=I= Salvage Operation: Rogue Trader =I=

By TorogTarkdacil, in Dark Heresy

Here´s my list/brainstorming of stuff from Rogue Trader RPG, which I want/will/think is possibly to incorpotate into the Dark Heresy. Any comments, clarifications and ideas are welcomed:) I´ll use some symbols for some clarity.

Copy and paste directly from RT to DH is "+" (for example bionic heart), minor overhaul is "*" (death-world origin profit-to-income conversion), major overhaul is "M" (such as astropath career scaling down towards DH power level), and questionables "?" (for example completely new talents)

Chapter I: Character Creation

  • Allocating Points + (for characteristic creation)
  • Origin Path M ( this is far too sweet concept not to be used, but it need serious re-working for more DH homeworlds,different careers and also to stress the path on the Inquisition history, not Rogue Traders )
  • Skills and Talents: the Sequel +? (Skill masteries for multiple purchase of the skill, not only +10/+20 options, Talented(Choose one) for multiple talent purchase)
  • Death World Origin *
  • Forge World Origin *? (Fit for Purpose trait to upgrade characteristic you want)

Chapter II: Career Paths

  • Arch-Militant ?M (new "Bounty Hunter" branch for Assasin (added towards death-cult and imperial assasin branches) and/or "Mercenery" branch for Guardsmen at 5000/6000Exp)
  • Astropath Transcendent M (Astropath (maybe also transcendent but lesser powerlevel) career, or new branch for Imperial Psyker (not very logical on the other hand))
  • Explorator M (new "Explorator" branch for Tech-Priest at 5000/600Exp)
  • Missionary ?M (new "Missionary" branch for Cleric at 5000/6000Exp)
  • Seneschal ?M (downgraded new "Envoy" career or "Seneschal" branch for Adept at 5000/6000Exp)
  • Void Master M (lower powerlevel new career "Naval Officer" (possibly with Rogue Trader bits in))
  • Career Special Abilities ?M (great concept, but would mostly need creating from the scratch for DH careers)

Chapter III: Skills

  • Ciphers (Rogue Trader, Mercenery Cant, Nobilite Encoding, Astropath) +/* (small addition toward rank advances, for exapmle Mercenery Cant would be at same level/exp cost as Military Cant or Nobilite Encoding would be starting skill (or at least basic) for Noble Born characters)
  • Commerce ??M (if I understand it correctly neccesary if we want to incloude Aquisitions, but I´ve no idea how to transfer this)
  • Common Lore (Imperial Navy, Navis Nobilite, Rogue Traders) +/* (same issues as with Ciphers)
  • Forbidden Lore (Navigators, Pirates) +/* (same issues as with Ciphers)
  • Psyniscience +/* (blocking the astropathic/telepathic/other esoteric communication)
  • Scholastic Lore (Navigators) +/* (same issues as with Ciphers)
  • Secret Language (Navigator, Rogue Trader, Underdeck) +/* (same issues as with Ciphers)
  • Speak Language (Eldar, Explorator Binary, Ork, Trader´s Cant, Techna-Lingua) +/* (same issues as with Ciphers)
  • Trade (Archeologist, Astrograhper, Chymist, Cryptographer, Explorator, Linguist, Remembrancer, Voidfarer) +/*/M (same issues as with Ciphers, possibly more work with alternative skill tests for each trade and advanced crafting rules as in Inquisition Handbook)

