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Homeworlds by AxiosXiphos

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8/10/2019 Homeworlds by AxiosXiphos http://slidepdf.com/reader/full/homeworlds-by-axiosxiphos 1/13  T he Imperium of Man is spread across the stars, laying claim to huge reaches of space and encompassing nearly the entire galaxy. It is made up of over a million systems, each an uncertain light flickering in the surrounding darkness. Holy Terra is at its centre, the birthplace of humanity. Surrounding it are the many other planets, void stations, vessels, and other locations where man has established a presence. rom these come the teeming billions that are the true measure of the Imperium, each life molded and shaped from the place of its origin.  The !deptus !dministratum classifies each world into one of many broad categories in a vain attempt to apply organi"ation over the domains of man. Though each setting is utterly uni#ue, there are enough commonalities to make these generali"ations somewhat effective. Hive cities might appear superficially identical, no matter the planet, but in reality each proves to be wildly different once one ventures inside the kilometers$tall metallic spires.. The billions that reside inside of each hive, though, still share more in common with each other than those from a primitive wasteland or massive trawler migrating through the void.  In an Imperium where only a small fraction ever leave their local environs, let alone the actual planet of their birth, home worlds play a huge part in a character%s development. They impart certain favored types of clothing, such as the blood$marked leathers of an ex$ganger or the elaborately braided feathers of a feral warrior. ashion or grooming styles might also stay with a character long after he has left his home world. ! highborn might insist on keeping his distinctive diamond$dust facial tattoos that once indicated his familial sect, or a Tech$&riest might continue to wear the forge$lathe%s binary pattern engraved on his first mechadendrite.  Home worlds also instill uni#ue religious beliefs, for though the Imperium officially worships the 'mperor as the deific Master of Mankind, each world does so in its own manner. Some worlds might venerate Him as a Sun$ather, the bringer of blessed heat to Mankind. (n others, the )ult Imperialis has assimilated local beliefs into worshipping the 'mperor as the Storm$ury, showing displeasure through terrible cyclonic devastation whenever His peoples fail in their service. 'ven the worlds of the !deptus Mechanicus, which all worship the 'mperor as the (mnissiah, might do so in slightly differing fashions from forge to forge. Homeworlds  Home worlds also shape characters physically and mentally. Those from a rough, feral world usually grow up strong and tough*or do not grow up at all. +oidborn that come from artificial habitats of lessened gravity can develop taller but frailer forms. Hivers are used to dense concentrations of people, and might feel uncomfortable in large, open spaces that lack the usual industrial scents. Highborn are often groomed to rule, and develop charm and social skills at early ages in order to navigate the deadly Homeworlds of the Imperium
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 The Imperium of Man is spread across the stars, laying

claim to huge reaches of space and encompassing nearlythe entire galaxy. It is made up of over a million systems,each an uncertain light flickering in the surroundingdarkness. Holy Terra is at its centre, the birthplace ofhumanity. Surrounding it are the many other planets, voidstations, vessels, and other locations where man hasestablished a presence. rom these come the teemingbillions that are the true measure of the Imperium, each lifemolded and shaped from the place of its origin.  The !deptus !dministratum classifies each world into oneof many broad categories in a vain attempt to applyorgani"ation over the domains of man. Though each settingis utterly uni#ue, there are enough commonalities to makethese generali"ations somewhat effective. Hive cities mightappear superficially identical, no matter the planet, but in

reality each proves to be wildly different once one venturesinside the kilometers$tall metallic spires.. The billions thatreside inside of each hive, though, still share more incommon with each other than those from a primitivewasteland or massive trawler migrating through the void.  In an Imperium where only a small fraction ever leavetheir local environs, let alone the actual planet of their birth,home worlds play a huge part in a character%s development.They impart certain favored types of clothing, such as theblood$marked leathers of an ex$ganger or the elaboratelybraided feathers of a feral warrior. ashion or groomingstyles might also stay with a character long after he has left

