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“A thief is only a thief by virtue of having restrained his larceny to
a lesser plateau. Steal more and he would be hailed a Lord-captain,
granted a Warrant, and sent out to the Halo Stars.”
–Captain Alembid of the Dominus Kalimidae
A Rogue Trader’s wealth and power are vast indeed, stretching across the stars
themselves. In a Rogue Trader’s time, even the least of the dynasties will touch
dozens of worlds and shape the fate of their civilisations, transforming the lives of
millions and altering the fortunes of entire star systems. Even in a galactic empire
that sprawls across tens of thousands of light years, a Rogue Trader has power that
only a handful of humanity can imagine.
To represent this mighty wealth and influence, the Rogue Trader game uses Profit
Factor. This value, more than anything else, is a measure of the Explorers’ rising or
failing fortunes. As the PCs’ Profit Factor grows so to will their access to rare and
powerful items, unique retainers, and exclusive organisations. Beyond personal
power, Profit Factor also maps the rise of the Explorers’ dynasty and over time will
allow them to acquire legions of elite warriors, sprawling solar settlements, and
even the favour of Imperial Adeptus.
Profit Factor does not, however, represent any one thing, but rather is a
combination of all the aspects of wealth and power at the Explorers’ command.
This means that Profit Factor is all at once the amount of coins in their coffers,
their standing in Imperial society, and their complex web of loans, favours, and
debts. As such, Profit Factor is used whenever the Rogue Trader wishes to exert the
power of his dynasty or expand his dominion within the Imperium. In this section,
we will cover the two most common uses of Profit Factor—
Acquisition and Influence:
Acquisition: Profit Factor is used by the Explorers to determine which equipment,
resources, and rights they may acquire and maintain.
Influence: Profit Factor can also be used by the Explorers to influence Imperial
society, call in favours, and enforce loyalty among their followers.
Starting Profit Factor
D10 roll Profit Ship Example
Factor Points
1 60 30 Although the dynasty does not command a
powerful starship, it possesses great
resources.
2-3 50 40 A good ship and a wealthy purse promise
great things for this dynasty.
4-7 40 50 The Rogue Trader dynasty is a gresh, new
player on the galactic stage, garnering
attention both fair and foul.
8-9 30 60 A dynasty whose power is on the wane,
but may yet recover.
10 20 70 The Rogue Trader dynasty was once a great
and powerful flame, now only a glimmer of
its former glory.
Profit Factor Examples
5 Hive Gang, Outcast Sect
10 Common Labour Guild, Struggling Merchant House
15 Manufactory Combine, Weak Hive Guild
20 Minor Ministorum Sect, Hab Collective
25 Hive Guild, Merchant House, Disgraced Subsector Noble House
30 Powerful Hive Guild, Impoverished Noble, Outcast Rogue
Trader
40 Planetary Noble, Planetary Merchant House, Lesser Rogue
Trader, Weak Imperial Governor
50 Greater Planetary Noble of a Wealthy World, Lesser Inquisitor,
Cartel of Free Traders
70 Wealthy Rogue Trader
90 The Machenko Dynasty, Scion of a Great House of the Calixis
Sector
100 Legendary Rogue Trader, Lesser Navis Nobilite House,
Potentate of the Navis Nobilite
120 Great Houses of the Calixis Sector, Lord Inquisitor
130 Great House Krin, Illustrious Navis Nobilite House,
Lord-Sector Hax, High Archmagi of the Lathes
150+ The Mightiest of Imperial Organisations and Rulers
Gaining and Losing Profit Factor
Profit Factor rises and falls as a result of the actions of the Explorers. There are
three things that affect Profit Factor:
Awards, Endeavours, and Misfortunes.
Awards: These are a bonus that the GM gives the Explorers as a reward for their
actions during play—in much the same way as Experience Points. Awards only ever
raise the Explorers’ Profit Factor by a single point.
Endeavours: Unlike Awards, Endeavours are major undertakings by the PCs,
involving such tasks as settling worlds, mining star systems, and charting warp
routes. Endeavours are the main way in which Profit Factor is increased, and
completing a substantial Endeavour can significantly raise the group’s score.
Misfortunes: Profit Factor is not normally expended when it is used—it represents
wealth and power far too great to be dented by the purchase of simple equipment or
by commanding the favour of local merchants. It can, however, be reduced by
Misfortunes. These are events that inevitably befall the Explorers through the
course of their adventures and enterprises and need to be countered by Awards and
Endeavours or dealt with as required.
Acquisition
Perhaps the most important aspect of Profit Factor is Acquisition. This is the
means by which the Explorers purchase new equipment, resources, and retainers.
This can cover almost anything, from boltguns to boarding torpedoes, and is at the
heart of the expansion of their dynasty. While part of the Rogue Trader’s dynasty,
all the Explorers “share” the group’s Profit Factor—reflecting their intertwined
destinies and dependence on the wealth of the dynasty. Typically, this means that
all of the Explorers have the same level of access to personal equipment and
services. However, in rare cases individual levels of access might be higher or lower
depending on certain Talents, Skills, and Gear.
When an individual Explorer, or the group as a whole, wants to buy a new item or
commandeer a new resource, he must make an Acquisition Test. This is a
Negotiation (Presence) test. This Test is modified based on the acquisition’s
Rarity, Craftsmanship, and Scale. Success means the acquisition has been secured,
while failure means the Explorer must wait until later to try again. Such is the
wealth and power of even a fledgling Rogue Trader, however, that all but the rarest
and most powerful of personal weapons and armour will be within his grasp.
Acquisition Tests
Base difficulty: R
arity of the item the Explorer wishes to procure.
