House Rules

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Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore

Changes: Combat

Changes: Non-Combat

Additions & Clarifications

Minions

Minions are a special kind of Acquisition representing an additional, lesser character who accompanies the player's main character on adventures. Unlike friendly NPCs, who's loyalty may be fleeting and their lives tied up in their occupations, Minions represent individuals who are under the Player's direct control, and although they may not follow every order perfectly, they are willing to serve, fight or even die for their leader. Minions can represent anything from servitors and pets to skilled assassins and bodyguards. Each Player may have a number of minions equal to their fellowship bonus.

Acquiring a Minion Minions do not use the normal Acquisition table, the final Acquisition modifier for a Minion is instead based on two factors, the commonality of their skills and their over all ability. Ability is listed into three broad categories; Lesser Minions (+30), Minions (+0), Greater Minions (-30). This governs the overall attributes, and number of skills and talents a minion can have. Commonality of Skills covers a wider range, and determines the maximum rarity of skill or talent they can possess.

Acrobatics: Plentiful

Awareness: Abundant
Barter: Plentiful
Blather: Common
Carouse: Ubiquitous
Charm: Plentiful
Chem-Use: Average
Ciphers: Rare
Climb: Abundant
Command: Scarce
Commerce: Common
Common Lore: Common to Scarce
Concealment: Common
Contortionist: Average
Deceive: Plentiful
Demolition: Rare
Disguise: Scarce
Dodge: Common
Drive: Average to Plentiful to Scarce
Evaluate: Common
Forbidden Lore: Very Rare to Near Unique
Gamble: Abundant
Inquiry: Average
Interrogation: Scarce
Intimidate: Plentiful
Invocation: Very Rare
Lip Reading: Rare
Literacy: Scarce
Logic: Average
Medicae: Rare
Navigation: Average to Very Rare
Performer: Common
Pilot: Scarce to Very Rare
Psyniscience:: Rare
Scholastic Lore: Average to Extremely Rare
Scrutiny: Common
Search: Plentiful
Secret Tongue: Common or Extremely Rare
Security: Rare
Shadowing: Average
Silent Move: Common
Slight of Hand: Average
Speak Language: Any
Survival: Average
Swim: Abundant
Tech-Use: Very Rare
Tracking: Scarce
Trade: Abundant to Very Rare
Wrangling: Common

(Talents to be compiled as asked.)

'Characteristics A minion has a fixed number of points to distribute between all of their base characteristics. They must have at least 01 except in weapon skill, ballistics skill or fellowship. Their maximum is determined by their Ability. Lesser Minions: 160 Points, Max 30 Minions: 250 Points, Max 35 Greater Minion: 315 Points, Max 40

Speed is calculated as normal, Wounds are calculated by doubling the minion's toughness bonus. A minion's Loyalty characteristic is equal to it's leader's Fellowship score.

Skills Minions have access to a variety of skills at various levels of ability based on their maximum skill rarity. The number and maximum level of the skills is based on their ability. In addition, all minions start with a single Speak Language skill that allows them to communicate. Note that making an untrained skill a basic skill counts as half a rank. Lesser Minions: Three ranks of skills at Trained Minion: Six ranks of Skills, no more then +10% Greater Minion: Nine ranks of Sskills, no more then +20%

Talents Minions also have access to a variety of talents to use to enhance their ability to aid their leader. Any talent may be sacrificed to become trained in an additional skill. The 'Talented' talent may not be chosen. (Subjet to GM approval) Lesser Minions: Five Talents Minion: Seven Talents Greater Minion: Eleven Talents

Traits More then anything else, Traits determine the true nature of the minion. Each Minion can take a number of traits dependent on it's ability. Some traits may be taken multiple times, as indicated by a (x) after the name. The only exception is the Unnatural Ability trait, who's cost is equal to half the number of bonus points is provides. Traits are subject to GM approval. Unused Traits may be sacrificed for additional Talents. Lesser Minions: Three Traits Minion: Five Traits Greater Minion: Seven Traits

Starting Equipment Every Minion comes with at least some of the tools necessary to do their job. Anything beyond that must be provided by their leader through the course of normal Acquisition tests. Lesser Minion: 2 items with a modifier of +30 or greater Minion: 3 items with a modifier of +20 or greater, alternately, they may take 2 items of +10 or greater Greater Minion: 3 items with a modifier of +10 or greater, or they make take 2 items of +0 or greater


Existing Minions

  • Catyaina Curiatia Remembrancer, Minion of Lord-Captain Drake
  • Crosp ServoSkull, Lesser Minion of Explorator LaForge
  • ? Bodyguard, Minion of Lord Tacticus