<strong><span class="bbc_size" style="font-size: 14pt;">Acquisitions:<br/></span></strong><br/><br/>Acquisitions are the method by which a character gains new items.  An acquisition has three phases; the availability test, where the character determines if the item is available for purchase, the haggling phase, in which the character attempts to bring down the price of the item, and the acquisition test, in which the profit factor of the Rogue Trader dynasty is tested to see if the item can be purchased.<br/><br/>Each character may make an acquisition test without penalty once per endeavor.  Each acquisition test a character makes after the first imposes a cumulative -10 penalty on the acquisition phase of the test, to a maximum of -50.  In addition, each test after the first imposes a cumulative 5% chance of a consequence.  If a character suffers a consequence, she must either roll an upkeep test on a possession of the GM's choice, or roll on the misfortune table.  After the Dynasty completes an endeavor or increases its profit factor, the acquisition penalties of each character resets.<br/><br/>An acquisition automatically covers maintenance, ammunition, fuel, and other needed secondary purchases to make an item function.  Acquisitions of one time use items grant a functionally unlimited supply of such items for a number of people based on the acquisition scale.<br/><br/><strong>Combining Acquisition Tests:</strong>Characters may choose to work together to make acquisitions.  In such a case, any character who participates in the team effort may use his or her skills (including acquisition special abilities) in any phase of the acquisition.  All characters who participate in a team effort count as having made an acquisition for the purposes accumulating penalties and rolling for consequences, but only the profit factor of the character with the lowest cumulative penalty is used.<br/><br/><br/><strong>Availability Tests:</strong><br/><br/>The first phase of an acquisition test is a commerce test to locate the item desired for purchase.  This phase is often the one that takes the longest, and tends to be very expensive.  The character makes a commerce or inquiry test of a difficulty determined by table 5-1 in the Rogue Trader rulebook.  (page 111)  Craftsmanship and scale modifiers to the final acquisition test apply to this roll.  If the test succeeds, the character has found the item for purchase and may proceed to the haggling phase.  If the character fails, he has spent a large amount of money attempting to locate a seller, but has simply not found anyone willing to let him purchase the item desired.  This step is not necessary for an item already explicitly offered for sale, or located by a previous availability test (but not acquired).  Attempting to acquire an item on which the group has already failed an acquisition test on without changing scale or craftsmanship inflicts a cumulative -10 penalty for each time the test has failed until the group completes an endeavor or raises their profit factor.<br/><br/><br/><strong>Haggling Phase:</strong><br/><br/>After the item is located, the character may then make a skill check to attempt to persuade others to give him the item.  This may be a Barter, Charm, Commerce, or Gamble check.  If the item is of scarce rarity or rarer, the check must be made and is opposed by an NPC skill check, with a rating of 30 for items of scarce rarity, 35 for items of rare rarity, 40 for very rare items, 45 for extremely rare items, 60 for near unique items, and 75 for unique items.  Each net degree of success adds a +2 bonus to the acquisition test, while each net degree of failure inflicts a -2 penalty.  Multiple characters may contribute skill checks to haggle, but they are all opposed by the same NPC skill rating.  If the haggling is roleplayed very well, additional degrees of success may be added.<br/><br/><br/><strong>Acquisition Test</strong><br/><br/>After locating the item and haggling over it, the character finally determines if the group has the resources to acquire it and stay within budget.  Roll the group's profit factor modified by rarity, craftsmanship, scale, and haggling modifiers.  On a success, the item is purchased.  At GMs discretion, some extremely large purchases may require an endeavor to actually gain their benefits.  As a reminder, attempting to acquire an item on which the group has already failed an acquisition test on without changing scale or craftsmanship inflicts a cumulative -10 penalty for each time the test has failed until the group completes an endeavor or raises their profit factor.