Our group has been doing some pretty fun Dark Heresy 2nd Edition sessions lately, and we've been using a bunch of house rules since we started playing as we felt the Rulebook didn't quite cater to everything we wanted to do. The
GM - being the bro he is - allowed us to make custom rules and use them as long as we ran it past him first.
One thing we have noticed is that out Psykers are getting progressively less useful as... well, Psykers. Our enemies are a lot tougher than when we started, and our Biomancer/Telekine generally does jack against anything when not using a Vortex of Doom, and it's getting incredibly annoying when it explodes at the most inconvenient of times and knocking her into the negatives. This has garnered some complaints from everyone on the team. Our
GM told us we had the option to do something about it. I offered to figure out a way to solve the power creep problem.
It was a stupid idea and I should have never opened my mouth, but I'm stuck with the job now anyway so...
Anyway, this is the concept I've been working on. It's called Branched Powers, and is supposed to be used with the power trees you can find in the Rulebook. Details are on the document, if you're interested. If you think something needs changing or reworking entirely, please tell me. I want this to be good. XP values I have left blank as I seriously doubt my ability to correctly cost these things, so help on that would be appreciated. These are just the Biomancy powers, but I'll try and add the other 4 as I complete them.
Thanks!