Rewards?

By Khensu, in Rogue Trader Gamemasters

I have a problem, my players didnt want to make a captain, so its an NPC now, I give them missions and they go and make them...

But the problem I have is, that they dont have any motivation for money, as they dont get any personaly, they dont need equipments, as they have quite good, only archeotech or very rare xeno stuffs are worth to them something, and so they even less need money...

The basic starting gear and some lucky rolls on getting stuff made them quite good, so they need hard enemies too... they are on rank 5, so most enemies are like the ones the Space Marines encounter...

I was thinking of giving them purity seals as in Dawn of War 2 (pc game) to boost 1 stat a bit or to give them something archeotech but dont know what I could give them that doesnt break the balance that is already a bit broken...

Remember- no matter how awesome the stuff they have is, you can always make your enemies be armed with even better stuff.

For my players, I have a list of 20 Legendary Named Items as rewards, which are pretty broken:

E.G.

11.>>>The Salamander Artificer Armor Of Inquisitor Toth- Unique Best Craftsmanship Artificer Power Armor {ArcheoTech}
13 AP 80 KG
=+=Laced With ArcheoTech: This Power Armor is always powered, grants a Strength bonus of +30, Agility bonus of +20, +20 to all Perception Tests, the Unnatural Senses (Sight) and Dark Sight trait. Additionally, the wearer increases one step in size. As an Half Action, the user may switch the modes the internal holographic emitters are running:
{Parade Mode: +20 on all Fellowship tests/Intimidate tests.
{Conventional Battle Mode: +20 to Concealment and Silent Move Tests, Modifies enemy Ballistic Skill Tests to hit you by -20.
{Assault Mode: Gain Fear (2) and +20 to Intimidate tests.
=+=Enhanced Warding: This armor retains its AP vs Warp Weapons and the like, and gives the wearer +20 on all tests to resist Psychic attacks. Additionally, its AP is doubled vs direct psychic attacks. Additionally, this armor has a Force Field with Protection Rating 85 that overloads only on rolls of 01. This armor also doubles its AP against Fire attacks and Blast effects.

Well, assuming you don't have any Psykers in the party, you could use the idea from the old Inquisitor game that pretty much said that Archeotech was hypertech that replicated psychic powers (the whole "any technology that is sufficiently misunderstood is viewed as magic" thing). While it might not cause Perils of the Warp, I would definitely have it cause other effects similar in consequence.

Nerdynick said:

Well, assuming you don't have any Psykers in the party, you could use the idea from the old Inquisitor game that pretty much said that Archeotech was hypertech that replicated psychic powers (the whole "any technology that is sufficiently misunderstood is viewed as magic" thing). While it might not cause Perils of the Warp, I would definitely have it cause other effects similar in consequence.

we have a Psyker in the group :)

But that power armor things not bad idea, but how you balance out the players or the enemies then? can allways trow chaos space marines as enemies...

off and for better ideas, we have an: Astropath, Explorator, Arch-Millitant, and a Voidmaster

Remember. Everything they can do, you can do better.

Psyker getting out of hand and making everyone else look weak? A blank Gunfighter Saint or 2 should take care of that.

Yeah, a few CSMs is a nice general purpose solution, but risks killing everyone in your party that ISN'T op.

well... thats a problem I have, they can do many things quite well, so I needed to adjust the enemies to be able to hurt them, and so a weapon race started between the enemy and the players... and they even fight between themselfs too because of this...

so I want to break this habit and give them somethings that they can use, but wont be overkill...

Consumable items work well. An item works long enough to defeat the baddie it was designed to help beat and breaks as part of the baddie's essence was in the item in question. Or different items that can save their hides once. Or even tech so alien or ancient that if it should happen to be broken, no one can fix it without risk of it blowing up.

Also, enemies don't need to have guns or special armor to be effective. Influence is a big part of a Rogue Trader's power, but it can also be used against a party. If they have upset a local Imperial Commander, getting supplies can be made difficult. If they have upset the Inquisition? Throne save those inspected by an Inquisitor with a grudge. Or the Imperial Navy? Not even Abaddon can best the Imperial Navy once their full strength is rolled out which is why they do well until reinforcements come a'callin'

My guys are playing cat and mouse with a Black Legion Strike Cruiser...sort of. The Black Legion is on a mission to track down wayward maps towards some goal and seem to be in a hurry. The players are out to take out their ship. So they fight and the Black Legion flees to get to their next destination. Their first fight? Went south quick as a keel weapon was revealed on their ship, took out their void shield, and boarded via Teleportarium. The second in command for the strike cruiser landed on the bridge while a team took out their murder-servitor component. The battle against a lone chaos space marine went very badly as no one wounded him save an NPC psyker and he was taken down the next turn. He left, having done enough damage and another ship had laid out a minefield for the strike cruiser. Their ship was wounded, sensor array was blasted, and crew was a little shell shocked (one of the pcs had also failed a Fear check and spent half the fight screaming and vomiting. When he did fight, he lost his weapon when the enemy parried with his power sword)

????? rambling a bit...anyways. There are violent ways to put fear in their hearts. But don't forget political and social battles as well.