Epic Roleplay: Tithes, Titles & Trade

Epic Roleplay - Planetary Upkeep
Tithe
Worlds owe the Imperium a tithe in soldiers, goods, and psykers.

How much an individual world owes is determined by its tithe grade, painstakingly claculated and recorded by the Adeptus Terra.

Tithe grades run from Aptus Non (exempt from tithe) to Exactis Extremis, with the following effects:

Exactis Extremis – 10% of the world’s troops plus a number of resources equal to the total of maximum output of all the world’s original extraction facilities every three years
Exactis Particular – 10% of the world’s troops plus a number of resources equal to the total of maximum output of all the world’s original extraction facilities every five years
Exactis Prima – 10% of the world’s troops plus a number of resources equal to the total of maximum output of all the world’s original extraction facilities every ten years
Exactis Secundus – 10% of the world’s troops plus a number of resources equal to the total of maximum output of all the world’s original extraction facilities every fifteen years
Exactis Tertius – 10% of the world’s troops plus a number of resources equal to the total of maximum output of all the world’s original extraction facilities every twenty years

Decuma Extremis – 10% of the world’s troops plus a number of resources equal to the total of average output of all the world’s original extraction facilities every three years
Decuma Particular – 10% of the world’s troops plus a number of resources equal to the total of average output of all the world’s original extraction facilities every five years
Decuma Prima – 10% of the world’s troops plus a number of resources equal to the total of average output of all the world’s original extraction facilities every ten years
Decuma Secundus – 10% of the world’s troops plus a number of resources equal to the total of average output of all the world’s original extraction facilities every fifteen years
Decuma Tertius – 10% of the world’s troops plus a number of resources equal to the total of average output of all the world’s original extraction facilities every twenty years

Solutio Extremis – 10% of the world’s troops plus a number of resources equal to the total of minimum output of all the world’s original extraction facilities every three years
Solutio Particular – 10% of the world’s troops plus a number of resources equal to the total of minimum output of all the world’s original extraction facilities every five years
Solutio Prima – 10% of the world’s troops plus a number of resources equal to the total of minimum output of all the world’s original extraction facilities every ten years
Solutio Secundus – 10% of the world’s troops plus a number of resources equal to the total of minimum output of all the world’s original extraction facilities every fifteen years
Solutio Tertius – 10% of the world’s troops plus a number of resources equal to the total of minimum output of all the world’s original extraction facilities every twenty years

Aptus Non – no tithe owed

Tithes are collected by Imperial fleets. If a fleet is late in arriving, the Imperium expects the tithe for previous intervals to be paid as well. Not meeting a required tithe in full will have serious consequences for the offending world and its governor, exacting payments in other formats is the least that can be expected, replacement of the governor and expunging their bloodline, blockade, bombardment, or outright invasion by Imperial forces are all far from unlikely.

Tithe grades based on world type:

Schola Progenium: Aptus Non
Research Station: Aptus Non
Forge World: Aptus Non
Hive World: Decuma Particular – Exactis Extremis (2D6: 2,5/3,4/6/7/8/10,11/9,12)
Industrial World: Decuma Tertius – Exactis Particular (2D6: 2,5/3,4/6/7/8/10,11/9,12)
Civilized World: Solutio Extremis – Exactis Tertius (2D6: 2,5/3,4/6/7/8/10,11/9,12)
Agricultural World: Exactis Prima – Exactis Particular (D6: 1-3/4-6)
Medieval World: Solutio Prima – Solutio Extremis (D6: 1-2/3-4/5-6)
Feral World: Solutio Tertius
Death World: Solutio Tertius – Solutio Prima (D6: 1-2/3-4/5-6)
Voidborn: Solutio Secundus – Solutio Particular (D6: 1-2/3-4/5-6)

Under certain circumstances the Adeptus Terra might reappraise a world’s tithe grade. If this happens, make a two separate D100 rolls. The first roll determining whether the tithe grade is adjusted downwards, the second whether it is shifted upwards. A shift happens on a result of 95-00, if the roll is 99-00 it affects both the amount and frequency of tithes owed, otherwise it affects only the frequency. Both rolls may be modified based on campaign events and character actions, e.g., a significant improvement in a world’s infrastructure might give a +20 on the second roll (increase of tithe), whereas judicious expenditure of Power and successful Bureaucracy tests by a governor seeking to reduce their world’s tithe burdens might give a +2 per Power on the first roll (decrease of tithe).

