparison - Idria starts as unsanctioned psychic (PR+1 at the cost of higher backlash chances) with TWO disciplines/abilities on top of a functioning origin and gets access to most of the talents MC gets access to from being a sanctioned psychic, way to make the MC feel inferior) I think most formulas are going to substitute that zero for 1 for you though. But that just means you'll lag behind when Idria moves up to PR 2 and you don't.
Dunno how it is by endgame but near the start of the game it would seem that even for Idria a good weapon outperforms damaging psyonic powers. There are also multiple archetype abilities and talents that link-up better with weapons than with psyonics. Likely to be different story by endgame though.
Speaking of endgame. if you're ok waiting and only want one discipline you might be better off taking a different origin and waiting for exemplar archetype talent pick to become unsanctioned instead. I seriously don't see a point in becoming a sanctioned one unless you intend to invest your ability picks from first two archetypes almost exclusively to psionics.
6
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