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n00b f00

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  1. What they said. For the most part they are zombie robots that execute very simple tasks. A servitor set to salvage tech, may try to salvage tech off of living moving humans. Some of them are a bit more nuanced and can do a bit more. Making fairly intelligent decisions related to their programmed missions, these are less common. Some of them are really super slick, but I do not often think of them or bring them up at my table. I write them off as something incredibly rare, something that a few would be interested in acquiring, because why not? Something that would raise eyebrows, but is not unheard of among certain sectors of society.
  2. I add that while it is general that sorcerers are for the most part not spitting dozens of doombolts around the battlefield in the narrative. And they mostly engage in cool little rituals that can't be instantly deployed in a fight. The rules for previous editions assumed that sorcerers could indeed still cast all the powers that a psyker could. Just that they weren't born with that innate talent, and had to bargain with some Warp entity to gain it. That further they had a higher price to pay when it came to learning new disciplines by eating a ton of extra corruption points for each ability trained. So while normally I'd say they play around with symbols and such. You can still have them shoot purple fire if you want under the current psyker rules. Then see if they add marginally different rules for them down the road, likely involving how they push and what happens when they roll on the perils table.
  3. It's what everyone else said. There's no restrictions on it in story. Just the first idea that comes to most of the artists and writers, for a few reasons, is men. Whether it's because they're used to real life clergy being men in their lives, or they like the visual image, or the first thought that jumps to man is a guy because they are a guy. Which I get, people don't actively think about that. I just presume that unless there's an explicit meaningful restriction(ie Space Marines) that there are few universal restrictions. Certain planets might have their own quirks as they are like to do in 40k under ethnic, gender, political, philosophical, or anything else you can possibly think of. The local holy folk will legitimize this for the most part, long as it doesn't get in the way or rub the wrong bishop the wrong way("These savages must be put in their place, warrrrrrrrrrrrrr!"). But in general, I assume anyone could be anywhere. There's female members of the Church. They never say there aren't, considering other general facets of the IoM. Having females serve in the IG and Navy in every role, serving as Inquisitors, and so on. I don't see why they wouldn't as a rule. Whether it's half crazed confessors burning and smiting all of the unworthy from the underhive to the Governor's Palace or a centuries old decrepit and corrupt Arch Bishop who is at this point almost totally non functional at her duties but is still held in high esteem by her peers. In the FFG materials they make occasional reference to them.
  4. That makes sense. An extra expense, something that is actively dealt with rather than assumed when the players say "We do the buy to make it a colony," like years of corpse starch rations are.
  5. Yeah, that's a pretty reasonable way to bounce on the psyker spectrum. One that bumps up the acquisition availability a bit. But still like you said, social events with lots of heavy hitters are going to have a disproportionate amount of psykers in addition to other unusual sorts. Just don't have every 2 bit merchant keeping one on hand to keep things honest. Though maybe he keeps some sort of item he believes wards him against sorcery..
  6. I think when it comes to PR that's something that's definitely YMMV. The vast majority of psykers who cannot control themselves, don't generally come up in play. Most PCs are able to go over 1, unless they choose otherwise. By intentionally playing a weak undocumented psyker. The same is true of stated NPCs, though both can be written off as powered by plot. It's a question of interpretation, in the setting, in the rules, and in plot contrivance. Like how many astropaths are on a cruiser? Is it 1 or 12? What's the PR breakdown? Is it a bunch of 1s with a couple 2s and a 4 if you're lucky? Most PR1 psykers will never go further than that, but is it simply impossible, or a matter of training technique and dedication? What's the tipping point population wise before a planet reliably gets an astropath? How does the psyker rankings translate to PR, a Delta can read thousands of minds at once, an alpha can crush a battle titan? Do you personally care about the ratings, and does it matter when it comes to gameplay? Where do you acquire sanctioned psykers? Clearly you can, but what does that entail? That's all not touching on what those characters can do. Basically every weak psyker can roll to detect trickery afoot, but among somewhat powerful psykers how many of them bothered with mind probe. I think most or at least a lot of psykers can read surface thoughts, but that's a bit of a leap to mind probing. Is it hard to learn in the setting? Is it something any rando PR1 can probably learn given enough time? That makes capture by any sufficiently funded organisation an even bigger problem. Even a weak psyker is eventually going to crack open your mind if you give them a few weeks and you're tied to a chair getting beat on by some thugs. I dunno. At my table, almost every voidship has at least one astropath, and most have more than one. The vast majority of which are at or under 2 PR. They have a few abilities beyond their job description, they're all telepaths of various talents. One of them being a PR 3 and having Mind Probe trained isn't much of a stretch, and if it was I'd just make them either make an acquisition roll or go on an adventure for it . "Let's reclaim these psykers in transit to the blackships, the men who have them misfiled the paperwork, they are clearly traitors up to no good. As a reward for our heroism we shall help ourselves to the best psykers, and as a favor to the Inqusition execute the weak ones ourselves. Now put on your masks, we sadly cannot take credit for this heroic deed." Acquisition being set up how it is, getting your dirty mitts on a platoon of storm troopers, a famed relic of an inferno pistol, a crate of bolters, or even a smallish ship isn't a big deal for the wealthy. I don't think what would qualify as a low level Black Crusade character is too out there for space trillionaires. Your average merchant prince probably doesn't have someone who can do it, but your average character in universe uses stub or las weapons because they're comfortable and the vast majority of people they shoot aren't in carapace armor and better. And it's not out of the question, just unusual. Chalk it up to plot contrivance. Again that's just my table, the fluff can as usual support any extreme on this subject. From PR 4 psykers being so rare that most rogue traders never see them, and most ships being without an astropath. To major crime syndicates having talented psykers in their ranks at a somewhat startling rate(ie whenever the GM wants to scare his players "This narco thug fired HOW many bolts?").
