*This is canon now, by the way
*Blame for original image goes to /tg/, I just cleaned up the image and added stuff (i.e. right eyepatch and other personal effects)
We’ll be having some hot pen-in-hand action, possibly some pencils if you’re into that sort of thing (I’m sure that’s legal, uh, marking). Hopefully Boom’s digs. and I hope to the God-Emperor that everyone gets there by 2PM , 2:30 at the latest.
Please post here if you are available this Saturday AND WHAT TIME YOU WILL ARRIVE
Please understand that most likely, we will only be up to 12MN, and I hope I don’t need to explain why that is
With regards to the “Away-Team” and Background Endeavours
The concept of the Away-Team is a nebulous pool of manpower you can draw upon when you feel that your Explorers involving themselves would be inappropriate or inconvenient to them (roleplay wise). Of course, it is possible to have a mix of Explorers and the Away team as the situation arises.
You have the choice of either building up the Away Team as you wish, or outright hiring established groups as needed. Rules for building up an Away Team from scratch are below, but for hiring NPC’s, you can consult the section below on the cost of hiring by quality and how many. You can of course have combinations of the two. However, you cannot improve the Characteristics of hired individuals, only hire better ones!
Whether you hire or create your Away Team from scratch, they are generally categorized into five profiles as noted below:
Creed – Associated with converting a population, rooting our heretics or maintaining their faith to the Emperor, this Profile possesses the (Knowledge OR Social) and (Fellowship OR Perception) Aptitudes
Criminal – Associated with illicit activities, this Profile possesses the (Fieldcraft OR Finesse) and (Agility OR Social) Aptitudes
Exploration – Associated with cataloging stellar bodies, planets and the flora and fauna of a given area, this Profile possesses the (Fieldcraft OR Knowledge) and (Intelligence OR Perception) Aptitudes
Military – Associated with armed conflict and preventing hostile actions, this Profile possesses the (Offence OR Defence) and (Weapon Skill OR Ballistic Skill) Aptitudes
Trade – Associated with the affairs of commerce, this Profile possesses the (Knowledge OR Social) and (Intelligence OR Fellowship) Aptitudes
Of course, if you are unsatisfied with these options, players are encouraged to talk to the Game Master with customizing the five Profiles that they have on hand
Upkeep and Hiring Profiles
Hiring and maintaining your retinue of servants can be costly! You can Hire NPCs with the modifiers as noted below, and the Upkeep Tests for both Hired and Created Profiles follow the same modifiers, but you enjoy a +20 bonus.
Plentiful (Base Citizen Profile) = +20
Average (Low level adepts) = +0
Scarce (Full Ecclesiarchy Clerics) = -10
Rare (Professionally trained soldiers such as the Imperial Guard or Mercenaries) = – 20
Very Rare (Tech priest Magos, Storm Troopers) = -30
Extremely Rare (Sisters of Battle) = -40
Near Unique (Adeptus Astartes) = – 60
Unique (Deathwatch, Imperial Assassins, Xenos) = -80
Negligible (Just One Man!) = +20
Trivial (a Squad of 5-10 men) = +10
Minor (a small Administratum sect of 30-50 men) = +0
Standard (the average press-gang mob of a hundred men) = -10
Major (the “average” Imperial Guard Regiment of 500-1000 fighting men) = -20
Significant (an Explorator coven and their attendant servants of 2000 to 5000 helots) = -40
Vast (a small army of 10000 to 50000 men at arms) = -60
Failure results in the lowering of the quality of their equipment or hired groups, lowered Scale by one step as well as a -10 penalty to Tests using the Away Team due to lowered morale (no pay!) and/ or lack of proper facilities.
By default, the Away Team Profiles you create start with the Citizen Profile from Dark Heresy Second Edition, page 392, and can choose any equipment so long as they do not exceed the Common (+10) Availability (as per DH 2nd ED) until such a time you invest in them.
Improving the Profiles
To invest in your Away Team Profiles’ Characteristics, Skills and Talents, the entire group as a whole must spend Experience Points to increase the Characteristics or to add Skills or Talents to a particular Profile, with Experience Points costs as per Dark heresy Second Edition. The GM is the final arbiter on what you can add to a particular Profile at any given time, or if there are requirements needed, such as trainers. For example, while it is not a stretch to say that an elite soldier can have Tech Use as a Skill, it may be too much for the same soldier profile to also have Sleight of Hand or Commerce as part of their repertoire!
To improve your Away Team’s equipment, the group must invest their Profit Factor, lowering their Profit Factor by 1 + 1 per step above Common they want a profile to have access to. Note that you must go through each Availability step! (You cannot spend 7 Profit Factor to jump to access to Unique Equipment without going through the other Availability levels!). The Game Master is the final arbiter on what a particular Profile has access to. For example, while a soldier will probably appreciate Carapace Armour, a scribe tasked with perusing trade agreements will not!
