Epic Roleplay: Planetary Upkeep

Epic Roleplay - Planetary Upkeep
Worlds need a number of resources to sustain themselves. Each year, determine the number of resources needed according to the Planetary Upkeep Table. Thriving worlds modify a rolls by -1, struggling worlds need to modify them by +1.

Planetary Upkeep Table

World Type Human Upkeep Material Upkeep Produce Upkeep
Schola Progenium D6-1 D3-1 D6-1
Research Station D3-1 D3-1 D2-1
Forge World D6-1 2D6-2 D6-1
Hive World D6-1 2D6-2 2D6-2
Industrial World D6-1 D6-1 D6-1
Civilized World D6-1 D6-1 D6-1
Agricultural World D6-1 D6-1 D3-1
Medieval World D3-1 D3-1 D3-1
Feral World D3-1 D2-1 D3-1
Death World D6-1 D3-1 D3-1
Voidborn D6-1 D3-1 D3-1

If planetary upkeep requirements are not met in full for whatever reason, this creates a crisis.

In a crisis year, roll once on the Crisis Events Table.

Modify the roll by +1 for every resource unit missing from the upkeep, and by +1 for every year this crisis has lasted so far. By spending Power, characters and powergroups can modify the roll further up or down by 1 for every Power spent.

Most events can be read either as causes of the current crisis or as its effects, and should inform what is happening in the campaign or on a mission.

Many events furthermore have a direct impact on planetary administration rules.

Crisis Events Table

D100 Result
-03 Miraculous Recovery – change the world’s status to thriving
04-06 Recovery – the crisis begins to abate, status improves from struggling to normal
07-09 Public Works Campaign – massive infrastructure programmes intended to alleviate the crisis, add one random installation
10-12 Austerity Measures – people grit their teeth and plough on
13-15 Emergency Relief – army supplies may be used to make up the shortfall in resources (1 year of supplies needed per resource unit), if upkeep is still not being met, make an additional roll on the Crisis Events Table
16-18 Blackmarket – a thriving blackmarket develops, while the crisis lasts, a successful Commerce or Fordbidden Lore (Criminal) test allows resources that were missing in upkeep to be treated as luxury goods
19-21 Strike – one (or more) extraction or production installations are under strike (often this affects all installations of a specific type, e.g., a strike of all Produce extraction installations) and require D3 Power to activate
22-24 Shift in Allegiance – one powergroup changes its allegiance in relation to the governor, an ally or enemy becoming neutral, a neutral becoming an ally or enemy
25-27 Maintenance Breakdown – reduce the efficiency of one or more production installations
28-30 Pollution – environmental damage piles up under the crisis conditions, the world gains the Pollution special complication
31-33 Crime – a wave of violent crime plagues the world
34-36 Sabotage – one extraction or production installation provides no output after activation
37-39 Rebellion – an underground insurgency develops
40-42 Religious Fervor – Imperial cults sping up across the world, many with extreme teachings
43-45 Loss of Power – remove one random powergroup
46-48 Industrial Derelection – one random extraction or production installation is destroyed
49-51 Widespread Looting – one (or more) storage installations are stormed and their contents lost
52-54 Infiltration – outside forces start inserting operatives onto the world
55-57 Mass PDF Induction – at no cost in Power, extract human resources from all installations, then produce infantry from all of them as if with a unpredictable production installation
58-60 Uprisings – multiple local uprisings of workers and civilians occur
61-63 Rise of Power Group – add a new power group, randomly determine its allegiance
64-66 Desertion – any local armies lose troops to desertion as if they had not bee supplied
67-69 Cults – dark cults are founded and grow across the world
70-72 Plague – with public health breaking down, plagues spread, human extration is at -1 capacity and all human storage suffers from Leakage until a cure is found (treat this as a techarcanum, typically requiring Medicae and Scholastic Lore [Chymistry]), if human resources are transported off-world, the destination will start to suffer from the same
73-75 Coup – a powergroup tries to topple and replace the governor in a coup
76-78 Irrecoverable Losses – one random special industry or special infrastructure feature is destroyed
79-81 Civil War – civil war breaks out, opposing factions fielding well matched, armed and organised armies and militias
82-84 Infrastructure Collapse – D6 random installations are destroyed
85-87 Pacification – the Imperium decides that additional military forces are needed to get the crisis under control, an Imperial pacification force embarks but depending on its point of origin may be a long time in coming
88-90 Degradation – the crisis deepens, becoming systemic, world status degrades from thriving to normal or from normal to struggling
91-93 Environmental Collapse – the world’s environment experiences a radical shift, add a random special complication from the following 1: Navigation Impedence, 2: Lifedraining, 3: Addictive Environment, 4: Rapid Erosion, 5: Native Fauna, 6: Ancient Ruins
94-96 Invasion – weakened by the crisis, the world becomes a target for outside invasion, note that, depending on from where an invasion force gathers and embarks, it may arrive at a much later time
97-99 Critical Situation – the situation sharply deteriorates, make an additional D3 rolls on the Crisis Events Table, each roll modified by an additional +10
100-102 Tithe Reappraisal – the world’s tithe grade is updated by the Imperium, see Tithes
103-105 Psychic Manifestation – rogue psykers appear in number across the world
106-108 Population Adjustment – grand culling, no human extraction this year, roll for all human extraction installations, on 1 on a D6, they are destroyed, human resource upkeep waived for the next year, produce upkeep -1
109-111 Loss of Confidence – the Imperium loses confidence in the governor, command is given to remove them, this may fall to the local Arbites, or involve sending an assassin, or an invasion force
112-114 Sudden Death – the world ends in a bang, its status changes to dead, optionally, roll on Oger’s table for the death of colonies (German)
115-117 Terminal Decline – the world enters terminal decline, even if resource flows are restored, the crisis does not end, continue to toll on the crisis table every year
118+ The End – the world ends in a whimper, its status changes to dead in D6 years

A Note on Rebellions: Amongst all the uprisings, rebellions, and internecine warfare, astute readers will have noticed one type of crisis event missing – secession, planetary rebellion led by the governor. This is not to imply that Imperial Commanders do not rebel, but as the governor is likely detailed as a character, the implicit (now: explicit) assumption is that their loyalty will be handled not via the crisis table but as a game decisions taking into context the history and circumstances. If you prefer to include secession plans on the table, it is recommended to swap the Rebellion event to signal beginning plans for secession and/ or modify the Loss of Confidence event so that on a D6 result of 1-3 it is the Imperium losing confidence in the governor, but on 4-6 it is the governor losing confidence in the Imperium (modify based on circumstances, including governor’s general motivation).

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