Wyrd

Wyrds are individuals who possess a small spark of psychic
ability. These individuals may not even consider themselves
psykers but simply gifted, blessed or lucky---but their powers
are very real. From the thief who can steal in plain sight and
never be remembered, the arbiter who gets a strange feeling
that makes him duck a second before the bullet hits the wall
above them, to the ganger burnt for being able to heal wounds
with a touch, the power of a wyrd can be seen as a vital
edge or a mark of damnation. A wyrd’s power remains small
and stable, and though he will never ascend to the power of
even the lesser true psykers, he is nonetheless tempting to the
predators that lurk in the warp and hunger for reality and
flesh. Many wyrds pass through their whole lives without
their power being discovered, but those who are discovered
face the same fate as more powerful true psykers: the dark
holds of the Black Ships and a life of pain and suffering. A
rare few wyrds may come to the notice of an Inquisitor who
has use for a skilled individual with a unique edge.
==Background Package==
Career: Any except Adepta Sororitas, Imperial Psyker or Tech-Priest.
Cost: 300 XP
Effects: Apply all of the following changes to your character:
Corruption: You start the game with 1d5
Corruption Points.
Wyrd Power: You have a single psychic power that is
randomly generated at the point of character creation (use
Table 5–15: Random Psychic Powers on page 149 of the
Dark Heresy Rulebook). You have no psy rating. Instead,
you always roll 1d10 and add your Willpower bonus to use
the power. You generate Psychic Phenomena as normal, but
may re-roll a result of 9 on the power roll. You may never
gain additional psychic powers except by metamorphosing
into a full nascent psyker (see pages 89-90 in The Inquistors
Handbook). You are, however, a psyker for the purposes of
rules that relate to psykers.