Title
When the Imperium needs to act, it does so by appointing individuals and bestowing upon them titles consumerate with their tasks and responsibilities. Lords Sector to rule and defend vast domains, Archmissionaries to bring light to benighted heathens, Warmasters to lead crusades, Explorators to discover worlds or technologies.

Any such remit comes with significant Power. When the title is first bestowed, a number of dice is assigned to it. Every year, the bearer of the title gets to roll these dice and gains that much Power. Any die showing a 1 or a 6 is removed and will no longer be available in later years (it does still contribute to the current year), as interests are diverted to other endeavours or supporters overextend.

Upon meeting defined criteria, achieving milestones of their mission, or by suffering serious setbacks that shake confidence, additional die might be added or removed. E.g., an explorator tasked with recovering a long lost techarcanum might gain an additional die for every fragment collected, whereas a warmaster sent on a crusade to regain a lost subsector might lose a die every year their forces do neither attack a new world nor fully liberate one.

If there a zero dice available in a year, this will invariably lead to the title itself being revoked. Maybe someone new will have it bestowed upon them to succeed where their predecessor so ignomiously failed, maybe the whole endeavour is abandoned together with the fool who doomed it.

Trade
Imperial worlds are expected to fend for themselves, but interstellar trade, even beyond the tithe, still forms part of the Imperium’s lifeblood.

When a starship off-loads resources and these are equal in number to the highest single extraction installation output of that resource on the world in the current year, roll a D6, on 1-2, nothing happens, on a 3-6, the captain of the ship – or whomever is responsible for the transaction – gains 1 Power. With a successful Commerce test, the captain of the ship – or whomever is responsible for the transaction – may modify the roll by +1.

When a planetary group loads resources equal in number to the highest single extraction installation output of that resource on the world in the current year onto a starship, roll a D6, on 1-3, nothing happens, on a 4-6, the group gains 1 Power. With a successful Commerce test by the group’s representative responsible for the transaction, the roll may be modified by +1.

Other exchanges are possible depending on what is locally available and how negotiations go. Typically are exchanges of one resources for another or for supplies based on current equivalents in Power if applied locally (e.g., on a world that extracted 2 human resources at 1 installation, 3 material at another, human and material could be exchanged 2 to 3, whereas a year of army supplies produced at a standard efficiency installation from 1 produce resource could be exchanged for 4 human resources [as it took 1 Power each to activate the produce extraction and the supplies production]).

When a ship loads resources from an installation extracting luxury goods, one of the resource units may be marked as containing said luxury goods. When this resource is unloaded on another world, it may be either traded as a regular resource above or the following procedure may be followed instead:

Make one roll on the table below, if the luxury goods are sold in the same cluster, two rolls, if not in the same cluster but still in the same subsector, three rolls, if in another subsector of the same sector, and four rolls, if in another sector.

D6 Profits
1-2 None
3 Gain Lavishly Equipped (Obscene Wealth) as an additional talent.
4 3D3 years of supplies, may be split between ship and army supplies
5 D3 Power
6 Something special (roll a D6: 1-2 – D6 superior wargear, 3 – one support card of troops joining the warband, 4 – one tech fragment, 5 – roll on one of Oger’s German treasure tables [data treasures, treasure maps] or similar, 6 – something secret or forbidden [roll a D6: 1-3 – a random Forbidden Lore as an additional skill, 4-5 – specific secret information, such as warplans, identities of cult members, the location of a hidden base, 6 – random chaos wargear])

The resource is consumed in the transaction.

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