Possible balance issues: Wanted Criminals and Adquisition (Hostile Acquisitions)

By Maese Mateo, in Rogue Trader

The rules on page 108 of Hostile Acquisitions introduce a new rule for making acquisitions when the characters have the Rival, Enemy, Peer and/or the Good Reputation talents for the organizacion they are purchasing the good from. The rule says each talent adds +/- 10 to the roll for each explorer it has one.

So, for example: if both the Rogue Trader and the Arch-Militant have Enemy (Ecclesiarchy) and Rival (Ecclesiarchy) while the Missinary has Peer (Ecclesiarchy), all Acquisition rolls made by the explorers suffer a -30 penalty while purchasing good from the Minestorum. That's severe, but makes sense that a semi-heritical Dynasty (from the Minestorum perspective) has trouble getting clerical favors.

Up to that point, the rules work great. Now, imagine what happens when 4 players have Peer (Adeptus Mechanicus) and one of them Good Reputation (Adeptus Mechanicus)...that's a +50 to all Acquisition rolls made while purchasing goods in Forge Worlds To be honest, that seems a little bit broken.

Am I getting how this works wrong?

If all of your players have ingratiated themselves with the Mechanicus to that point, I see no real issue with allowing them to stack their bonuses like that. I tend to look at things like that as a challenge, similar to how a team of min-maxed Dark Heresy acolytes may suddenly find themselves drafted for a mission to investigate early stages of tyrannoformation on a planet...

If the Explorers have such a sterling reputation with the Mechanicus, the Mechanicus is going to consider them a valuable asset. "Why of course we could overhaul your vessel's engines with our finest Energy Conversion Matrix, my good Lord-Captain, but while the servitors begin their preparations, I wonder if we might discuss you performing a small favour for us... A journey to the Processional of the Damned."

Agreed. If they all have worked to establish good ties with a faction they should be rewarded for it. There are still modifiers to take into effect. Maybe a certain store of weapons was pre-purchased by an admiral of the imperial navy so it is hard to obtain even with the good ties. -30 for that with additional penalties for buying rare items.

Errant said:

If the Explorers have such a sterling reputation with the Mechanicus, the Mechanicus is going to consider them a valuable asset. "Why of course we could overhaul your vessel's engines with our finest Energy Conversion Matrix, my good Lord-Captain, but while the servitors begin their preparations, I wonder if we might discuss you performing a small favour for us... A journey to the Processional of the Damned."

HOLY CRAP!

Bad joke aside, I think it's far that if players spend experience on something, they get to use it. I suppose this rule makes Peer/GoodReputation talents a lot more useful for players and encourages them to get them while avoiding Enemies and Rivals along the way...specially when just one explorer can benefit or screw the whole party's Adquisitions.

I talked about this new rule with my players, and of course they liked it. They also told me they won't buy Peer or Good Reputation talents that don't make sense for their characters so that they don't break the game.

I actually used a system somewhat like this while running a test game of Rogue Trader for my group. They were wanting to set up a supply route between one of the Calixis forge worlds and Fleetbase Metis in Zone 15. I gave them a small bonus because the ship's security master was an explorator and had the Peer/Good Reputation stuff. Even used the event to give them a plot line to investigate.