Latent Psyker

There are some psykers that are unaware of their abilities.
They may hail from a primitive world ignorant of proper
ways, or else their powers might manifest in subtle ways,
such as strange luck with dice, “poltergeist activity”, uncanny
hunches and so on. These psykers might never be detected,
or more likely they might become host to all manner of
warp corruption. Some might be infected with weird psychic
parasites which slowly gnaw away at their mind until insanity
results. Others might become host to Daemons, or even be
snatched away into the warp to make a plaything for the
Ruinous Ones which lurk there. Some have been known
to flower into full-blown psychic ability---a phenomenon
known as emerging---under stress, often with spectacular
results. These are known as nascent psykers. In any case, latent psykers are considered dangerous
weak points, and the agents of the Black Ships do not shy
away from hunting them down.
==Nascent Psykers==
A nascent psyker is a person who gives birth to a talent they never
knew they had: the power to bend the warp to their will and with
it, forge changes in the physical world. Such a metamorphosis is
brutal and dangerous, and not only for the psyker. Untempered
by training or experience, the undiluted power manifested by a
nascent psyker can eclipse anything they may later wield. Slaved
not to conscious will but to the capricious fears and desires of
the subconscious, the nacent’s power is the raw power of a new
born child given the keys to godhood.
No matter what their age or position, the Imperium hunts
constantly and remorselessly for nascent psykers. This is not
only because the survival of the Emperor Himself depends on
the sacrifice of psykers, but also because a nascent psyker is
a threat of terrifying potential. Daemons and warp predators
are drawn to the flailing soul-light of a nascent psyker like
carrion to a fresh carcass. To such creatures, the untrained,
frightened and barely in control power of a nascent psyker
makes them a delightfully helpless prey whom they may toy
with or consume with equal ease. Though such possibilities are
a reason for the Imperium’s constant vigilance for emerging
psykers, it is not the only reason: the emergent powers of a
nascent psyker are cause enough.
==Metamorphosis==
While many psykers’ powers emerge during adolescence, this
is not so for all. Some are born with their powers, while others
can live half their lives of more before the potential within
them manifests. In many cases, extreme mental or physical
trauma or exposure to the power of the warp can force latent
potential to the fore in people who never dreamt that they
possessed any psychic ability. From the Guardsman who rends
apart an enemy tank with his terror even as he cowers alone
thinking his death certain, to the aged savant who wishes he
never had read the small hide-bound volume, there are many
ways for a hidden power to work its way into being.
To see a nascent psyker’s power unbound is to see the
potential of man as a god, a god of terror and pain. In many
cases, the power wielded at such moments is beyond that of
a trained and sanctioned psyker and often beyond reckoning.
The records of the Witch Hunters detail many instances which
serve to caution any who underestimate the danger posed
by a nascent psyker: storms of psychic energy kilometers
across, psychic shock waves strong enough to shatter plasteel
and towering infernos of power are but a few of the details
recorded by servants of Ordo Hereticus.
==Elite Advance==
Almost any character may become a nascent psyker at
any time. It costs nothing to do so and only requires the
complete consent of your GM. Taking this Elite Advance is a not
only a character changing decision, it also has a profound
impact on the other players and any campaign your GM is
running. Taking this Elite Advance most likely result in the
death, possession or loss of your character to the Black
Ships. However, the road to these outcomes can be a deeply
enjoyable roleplaying experience, but be aware that ultimately,
you doom your character... unless they can escape that fate, of course, but that is up to the GM's discretion.
Restrictions: Imperial Psykers and Tech-Priests may not select this Elite Advance Package.
Advance Cost: None (available at the GMs discretion)
Effect: You gain the Nascent Power trait.
Nascent Power (Trait)
Restriction: Characters with Psy Ratings can never have this Trait.
You harbor incredible and uncontrollable psychic power. At
times, the power within you is so great it threatens to break reality
around you. At other times, it submits to your will with ease. You
gain a single random Minor Psychic Power. This power
never changes and you can use it automatically without making
a Power Roll and without generating Psychic Phenomena. At
the start of every gaming session you gain a number of Psychic
Powers equal to 1d10 – your Willpower Bonus. If this results
in 0 or less, you gain no powers that session. These powers are
randomly chosen and can be from several Disciplines. You may
use these powers automatically without making a Power Roll,
but each use generates Psychic Phenomena.