Chapter IV: Talents

  • Bastion of Iron Will +/*
  • Blood Tracker ?M (no idea how to convert this, but the concept is just badass to ignore this talent:))
  • Bulging Biceps + (simple upgrade with RT rules)
  • Combat Formation +/* (I think very fitting for a coordinated group of acolytes)
  • Combat Sense +/*
  • Enemy + (very good concept, and there should be no problem in applying it in DH with RAW as in RT)
  • Enchanced Bionic Frame (for mechanicus secutor at least) +/*
  • Guardian +/*
  • Hartred (Pirates) +/*
  • Hotshot Pilot +/* (Midas and Medae Bentacore say heeeee-yaaaaa :D )
  • Improved Warp Sense +/*
  • Infused Knowledge +/*
  • Inspire Wrath +/*
  • Last Man Standing +/*
  • Master and Commander M (again, I like the concept but it need to be remade to some Command bonus on characters not ship scale)
  • Master Engineseer * (not only for starships)
  • Polyglot +/*
  • Renowned Warrant */M (as Renowned Rossete (high-rank advance) :) )
  • Rite of Sanctioning *
  • Rival + (same as Enemy, I think that there could be space for specific Acolyte cells of rival Inquisitor)
  • The Emperor Protects ( at least for Adepta Sorita and Black Priest of Maccabeus) +/*
  • The Flesh is Weak +/* (how could be this most iconic Adeptus Mechanicus trait be omnited from the Dark Heresy?)
  • Unarmed Warrior +/*
  • Unarmed Master +/*
  • Warp Affinity *
  • Warp Conduit *
  • Warp Sense *
  • Whispers +/* (again, how could investigation game of Dark Heresy didn´t incloude this?)

Chapter V: Armoury

  • Custumised Weapon quality +
  • Twin-Linked Weapon quality +/*
  • Strom Weapon quality +
  • Archeotech Laspistol +
  • Lucius pattern Hellpistol +/* (i think that new Pen should be standard for hell weapons)
  • Lucius pattern Hellgun +/*
  • Las Gauntlets +
  • Locke pattern Lascarabine +
  • Heavy Stubber (both Orthlack and Ursid patterns) +
  • Mars pattern Naval Pistol +
  • Mars pattern Stormbolter +
  • Filament Granade +
  • Geode Granade +
  • Plasma Granade +
  • Virus Granade +
  • Crux Beam Gun +
  • Dartcaster +
  • Digi-weapons +
  • Kroot Rifle
  • Sollex Pattern Omnisiah Axe +
  • Power Maul +
  • Mordian pattern Power Sword +
  • Fractal Blade +
  • Ghost Sword +
  • Harlequin´s Kiss +
  • Shock Glove +
  • Groxwhip +
  • Motion Predictor +
  • Omni-scope +
  • Photo Sight +
  • Preysense Sight +
  • Suspensors +
  • Vox-operated
  • Amputator Shells +
  • Bleeder Rounds +
  • Expander Rounds +
  • Explosive Arrows and quarells +
  • Advanced Helmet Systems +
  • Night Cloak +
  • Preysense Googles +
  • Survival Suit +
  • Selenite pattern Void Suit +
  • Advanced Medi-kit +
  • Almanac Astrea Divinus +
  • Calcurator Array +/* (bonuses towards logic and numerology)
  • Diagnostor +
  • Grapplehawk + (oh, every Arbitrator and reader of Matt Farrer´s Legacy dreams about one)
  • Hadd pattern Data-loom +
  • Mefonte´s Orthodoxy +
  • Multicompass +
  • Navis Prima + (upgrade IIRC)
  • Remuneration Engine +
  • Venom Ring +
  • Baleful Eye + (tribute to the comissar Yarrick without doubt:))
  • Bionic Heart +
  • Calculus Logi Upgrade +
  • Cranial Armour +
  • Locator Matrix +
  • Memorance Implant +
  • MIU Weapon Interface +
  • Respiratory Filter Implant +
  • Scribe-tines +
  • Subskin Armour +
  • Synthetic Muscle Grafts +
  • Voidskin +
  • Volitor Implant +
  • Vox Implant +

To be continued and edited...

TorogTarkdacil said:

astropath career scaling down towards DH power level), and questionables "?" (for example completely new talents)

Chapter I: Character Creation

  • Allocating Points + (for characteristic creation)

Is that just the +5 to all Characteristics or have RT actually allowed for allocation of ones rolled statistics? If the latter, then I must've missed it (still, I find it a common houserule), but I wholeheartedly agree on the former.