his home world. ! highborn might insist on keeping his

distinctive diamond$dust facial tattoos that once indicated hisfamilial sect, or a Tech$&riest might continue to wear theforge$lathe%s binary pattern engraved on his firstmechadendrite.  Home worlds also instill uni#ue religious beliefs, forthough the Imperium officially worships the 'mperor as thedeific Master of Mankind, each world does so in its ownmanner. Some worlds might venerate Him as a Sun$ather,the bringer of blessed heat to Mankind. (n others, the )ultImperialis has assimilated local beliefs into worshipping the'mperor as the Storm$ury, showing displeasure throughterrible cyclonic devastation whenever His peoples fail intheir service. 'ven the worlds of the !deptus Mechanicus,which all worship the 'mperor as the (mnissiah, might doso in slightly differing fashions from forge to forge.

Homeworlds  Home worlds also shape characters physically and

mentally. Those from a rough, feral world usually grow upstrong and tough*or do not grow up at all. +oidborn thatcome from artificial habitats of lessened gravity can developtaller but frailer forms. Hivers are used to denseconcentrations of people, and might feel uncomfortable inlarge, open spaces that lack the usual industrial scents.Highborn are often groomed to rule, and develop charm andsocial skills at early ages in order to navigate the deadly

Homeworlds of theImperium

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paths to power.  Though the home worlds in this chapter representarchetypal settings, players are encouraged to use additionalinformation on a location to be found in this or other DARKHERESY books to add greater distinctiveness to theircharacters% previous lives. ! character might be from a hiveworld, but one from esoleum would place greater value onpersonal vows, representing that hive%s elaborately binding

network of oaths and obligations. !n !colyte from a worldgone feral after its pre$)rusade civili"ation destroyed itselfmight view technology as dangerously taboo- one from aviolently evolving land could see it instead as useful againstthe megafauna he battles each day.  'ach home world presented here includes a descriptionof its setting, along with an example from the !skellonSector. 'ach also includes the following special rules thatare applied to a character from this home world

Characteristic Modifiers: Modifiers that alter how theplayer generates the !colyte%s starting characteristics /seepage 01 of ark Heresy Second 'dition )ore 2ulebook3.Fate Threshold: ! value representing the starting atethreshold of a character from this home world /see page 450of ark Heresy Second 'dition )ore 2ulebook3. ! characterstarts with a threshold e#ual to the listed value, but has a

chance at gaining the 6'mperor%s 7lessing8 and increasingthe value by 1. The player rolls 1d19, and compares theresult to the 'mperor%s 7lessing value for his home world. Ifthe result is e#ual to or higher than the listed value, theplayer increases his character%s ate threshold by 1.Home World Bonus: ! special ability that a character fromthis home world gains during character creation. :ote thatthe character does not need to meet the prere#uisites fortalents /see page 115 of ark Heresy Second 'dition )ore2ulebook3 granted in this stage.

Home World Atitude: !n aptitude /seepage ;5 of ark Heresy Second 'dition)ore 2ulebook3 that thecharacter gains based on his homeworld.Wounds: The number of wounds /seepage 404 of ark Heresy Second'dition )ore 2ulebook3 a

character possesses at thebeginning of the game. This iscommonly a static value plus adie roll.RecommendedBac!"rounds: Severalsamples representingbackgrounds /see page<< of ark HeresySecond 'dition )ore2ulebook3.3 that acharacter from thistype of home worldwould be likely tofollow.

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Penal Worlds

  A Penal World is a class of Imperial world used

entirely as a military-prison planet. A single such world's

 population consists of criminals from hundreds of different

worlds. They tend to be barren worlds that have few other

uses. Military formations are then raised from among the

 population as necessary to serve as Penal !egion troops

within Imperial "uard regiments. There they may earn

redemption through their term of service which is for life.

#nly through death in service of the Imperium may they be

worthy of the $mperors mercy.

