<strong>(post moved by request of the thread creator (Pumpkin Seeds)</strong><br/><br/>this is probably a no on both counts since the 'magic number' of 7 has already been reached but...is there...uh...still room for another Arbitrator?<br/><br/>I was really curious about rolling one up with the Wyrd background from the Radical's handbook. It would allow for a single minor Psychic power with no Psy rating (roll 1d10 and add willpower bonus instead, generate Psychic phenomena as normal but may reroll a 9 and may never gain more psychic powers save for Metamorphosing into a Nascent Psyker of which I have no intention ) and costs 300xp.<br/><br/>For the extra 100 xp in my starting package I was wondering if I could potentially choose my power? I was thinking Knack, Lucky, or Precognition to sort of represent Psychometry, which is being able to pick up an object and read psychic impressions left behind. Like picking up a murder weapon and being able to get details off it no one else could.<br/><br/>Lucky: Dice reroll<br/>Knack: +10 bonus to any non combat test<br/>Precognition: +10 to dodge or +10 to WS to parry blows<br/><br/>honestly I was thinking Lucky or Knack would work the best, just fluffing them slightly differently for what would mechanically be the same. +10 on an investigation, search, or Inquiry roll or a re-roll. (not suggesting two powers if thats what it seems like, I'm just putting Either/or into context.  I just thought the idea of a Psychometric detective was kind of interesting a not -exactly- your tradition judge dread styled Arbite.<br/><br/>For Space Marine I was thinking Salamander Devastator from the First Founding book?