Ventures:
Determine the number of Achievement Points needed to complete the Venture. Points are gained through completing Objectives and seizing Opportunities, and bonus points can be gained through certain ship components.
Minor: 5-9
Major: 10-14
Grand: 15+
Example Venture: Into The Maw (minor, 6):
Objectives:
--Successfully navigate the Maw: 1
--Locate and travel to Magoros Minor: 2
--Loot the crashed treasure ship: 3
Opportunities:
--Save or loot the pilgrim ship: 1
--Destroy or defeat any rivals who would threaten what is yours: 2
Excess Achievement Points can be traded for Prestige, one Prestige per two Achievement Points. Other things gained during a Venture might include the following:
Treasures:
Unique items or hoards of no practical use, but of tremendous value if the right market can be found. Treasures can be sold to raise funds, or be used as ostentations to improve the standing of the Dynasty. They can be traded for 1-3 Prestige or Funds between each Venture.
Examples Treasures: A palatial planetside or orbital estate, control of a pilgrimage site, a hoard of valuable metalwork or gems with no practical use.
Artifacts:
Unique or exceptional items that cannot be purchased with money alone, artifacts have a practical use that is typically limited in scope but very powerful. Many artifacts carry curses or legends about themselves and their previous wielders.
Example Artifacts: An Ecclesiarchy-certified relic of an Imperial Saint or Primarch, pages of the journal of Sebastian Winterscale, the Brass Prism, a map of an unknown warp route, a Bloodforged Blade, an unknown Halo Artifact.
Example Artifacts:
Bale Eye: This incredibly rare bionic eye appears and functions as a normal bionic of its type, but also contains a built-in las weapon that acts as a one-shot Hellpistol (Range 12/24/48, Damage 2d6+2, AP 1, ROF 1, Ammo 1), which recharges from the body heat and kinetic energy of the bearer in about one hour). If the user has a Power Cell bionic fitted, the Bale Eye can be linked to that.
The Brass Prism: This unremarkable-looking device can be interfaced with using an MIU or the Mechanicus Implants trait. The user must make a Spirit check (at a cumulative +2 difficulty for every enquiry after the first, this penalty resets after they go a week without using the Prism) and if it succeeds, they gain a d10 to their next Smarts-based skill check, rolled in addition to the normal dice and which can also Ace. If it fails, they are subjected to an ecstatic overload of knowledge, and only roll a d4 for Smarts checks and skills for one hour.
Chronal Energizer: This strange black tetrahedron can warp time around the user, allowing them to take an additional round’s actions after the first one. The user cannot use this extra action to take multiple actions, though they can move again. The time warp usually lasts one round, and the user is stunned for one round after using it (if they are somehow immune to being stunned, they cannot use the device). It is possible to extend the duration of the time warp before suffering the side-effects, but after each turn after the first on which the device is used, the user must roll one die of any type. If they roll an odd number then, after taking their additional action, they are obliterated, crumble to dust, vanish into the warp, are irreversibly frozen in time or suffer some other fate that permanently removes them and all their equipment (including this artifact) from the game and the known universe.
Fragments of Winterscale’s Journal: These count as Navigator charts for the Winterscale’s Realm region, and are of such good quality that they halve the duration of any journey to or within that region. In addition, each one contains clues to a promising world discovered by Sebastian Winterscale that so far remains undisturbed, though a certain cipher or cross-referencing with another journal fragment will be needed to unlock it.
Holy Relic: No matter the form it takes--a bone of an Imperial saint, a weapon once borne by St Drusus, or a shard of armour said to once belong to a Primarch, or something else--this Ecclesiarchy-verified relic inspires fanatical devotion. If carried on the person, it grants +2 to all Spirit and Faith rolls to the bearer. If kept on a ship, it increases maximum and current Morale by 1, and gives a +1 bonus to Boarding Action rolls. However, the owners acting against the Imperium may bring a curse (the Bad Luck Hindrance) down upon them.
Vortex Grenade: Using barely-understood vortex technology, this archeotech grenade (Range 4/8/10, MBT) has the distinction of being almost as dangerous to the user as the target. When thrown, everyone in the sphere must make an Evasion check at -2 (-4 if they were directly hit) or be sucked into the Warp. This generally spells the end for them, though some truly extraordinary methods can allow for survival or escape. Daemons are banished to the Warp, though they can attempt to return at a later date. Vehicles hit suffer 1d4 Wounds. Inanimate objects (or the portion of them) within the template are destroyed. After being created, the Blast Template remains in play and anything it contacts will suffer the same effects. Roll 1d6 to see what happens to it at the start of each round.
1-4: The template moves that many inches in a random direction.
5: The template drops in size to a Small Blast, and moves 1d6” in a random direction. If it is already a Small Blast, it vanishes.
6: The template expands to a Large Blast, and vanishes at the start of the next round.
Favours:
Sometimes, the favour and regard of the powerful can be a priceless asset in itself. Each Favour is generally good for a single potentially game-changing act of support or service. However, calling in a favour can depend on the reach of the organisation and the ability of the ally to provide the aid you want within a useful timeframe. Once used, a Favour is gone.
Example Favours:
This list is examples of the sort of things PC’s may be able to do with Favours, and can be used as a basis for if the PC’s gain Favours from factions not listed here.
Adeptus Mechanicus: Repairs and refitting, bionics, access to archaeotech items, weapons and transports, archaeological teams, servitors, Explorator survey records, service of skitarii troopers.
Administratum: Fabrication or destruction of records, turning a blind eye to bureaucratic corruption, hastening a bureaucratic request (or delaying one of a rival), redirection of goods and supplies, skipping customs checks.
Crime Syndicate: Sabotaging a rival, finding a supplier or market for proscribed goods, providing no-questions-asked manpower, obtaining deeply illegal goods such as xenos artifacts or unsanctioned psykers.
Ecclesiarchy: Popular rabble-rousing, recruitment drives, contracts for pilgrimage routes, supply of colonists, certification of an item or place as holy, military intervention from the Adeptus Sororitas, squads of arco-flagellants.
Imperial Navy: War support, use of shipyards, Naval scouting records, skilled ship crew, rare ship weapons and ammunition such as Stygies macrocannon shells or vortex torpedoes, forming a picket around a world or jump point (or allowing access through such a picket).
Inquisition: Classified information, forbidden lore on a planet, artifact, daemon or xenos, beginning an investigation into someone (provided at least some evidence can be produced that they are of genuine concern).
Noble House: Invitations to society events, words in the right ears, introductions to other nobles, a market for rare and decadent luxury goods, marriage into the family, financial sponsorship, the services of Imperial Knights.
Pirates: Knowledge of hidden warp routes, raids upon a rival’s interests, access to hidden bases for repair and resupply, a share of the booty.
Space Marine Chapter: Chapter records, an Astartes squad or single Battle-Brother provided in support of a righteous cause, help breaching a space hulk.
Xenos: Knowledge of the Expanse, proscribed xenotech goods, powerful and deniable mercenaries.
This message was last edited by the GM at 13:15, Mon 08 Nov 2021.