 

Penal WorldRules

 ! character from a feral world applies the followingbenefits during character creation

Characteristic Modifers=Toughness, =&erception, $Influence

Fate Threshold4 /'mperor>s 7lessing ?=3

Home World Bonus$verything in $%cess If this character uses more thanone dose of a given drug in a 4< hour period they must

make an (rdinary /=193 Toughness test as per therules for excessive drug use, however this character never receives the normal cumulative $19 penalty for each additional dose. If the test is failed the drug still

has no useful effect for the next 4< hours.

Home World Aptitude

&erception

Wounds ! &enal @orld character starts with 5=1dA @ounds.

 

Recommended Backgrounds 

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Agri-Worlds

  An Agri-World or &-class is one devoted to food

 production. The maority of its surface is given over to

 producing food for other worlds reliant on such imports - the

foodstuff itself forms part of the planet's re(uired tithe.

"overnors of such planets are re(uired by the Adeptus Terra

to protect the harvest and meet the (uotas placed on them.

#ften inter-commander rivalry leads to attempts to destroy

or steal crops and livestoc) and then blaming them on

 pirates or raids. To live on such a world is to endure a life of

labor but also relative peace from the greater horrors of the

gala%y. Agri-Worlders would live out their entire lives on their 

home world if not for the occasional tithe of manpower

ta)ing ignorant farmhands and villagers off to fight wor) and 

die for the Imperium at large.

Agri-WorldRules

 ! character from a !gri$world applies the followingbenefits during character creation

Characteristic Modifers=Strength, =ellowship, $Intelligence

Fate Threshold0 /'mperor>s 7lessing ?=3

Home World Bonus!abors of Man* This character gains a =49 bonus toTrade /!gri3 skill tests when cultivating or harvestingcrops or animals /that they would be logically familiar with3. They also gain a =49 circumstantial bonus to

Trade /Technomat3 skill checks relating to agriculturalor horticultural e#uipment. inally this character gains a

=19 bonus to any fellowship based checks madeagainst characters from the same or similar home$

world. /BM>s iscretion as to circumstances where thismay not be appropriate3.

Home World Aptitudeellowship

Wounds !n !gri$@orld character starts with ?=1dA @ounds

Recommended Backgrounds !deptus !dministratum, !deptus Mechanicus, !deptus

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 "ungle Death Worlds

  "ungle eath Worlds are worlds in which the entire

landmass consists of a single hostile ungle. The most

famous eath World of this type is 4atachan5 a world in

which its only valuable resource is its people who by virtue

of being born on the harshest world in the Imperium are

invariably tough and cunning. It is home to the renowned

4atachan 6ungle 7ighters regiments of the Imperial "uard.

Desert Death Worlds

  Desert worlds are desolate planets with no bodies of

water and with completely desert terrains. Inhabited desert

worlds often produce tough people who )now how to survive

in the most barren of environments. "enerally the planets

are desert worlds when they are first coloni0ed but in some

e%treme cases such as virus bombing a formerly habitable

 planet had its ecosystem completely destroyed leading to

 planet-wide environmental disaster. This was the case on

Tallarn after it was bombarded by the Iron Warriors.

Replace Home World onus With#6ungle Pathfinder* ! Dungle death world character ignores forests, Dungles and all other appropriate

woodland areas for purposes of movement, treatingthem as open terrain.

@hen in such spaces, he also gains a =49 bonus to:avi ate Surface tests.

 There can $e no $%standers in

the $attle for sur&i&al' An%one

who will not ght $% %our side

is an enem% %ou must crush'

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Pleasure Worlds

  )ost worlds in the Imperium are blea) worlds filled

with teaming masses rampant pollution or outright war.

