Imperial monetary system

 

Standard Imperial ration coupon
Equals an one meal served to Imperial Guard soldier. Meal may be made of any edible resource but it has standardized constant of caloric value and distribution of proteins, carbohydrates, fat and salt. In star vessels and hive cities this ratio is know as nutrient putty dispensed from automatic production and service units.

System currency
Produced mostly by local merchant guilds, a planetary governor or noble houses.
Usable only within the systems controlled by a prominent instance issuing the local currency. They rarely contain precious metal enough to be considered other than symbolic value backed up by the wealth of an instance distributing them.
“Pigeons” are generally worth of 1 standard imperial ratio.
“Imperials” are generally worth of 10 standard imperial ratios.
“Eagles” are generally worth of 100 standard imperial ratios.

Plas-slates
Hive worlds, forge worlds and other Imperial worlds that have higher than standard technological level have developed a currency utilized in a form of digitally imprinted plasteel cards called slates. This digital currency is heavily encrypted and can be used almost in similar level of anonymity as the hard currency.

Ingots of valuable metals and minerals
Those have a good trade value as there is constant need for certain materials desired by the forge worlds of the Imperium. Using radioactive materials as a hard currency is frowned upon by arbitrators, inquisition and Adeptus Mechanicus. Official reason is the mutating effect of those materials but there is a genuine fear of uncontrolled trade of nuclear materials that can be used for dirty bombs by recidivists and heretics within the Imperium.

Gemstones/crystals/diamonds
Easy to carry and conceal and their worth can be equal up to an Imperial planet or a star fleet. Some are xenos origin and may pose additional moral threats. Galactic production of precious stones in the Imperium is largely consumed by shrine worlds of the ecclesiarchy and lance weaponry produced by forge worlds.

Throne Gelt Dark Heresy corebook page 124, edited for Ultima Tectum campaign.
An universal and a rare hard currency across the Imperium. The worth of an any local currency is compared to the worth of the Throne Gelt. The coin itself is produced at Terra and distributed to Imperial authorities. It is iron coin that contains a speck of dust from the soil of Terra and it’s worth is symbolic.  It is too rare to function as a method of payment, but acts as method of standardization within Imperial commerce. Worth of one Gelt is standardized to 1000 standard imperial ratio coupons. Imperial aristocracy call it “An Imperial penny”.

Honor Gelts
Honor gelts are a respected form of local currency issued for purposes of commerce, reward, or ceremonial exchange. While equal in value to a standard Throne Gelt (and freely convertible at a 1:1 rate), an honor gelt is more than mere money. Unlike the holy iron Throne Gelts, honor gelts are often fashioned from precious metals, gemstones, or strategic materials such as promethium tanks or adamantine slabs— materials prized across the Imperium. Each bears the Aquila, marking it as measured by the Master of Mankind’s representative’s authority.

Imperial Bond Dan Abnett: Xenos, edited for Ultima Tectum campaign
Commonly used by different Imperial Ordos. It usually is a parchment provided by person of Imperial authority and can be claimed at any Imperial world. Ultimately it is paid from budget of a systems Imperial Governor and is deducted from Imperial Tithes paid to particular Ordo at a system. Many Imperial bonds are not claimed but used as a currency between Imperial citizens and instances. It is possible that along Imperial history more unclaimed Imperial bonds have been warranted than the economy of Imperium is able to refund.

Tax factor
Bureaucratic unit of currency used by Imperial Ordos. Based on archaic and obscure tithe grade system practiced and held up by Imperial ecclesiarchy. One tax factor equals 10.000 throne gelts or 10 million Imperial standard rations (Yearly upkeep of 27.000 imperial citizens).

Profit factor, Rogue Trader corebook page 33, edited for Ultima Tectum campaign
Bureaucratic unit of currency used by owners of Merchant warrants and Rogue traders warrants, Noble houses and Navigator guilds. Value of a Profit Factor is equal to an Imperial Tax factor,  on 1 to 1 exchange rate.