<br/><br/><br/><br/><strong>Special Acquisition Abilities:</strong><br/><br/>Each career path has two abilities which aid the character in acquisitions.<br/><br/><strong>Rogue Trader:</strong><br/><br/>Cost is no object!: Rogue traders may burn Profit factor to gain a +10 bonus to an aquisition test per profit factor burned.  Profit factor lost this way is permanently gone forever.  When failing an acquisition test, a Rogue Trader may burn 2 profit factor + 1 profit factor per degree of failure to retroactively succeed at the failed acquisition test.<br/><br/>Executive trader: A Rogue Trader only accrues penalties for repeated acquisitions on the third acquisition, and has no risk of consequences on any acquisition in which he contributes no skill rolls.<br/><br/><br/><strong>Arch-Militant:</strong><br/><br/>Military Surplus: Arch militants gain a +10 bonus on acquisition tests to acquire arms and armor, and may substitute Common Lore (war) for commerce on availability tests for such items.<br/><br/>Forceful Negotiator: Arch-Militants may make Intimidate tests to haggle.  Such tests suffer a -20 penalty if not used to acquire arms and armor.<br/><br/><br/><strong>Astropath Transcendant:</strong><br/><br/>Dowsing: Astropaths receive a +10 bonus for each divination power they know on commerce tests to determine availability of acquisitions.<br/><br/>Psychic Negotiator: Astropaths receive a +5 bonus on skill checks made to haggle for acquisitions for each telepathy power they know.  (including astral telepathy)<br/><br/><br/><strong>Explorator:</strong><br/><br/>Perfection of Steel: Explorators gain a +10 bonus to acquire cybernetics, and may make Logic tests to haggle for acquisitions.  Such tests take a -20 penalty if they are not used to acquire cybernetics.<br/><br/>Mechanicus Contacts: Explorators may substitute Forbidden Lore (Adeptus Mechanicus) for commerce to determine availability, and automatically consider all cybernetics available.<br/><br/><br/><strong>Missionary:</strong><br/><br/>Ecclesiarchical Bequest: Missionaries gain a +10 bonus on acquisition tests to acquire general purpose gear.  They may make Scholastic Lore (Imperial Creed) tests to aid acquisitions, but such tests suffer a -20 penalty if not used to acquire general purpose gear.<br/><br/>Miraculous Panoply: Missionaries may resolve all acquisitions as if the scale of the acquisition was 1 smaller than it actually is, gaining a +40 bonus to acquire single items.<br/><br/><strong><br/>Navigator:</strong><br/><br/>Family Business: A Navigator may spend a fate point to automatically pass an availability test, drawing upon the resources of her House to locate even the most obscure items.<br/><br/>Threading the Needle: Navigators may make Psyniscience tests to aid acquisitions, but suffer a cumulative -12 penalty (instead of -10) on acquisition rolls for each acquisition after the first.<br/><br/><br/><strong>Senseschal:</strong><br/><br/>Wheel and Deal: A seneschal may spend 100 achievement points to gain a +10 bonus to an acquisition test.  If the seneschal fails an acquisition test, he may spend 125 acheivement points plus 125 achievement points per degree of failure to make the test succeed instead.<br/><br/>All the best toys: Seneschals gain a +10 bonus on acquisition tests to acquire tools, and halves the penalty to acquire items of good and best craftsmanship (taking only a -5 and -15 penalty, respectively), if the items are able to have scale modifiers applied to them.<br/><br/><br/><strong>Void-Master:</strong><br/><br/>Starship Dealer: Void Masters gain a +10 bonus to acquire vehicles, starships, and starship components.  They may substitute Trade(Voidfarer) for commerce when determining the availability of such items.<br/><br/>Fixer Upper: Void Masters receive a +15 craftsmanship bonus to their acquisition tests when purchasing things of poor quality, rather than +10.<br/><br/><br/><strong>Kroot Mercenary:</strong><br/><br/>Fight for the Prize: Kroot Mercenaries may use either their WS or BS to make barter tests to aid acquisition rolls.  This explicitly bypasses the speak not unto the alien trait.  Due to their agressive "negotiating" style, Kroot do not risk misfortune after multiple acquisitions, but instead suffer 1d5 wounds that ignore armor and toughness each time they make an acquisition test.  This damage is increased by 2 for each additional test after the first.<br/><br/>Mine!: Kroot Mercenaries may substitute awareness for Inquiry when making availability tests.  This explicitly bypasses the speak not unto the alien trait.