You can have your Away Team perform Background Endeavours as well, investing a set amount of Profit Factor in a given task, wherein the Game Master secretly rolls as to how long until they complete their given task as well as chance of Success (or failure!). The Explorers can perform tests before the start of the Background Endeavour to try and properly guide the Away Team and grant bonuses to the hidden Tests.
Failure in a Background Endeavour means loss of the investment, and perhaps more losses (depending on a d100 roll and consulting the results chart)
Success normally grants 1 to 2 Profit Factor, but can increase based on the complexity of the Endeavour. Normally however, they have lower gains compared to the Explorers performing the Endeavours themselves. Since if you want something done right…
200 = Session Complete!
100 = Successfully recruited a congregation of the “Goat Emperor” as temporary crew
50 = Was able to set vessel into orbit around Egraria Omega
200 = Perfect voidbattle with the Rak’Gol Marauder
TOTAL XP = 550 XP
-2 = Fame decreases as Aiofe Armengarde takes the lion’s share of the credit for destroying Karrad Vall’s raiders
+2 = Iconoclast Raider scrapped and earnings invested into fortunes (29 Ship Points, using tens digit as value)
+1 = Fame increases as the skillful De Laurant Dynasty destroys a vessel of the rapacious Rak’Gol
+1 = Fame increases as the intrepid De Laurant Dynasty survives the sealing of an Egrarian Maze-City
+1 = Egrarian Maze Shards invested into Cold Trade
+1 = Contacts expand as they befriend the Armengarde Dynasty
TOTAL PROFIT FACTOR = 46 (Effective 36)
- Your Explorers currently have an effective Profit Factor penalty of -10 due to “discrepancies” with your accounts at House Krin, the source being their Koronus Expanse sub-sect
- Your Explorers have made a new rival due to undercutting a Rogue Trader on a purchase of Torpedoes
Peers and Enemies
- All Explorers gain Enemy (Kasballica Mission) for their perceived “fault” in the destruction (and pilfering) of one of their Cold Trade sites.
- All Explorers gain Peer (Aiofe Armengarde) for allowing her to take the glory for the destruction of Karrad Vall’s raiders (additional Profit Factor listed above)
Reputation – Gain a bonus 75 Achievement Points when performing Endeavours of achieved Reputation
- Military (Naval)
- 460/ 1000 Achievement Points requirement (100 added for the destruction of a Rak-Gol vessel)
- 1/3 Endeavour requirement
- Trade (Cold Trade)
- 100/ 1000 Achievement Points requirement (100 added for the selling of Egrarian Maze Shards)
- 0/3 Endeavour requirement
Items of note
- Items salvaged from dig site
- 2x Sentinel Power Lifters, Lathe-Pattern, Mark XXV
- 2x Trojan Support Vehicles (equipped with pintle-mounted heavy bolter)
- 2x Monotask Servitors
- 10,000 Heavy Bolter Rounds (in the form of 100 ammo capacity drums)
- Egrarian Maze Shards (invested into Cold Trade)
- Adamantium Vault (contents unknown!)
- Items salvaged from destroyed Supply Voidship
- Restocked Supplies
- Ship Data Coffin
- Achievements Unlocked
- Orbital Intercept – Successfully brought the ship into orbit around Egraria Omega
- Rak’Gone – Destroy the Rak’Gol Marauder during the Maze City Chapter
- The Maze Runner – Completed the Maze Runner Chapter
- So Close…
- Kasballican Missionary – Save Overseer Leerus
- Cantet Spiritus – Meet Badb Ra
- Xenophile – Save Xenologist Oddyle
- Legendary Gunsmith – Save Artificer Zpha
- Populist – Save the slaves
Outstanding and Extant Endeavours
While these are the current scales of the Endeavours you have and know, you are always free to expand or cut back on them as you will. Also due to the nature of Rogue Trader, Achievement Points are the name of the game, and we’re sort of stuck with them, unlike Deathwatch, wherein Kill Markers (their equivalent) can easily be ignored
Minor Trade Endeavour = Trading cargo from The Pearl Moon
Currently at 120 / 200 Achievement Points (20 removed due to using resources during session)
Potential Award = 1 – 2 Profit Factor
Minor Exploration Endeavour = Supply Run for the Copper Priests (of Zayth)
Currently not pursued
Potential Award = ??
Major Military Endeavour = Find and destroy a Slaughter-Class Cruiser
Currently at 0 / 500
Potential Award = 3 – 5 Profit Factor
Back to your regularly scheduled programming brought to you by Judge Justice – Burninator. Now showing in a Holo Colloseum near your labour-shrine. and Gobelins
Also because Watamote, ultimate end: