Organization Interaction Rules

Organization Interaction Rules

Social interaction is a strong point of a Rogue Trader game and to expand on the Interaction rules found in the RT Core book and the Into the Storm supplement the following additions improve upon the interaction experience. Normally interaction is a minor process during the course of a gaming session, often requiring nothing more than a few dice rolls to see if you get what you want or not. In many cases this is fine such as when dealing with lone, isolated encounters with individuals not serving as a cog to a larger entity like a fueling attendant or some menial NPC that has not real relevance to the course of the gaming story. When dealing with a group, organization, corporation, cult, or any other large body of people serving similar ends cooperatively interaction become more complex. The scope of a Rogue Trader is much larger than dealing with the minute shop keeper or menial worker. Rogue Traders harbor great visions that require them to overcome entire organizations from the Lucid Court in Scintilla, the Inquisition, House Krin, or even a chaos cult. All of these have organizational structures that allow them to function effectively. These large scale endeavors are called Social Objectives and fall within any Endeavor that requires a great deal of social interaction between the players and anything between a small crime group or large galactic organization. When approaching a Social Objective the GM announces to the players that they have begun a Social Objective and that they must now coordinate a strategy in order to complete the objective. Coordinating a strategy begins with determining the objective of engaging in a Social Objective. Social Objectives typically fall into one or a combination of three objectives.
1. Objectives List
• To break a binding agreement: 100 Achievement Points
• To force the acquisition of a service or resource: 100 Achievement Points
• To humiliate or ruin: 100+ Achievement Points
2. After choosing an Objective the players must also declare the target of the Objective. A specific target helps maintain a sense of scope and helps the GM to determine difficulty scores. In other words are the players attempting to ruin a small shipping agency by crumbling its reputation with the mayor, or maybe the owner of the shipping agency is the target and needs to be blackmailed out of his position for the Rogue Trader to move in and seize control.
3. Determine the Difficulty: The primary objective has been defined and now the GM must determine the starting Disposition of the target as per Table 7-1. In any situation in which the players seek to use a targets allies against itself such as through extortion or blackmail a roll must be made using the NPC Outcomes chart in Into the Storm to determine the difficulty in turning them.
Outcome for NPC Modifier Example
Good +10 The NPC will gain something of value like money or favors from either the character or their proxy.
Neutral +0 The outcome has no obvious positive or negative ramifications for the NPC.
Annoying -10 The outcome will cost the NPC a not inconsiderable amount of time and or money.
Inconvenient -20 The outcome will bring the NPC’s actions to the attention of local law enforcement/governmental body/criminal organization.
Bad -30 The outcome will cost the NPC his livelihood or bring the eyes of the Inquisition upon them.

4. Investigate the organizational structure: In order to know how best to deal with the target it is necessary to understand its organizational structure. The players must use Lore Skills that are relevant to understanding the structure of the target. For each successful Lore roll a single player makes they provide a +10 to a final Inquiry test up to a max of +60 modified by the following:
• -10 to -60 Based on the security level of the target. A highly secured organization such as the Tricorn Officio of the Inquisition would be far more difficult than say, a narco gang.
• -10 if the individual is not of an Origin World similar to the target. A Hive worlder would have more difficulty dealing with a Forge world organization. Some Origin Worlds already provide interaction modifiers which will supersede this modifier.
• If a player making an Inquiry test has a relevant Talent such as: Peer, Rival, Renowned Warrant, Peer, Disturbing Voice, Enemy, or Good Reputation.
• Players that have access to a suitable cogitator connected to the organizations networks may also attempt to gather further intelligence regarding the structure of the target organization. This will require the Communer to enter their system. Any successful searches for organizational structure and key personnel will provide their own advantages but in any case a +10 is given towards this steps.
Note that the maximum positive or negative modifier can only be 60. A successful Inquiry rolls will provide the following to be revealed by the GM.
1. Success: Identifies 10% of sub-level tiers..
2. Successes: Identifies 20% of sub-level tiers.
3. Successes: Identifies 40% of sub-level tiers
4. Successes: Identifies 60% of sub-level tiers and 25% of senior tiers.
5. Successes: Identifies 80% of sub-level tiers and 50% of senior tiers.
6. Successes: Identifies the entire organizational structure.

5. Footwork: Using their knowledge of the target organizational structure the players can now pursue avenues of investigation, sabotage, manipulation or whatever suits them. Each tier of the organization can provide players with information to support their efforts towards achieving their Objective. The GM will need to have a structural map ready prior to the game and for each tier there will be a predefined Disposition for Interactions, resources, and defenses. Sub –level tiers are menial tiers where basic functions and day to day operations are maintained by low to mid-level support while the senior tiers are key positions where policies, contracts, agreements, and all operational forces are at work. Note that the head(s) of an organization is never known unless six successes are achieved in step 4 or unless they are public knowledge (or via hacking their system). This step is largely Role Play driven allowing the players to approach each tier in whatever way they think most effective. Not every tier should require Interaction tests but some should also incorporate other clever means of gathering a given tiers resources. Success will provide the players with Achievement Points towards the completion of their Objective, additional tiers, or other spicy stuff.

6. Completion of the Objective: Once all of the required Achievement Points have been obtained the players have completed the requirements of the Objective and may progress into the next part of the game.

Organization Interaction Rules

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