multitask servitor

By Samiam_Jr, in Rogue Trader House Rules

well here are some rules i made for one of my players and wanted feedback on it

Multitask servitor
For skills and talents it starts with 1 skill/talent decrease availability by one for each additional skill/talent [so rare becomes very rare for one more skill/talent etc,].
Availability rare
WS BS S T AG INT PER WP FEL
25 25 40 40 20 35 40 25 10
Skills awareness, traits darksight, sturdy, Talents
Machine, auto-stabilised,

Movement 2/4/8/12 Wounds 13
Armor 5
Weapons gains one weapon if chooses a weapon training talent
Fists [1d10+5I primitive]
Gear may be given additional gear if the player makes a test for the other gear such as a MIU or manipulator mechadendrite [still needs the talent to use] etc,
internal vox-bead, inbuilt mag-boots, systems sealed to the void,

need feedback guys/ladies

hereticmarine4321 said:

well here are some rules i made for one of my players and wanted feedback on it

Multitask servitor
For skills and talents it starts with 1 skill/talent decrease availability by one for each additional skill/talent [so rare becomes very rare for one more skill/talent etc,].
Availability rare
WS BS S T AG INT PER WP FEL
25 25 40 40 20 35 40 25 10
Skills awareness, traits darksight, sturdy, Talents
Machine, auto-stabilised,

Movement 2/4/8/12 Wounds 13
Armor 5
Weapons gains one weapon if chooses a weapon training talent
Fists [1d10+5I primitive]
Gear may be given additional gear if the player makes a test for the other gear such as a MIU or manipulator mechadendrite [still needs the talent to use] etc,
internal vox-bead, inbuilt mag-boots, systems sealed to the void,

Well personally i drop the profile to

WS BS S T AG INT PER WP FEL

25 25 25 25 25 20 20 20 10

Skills: None. Traits: Darksight, Sturdy, Machine 5, Auto-stabilised. Talents: Mechadendrite Use[All]

Movement: 2/4/8/12 Wounds: 13 Armour: 5 Weapons: None Gear: Internal vox-bead

But then come up with a number of 'packages' for it.

So Medicae package: Chem-use trained to +10, Medicae trained to +10, Talented [Medicae], Medicae Mechadendrite, Chem-injector + supplies, Mono-knife

or Heavy worker package: Awareness trained to +10, Climb trained to +10, Servo Arm, Unnatural Strength x2, Lifting pincers (1d10+5 I, Pen 2)

or Sentry package: Awareness trained to +10, Tech-use trained to +10, Hightened Senses [sight][Hearing], Auspex, Optical Mechadendrite

or Combat package: Awareness trained to +10, Red-dot, backpack ammo fed Autogun, Guard Flak armour,

Etc.

If you have the Inquisitors handbook you could use the Janus Simulacra (in the forge world section) as a high end multitask servitor (which is what it is).

For cheaper/cruder models just reduce stats and skill levels.

Kasatka said:

hereticmarine4321 said:

well here are some rules i made for one of my players and wanted feedback on it

Multitask servitor
For skills and talents it starts with 1 skill/talent decrease availability by one for each additional skill/talent [so rare becomes very rare for one more skill/talent etc,].
Availability rare
WS BS S T AG INT PER WP FEL
25 25 40 40 20 35 40 25 10
Skills awareness, traits darksight, sturdy, Talents
Machine, auto-stabilised,

Movement 2/4/8/12 Wounds 13
Armor 5
Weapons gains one weapon if chooses a weapon training talent
Fists [1d10+5I primitive]
Gear may be given additional gear if the player makes a test for the other gear such as a MIU or manipulator mechadendrite [still needs the talent to use] etc,
internal vox-bead, inbuilt mag-boots, systems sealed to the void,

Well personally i drop the profile to

WS BS S T AG INT PER WP FEL

25 25 25 25 25 20 20 20 10

Skills: None. Traits: Darksight, Sturdy, Machine 5, Auto-stabilised. Talents: Mechadendrite Use[All]

Movement: 2/4/8/12 Wounds: 13 Armour: 5 Weapons: None Gear: Internal vox-bead

But then come up with a number of 'packages' for it.

So Medicae package: Chem-use trained to +10, Medicae trained to +10, Talented [Medicae], Medicae Mechadendrite, Chem-injector + supplies, Mono-knife

or Heavy worker package: Awareness trained to +10, Climb trained to +10, Servo Arm, Unnatural Strength x2, Lifting pincers (1d10+5 I, Pen 2)

or Sentry package: Awareness trained to +10, Tech-use trained to +10, Hightened Senses [sight][Hearing], Auspex, Optical Mechadendrite

or Combat package: Awareness trained to +10, Red-dot, backpack ammo fed Autogun, Guard Flak armour,

Etc.

i might use that also here is a bit that one of my players came up with it follows most of the one i said so i wont post it all but here is the changes

WS BS S T AG INT PER WP FEL

25 25 30 30 25 30/25 20 20 10

but then its rarity is very rare but for each additional skill decrease the availability by 5 so -20 becomes -25 etc. but i like yours the best

here are the new rules for the servitor

Multitask servitor
Very rare
Ws BS S T Ag Int Per Wp Fel
25 25 40 40 20 25 25 35 10


Traits dark sight, machine 4


Movement 2/4/8/12 wounds 12 armour 8


Gear micro-bead, systems sealed from the void.


Pick one of the following
Common
Skills trade [any], search, logic, evaluate
Gear [any]

Pilot
Skills pilot, drive, tech use
Special master of small craft

Tech helper
Skills lore [AM], tech use, trade armourer
Talents mechadendrite use [any]
Gear any [can take a mechadendrite]

Lore
Skills any 4 lore’s [one may be forbidden]
Talents infused knowledge
Gear auto-quill, data slate, Pict recorder

Medicae
Skills medicae all +10
Talents mechadendrite use [utility]
Gear medicae mechadendrite, diagnoster

Integrator
Skills deceive, interrogation, intimidate
Talents disturbing voice
Traits fear 1
Gear [any]

forgot to put the can be given any gear just some start with gear [you may add on to that starting gear]