House Rules Home Worlds: Penal Worlds & Agri-Worlds

By Axios, in Dark Heresy House Rules

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 Legion troops within Imperial Guard regiments. There they may earn redemption through their term of service, which is for life. Only through death in service of the Imperium may they be worthy of the Emperors mercy.

CYszv.jpg

Penal World Rules

Characteristic Modifiers

+Toughness, +Perception, -Influence

Fate Threshold

2 (Emperor's Blessing 8+)

Home World Bonus

Everything in Excess : If this character uses more than one dose of a given drug in a 24 hour period they must make an Ordinary (+10) Toughness test as per the rules for excessive drug use, however this character never receives the normal cumulative -10 penalty for each additional dose. If the test is failed the drug still has no useful effect for the next 24 hours.

Home World Aptitude

Perception

Wounds

A Penal World character starts with 9+1d5 Wounds.

Recommended Backgrounds

Outcast, Imperial Guard, Adeptus Astra Telepathica

Agri-Worlds

An Agri-World or α-class is one devoted to food production. The majority 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 required tithe. Governors of such planets are required by the Adeptus Terra to protect the harvest and meet the quotas placed on them. Often inter-commander rivalry leads to attempts to destroy or steal crops and livestock and then blaming them on pirates or raids. To live on such a world is to endure a life of labour but also relative peace from the greater horrors of the galaxy. Agri-Worlders would live out their entire lives on their home world if not for the occasional tithe of manpower, taking ignorant farmhands and villagers off to fight, work and die for the Imperium at large.

8295-picture-about-2d-landscape-sci-fi.j

Agri-World Rules

Characteristic Modifiers

+Strength, +Fellowship, -Intelligence

Fate Threshold

3 (Emperor's Blessing 8+)

Home World Bonus

Labours of Man: This character gains a +20 bonus to Trade (Agri) skill tests when cultivating or harvesting crops or animals (that they would be logically familiar with). They also gain a +20 circumstantial bonus to Trade (Technomat) skill checks relating to agricultural or horticultural equipment. Finally this character gains a +10 bonus to any fellowship based checks made against characters from the same or similar home-world. (GM's Discretion as to circumstances where this may not be appropriate).
(Considering Alternatives)

Home World Aptitude

Fellowship

Wounds

An Agri-World character starts with 8+1d5 Wounds

Recommended Backgrounds

Adeptus Administratum, Adeptus Mechanicus, Adeptus Ministorum

Edited by AxiosXiphos

I like Penal Worlds. Almost there with Agri-Worlds, but I have to question the Survival Buff off of it. Agri-Worlds are, by nature, sources of agriculture in the Imperium. The idea that farmers and cultivators could survive the wilderness, when by their trade they are meant to domisticate land, seems odd.

Nice, very nice. Ill get around to making some backgrounds for penal and agri world characters tomoro.

Savlar chem dogs for the win!

Could you perhaps come up any rules for Fortress worlds and/or Feudal worlds?

I might try making some myself, i was thinking about a space marine world. What's it like sharing a world with the emperors angels of death? ofcourse a lot depends on the type of world and SM chapter, but i was thinking about teh character aspiring to greatness or something...

I like Penal Worlds. Almost there with Agri-Worlds, but I have to question the Survival Buff off of it. Agri-Worlds are, by nature, sources of agriculture in the Imperium. The idea that farmers and cultivators could survive the wilderness, when by their trade they are meant to domisticate land, seems odd.

I was discussing with a friend last night, its quite difficult to think of something appropiate. I'm open to suggestions. After considering them a little ive decided to buff up the HP value to the same as hive worlders as i don't see why a farmer would be less tough than a city folk.

I was thinking perhaps a bonus to non-combat based strength tasks? (Lifting, pushing etc)

Edited by AxiosXiphos

Nice, very nice. Ill get around to making some backgrounds for penal and agri world characters tomoro.

Savlar chem dogs for the win!

Could you perhaps come up any rules for Fortress worlds and/or Feudal worlds?

I might try making some myself, i was thinking about a space marine world. What's it like sharing a world with the emperors angels of death? ofcourse a lot depends on the type of world and SM chapter, but i was thinking about teh character aspiring to greatness or something...

Fortress world should be fairly simple if abit boring. As for fuedal it's difficult to know which way to go with that. I quite like the home world bonus the feral adds and id want the fuedal to have the option of that too but with prehaps slightly more civilised characteristic bonuses.