Holy unit of Power
Unit of energy that STC tructural component of 1 power is using during a year. Currency commonly used by Adeptus Mechanicus facilities. Value of a Power Factor is equal to an Imperial Tax factor,  on 1 to 1 exchange rate.

Barter
Common trade practice among Imperial citizens. Poor people use systems based on exchange of manual labor, daily rations and daily oxygen.
There is no imperial middle class. Either you toil for daily sustenance or you have gained commission of warrant worth of one tax factor (yearly income worth of 10 million daily rations)
The Imperial nobility use relics, star vessels, planets, marriages and nominations of Imperial authority as a currency.

Influence and Profit Factor

Influence

  • Starting Influence: 25 +/- background modifiers.
  • Represents: Personal wealth, stipend, connections, “walking-around money.”
  • Source: Salaries from the Inquisition, Rogue Trader house stipends, noble allowances, cult dues, regiment pay, etc.
  • Scope: Can cover individual gear, bribes, transport, accommodations, minor black market buys.
  • Acquisition Use:
    • Can substitute for Profit Factor when making an Acquisition Test.
    • But burning Influence (permanent expenditure) may only acquire items of Very Rare or more common availability.
    • Influence cannot be permanently spent to buy unique artifacts, archeotech, or strategic assets.
  • Narrative Level:
    • Influence deals with meso-scale economy: guild contacts, petty smugglers, quartermasters, minor merchants.
    • Is used when characters interact with individuals selling goods or providing favors.

Failed Acquisition Test

  • If a character fails an Influence Test, they do not automatically lose Influence points.
  • Instead, the GM decides if the failure has consequences — usually if the request was extravagant, conspicuous, or repeated.
  • Minor Failure → You simply fail to obtain the item; no loss of Influence.
  • Severe Failure (3+ Degrees) → May impose a temporary penalty to Influence (–10 on further Acquisition Tests until the end of the session) which stacks with other temporary penalties.
  • Repeated Failures or Critical Failure→ If penalty stacks higher than current influence or 00 is thrown on Influence check it triggers permanent loss (–1 Influence), representing burned contacts, wasted bribes, or cost of arrangements.

Profit Factor

  • Represents: The dynasty’s macro-economic wealth — investments, trade contracts, resource rights, shipyards, tithe agreements.
  • Source: Rogue Trader warrants, Planetary Tithes, Merchant Guild charters, Forge World contracts, Ecclesiarchy holdings, or Inquisitorial purse mandates.
  • Scope: Can cover system-wide trade, rare archeotech, hiring mercenary regiments, purchasing ships or manufactoria.
  • Acquisition Use:
    • Used for dynasty-scale or mandate-scale requests.
    • Can be burned (permanently lowered) to secure unique, singular, or priceless items (e.g., relics, entire fleets, forge rights).
  • Variants:
    • Tithe Factor: Ecclesiarchy or Administratum’s measure of Imperial tithes and resource tribute.
    • Power Factor: Political/military leverage within Mechanicus power blocs (Mechanicus Sects, Fabricator-generals of Forge Worlds, Lords of Mars).
  • Narrative Level:
    • Profit Factor deals with macro-scale economy: planetary tithes, sector trade routes, military contracts.
    • Acquisition through Profit Factor can be done only once per Game Session.

Interaction Between the Two

  • Influence as Subset of Profit Factor: An individual’s Influence is ultimately derived from a higher authority’s Profit Factor, but is fungible on a smaller scale.
  • Crossover Rule: A characters may use Influence instead of Profit Factor when requisitioning equipment, but acquisitions capped at Very Rare.
  • Profit Factor in Personal Scale: Profit Factor may not be used directly for personal purchases unless the dynasty/the authority specifically commits its resources (which takes time, bureaucracy, and attention). Exchange 1 Profit Factor to 10 points of Influence.
  • Burning Resources:
    • Burning Influence = permanent loss Influence to automatically succeed Influence or Acquisition check → capped at Very Rare.
    • Burning Profit Factor = permanent loss of dynasty-scale assets to automatically succeed an Acquisition check→ can purchase anything, even unique items, but lowers long-term dynasty power.