House Rules Home World: Death Worlds

By Axios, in Dark Heresy House Rules

Death Worlds

A δτ-class planet or 'death world' is a planet in which the native flora, fauna and/or environmental conditions have become almost completely inhospitable to human life either due to natural causes or outside influence. Death worlds can take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals, to barren wastelands wracked by radiation storms and extreme toxicity levels . Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them.To survive on such a world shows a toughness and ingenuity beyond that expected of the Imperium's citizens. Natives of death worlds are therefore perhaps some of the best prepared men and women to face the harsh realities of the galaxy.

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Death World Rules
A character from a death world applies the
following benefits during character creation:

Characteristic modifiers
+ Toughness, + Perception, – Fellowship

Fate threshold
3 (Emperor’s Blessing 10+)

Home World Bonus
Bitter Survivor: A death world character starts with
either the Resistance (Pick One) or Sound Constitution Talent.

Home World Aptitude
Toughness

Wounds
A death world character starts with 9+1d5 wounds.
(Sound Constitution is added in addition).

Recommended Backgrounds
Imperial Guard, Outcast
Death World Permutations
In addition to the above rules a GM may allow a player to hail from a specific type of death world. To use one of the following options simply use the above profile with the following changes;
Death World: Jungle
500px-2099_catachan.imperial_guard.jpg
Jungle Death Worlds are worlds in which the entire landmass consists of a single hostile jungle. The most famous Death World of this type is Catachan; 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 Catachan Jungle Fighters regiments of the Imperial Guard.
Replace Home World Bonus With;
Jungle Pathfinder: A jungle death world character ignores forests, jungles and all other appropriate woodland areas for purposes of movement, treating them as open terrain.
When in such spaces, he also gains a +20 bonus to Navigate (Surface) tests.
Death World: Desert
Tallarn_trooper.jpg

Desert worlds are desolate planets with no bodies of water and with completely desert terrains. Inhabited desert worlds often produce tough people who know how to survive in the most barren of environments. Generally, the planets are desert worlds when they are first colonised, but in some extreme 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 Bonus With;
Under the Scorching Sun: This character gains the Resistance (Heat) Talent, and benefits from a +10 to Survival Skill Tests when in desert environments.
Replace Wounds With;
A desert death world character starts with 8+1d5 wounds.

Death World: Ice

Valhallans_Formation.jpg

Ice World is the term given to perpetually cold planets covered in glaciers and snow and located so far from their sun that they are locked in a permanent ice age. Living on such worlds requires extensive construction (usually underground), constant supply of fuel, but above all a tough constitution. Hard lives breed hard men.

Replace Fate threshold With;
2 (Emperor’s Blessing 3+)

Replace Home World Bonus With;
Born of the Frozen Wastes: This character gains the Resistance (Cold) Talent, and benefits from a +10 to Survival Skill Tests when in tundra environments.
Edited by AxiosXiphos

I like the Deathworld, and its permutation. Looking forward to seeing what comes next!

I like the Deathworld, and its permutation. Looking forward to seeing what comes next!

Thanks for the support. Yeah I just wanted to flesh out a few world options in the background which weren't included in the game. Next I plan to do (in no particular order) Agri-Worlders, Schola-Prognium and Fortress World characters. Also might improve death worlders abit more, more premutations (i like that term) and maybe change the jungle one as i'm not 100% happy with it as it is.

Why don't you like it? I think the trade-off from get two talents to get the movement buff / Navigation bonus is worth it. It might be circumstantial, but it has its uses for certain character types/campaigns.

Why don't you like it? I think the trade-off from get two talents to get the movement buff / Navigation bonus is worth it. It might be circumstantial, but it has its uses for certain character types/campaigns.

I think the circumstantial use of it is what put me off, but your right its probably a fair trade. If you think it should stay then i'll leave it! I considered doing a desert and/or ice world variations but i figure these can be well represented just by taking Resistance to Heat/Cold respectively.

I see your trouble with the Desert/Ice world variations, but I'd like to offer a suggestion that might work.

Desert World

Replace Homeworld benefit with:

Under the Scorching Sun: Desert Worlders are accustomed to their harsh surroundings, being hardy and adaptable by necessity. Desert Worlders gain the Resistance (Heat) Talent, and benefit from a +10 to Survival Skill Tests when in similar environments or while handling beasts to ride and domesticate.

Allow me to add my two cents:

Deathworld settler/ Colonist

Starting skills

Survival, Stealth, awareness, navigate (surface),

Medicae or Tech use

Starting talents

Weapon training (chain and solid projectile or las)

OR

weapon training (low tech and solid shot or flame) this to represent the jungle death worlds.

Starting equipment

Chainsword and auto/las-pistol or sword and hand flamer or autopistol)

Armoured bodyglove or flak vest

Medi kit, backpack, filitration plugs

Background bonus

Hard toil on deadly soil : A Colonist character counts his toughnes bonus as 3 higher for purposes of determening fatigue.

.

Background aptitude

Fieldcraft or offence

I see your trouble with the Desert/Ice world variations, but I'd like to offer a suggestion that might work.

Desert World

Replace Homeworld benefit with:

Under the Scorching Sun: Desert Worlders are accustomed to their harsh surroundings, being hardy and adaptable by necessity. Desert Worlders gain the Resistance (Heat) Talent, and benefit from a +10 to Survival Skill Tests when in similar environments or while handling beasts to ride and domesticate.

Hmmmm I like that i think i'll put it in! Still i may give it a slight negative in regard to fate or hitpoints to balance it with just taking a normal resistance heat death worlders. I guess a similar trait could be used for ice worlders though obviously in the other direction.

In regard to the other planets, a friend of mine is currently working on Agri-World and another one i didn't think of. Penal world! These should be ready to post up shortly.

Allow me to add my two cents:

Deathworld settler/ Colonist

Starting skills

Survival, Stealth, awareness, navigate (surface),

Medicae or Tech use

Starting talents

Weapon training (chain and solid projectile or las)

OR

weapon training (low tech and solid shot or flame) this to represent the jungle death worlds.

Starting equipment

Chainsword and auto/las-pistol or sword and hand flamer or autopistol)

Armoured bodyglove or flak vest

Medi kit, backpack, filitration plugs

Background bonus

Hard toil on deadly soil : A Colonist character counts his toughnes bonus as 3 higher for purposes of determening fatigue.

.

Background aptitude

Fieldcraft or offence

Quite like this idea, think it could fit into certain campaign settings. I also really like your background bonus, inventive name and idea.

Aww thats to much praise, ok the name was original and i like it myself, but the ability is just the one of the outcast with a 3 instead of a 2. But it seems to fit better with a colonist than the outcast anway.

I was thinking about instead giving him something similar to Iron Jaw so he would get some bonus to toughness tests vs toxins and diseases.

Edited by Robin Graves

I see your trouble with the Desert/Ice world variations, but I'd like to offer a suggestion that might work.

Desert World

Replace Homeworld benefit with:

Under the Scorching Sun: Desert Worlders are accustomed to their harsh surroundings, being hardy and adaptable by necessity. Desert Worlders gain the Resistance (Heat) Talent, and benefit from a +10 to Survival Skill Tests when in similar environments or while handling beasts to ride and domesticate.

Added it in! Will probably do something similar with Ice worlds. Reduced starting wounds by 1 to offset the advantage of having both resistance heat and a bonus in desert environments. Besides i think 8 fits the more sleight builds a hot environment would probably create.

Ive left out the bonus to handling animals at the moment, i may put this back in when ive looked into it further.

Edited by AxiosXiphos