skill and talents conversion rules r.t, d.h and b.c

By ! : ?, in Rogue Trader House Rules

a quick skills and talents conversion table betwixt R.T, D.H and Black Crusade.

i made this list for my own R.T campaign as i wish to upgade to the Black Crusade standard,, enjoy!

only skills and talents shared by all three books incl.

S.U. = special use.

+ = see text in B.C for further info.

- = See text in R.T or D.H

Skills:

Acrobatics: <- Contortionist S.U. (meaning Contortionist is now incl. in Acrobatics as a S.U.)
Athletics: <- Swim S.U. <- Climb S.U.
Awareness: <- Search S.U.
Charm: <- Lip Reading, -Inspire S.U.
Command: <- +Inspire and Terrify S.U.
Commerce: <- Barter <- Evaluate S.U.
Deceive: <- Disguise, +Con S.U.
Inquiry: +Hunt for sedition S.U.
Linguistic: <- Literacy <-Ciphers <- Secret Tongues <- Secret Signs S.U.
Logic: <- Gambling, +ciphers and decoding S.U.
Medicae: <- Chem-use + Craft S.U.
Navigate: -> is now 3 skills = surface/stellar and warp!
Operate Surface: <- Drive (that is ALL ground based vehicles(wheeled, bikes, hover/skimmer, tracked, walker)!)
Operate Aeronautica: <- Pilot (all vehicles operating in 3 dimensions incl. jump packs)
Operate Voidship: <- Pilot (the big fuckers are now a separate skill!! :)
Parry: note, parry is now a skill!!
Psyniscience: +Astropathic Interference S.U.
Security: +Traps S.U.
Stealth: <- Shadowing S.U.
Survival: <- Tracking <-Wrangling + Craft S.U.
Tech-use:<- Demolitions + Craft S.U. –security systems (security now covers both mechanical and tech systems!)

Notes to Skills: crafting stuff is now possible using 3 skills: medicae (chem-use), survival and tech-use!

Talents:
Beserk Charge: +30WS when charging.
Crippling Strike: +2 to melee dmg.
Crushing Blow: +½ WS bonus to dmg.
Ferric Summons: Ferric lure is now a required implant (not a talent!) for F.S!
Hard Target: AG 50.
Lightning Attack: -10 to hit. +1 hit per degree of success. Extra hits can be allocated to other targets engaged in combat with U!
Lightning Reflexes: roll x2 and pick highest.
Luminem Blast: requires the Luminem Capasitors implant!
Luminem Shock: requires the Luminem Capasitors implant!
Mighty Shot: +½ BS bonus to dmg.
Polyglot: INT 40, FEL 30.
Prosanguine: this talent can now be used more than 1 per day. (but at a cost :)
Sure Strike: -10 to called shots.
Swift Attack: per 2 degrees of success you make 1 add. Hit!
True Grit: reduce critical by T to a minimum of 1.
Unarmed Warrior: d10 primitive (7) dmg. (that is, any roll above 7 counts as 7!)
Unarmed Master: hands no longer counts as primitive.
Warp Sense: Psyniscience is now a free action.

! : ?

did some more thinking on skill conversion ,,

so how do you deal with the Trade skill in the B.C context?

it seems like the FFG guys complete gave up on trying to formulate a resonable responce to Trade vs Craft.

in fact they copy/pasted the R.T Trade text directly which makes absolutely no sense, as fx Profit Factor has no place in B.C..

i went about it this way:

i completely removed the Trade skill and divided the specialisations betwixt commom lore and scholastic lore. also, i removed any specialization already covered by the 3 craft skills! that seems to have done the trick! meaning, if one of your players wish to make and sell a painting he/she just needs to roll a : common lore Artist and a commerce skill test!

amongst the skills i removed was: armorer, technomat, cryptographer, chymist, apothecary, merchant, explorator, linguist, rememberancer etc as they are already covered by medicae(chem-use), survival, tech-use!

how would you have solved the problem of trade in your group?

i will cross-post this question on the B.C board!!

oi oi

! : ?

and after finally gottin' around to reading the book, i found they've already done such a list :) typical!! anyone else had any luck bringing r.t into the screaming vortex? i'm slowly working up a plan to move the players towards chaos,, also, new players and pc dying will be able to integrate B.C characters directly unto the ship,, for now one is already ready to join,, a forsaken chaos marine who has been lying low on the ship for some time is finally planning to make his move and hook up with the captain..

oi oi

! : ?

I must be stupid, because none if this is making any sense whatsoever for me.

tl;dr: Black Crusade mixed a lot of skills together for no apparent reason and FFG still can't come up with a crafting system that works with infamy/profit factor. Use the system in Inquisitor's Handbook with a bit of handwaving when it comes to acquiring the necessary resources and stomp on your players if they try to get clever about making rare stuff.

The Warhammer 40000 is really open and do waht you want world. Each book and rules in it state that GM and player's are free to change the design of games or to simplify the game. And about crafting I allow each career do difrent things and sacrifise XP for learningany trade related to their carer or past history.

Mechanicus - for the Emperor what can he craft!?! demolitons, poisons, armors, weapons, gizmos, curtains

Senschal - counterfiter, fabricator, cardshaper(in acomplice with Mechanicus) and many more

Navigator - making warp maps?

Void-Master - Making stellar maps?

Missionary - writing, transleting - selling, keeping books, or making charms with the ecclesiarchy logo on it for the divine protection of saints.

Arch-militant - discovering new killing methods? With a melon spoon!

Rogue Trader - well you got me he don't have to do anything most of things he can buy or tell others to make stuff.

And if you want to convert the skills and talents so much do more paper work for you. Being bounded by something allows to think outside the box, but breaking all boundarie's kills the fun of overcomig them. But that just my point of view.

! : ? said:

how would you have solved the problem of trade in your group?

Trade skills include craft skills; the above comment is a bit confusing to me. To the other, points, however, being able to apply knowledge to make things, or to perform specific services, is a part of Trade skills, which is different than having the Lore or other related skill to actually understand the process. There's a difference between knowing something and being able to do something with that knowledge, which is why there are some overlaps between Trades and certain other skills.

Take Chem-Use and Trade (Chymist). The former imparts knowledge of chems, and can be used to administer or create chems, while the latter is knowledge of how to manage a chem manufacturing operation and knowledge of how to make the formulas you've been instructed in, while lacking the comprehensive knowledge to innovate, design, or identify chems outside of your experience. To run a successful chemical plant, you need both.

Another example is Barter/Commerce and Trade (Merchant). Your PC may be great while haggling, getting contracts with Charm and Commerce, but Trade (Merchantile) actually lets you use those contracts to build a long-term, successful operation through daily management.

Then there are Trade skills which don't have any sort of analogue, such as Trade (Armorer), which is required to build armor or weapons. Trade (Shipwright) and (Voidfarer) are also vital for any Captain to have access to, directly or through other members of the crew.

Generally speaking, I provide PCs with multiple applicable skills bonuses, generally +5 per applicable step of overlap, within reason (generally nevermore than +10), and allow Trades to help or eliminate practical logistics, such as licensing and other Administratum procedures, such as a character with Scholastic Lore (Cryptology) and Trade (Linguist). Trades can also substitute for or aid Disguise/Deceive checks (having Trade Miner on your PC when you're trying to pass yourself off as a miner always helps), and can lend legitimacy to PCs who may come under suspicion for who or what they are, such as Psykers with Trade (Remembrancer) or (Soothsayer).