TorogTarkdacil said:

  • Origin Path M ( this is far too sweet concept not to be used, but it need serious re-working for more DH homeworlds,different careers and also to stress the path on the Inquisition history, not Rogue Traders )

I actually think the Rogue Trader Origin Path is good as-is, being generally quite generic in nature. My houserule concerning it would only be that you don't have to pick an option directly below or one on each side of it, but rather from the whole line. While flavour text may have to be reworked in places, I think it's quite workable.

Chapter II: Career Paths[/Quote]

Any particular reason for leaving out the Navigator? With Gaze into the Abyss, it's quite useful for investigation and (allowing for some Elite Advances) could easily serve as a pilot/adept mix.

Profit Factor might be renamed "Requisition Factor" or "Asset Factor" depending on the group. For a group who requisitions all their items from their Inquisitor, it would be the former whereas a group who seize the assets of heretics, establish own mercantile operations (which makes for a good cover) or have sufficiently high Lore, Trade or other "profession" skills that lets them earn money and influence outside the =I=, the latter might be more appropriate.

Personally, I like the idea of the Inquisitor arranging for his Acolytes a (false/legitimate) Warrant of Trade, letting them establish themselves as Rogue Traders (preferrably an existing, but dead dynasty... "Golly, the heir to the XXX Dynasty just came out from a Warp Storm that he's been trapped in for five centuries?") and thereby giving them a reasonable explanation for:
1) Owning a spaceship
2) Travelling to different worlds (under the pretense of trade)
3) Meeting with anything from underworld dealers to planetary governors and noble houses.

It'd also make it easier to explain any "crew changes" that might occur [when a player's character dies, an acolyte is assigned to the operation].

Profit Factor might be renamed "Requisition Factor" or "Asset Factor" depending on the group. For a group who requisitions all their items from their Inquisitor, it would be the former whereas a group who seize the assets of heretics, establish own mercantile operations (which makes for a good cover) or have sufficiently high Lore, Trade or other "profession" skills that lets them earn money and influence outside the =I=, the latter might be more appropriate.

It's highly probable that Ascension introduces Influence as an analogue to PF.

@ Harboe
I’m pretty sure by “allocating points” he means the point buy option presented in RT. Ie split up 100 points among your states rather than rolling 2d10 for each (max of 20 points per state, and if I had my way min of 2).

As to the salvaging

Commerce deals with vast sums of money. On the scale of wealth used in DH barter is probably more appropriate, especially if you are doing acquisitions/requisitions through your inquisitor.

I think most of the (+/*) talents can simply be added as elite advances. For the most part I’d price them at 500exp and make them available sometime rank 5+ as the plot dictates.

The exception to this would be rival/enemy as these are disadvantages. Characters might earn these through their actions. In which case they would cost 0exp, but are automatically acquired.

I would also be weary about expanding Master Engineseer too far. Maybe restrict it to a specific type of item (something the tech-priest has a trade in maybe) or to items the tech-priest is familiar with.

Lastly some of the listed items are intended to be on a star ship, either because of their size (Data looms) or their purpose (Navis Prima). Not necessarily a problem, just something to keep in mind.

Personally, the most attractive bit of the RT/DH crossover is bundling in the difference between Profit/Requisition Factor and Commerce/Command/Charm. Combining it with things like Contacts from Inquisitor's Handbook and the wider lessons about the organisations of an Inquisitor. Your basic cell, like a gang, is only really profit 1-5. But then as the missions expand, as the objectives grow and many other things are reliably foisted off onto other agencies, your influence grows, the web expands.

Certain ranks would offer up unique aspects to PF. Same with Endeavours. Some missions will have excellent returns, some 'contacts' will mean you can benefit highly from some investigations more than others. Spending a couple of hundred XP on advanced contacts in the Arbites could make dealing with cults which have large anciliary effects on criminal organisations much more...'profitable'.

Influence Factor could be a good title.