3ome however are beautiful to behold. 7rom carefully

managed gardens and forests to cities filled with music

halls gambling dens and brothels. <isits to such worlds are

rewards for e%ceptional servants of the $mperor. To those

raised on such a world they are trained in all manner of artsand pleasurable service. ar) shadows however often lur)

in such places. ;nderworlds where even the most illicit good 

can be found to pleasure cults worshiping the Prince of

Pleasure.

Pleasure WorldRules

 ! &leasure @orld character applies thefollowing benefits during character creation

Characteristic modifers

= ellowship, = &erception, C @illpower 

Fate threshold4 /'mperor%s 7lessing E=3

Home World Bonus A 7riend with 3huttered $yes* @hen using the charm

skill, pleasure worlders do not suffer penalties frombeing of strange dress or appearance. They also gain=19 bonus to resist )harm attempts made on them.

Home World Aptitudeellowship

Wounds ! &leasure @orld character starts with ?=1dA wounds.

Recommended Backgrounds !de tus !dministratum !de tus !rbites !de tus

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*chola Progenium

 

 The 3chola Progenium ta)es children whose parents

have perished in the service of the $mperor from daughtersof Imperial #fficers )illed on the battlefield to sons of

administrators lost in the far reaches of Imperial space and

trains them to become the bac)bone of Imperial society.

These orphans often go far claiming command positions in

whatever part of Imperial society they end up in even inside

the In(uisition. "raduates of the 3chola are )nown as Progena and

because of the loyalty their training has instilled in them

they are fre(uently sent for further training and service within

other Imperial organi0ations. Progena are often earmar)ed

for roles that call for the most rigorous dedication to the

Imperium these roles can include Tempestus 3cions

4ommissars of the Imperial "uard officers of the Imperial

1avy Imperial Assassins and even budding In(uisitors.

7emale Progena often oin one of the #rders of the Adepta

3ororitas.

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)ind Cleansed

 

 There are things too dangerous to )now lives too

heinous to continue and there are memories too terrible tobear even for the strongest mind. In most of these cases

the answer as far as the In(uisition is concerned is simple*

death be it a well-deserved e%ecution or the blessing of the

$mperor=s peace. 2ut for a small number a different solution

is found>mental cleansing a laborious and involved

 process sometimes )nown as mind-scrubbing or the ?death

of self @. Through a combination of psycho-viral mimetic and 

telepathic intervention the subect=s memories are

selectively erased and thought patterns altered. The

resulting individual is then something of a blan) slate to be

rewritten and in e%treme cases entire new personalities and 

s)ills are imprinted directly into the mind.

  The mind cleansed are effectively reborn and remade in

the image of the In(uisition=s desire complete with whatever 

implanted s)ills or personality traits are re(uired perhaps

along with a reconditioned physi(ue and a new face to gowith it. They may also 8completely unbe)nownst to them9 be

 programmed with implanted memories of events and people

that never were or with deep-rooted mental commands they 

have no choice but to obey when the time comes.

*chola ProgeniumRules

 ! Schola &rogenium character applies thefollowing benefits during character creation

Characteristic modifers= Influence, = Intelligence, C &erception

Fate threshold0 /'mperor%s 7lessing A=3

Home World BonusTempered Will* @henever you take a @illpower test,you never suffered a penalty of more then $49 to the

roll. This does not apply to focus power tests.

Home World AptitudeIntelligence

Wounds ! Schola &rogenium character starts with ?=1dA

wounds.

Recommended Backgrounds 

)ind CleansedRules

 ! Mind )leansed character applies thefollowing benefits during character creatio

Characteristic modifiers= Toughness, = @illpower, C ellowship

Fate threshold< /'mperor%s 7lessing 19=3

Home World Bonus$ngram Implantation* Fou gain the Gaded talen=19 bonus on tests made to resist fear or attemcontrol or possess your mind /psychically, chem

or otherwise3

Home World Atitude@illpower 

Wounds

 ! Mind )leansed character starts with ?=1dA w

Recommended Bac!"rounds !deptus !dministratum, !deptus !stra Telepa

 

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