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Rogue Trader (Video Game)
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===Skills=== Skill tests are resolved exactly like in the original RPG: Roll a d100 under a number based on your character's skill level in their relevant attribute and with the appropriate DC modifiers applied. You can equip gear to increase your character's skill points and raise your chance of success, but right now there don't seem to be skill mastery levels, which makes it a lot harder to reliably succeed even basic tasks; for example, there are many opportunities for small Lore (subject) tests in various areas, but you will probably fail more than half of them at any given time since the player character's ability scores start around 35-40 and additional equipment is typically a +5 bonus to a single skill. In the original Rogue Trader RPG, you could spend XP at each rank up to gain Skill Mastery in specific skills, giving up to a +20 bonus to that skill and demonstrating your character's focused development, but so far in the alpha it seems that all ranking up does is give you additional abilities to use in combat. Skills are used in various ways: disabling traps, persuading/coercing NPCs, opening hidden pathways through the use of small explosives, etc. Failure usually means the character using the skill takes damage or some aspect of the dialogue path is locked away. Occasionally, missing out on that dialogue will put the player at a severe disadvantage in a future combat encounter. Thankfully, the game will automatically pick the character with the highest relevant skill among your selected party members if you click on something that requires a skill check: so if you've got Pasqal in your party and a you click on an object require a Tech-Use test, the game will send Pasqal over to deal with it. Unfortunately, the game isn't really good at predicting the odds for you and will display very generic "chances" when you hover over a test indicating who will take the taste and some percentage number that absolutely does not indicate chance of success. Unlike older games, failure also prevents other members of your party from retrying the skill test; if you roll 100 on a tech-use test, you won't ever be able to unlock the hidden path leading to the +5 Persuasion monocle.
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