  7. Yeah what they said. I think it's relatively common so it's an option for PCs. An option that has its own problems and limitations, and is for a few reasons not a story breaker. I imagine that detecting it is rather simple for a lot of psykers, so it'll be hard to get away with if they're expecting it. But honestly, I imagine that most aren't. Even if they haven't taken any steps against it, it's not exactly the most common skill set in the world, and getting more than a very minor glance is far from assured if you're trying to be subtle. You need to beat them in contest WP tests twice at -20 at fettered, to start getting somewhat useful information. So let's say it's an okay NPC or low level PC. PR 4 like 38 WP. Versus random noble jerk like 27WP. That is 28 vs 27 all things considered, and you gotta beat him twice to learn anything cooler than his name. If you get a badass psyker awesome, if the okay one makes their rolls great. Information gained with them none the wiser. But it's far from certain.
  8. It's rare but what isn't with RTs? Imperials don't much care for witches, especially not t fancy parties and business meetings but they can always find a way in. A psyker who either passes for a normal guess, goes unnoticed entirely, or who couldn't be be refused. Whether they were fairly obvious astropaths, ostensibly there to be a man shaped fax machine to the very important RT. A friendly Inquisitor who a common goal who could be discrete or flashing the rosette for all to see. They could be an unsanctioned sorcerer that passes as another member of your overgrown retinue. Or someone hiding in the vents or otherwise invisible. Now there's a number of considerations. Imperial society isn't dominated by people using pet psykers to manipulate others, so when are they used, how are they countered, and how effective are they? Narratively I have it where most events are not even considering psyker related security. For the few that do, there are plenty of ways to beat or bypass it (very few have the gall to bar an Inquisitor for example, psyker or not). Occasionally people who are weary will do meetings in areas warded against psykers or with tame psykers who they trust(ish) or if they are rivals then they all bring pet psykers to keep each other honest. I've had players and NPCs do it, either to protect their own mind or to read another's. The last time was when taking a loan from Krin. They caught the Krin loan officer trying to take a sneak peak at their mind using a psyker in the next room. The Krin psyker was trying to passively read their minds at fettered. With enough degrees of success they gleam quite a bit, and they were at fettered so worst case they get no info. The players expected this, brought a friendly sanctioned psyker making psyniscience tests who raised a stink claiming they were clearing trying to mind control the rogue trader. The officer fearful for his body and soul apologized profusely insisting it was a mistake. And the players' ruse was not uncovered. I see no reason why it wouldn't be possible. There's rules for it with Min Probe in the BC core book. Page 224. The description is of course a fair bit longer, including XP values, and a table showing what you learn on each level. But I think that quote shows that it's almost certainly what you're looking for. I personally let my PCs mix and match psyker powers refluffing them as necessary from the various bigs, but that might be because I haven't had anyone flip gameplay balance on its head yet doing so. All the same it's fun for seeing weird little powers like this to give to NPCs and such at the very least. BC in particular has a ton of powers spread through the gameline. Edit: As far as your source of tame psykers. Barring calling in favors from Inquisitors, or having an exceptionally spry looking astropath. You can get an unsanctioned psyker, or you can get a normal looking, non muttering, sanctioned psyker. In a few of the books I've read people of wealth and means have them on staff, and not just Inquisitors. They're expensive, especially one that's not constantly chanting about the specters of death, knows how to read minds, AND is sanctioned. People like that are a hotly desired commodity, but , so are plasma pistols. I'd make them acquirable to players, unless it's an element you don't care for(which clearly doesn't apply with you), though how acquirable is a separate discussion.
  9. Yeah those Navis Primer charts make some places like Damaris seem pretty unattractive. I personally just handwave it the majority of the time, unless I had a navigator PC and my table really wanted to keep track of travel time and supplies, rather than it being relegated to the power of (sometimes inconsistent) plot. The travel is something I'm likely to bring up whenever I finally trot out the planet, which I've referenced a few times as a sorta peaceful unincorporated planet teetering on the edge of serious strife. Though I'm probably going to soften the travel times a bit. Damaris isn't the only friendly planet with a billion plus on it at my table, so it's relatively less attractive as a result. I'm not sure what my players are going to go actually. I'm guessing they will sense weakness and plant the flag, but maybe they decide to use the governor as a puppet. Keep a degree of separation between them and anything bad that happens. In either case Leo. Damaris has a number of Imperial organisations chilling on the planet. They're culturally and religiously Imperials. But they don't actually pay taxes. Taking them over would incur less red tape from administratum than normal, well maybe not if they decide that now the RT has to start footing their tithe bills. But at the very least there would be less hand wringing from official Imperial persons.