Modifiers: Craftsmanship
- Poor: - 1 Rarity
- Average
- Good: +2 Rarity
- Best: +3 Rarity
Combined Acquisition: Compare the two items you wish to purchase. The one with
the higher Rarity sets the base difficulty. Add +1 Setback for each additional
component/modification/addon thereafter.
Modifier based on Profit Factor:
0-5: Add 1 failure to the Acquisition test result and Upgrade the difficulty.
5-20: Add 1 failure to the Acquisition test result
21-40: Remove 0 failure from Acquisition test result.
41-60: Remove 1 failure from Acquisition test result.
61-80: Remove 2 failure from Acquisition test result.
81-100: Remove 3 failure from Acquisition test result.
101-120: Remove 4 failure from Acquisition test result.
120-150: Remove 5 failure from Acquisition test result.
151+: Remove 6 failure from Acquisition test result.
Unscrupulous Traders
Acquisition Modifiers assume that the merchant or trader that the Explorers are
dealing with is giving them a fair price based on the item’s true value. This is not
always the case, and in some instances a trader may pass on goods at greatly
increased—or in some rare cases reduced—prices. The GM can represent this by
Upgrading the Difficulty of the Acquisition test. For their part, Explorers can use
Cool (Presence) or V
igilance (Willpower) t o gauge an item’s true Acquisition
Modifier.
Commerce and Acquisition
In addition to using his dynasty’s raw wealth, an Explorer can also employ
personal Skills to try to improve prices, outwit traders, and ease mercantile
transactions. An Explorer may use the Negotiation (Presence) s
kill to improve his
Profit Factor prior to making an Acquisition Test. This is a contest of the Explorer’s
Negotiation v
ersus the N
egotiation or Cool (Presence) Skill of the person or
organisation he is trading with. For each SUCCESS the Explorer beats his opponent,
he may increase his Profit Factor by 2 points. For each F
AILURE by which his
opponent beats him, however, he must decrease his Profit Factor by 2. Both
increases and decreases to Profit Factor only apply to a single Acquisition Test
made immediately with that trader.
This use of Skills works both ways, and when the Explorers deal with canny
merchants, the GM may force them to make a contest of Negotiation S
kills even if
they don’t want to.
The GM may also allow the use of the Leadership (Presence), Charm (Presence),
Deception (Cunning) o
r Coercion (Willpower) Skills to be used in place of
Commerce should the situation seem appropriate. These should be used rarely,
however, and always specific to the person or organisation being traded with.
Upkeep Tests
Even after the Explorers have acquired an item, it may still be a drain on the
resources of the dynasty—requiring fuel to run, dues to be paid, or careful
maintenance and repair. At certain times (see below), the GM may require the
Explorers to make an Upkeep Test to see if they lose their acquisition or it is
diminished or degraded in some way. An Upkeep Test functions in the same way as
an A
cquisition Test, using all the same modifiers and factors involved in acquiring
the original item—in effect, the Explorers are acquiring the item or resource again.
If they pass the Test, then their acquisition is unaffected, otherwise they have
encountered a shortfall in funds or a waning of favour or influence and must
choose one of the following options:
● Discard the item or resource: The Explorers cannot use the acquisition until
it is repaired, reloaded, or purchased anew. An acquisition lost in this way
cannot be reacquired until the Explorers’ Profit Factor increases.
● Downgrade the item or resource: T
he acquisition’s Craftsmanship is
reduced by one level (i.e., Best to Good, Good to Common, etc.). If the
acquisition is already of Poor Craftsmanship, then this option may not be
selected.
● Downsize the item or resource: The acquisition’s Scale is reduced by one
level (i.e., Major to Standard, Minor to Trivial, etc.). If the acquisition is
already of Negligible Scale, then this option may not be selected.
● Overstretch Profit Factor: The Explorers incur a +
1 Setback die penalty to all
Acquisition Tests until either the Explorers’ Profit Factor increases or they
choose to discard, downgrade, or downsize the acquisition.
When to Make an Upkeep Test
The GM can require the Explorers to make Upkeep Tests whenever they suffer a
reduction in their fortunes or commit to a massive expenditure of wealth. He can
also call on them to make a Test when an item is at risk of damage or destruction.
Some examples of when the GM can require the Explorers to make an Upkeep Test
include:
● When an acquisition is expended, damaged, or destroyed: Such as a suit of
armour worn by an Explorer that suffers massive damage, a planetary
settlement bombarded from orbit, or a supply of rare ammunition used
excessively.
● When a rival or adversary attacks the Explorers’ holdings or tries to steal
their goods or retainers: Such as a mass kidnapping of crewmen on shore
leave or when a treacherous adept is skimming off their profits for ship
repairs, leading to the forfeiting of valuable components.
● When fate plays a hand in the Explorers’ dynasty. Such as when a hired
mercenary company with divided loyalties gets a better offer or there is a
system-wide plague that threatens the Explorers’ local promethium
suppliers. Ultimately, it is up to the GM to decide when the Explorers should
make Upkeep Tests, and he should use them as a tool to both remind the PCs
that their worldly possession can be tenuous and that there are often
consequences for their actions.
(To be Worked On)
Scale
Starship components
Influence
Negotiation vs Negotiation check, modified by the Profit factor. Each success adds
an ADV to all social checks vs the person or organization you are trying to
influence. Each failure adds a THR.
Endeavours
Lesser: Increase PF by 1 or 2 pts.
Greater: B
y 3 or 4.
Grand: By 5+.
Achievement Point Rewards:
Difficulty Points Awarded
Easy 10
Routine 30
Ordinary 50
Challenging 100
Difficult 150
Hard 200
Very hard 300
Same as in Rogue Trader as the Achievement Points are just a fiddly guideline as to
how difficult an Endeavour is.
Misfortunes
As per the Rogue Trader rules. Mainly fluff, so no mechanics needed.