Individual Endeavours are those a single Character attempts during a period of downtime. Other Characters may be able to help, as they would for normal skill tests, but if they do so they must give up one of their own chances to undertake an Endeavour.
Banking/Speculation
The Imperium is a dangerous place. Walking around with a wealth of askels, fancy attire, and equipment is asking for desperate infractionists, downtrodden workers, or the tithe-driven Administratum to take their share and then some. Rather than carrying around a large sum of solars, you may instead choose to invest it.
The finances of every world of the Imperium operate differently. As long as the planetary tithe is fulfilled, the economic details of how it was managed are of no concern to the Imperium. Thus, on many worlds opportunities for speculation exist in various legitimate (and illegitimate) business concerns. If you wish to invest some of your hard earned askels in such a venture, choose a number between 1 and 20. The higher the number, the riskier the investment, but also the greater the potential returns. For now, there is no need to do anything else.
During the next Between Missions period, the GM should roll 1d100. If the result was greater than the chosen number, the venture was a success and the amount invested increases by a number of percent equal to the chosen number. If you wish to withdraw any or all of these askels, you must take a further Commerce Endeavour.
If the result of the 1d100 roll is less than or equal to the chosen number, the entire investment is lost — xenos raiders, Administratum audit, or simple fraud draining the fund of its value.
Commission
Little in the Imperium is new, for much knowledge and technology has been lost over the millennia. The rarer and more complex the item, the more likely it is to be an ancient relic, carefully guarded and passed down through generations of users. As a result, only the richest and most privileged individuals can commission the creation of new equipment. Even this will be based on ancient plans, some older than the Imperium itself.
Commissioning a piece of gear first requires locating a capable Tech-priest, and it may require your Patron’s intervention to secure their services. If you already know of one, the GM may rule that you can skip this stage. Otherwise you must locate one using the Seek Expert Advice Endeavour before choosing to Commission anything.
Once you have found and secured their services, you must pay the Tech-priest the full cost of the equipment before they begin. This may be paid in askels, which
represents expenditure on required materials and expertise, but just as often the Tech-priest may demand some favour or assistance of the characters. You can also request that they add additional Item Qualities applying the relevant cost alterations. Common and Scarce equipment is normally ready in time for your next mission, but Rare and Exotic equipment can take weeks, months, or even years to create depending on its cost and complexity — meaning that at the GMs discretion, you may need to complete several Missions before the piece is ready.
Consolidate Influence
Along with blood, toil, and faith in the Emperor, the Imperium runs on Influence. As your character works to advance their Patron’s goals, they will gain a reputation, make enemies, and perhaps even a few allies. Once you have gathered at least +1 Influence with three different Contacts of the same Faction, you can use your sway with them to attempt to better your reputation with their Faction. You should declare which Faction you are trying to improve your Influence with, then make a Challenging (+0) Rapport Test. If you succeed, increase your Influence with that Faction by +1, and reduce your Influence with each Contact of your three chosen contracts by -1. They will benefit from the increased Faction Influence, so they still effectively enjoy the +1 — it has simply spread to everyone else in that Faction thanks to their positive account of you.
Failure has no effect, though a Fumble reduces your Influence with one of your contacts by -1, as you have simply asked too much of them. At the GM’s discretion, increasing Influence in this way may involve the promises of future favours. Under normal circumstances it is not possible to increase your personal Influence with a Faction beyond +3. If it would be possible for you to do so, that Faction may attempt to recruit your Character, or you may consider retiring your Character to leverage their new-found influence and become a Patron in their own right. You should discuss this with your GM.
Crafting
Often if you have the skills, tools, and time, the best way to ensure you have the right equipment for the job is to craft it yourself. In most cases, only a Tech-priest may even attempt this endeavour. Usually the cost of the raw materials needed to craft a piece of equipment equal to one quarter of its listed price, and must be purchased before crafting begins, with their Availability determined by the GM based on the Availability of the equipment to be created.
To craft the equipment, make an Extended Tech (Engineering) Test, with the Difficulty determined by the equipment’s Availability.
Difficulty Table
Availability
| Difficulty
|
|---|
Common
| +0
|
Scarce
| -10
|
Rare
| -20
|
Exotic
| -30
|
SL required
Cost
| SL
|
|---|
500
| 5
|
1000
| 10
|
3000
| 15
|
6000
| 20+
|
The number of SL required to complete your equipment is determined by the GM, usually using the listed price of the equipment as a guide. Each Crafting Endeavour allows you to make one roll towards your Extended Test — marking the number of successes you have achieved so far on your character sheet. Unfinished work can be stored in a safe place between Downtime Endeavours, or stored on your person if feasible.
When the work is complete, make one final Tech (Engineering) Test. On a success, the item functions as expected. On a failure, it works, but has one Flaw of the GM’s choice. On a critical success, it has one additional Quality of the character’s choice.
Unsanctioned Creations
In the Imperium, the maintenance of all technology falls under the jurisdiction and care of the Adeptus Mechanicus. Most devices are ancient, barely understood and ritually maintained. ‘New’ items are generally those stamped out in bulk in manufactorums — lasguns and other arms for the Astra Militarum, ammunition to feed the endless hunger of their weapons, and myriad other devices. Workers have learned by rote the steps required to fulfil their role on the assembly line, but no one present — not even the Tech-priests overseeing production — truly comprehend the reason for each step.