  10. I always read it as, force weapons are by definition best craftsmen ship. And count merely as a best craftsmenship sword to a non-psyker. That's how I've been ruling it. Force swords are rare enough without having to get a better one for the +10 when it comes to acquisitions, and if we rule it that there aren't any best craftsmenship versions of them. Then why? I can't think of any other standardish weapon that you can't slap a +10 to hit on in some fashion. But yeah by RAW it doesn't say that. I just took it for granted, because it makes more sense to me.
  11. Yeah in the Eisenhorn trilogy there is a villian who does a complete conversion, partly via sorcery. There is a magos who has all but his brain replaced. And there is a rogue trader who is just a head on a golden body. This is in addition to the various less invasive cybernetics that various characters pick up as time goes on. I would say barring special circumstances, you can replace almost everything, but you still need a small chunk of brain. For tech, religious, and other reasons.
  12. Unusual but doable a few ways. Tau have a decent amount of non violent contact with humans compared to most xenos races. Maybe this tau has wanderlust and is traveling the stars to spread word of the greater good and learn from others, maybe they've turned their back on the rest of the blue brethren and have gone merc, maybe they're slaves, or just straight up worshipers of chaos. They're resistant sure, but so are Sisters of Battle, people still like referencing corrupted ones right. If it has its own soul, it can get into some trouble.
  13. Everyone here has better ideas than me, so I'll just add that Winterscale's Realm is a bit of a misnomer. And just because you have even a cool planet there, doesn't make him particularly likely to poke it. That said it is the most trafficked region, so if not him, being there does make it more visible to Imperial interests in general, though really. Being more visible doesn't exactly mean visible in this context. That said I'd settle for the heathen stars and call it a day.
  14. What everyone else said. I don't see the PCs taking over Damaris as a stretch in any way. I would put a few roadblocks in the way. And give a credible reason why no one else has done so, so that the PCs don't start thinking that every other dynasty is dumb. Even if it turns out that taking it is easy for the purposes of plot or high adventure. They can at least say "Oh yeah Chorda didn't do it cause it's in a sorta delicate position, and she didn't want to deal with the possibility of it blowing up in her face, and the possibly violent backlash of other RTs waiting for her to bungle it." I too assume most RTs are chilling between 40-60. That big shots go higher, but it's pretty rare. And that it's highly dependent. Someone on their home planet is going to roll better than someone significantly richer.
  15. 1. There's a few different groups who might have fleets. RTs, Pirate Captain Lords, merchant consortiums, admech explorator fleets. Chaos Lords, Xenos. When it comes to securing ships via marriage. Marrying either the RT or any of his family members, closer is better, to some of these types should work. Pirates get to legitimatize themselves, no more (or less) running from the navy. They get to be all fancy like and hang out with a bunch of rich guys at fancy parties in snazzy clothes. They're likely to make more money, have more support, and more opportunities. It's just a step up in the world. The same is likely true for most other groups lower on the totem pole than an RT (ie most people), though I'd imagine it'd be the most pronounced with a pirate. Their ships would be pledged to the RT and they may be somewhat uppity. What's the difference between having a spouse or an in-law running an offscreen fleet versus a nameless captain? Relatives are more fun IMO. Plus when they're dead 200 years from now, there's no unspoken asterisk on that contract. I'd stick to at least nominally pious Imperials though. I don't care how charming or how powerful a xeno or chaos lord is, I wouldn't get married to them in a legal public fashion. Best case scenario they legit aren't going to interfere with your interests ever, and are insanely good at faking being a proper Imperial human. So good that they'll stand up to the scrutiny of suddenly existing and being obviously tied publicly to an RT. Whether it's the paperwork(she's a tribal who barely speaks gothic!), being surrounded by spies, having to testify at a hearing, biometric scans, telepaths. That's a lot of potential tests to beat ("Oh you meant him on some space hulk? Cool"). That Kharn the Betrayer ripoff might be quite dapper, he may have stolen your heart(that's like a -8 rending on the crit table), and he may have an awesome warband. But if wanna put on a ring on his finger, don't send the paper work to the administratum, and just keep it deniable. This is all of course assuming you actually trust either a xeno or a high corruption proper Champion of Chaos, or at least trust them enough to consider that angle a moot issue. 2. None that I could think of. Ships don't seem to have many 3. Damaris has a decent example. I imagine that Damaris is unusual, but not a singular example of such a planet. I have a few planets a bit more developed than that in my games. I like the feel, and I feel there's enough to suggest it doesn't totally fly in the face of the established material. 4. Damaris is pretty civilized. So same answer as above basically. 5. Port Wander is a bit of a boomtown, and has it's fair share of warts. But it's still a legit naval installation. I'd assume you could trust those officers as much as any other random naval NPCs, all other things considered.
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