Just got core book, couple of questions.

By Ken on Cape, in Rogue Trader

1. I can't find in the book where it says how many wounds a character gets when you make one.

2. How many XP does it cost for an explorer to take a talent/ skill that is not on any rank advance table for that career? IE: The Concealed Cavity talent has no prereq. But the talent is not listed on any of the rank advance tables for Rogue Trader career.

Ken on Cape said:

1. I can't find in the book where it says how many wounds a character gets when you make one.

2. How many XP does it cost for an explorer to take a talent/ skill that is not on any rank advance table for that career? IE: The Concealed Cavity talent has no prereq. But the talent is not listed on any of the rank advance tables for Rogue Trader career.

1. I'm not sure but I think it's listed under the homeworld

2. If it's not on the advance list it can only be purchased as elite advance. So the GM has to allow it and he may set the price. He can decline if he feels like it or set a reasonable price. In DH it's usually something about 500xp (which is a lot in DH) but should always be more than other careers that have it on their list would pay.
Without my books around I can't verify but I think most talents are somewhat more expencive in RT, so 500xp could be too cheap here.

Ken on Cape said:

1. I can't find in the book where it says how many wounds a character gets when you make one.

2. How many XP does it cost for an explorer to take a talent/ skill that is not on any rank advance table for that career? IE: The Concealed Cavity talent has no prereq. But the talent is not listed on any of the rank advance tables for Rogue Trader career.

1. Yeah, Wounds are listed with Homeworlds (p.17-24). In the text blocks for Fill in the Blank Characters, it's usually the second to last thing, right before calculating Fate Points. Usually, it's starting TB x2, +1d5+#, slightly different for each one.

2. 500-750 is a good cost for most Elite Advances that aren't silly, in my opinion. Elite Advances should be a bit spendier, especially ones with no prerequisites, since you can thus pick it up anytime. Figure the most expensive Talents are 500 for a character, that should be the minimum for an Elite Advance, unless you are getting it in-game, somehow, and a lesser price seems appropriate. Of course, it's up to your GM. Either they will plainly offer you an Elite Advance, say Concealed Cavity for 600 xp, and you have to choose to take it, then and there (maybe you are in a place, and there happens to be a facility with the medicae resources to perform the surgery, and your smuggler-like character wants to have a spot to "smuggle a little bit in, in the usual place"). If you say no, it's off the table. Otherwise, you might request one, say Hatred, as you grow tired of running into, and possibly being one uped by that motley group of Orks, thus wanting Hatred (Orks). You could ask if your GM would let you get it, and offer to pay some XP, say 300. The GM will either say no, yes, or on the condition that you instead pay 500 xp. Either yes is good, just accept that it will cost you more. Could also have to take a second Talent, likely a negative one, to get the good one, like if you grab Peer, you might need to take Enemy, to reflect your alliances, and their consequences. (You probably already know most of that,but I started typing, so... lengua.gif )

Here's a question:

What's the justification for spending XP on a concealed cavity? I can see, say, Mechadendrite Use costing XP - it's a new limb. You have to learn how to use it, hence XP spent. But a concealed cavity is a hole. It's the result of surgery, or bionic customisation. Why would I expect to pay anything but cash for it?

From what I've read so far. XP is the currency of buiding characters. The more you spend, the more powerful character. It is an advantage to have, so I can see why you would have to spend XP for it.

That part I get, but what about in-game, as the Explorator advance?

Actually, I have one for that. Buying the advance (for the Explorator) represents a deeper understanding of the possibilities of the body, and allows the character to exploit one of those possibilities. So I guess my question really becomes:

Given a willing surgeon, would you still charge the character XP for a comparable implant, and if so, why?

Some bionics and other augmetics actually can provide certain traits or talents without the player needing to spend XP to gain them. Though it does require an appropriate acquisitions check, and the obvious okay from the game master who says that both the item, and the surgeon are available.

OTOH most of the traits and talents granted by implants usually come with some drawbacks , especially if you don't get them at best quality.