Greetings all,
As the title says I'm a new player (along with most of my group) with a number of questions regarding Warhammer 40K's setting and how it would affect the PC's. I apologise in advance for the sheer number of questions.
(Note: I have only read the Ciaphas Cain books beyond that I only have some general knowledge from a few PC games about WH 40K).
1.a) I get that Mutants are hated but would it be really strange setting wise for mutant to be a Rogue Trader (class path)? Please note the character concept I have in mind is just having Red Eyes (I am somewhat basing this character on Cyclops without the optic blasts) which might reflect something like enhanced sight or dark sight.
1.b) If it is really against setting is there any advice on how to make it acceptable? The one idea I got (due to the Cain series) is being a blank and being an Inquisitor's on call pet in return for the Inquistor smoothing over things for the character. ( I don't really want to do this though as it's too much of a copy of the novels and the XP penalty + Fellowship penalty hurts a Rogue Trader so really open for other ideas.)
2.a) One person at our table wants to play a Rogue Psyker and wants to combine the Wyrdling mutation and the Perilous Choice path (We are all getting about 300 xp bonus that we can use on expanded origins) Would that give him a Psy rating of 1, 2 or 3? or would the ratings of the wyrdling and Perilous Choice disciplines be tracked separately?
2.b) Just how bad is it to be Rogue Psyker in Warhammer 40K and especially aboard a Rogue Trader ship? Is it something easily detected? Is it something all the PC's should be in on and somewhat accepting of? or are they supposed to just kill the guy when they find out? Can you give any advice as to how a group should handle having a Rogue Psyker as a member (Assuming he is not going to go around using his powers like an idiot?)? Also any advice on how to hide being a Rogue Psyker from talents like mind sight or divination etc? (Guy really wants to be an unbound Psyker which is partly why I don't want to be a blank. That would just make it though for him and me too)
2.c) Add on to the above: How obvious is a Force Sword? Does it activate automatically at the touch of a Psyker? Can a force sword be disguised as a power sword?
3.a) Is it possible to upgrade starting equipment? Example: Trade in a common power sword for a best quality etc?
3.b) I am considering buying Mesh Armor because it seems more like a light suit of armour my PC could wear under his clothes but is it feasible in game? or should I just go for Carapace armour?
4.a) In Into the Storm, the Origin Path "Fear" has a line stating that "Fear may be selected in place of any entry on the standard Origin Path table." So can Fear replace entries in different categories? i.e: Can it replace Birthright or Lure of the Void?
4.b) House Rule Question: The Motivation Origin Path option Fear (Tormented by the Unspeakable) is a 200XP path which provides three talents. My PC already has 2 of those talents (Giving me back 100XP if I read the rules right). My ST and I are considering if I could combine this with the Motivation Duty path (It fits my character's story, Duty being the only reason he is not curled up under a bed) which also costs 100XP but gives a talent and stat bonus I actually want.
4.c) Is it possible to remove Corruption points like it is with insanity points? or at least a decent house rule for it? We are in preliminary character creation and a few of us have already got corruption points.
5.a) Regarding the Rogue Trader Dynasty and the Warrant of Trade: How do things work with Scion's of Rogue Trader Dynasties? What our ST is broadly planning is sort of a trial by fire for the heirs of the Dynasty. Actual (NPC) Rogue Trader is retiring, whichever heir (or their faction of the family) gets the most profit/reknown for the Dynasty before she retires will get to take over the Dynasty. Basically young scions being sent out on their own to see how much profit they can make or glory they can earn or aid their Dynasty in whatever fashion.
Problem is what sort of rights would such a heir have considering they are not an actual Rogue Trader (with Warrant of Trade) as of yet? Would they still be able to carry out things freely beyond the Imperium and have some lee way inside it? Would they be able to request right to salvage wrecks? What authority to do individual ship captains of a Dynasty Fleet (and light years away from the Rogue Trader) have in regards to colonisation, xenos trade etc)...
5.b) Any guide to general starting ages of most class paths? Our game is set to be more of a younglings type game (with a few older NPC's) but quite frankly we don't have an accurate idea as to how young it's possible to be for most careers ? How long does it take to become a tech-priest? or Astropath / Sanction Psyker / Navigator / Missionary? (Rogue Trader / Seneschel / Arch-Milatant / VoidMaster are a bit easier to have young but talented people into.)
6.a) What do you think of the following as a starting ship:
Tempest Class Frigate
Power: 43 / 48, Space: 42 / 42 SP: 0 / 70
Lathe-pattern Class 2b “Escort” Drive (Best & Archeotech), Miloslav G-616.b (Best), Emergency Field, Repulser Shield, Bridge of Antiquity (Archeotech), Clemancy Pattern, Clan-Kin Quarters (Good Quality-Space), Deep Void Auger Array, Sunsear Laser Battery, Shard Cannon Battery (Xenotech), Retro thrusters, Reinforced Bulk Heads Good (Good Quality-Space), ShadowBlind Bays (Best), Librarium Vault, Field Bracing, Medicae Deck.
Congrats, If you made it this far down. Sorry for the length of this first post. Promise to be shorter with the rest and thanks in advance for any answers.