Thus, true invention is almost unheard of, and all effort strains merely to recreate some fraction of the marvels of the past. Any device created outside this framework of ritual, toil, and respect for the works of long dead artisans will be met with suspicion at best, and accusations of heresy at worst.
Devout Worship
Adherence to the Imperial Cult is expected of all citizens, with regular prayer and sermons mandatory on most worlds, but some clergy undertake even more pious exhibitions of worship. They may undertake pilgrimages, conduct elaborate ceremonies, or engage any other number of allegedly pious activities.
If you undertake a period of worship during your downtime, make a Challenging (+0) Lore (Theology) Test. If you are successful, your Unknown total increases by 1 until the end of your next mission.
Exhaustive Drilling
You spend your downtime familiarising yourself with a chosen weapon, disassembling and reassembling it, drilling with it, and otherwise becoming so acquainted with every bolt, scratch, and dent that it feels like an extension of yourself.
Select one weapon you own and mark that you have drilled with it. During your next mission, while using this weapon, you ignore any Fumbles you suffer.
Medicae in Extremis
There are many devastating injuries that you can suffer while undertaking your duties, a number of which may linger until a trained medicae can see to them. If you are suffering from an Injury you can seek Extended Treatment to recover from it. If
you are well acquainted with a skilled chiurgeon or a rejuvenat specialist then this Endeavour can be taken immediately. If not you must undertake the Seek Expert Advice Endeavour to first locate a skilled medicae.
During Extended Treatment, a medicae can make three separate Tests to apply Treatment to one or more Injuries you are suffering. One or more of these tests can instead be used to install or apply an augmetic replacement, with the cost of the limb added to the cost of treatment.
I Know Just The Person
Some other Endeavours, such as Commissioning, Crafting, and Extended Treatment require access to an expert before they can be undertaken. In addition, at the GMs discretion, you may seek an expert you meet during this Endeavour if you require their aid during a mission.
Garner Reputation
Sometimes all it takes is time, favours, and a well placed bribe to secure friends in high places — at least for a time. You spend the week courting members of a specific faction in an attempt to ingratiate yourself with them and secure benefits for you and your allies.
Choose a faction you have previously encountered and make a Challenging (+0) Rapport (Charm) Test. If you succeed, you gain +1 Influence with that faction until the end of your next mission. If the result of this Test is a Fumble, you should record this. Future attempts to court the same faction are Difficult (-10), and receiving a second Fumble results in -1 Influence instead.
Income
If you find that your patron’s stipend isn’t satisfactory you may want to use your downtime to generate some income. Select a Skill or Specialisation that you have Advancements in and discuss with your GM how you plan to use that skill to generate funds. You could use Weapons Skill to partake in underground fighting matches, Piloting to operate a loader at a nearby dock, or even Stealth to simply steal funds. Once you and your GM agree on how you plan to make money, you roll a Challenging (+0) Test using the chosen Skill or Specialisation. For each SL, you gain 100 Askels by using your skill during your downtime period, or 150 Askels if you were able to make use of a Specialisation.
Scout Surroundings
You spend your time getting to know your immediate area, walking through the slums, talking to the residents, dodging infractionists, and otherwise becoming closer to the strange or mundane locality you find yourself in. Choose an area no larger than a city, void station, or hive district to be the target of your exploration and mark on your sheet that you have scouted it. During your next mission, you gain Advantage on Intelligence (Lore) and (Navigation) Tests to answer questions about or navigate through this location.
Seek an Expert
Whenever you’re looking for a skilled chirurgeon, a talented Tech-priest, or an Astra Militarum quartermaster familiar with every word of the Imperial Munitorum Manual, you are looking for an expert in their field.
Finding a suitable expert who is willing to share their expertise is the hard part. Most experts are NPCs with 1-3 Skills or Specialisations that the party lacks. The GM may also rule that no such experts are available in the local area. Otherwise, you must pass a Challenging (+0) Inquiry Test to track down an expert. The difficulty of this test is increased to Difficult (-10) if the expertise sought is Restricted and Hard (-20) if it is considered heretical by Imperial standards.
If the test is successful, or you have already met a suitable expert during your travels, you find an expert willing to talk and spend your down time asking questions and researching their area of expertise — after which, getting them to shut up about their obsession is the true challenge.
During your next mission, you may gain +2 SL on a single Test relevant to the Skill or Specialisation the Expert claims.
Training Rites
Whether it’s sparring with a partner,
practising your aim, or pouring over a dusty tome, nothing beats good
practice when it comes to staying on top of your game. Select a Skill
that you have at least one Advance in to be the focus of your practice
and make a Challenging (+0) Test using it. If you succeed, mark on your
character sheet next to the skill. Once during your next mission, you
can choose to gain Advantage when you use this skill. If this Endeavour
is taken multiple times, you can select the same or different skills to
gain additional uses of Advantage during your next mission.