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Conversion: Profit

Moderator: Quicksilver

Conversion: Profit

Postby Quicksilver » Thu Jun 16, 2016 10:14 am

Profit

Profit acts as the party-wide system form Rogue Trader, replacing Obligation or Duty. As great noble households and merchant princes, rogue trader dynasties have fortunes that belittle the very concept of counting out coins or trading script. Tied among numerous investments, obligations and the seas of finance, a dynasty can gain or lose more in a day then most will see in their lifetime. Likewise, Rogue Traders do not simply buy items, but purchase entire infrastructures behind them to supply, maintain and repair said items.

Assets Track

The assets track provides a measure of the volatile profits and assets possessed by the dynasty. These assets are still in a some state of flux, and can be threatened by misfortune (see below).

Misfortune

At the beginning of every session (or the end of the previous), the GM rolls a d100 and compares the result to the Assets Track. If the result falls within an asset, that asset is threatened. All characters take 1 strain. In addition, preserving the Asset may come into the adventure and if not dealt with, the value of the Asset may diminish.

Securing Assets

If, at the beginning of a session, the Asset Track is at or above 100 points, one character may make a commerce check to secure those assets. If the check is successful, the dynasty's Wealth increases by one and the asset tracker is reduced by 100. The difficulty of this check is based on the target Wealth value and condition were the check is made.

The same check can be used to draw against Wealth, reducing the dynasty's Wealth by one, and increasing the Assets Track by 100. This can sometimes be important when making Extensive Purchases (see below).

Wealth

Wealth is a measure of the standard buying power of the Dynasty. Unlike assets, Wealth represents safe investments and established credit. Rogue Trader Dynasties start with 1 point of Wealth.

Buying and Selling

The Acquisition Check
Many items, particularly on the personal scale, are simply too minor to make a true dent in the Rogue Trader's finances. The dynasty need simply to determine if they possess petty funds in the right form to make the purchase at that moment. To do so, the purchasing player makes an Acquisition Check by rolling a number of attribute dice equal to their wealth score against the item's difficulty. (With upgrades, boosts and setbacks applied normally.) Success indicates the item (and parts and equipment to regularly maintain it) are acquired. Failure indicates that the purchase is not currently feasible.

If purchasing an item is critical, the player may force the issue by liquidating assets. After rolling, the player may buy successes at 5 points of asset each. These points may be taken from any (or a mix) of assets, subject to GM approval.

Extensive Purchases
Extremely expensive items, in particular items that require large continuing expenses, are beyond the scope of the Acquisition Check – there is simply no way to pick them up without taking a financial hit. These items (and their associated ongoing costs) are bought directly with Asset Points from the Asset Tracker. This represents having to trade income sources for the item, or continuing sources of income being dedicated to the upkeep and maintenance of the item.

Selling
In general, the selling of individual items is insufficient to make a true difference in a Rogue Trader's wealth, or even count as a reasonable asset. An interesting or valuable item can, however, help to sweeten a negotiation, either by selling the item as part of the exchange, or giving the item as a gift prior. Including such an item may be used to upgrade a single Acquisition Check, subject to GM approval.

If the item would count as an Extensive Purchase itself, selling the item may provide and increase to the Asset Track. The value is dependent on the condition of the item and the extent of its support system in place.
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Quicksilver
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