Need Help with character creation......

By Mouseguard, in Rogue Trader Rules Questions

Hi guys ( and gals) Im stuck on creating a character and hope you (or someone) can help me?

I take it on the career starting skills talents etc you start with them all?

if that is the case why on rank 1 does it also give you the same skills again?

for example the rogue trader on page 41 starts with command (starting skill) then under rank 1 is has command 100 cost?

at first i thought it was for skill mastry but.. in rank 2 it also says command + 10 which i gather is the mastry.

so why is it there and whats it for?

this leads me to question 2, once again I presume you start with all the starting talents? such as for thr trader you have pistol traning universal.

but again on rank 1 you can purchase pistol traning again for 500 exp. but why ? buying this particular talent, cannot be purchased twice becaues it dosent do anything?

finnaly, and this could be a big one so im sorry, can anyone give me a run down of how you perform psychic power use? such as in tabe 1-6 fettered says no check power is activated ? so you dont test ? you just use your power? pushing tecque ? focus power? when you push do you always have a phenomena ?

sorry but im really lost with the psychic bit, if anyonw would be kind enough to run me through it in play and what you actually do that would be amazing

Cheers

Alex

The skills and talents are there mostly for references. When Dark Heresy published variant classes some would start without certain skills. These had to then be given Exp costs to let characters acquire them later. By publishing these costs early, it's easier to make RT kits and requires less re-working of rules.
It is assumed that some of the 4,500xp your character starts out at were spent on these.

The three strengths of psychic powers are as you read them. Fettered powers are activated without a check, but uses half the psy-rating of the character making them less effective. Unfettered is the 'standard' strength and sometimes causes a psychic phenomenom.
'Push' I'm not sure about. I'd say that it still only sometimes causes a phenomenom, as the 'bonus' on the table is quite dangerous in itself. i could be wrong though, it's one of those vaguely written rules like 'Storm' weapons.

Focus power is simply the action taken to use psychic powers. Substitute it with 'manifest power' or similar if you're importing materiel from Dark Heresy. An example of use is currently beyond me as I'm without my rulebook.

While Jimmy's mostly right, though I don't think he's right when he states that the "no check" clause in Fettered Power means that the power goes off automatically. What it means is you don't check to see if any phenomena are caused, you still have to make your characteristic test to see if the power still activates or not.

  • Fettered = little warp power drawn, low chance of power activation, low effect when activated, but no chance of phenomena as well.
  • Unfettered = a good bit of warp power is drawn, good chance of power activation, decent effect wen successful, but a chance of phenomena.
  • Push = massive amount of warp power drawn, high chance of power activation, powerful effect when successful, but with definite warp phenomena occurring.

If Fettered allowed the power to go off automatically, it would mess up the logical power build-up slope a bit. After all, why would a power automatically succeed at low, have less of a chance of succeeding at moderate, but have a higher chance of succeeding on high then when on moderate but still less of a chance then when on low?

ok so as far as the psychic stuff goes I choose if i want to use it , fettered, unfettered, or pushed plus a push level 1-3?

if my psychic rank (level) is 2.

fettered: i half the psyc rank to 1 (X by 5) so 5 and add this to my will power lets say my wp is 41 so becomes 46, I then make the test and refer to the power description?

un-fettered: I leave my rating as it is (X by 5) so 10? add it to my wp and test as 51? if a double is rolled I then roll on the phenomena table ?

if i push: I add my push level to (1-3) to my psychic rating and X by 5 as above, and make a wp test? but I automaticly roll on the phenomena table but for each level I pushed (1-3) i add 5 to the roll on the Phenomena table so if i pushed 3 I would add +15 ?

this is how it reads to me could someone confirm please?

Mouseguard said:

ok so as far as the psychic stuff goes I choose if i want to use it , fettered, unfettered, or pushed plus a push level 1-3?

if my psychic rank (level) is 2.

fettered: i half the psyc rank to 1 (X by 5) so 5 and add this to my will power lets say my wp is 41 so becomes 46, I then make the test and refer to the power description?

un-fettered: I leave my rating as it is (X by 5) so 10? add it to my wp and test as 51? if a double is rolled I then roll on the phenomena table ?

if i push: I add my push level to (1-3) to my psychic rating and X by 5 as above, and make a wp test? but I automaticly roll on the phenomena table but for each level I pushed (1-3) i add 5 to the roll on the Phenomena table so if i pushed 3 I would add +15 ?

this is how it reads to me could someone confirm please?

That's how I read it as well.

I have a question about generating Characterristics, When recording each characteristic remember to record the first number in the circle, writing those numbers in the circles allows you to see your characteristic bonuses at a glance. However it does not say what to do if your starting characteistic is over 100, do you put the first two numbers in or still just the first one?

Thanks in advance.

Dragonskull said:

I have a question about generating Characterristics, When recording each characteristic remember to record the first number in the circle, writing those numbers in the circles allows you to see your characteristic bonuses at a glance. However it does not say what to do if your starting characteistic is over 100, do you put the first two numbers in or still just the first one?

Thanks in advance.

Technically, the bonus would be 1/10th the characteristic, rounding down. Then again, it's impossible to obtain a characteristic that high through any means covered by an official publication, and even powerful adversaries tend to stop in the 70s and 80s for their actual characteristics, increasing their effect further through the use of Unnatural Characteristics.

Thanks, Help much appreciated.

Dragonskull said:

I have a question about generating Characterristics, When recording each characteristic remember to record the first number in the circle, writing those numbers in the circles allows you to see your characteristic bonuses at a glance. However it does not say what to do if your starting characteistic is over 100, do you put the first two numbers in or still just the first one?

Thanks in advance.

It seems to me you missunderstood the initial die-roll to determine the starting characteristics. There you don't roll a 1D100 and add 25 to the value, but you roll 2D10 and add 25 to the summ of both dice, so you have a range of 27 to 45 for all starting-stats.

Just for clarification.

Ok thanks that makes more sense cause i was thinking that otherwise you could start with a rediculasly over powered starting character.