Agri-Worlders bonus alternative idea:

Labours of Man: Agri-Worlders are accustomed to lives of hard labor under the multiple suns of the Emperor's Worlds. Their are masters of cultivating the land, despite their near-universal lack of formal education. Agri-Worlders gain a +20 bonus to Trade (Agri) skill tests when cultivating or harvesting crops or animals that are similar to his own homeworld. They also gain a +20 circumstantial bonus to Trade (Technomat) skill checks relating to agricultural or horticultural equipment.

Agri-Worlders bonus alternative idea:

Labours of Man: Agri-Worlders are accustomed to lives of hard labor under the multiple suns of the Emperor's Worlds. Their are masters of cultivating the land, despite their near-universal lack of formal education. Agri-Worlders gain a +20 bonus to Trade (Agri) skill tests when cultivating or harvesting crops or animals that are similar to his own homeworld. They also gain a +20 circumstantial bonus to Trade (Technomat) skill checks relating to agricultural or horticultural equipment.

Really liked this so added it straight in! Good work. As this is SUCH a circumstantial bonus though i've added in a small bonus to fellowship based tests to characters from a similar world.

Ok i'm gonna get the farmers out of the way first. Nice picture for the agri-world btw.

Adeptus Agricola*

Starting skills

Commerce, common lore (adeptus administratus), common lore (Agri)

Tech use or survival, Trade (Agri)

Starting talents

Weapon training (solid projectile or las or low tech)

Starting Equipment

Auto pistol or laspistol or Multi - scythe (Great Weapon with the Mono upgrade)

Heavy leathers, dataslate, bottle of moonshine (Tranq)

Background bonus

Humble but desitined: When spending a faith point to get +10 on a test the farmer gets +20 instead. In adition the fate point may be spent to automatically succeed at trade (agri) test.

Background aptitude

Field craft or tech

* Everything is adeptus something these days, remember when the imperial guard was just the guard and not the astra militarum?

Edited by Robin Graves

convicts are next!

Convict

Starting skills

Decieve, intimidate, Common lore (underworld), stealth or inquire

slight of hand or security or medicae (chem use only, see page 109)

Starting talents

Weapon training (solid projectile, low tech)

Starting Equipment

Stub revolver, pair of knives, 1 pack of 12 l'ho sticks, manacles, 3 doses of obscura,

Inhaler with 3 doses of frenzon. Imperial robes.

Background bonus

I know a guy: A convict character counts the availability of all drugs or illegial items* as one level more available.

Background aptitude

Offence or social

* What consitutes as illeagal is up to the Gm.

Edited by Robin Graves

Ok i'm gonna get the farmers out of the way first. Nice picture for the agri-world btw.

Adeptus Agricola*

....

* Everything is adeptus something these days, remember when the imperial guard was just the guard and not the astra militarum?

The Imperial Guard was always a part of the Adeptus Terra, though. I strongly disagree with making some sort of Adeptus base for Farmers. All Agri-Worlds are handled by the Adeptus Administratum as part of their Tithes management (and are censored and accounted for).

I'd go with a few other ideas:

1. Cultivators

2. Harvesters

3. Menials

yeah it was a bit tongue in cheek. I'd go with cultivators. Harvesters sounds like a SM chapter, or maybe a bunch of farmers that have taken to worshipping chaos.

Harvester: " It be harvest time acolyte boy! gonna harvest you, hur hur! Turn you into fertiliser. Now squeal piggy, squeal!"

I'm not keen on the Agri home world bonus as it is far too situational. If you are running a game on an Agri world where there is some heresy involving agricultural trade/equipment then awesome. If not you get no benefit from it at all.

What about giving them a bonus to recovering fatigue or avoiding taking fatigue as they work from dawn to dusk in the fields?

I'm not keen on the Agri home world bonus as it is far too situational. If you are running a game on an Agri world where there is some heresy involving agricultural trade/equipment then awesome. If not you get no benefit from it at all.

What about giving them a bonus to recovering fatigue or avoiding taking fatigue as they work from dawn to dusk in the fields?

It is very situational i'll grant you and i agree i'm not a huge fan of it myself compared to the other worlds. (Though its a hell of alot better than the original idea i came up with). Though i think its worth considering that Hive worlds home bonus is also very situational (only effects chasing or running away from people in very specific situations) and Shrine world, while not very specific, might as well do nothing!

I think something with fatigue may be interesting... I'll refresh my memory on the situations fatigue can happen and maybe put it up! Thanks for the idea.

The other potential idea i had was a bonus to non-combat based strength tasks? (A bonus to athletics for example) Or perhaps an increase to their encumbrance limit.

Edited by AxiosXiphos