Otherwise, most of the weapons, traits, technology, powers, foes and creations rules are loosely interchangeable. If given enough motivation, I'd be keen to run through them to make 'em all thoroughly compatible, but almost everything can work. With the origin path, I think it would work well if 'levelled' to put the characters at 500XP, with 2-300 from Rank 2 'starting'. Not quite as potent combinations as the RT lot, but still viable I suspect, with a bit of thinking through.

Coolest bits, for me, still remain the Profit/Contacts/Commerce/Acquisition overlap.

Xisor said:

Personally, the most attractive bit of the RT/DH crossover is bundling in the difference between Profit/Requisition Factor and Commerce/Command/Charm. Combining it with things like Contacts from Inquisitor's Handbook and the wider lessons about the organisations of an Inquisitor. Your basic cell, like a gang, is only really profit 1-5. But then as the missions expand, as the objectives grow and many other things are reliably foisted off onto other agencies, your influence grows, the web expands.

Certain ranks would offer up unique aspects to PF. Same with Endeavours. Some missions will have excellent returns, some 'contacts' will mean you can benefit highly from some investigations more than others. Spending a couple of hundred XP on advanced contacts in the Arbites could make dealing with cults which have large anciliary effects on criminal organisations much more...'profitable'.

Influence Factor could be a good title.

Otherwise, most of the weapons, traits, technology, powers, foes and creations rules are loosely interchangeable. If given enough motivation, I'd be keen to run through them to make 'em all thoroughly compatible, but almost everything can work. With the origin path, I think it would work well if 'levelled' to put the characters at 500XP, with 2-300 from Rank 2 'starting'. Not quite as potent combinations as the RT lot, but still viable I suspect, with a bit of thinking through.

Coolest bits, for me, still remain the Profit/Contacts/Commerce/Acquisition overlap.

One thing I'm doing, for the return of my campaign, is moving to focus on a more senior Acolyte group with greater access to resources than the junior group I started the campaign with. With that, I plan to use both Profit Factor (and equivalent) and Throne Gelt in tandem. Some characters (Munitorum Adepts of appropriate rank) will be able to use Scholastic Lore (Bureaucracy) in the same way that RT characters use Profit Factor, representing the character's grasp of the Departmento Munitorum's supply chains. The group will receive a collective Influence value which can similarly be used for obtaining resources.

However, when working undercover, tapping into that resource system is tricky without risking your cover, so I've devised the idea that a set amount of Throne Gelt can be obtained (essentially, like taking cash out of a bank account) with a Profit/Bureaucracy/Influence test, with greater amounts requiring a more difficult check. This means that characters going undercover can tap their resources beforehand to obtain some money for use in the field. I'm still working on the details (how modifiers translate to cash values for this purpose), but I'm quite pleased with the idea.

N0-1_H3r3 said:

One thing I'm doing, for the return of my campaign, is moving to focus on a more senior Acolyte group with greater access to resources than the junior group I started the campaign with. With that, I plan to use both Profit Factor (and equivalent) and Throne Gelt in tandem. Some characters (Munitorum Adepts of appropriate rank) will be able to use Scholastic Lore (Bureaucracy) in the same way that RT characters use Profit Factor, representing the character's grasp of the Departmento Munitorum's supply chains. The group will receive a collective Influence value which can similarly be used for obtaining resources.

However, when working undercover, tapping into that resource system is tricky without risking your cover, so I've devised the idea that a set amount of Throne Gelt can be obtained (essentially, like taking cash out of a bank account) with a Profit/Bureaucracy/Influence test, with greater amounts requiring a more difficult check. This means that characters going undercover can tap their resources beforehand to obtain some money for use in the field. I'm still working on the details (how modifiers translate to cash values for this purpose), but I'm quite pleased with the idea.

That's a fascinating approach, I'd be keen to hear more of it as you continue along. I've a few ideas on the matter too, but many of them are a bit too ephemeral to explain sensibly at the moment. I'll watch with interest!