Hail and or Howdy All - aka the Emperor Protects!
In today's post I'd like to share with you all our method with using Bounties in Rogue Trader game setting. Now for those of you who don't know "money" or rather the loot given over from most bounties generally fall way under the practical application of said activity - i.e. the money people give other for bounties is "pennies" to the Rogue Trader and their Peers / Scions (i.e. the other play characters who are partners with said Rogue Trader)...
Anyways - if money is of no use in these instances then why bother?!
Faction!
We all know many different Factions exist in the 40k universe and as such a player or rather a character can stand to benefit from interacting with such organizations and groups. That's where we introduced the concept of gaining "Favor" - the gist being the more I do for a certain group the ore likely I will get in "good" with said organization.
Mechanics - thus far, I only use Disposition adjustments and treat each Social category according to the Faction
(Influence Tests - 276 Core Book)
(Social Interactions - 204 Into the Storm; SEE BELOW)
For the most part - most Faction based reactions default to Indifferent
Now character backgrounds or current campaign specifics can and may adjust the character baseline from Indifferent to otherwise based on such miscellaneous details...
Metrics of Play (Generic Reactionary Stages)
9000+ Favorable +30%
5000 Points Advantageous +20%
2000 Points Beneficial +10%
0 Point Indifferent 0%
-2000 Brusque -10%
-5000 Adverse -20%
-9000 (or more) Foul -30%
The numbers above are treated as "points" in this case social currency with a specific Faction. This Faction score either goes up or down depending on the character's actions - in our case with Bounties - a GM could award 10% or the actual money offered as the Faction score earned by that action.
Otherwise a GM is encouraged to have the PCs spend their Faction points calling on favors, gear, and or info...
It is in this way re-playability is ensured as each go at a new campaign offers new combinations and specifics that each group will enjoy uniquely from one another (i.e. how many times can I play this game until I make the same character combination again, was the gist of "re-playability").
Now for - how much do favors, gear, and info cost - that's up to you!
Hope this helps steer you in the course winds ~
Stay GAMING
Morbid
Edited by MorbidDon