For Profit and Headware
General House Rules
- Experience – Experience telescopes. This serves two purposes. New characters develop quickly so we can get into the meat of the game faster, and if you lose your character it won’t hurt as much. I like to see early development. At the same time, I like plenty of playtime in the mid-to-high levels.
Sessions 1-3 = 1000 XP each
Sessions 4-10 = 900 XP each
Sessions 11-15 = 800 XP each
Sessions 16-20 = 700 XP each
Sessions 21-25 = 600 XP each
Sessions 26-30 = 500 XP each
Sessions 31-35 = 400 XP each
Sessions 36-40 = 300 XP each
Sessions 41-45 = 200 XP each
Sessions 46+ = 100 XP each
- Mind Probe: Adding the Under the Skin rule from Dark Heresy 2nd edition. Insanity/corruption points can be transferred to the psyker when reading affected minds. Certain populations are more or less able of detecting if they’re being read. Being caught mind probing is considered cause for conflict and death. The stealth approach yields generally less information, modified by degrees of success.
- Armsmen are the armed crew members, the policemen, the thugs and strong armed men of your ship. These are the people with access to an armory of some type. They are 5% of a transport’s crew, and up to 10% on a warship. This number can be increased with the acquisition of more equipment.
- Barracks can carry 20,000 troops (An ‘Army’ in BFK terms), with a wide range of training and ancillary facilities. They are supplied for the same stretch of time as the crew’s stores. Non-military passengers can be stored here, but they provide no benefit in boarding actions of any kind, and are considered ‘low-quality’ berths.
- A Cargohold can accommodate 40,000 individuals, although it lacks any training or support facilities and morale may suffer because of this.
- Halo Barges are larger than in published materials. They carry 4 different types of standardized cargo containers: bulk storage, tanker, passenger, and troops. It takes about an hour to switch a single craft’s container. Bulk storage is good for about 100 tons of cargo, 2 armored vehicles, 5 walkers, or 10 bikes. Tankers also carry around 100 tons, but usually include pumping and fire extinguisher systems. Passenger containers seat about 100 people in relative comfort, while troop containers can carry a company in cramped conditions.
- You can chart Warp Routes and you can chart systems. Both require successful use of the Astrography skill. Charting Warp Routes give advantages in Navigation (Warp), travel times, and AP bonuses (as listed in Into the Storm). Charting systems affect Navigation (Stellar), in-system travel times and modifies the following types of encounters: radiation bursts, solar flares, gravity tides and riptides, asteroid fields, ice rings, dust clouds and rings, gas giant rings, and nebulae.
- Each character gets 30 companions to start with. If you play an Astropath, your Choir has to come out of that 30 along with minders (bodyguards that will kill you if you become possessed). If you play a Navigator, your relief must come from that number, along with personal body guards (Oath-Sworn is a good example). Arch-Militant needs a second in command, Explorator needs other Tech-Priests, etc etc. Each character can have a number of specialists to help them out with their duties, people much like themselves, but with lesser or fewer attributes, skills, and talents.
These specialists will be the source of highly trained NPCs as the game progresses. The rest are toughs, mercenaries, hired assassins, spies, diplomats, etc etc, that are devoted to keeping your character alive/wealthy/informed. These are better trained, equipped and motivated than a regular Armsmen/Household Guard/Crew member. In addition, I want to see NPCs with names and connections to your character. I don’t want to see a party full of mind-wiped orphan kids. Bring the family along: spouses, concubines, children, siblings, family retainers, cousins, etc., fill them out and give them life. A couple sentences to a short paragraph will suffice. Any special stats, talents, traits, etc. for NPC’s are chosen with player and GM consent.
These companions are only available should the player decide upon the composition of his or her thirty, and inform the GM. Otherwise they are a lost asset.
- Fate Points, but with the change that you can add +10 to a test after the roll once per session instead of once per roll. https://rogue-trader-the-hos-dynasty.obsidianportal.com/wikis/fate-points
- Crafting Rules: https://rogue-trader-the-hos-dynasty.obsidianportal.com/wikis/crafting-rules
- Background Endeavours: