Elite advances, question...

By MisAnThropic2, in Rogue Trader

If the players have a skill/talent they would be able to pick up but its not on the career path - what cost do I use?
Cant seem to find any base costs on anything, I have to dig through all careers to find it.

Thanks for all help guys

The figure I see thrown about a lot is double. Not quite sure what book that came form though. Into the Storm I think.

Page 102 of Into The Storm. The "Counting the Cost" sidebar mentions it should usually be twice their regular cost. Or that you can exchange it for alternative things, like Corruption Points, or enemies, or just recognising that you are training yourself a certain way.

There will be a cost for the skill/talent in another career, if that's what you mean :) the other above have covered the rest.

Thats just it, its no easy way to find the skill/talent cost. You have to guess which path might have it and look through all their ranks :(
Guess i need to do a list myself :)

Thank you all for the answers.

Partly it's because different stuff costs different for each class. Getting Tech-Use is cheaper, and also easier/quicker for Explorators than for, say Void Masters, and even more so than for Missionaries. Elite Advances rarely have a fixed cost; you (the GM) just sort of have to weigh whether they SHOULD have it, have demonstrated getting it, and what it does, both in comparison to the game as a whole, and also to the PC who might have that as their "that's what I do" flag.

I usually use 300 xp (150%) for training in skills, sometimes even 200 for the really common/core/basic ones. +10 & +20s are 400xp each, and cannot be bought before at least 1 career can buy it. 750 xp for talents, subject to the same limit that it has to be on somebody's list at that rank or lower. I've occasionally bumped the cost for powerful/obscure things, but really, haven't had that much issue - mostly my players were picking up things like Navigate: Surface and Scrutiny.

I don't add xp spent on elite advances to the players total spent xp for the purposes of rank advancement.

I feel this represents them putting their current career focus on hold while they pursue a different track.

Screw all this noise, find it on someones tree, double the xp cost, move on!

=D

There are a few skills that literally are not on any tree.

If the players have a skill/talent they would be able to pick up but its not on the career path - what cost do I use?

Cant seem to find any base costs on anything, I have to dig through all careers to find it.

Thanks for all help guys

There are suggestions in the materials, but you're not obligated to use it.

I tend to use the common sense approach. Taking into account the character - both career and the character itself - decide how "off the rails" the skill/talent is. If its something the character could conceivably have known or learned, then the cost should be minimal. In those cases, I use 1.5-2x cost. The more unlikely the character is to have picked that skill/talent up, the more it should cost.

Again, the rule is common sense. Explorators don't get Common Lore (Imperial Creed) just like a Feral World Astropath never gets Tech-Use. Its common sense. Use it.

Keep in mind that if its super off the rails and makes no sense, the cost should be "no."

There are a few skills that literally are not on any tree.

If that's true, it's really stupid. I've never noticed it. Got an example? I know we once had a hard time finding tracking for the Navigator and finally found it under the Arch-Militant (who plays one of those?).