My DM is letting the players make up a home-world for their characters; rather than selecting a premade home-world from the books. The rules are that for every +5 we put into one stat, we take -5 from another (such as feral worlders have +5 to str and toughness, -5 to fel and wp). We also need four traits (such as hive-bound and wary for hivers); two must be positive and two negative traits.
So my idea is for a Ocean Homeworld and here is my rough-draft.
Ws 20, Bs 20, S 25, T 20, Ag 20, Int 15, Per 20, Wp 20, Fel 20.
Skills: Speak Language (Oceanic World Jargon) and Swim as a Basic Skill.
1. Agile Fighters; life in the limited confides of the floating cities or on the deck of a boat gets crowded. Those born on Oceanic worlds learn how to move gracefully in a wave of bobs and weaves. Ocean Worlders gain a +3 to agility and suffer no penalties to agility tests when running or charging though crowds.
2. What the Water Gives; For some unknown reason, oceanic worlders are compelled to have some form of water on them at all times. If a Ocean Worlder is without an source of water (i.e. a canteen or a charm that contains a small vial of water) the character suffers -10 to all actions and -10 to all wp tests to resist finding a source of water. In addition the character may start with a small vial of water on a chain (charm) or a canteen.
3. Sea Legs; Children on ocean worlds learn to swim as soon as they can walk. A Ocean Worlder removes a level of difficulty to all swimming tests as well as never suffer fatigue from swimming. In addition Ocean Worlders gain a +10 to all perception tests that are sight based and Survival tests while underwater.
4. Anhydration; Ocean World's skin constantly needs moisturizing and hydration, if a Ocean Worlder does not put oils or water on their skin it begins to dry and crack. In addition Ocean Worlder's are susceptible to heat and may never take Resistance (Heat) talent.
Hit Dice: D5+8
Fate: [1-2] 1, [3-8] 2, [ 9-10] 3.
Classes:
Assassin, Cleric, Guardsmen, Imperial Psyker, Scum,