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DH2 Specific Homeworlds

The document outlines various homeworlds and their associated bonuses for characters in a role-playing game. Each homeworld provides unique traits and skills that enhance gameplay, such as bonuses to combat, crafting, and social interactions. Specific examples include bonuses for characters from Hive Worlds, Forge Worlds, and Feral Worlds, among others.

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0% found this document useful (0 votes)
29 views2 pages

DH2 Specific Homeworlds

The document outlines various homeworlds and their associated bonuses for characters in a role-playing game. Each homeworld provides unique traits and skills that enhance gameplay, such as bonuses to combat, crafting, and social interactions. Specific examples include bonuses for characters from Hive Worlds, Forge Worlds, and Feral Worlds, among others.

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tancred.yo1990
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Snope’s World (Enemies Within 115)

Specific Homeworlds Hive World


Home World Bonus: Attention to Nuance: A character from
For each of the following worlds, use the specified Home World Snope’s World starts with one rank of the Deceive skill and
special rules, however, replace the Home World Bonus with that one rank of the Scrutiny skill. He also gains a +20 bonus to
listed for the Home World’s entry. tests he makes to determine the warband’s Subtlety value.

Hrax (Enemies Within 80) Temperance (Enemies Within 122)


Feudal World Frontier World
Home World Bonus: A Keen Blade: The first time a character Home World Bonus: Cleansing of Flames: Due to the
from Hrax inflicts damage on a target with a bladed melee constant threat of mind-mould infestation, every
weapon each encounter, he gains a +10 bonus to Weapon Temperance citizen masters the use of flame weapons from
Skill tests to attack that target with that weapon until the end an early age. A character from this world begins with the
of the encounter. Weapon Training (Flame) talent.

Kalto (Enemies Within 85) Forraliss (Enemies Without 76)


Agri-World Garden World
Home World Bonus: Deny Thyself: A character from Kalto Home World Bonus: The Perfect Host: A character from
ignores any effects from his first level of Fatigue, and counts Forraliss scores an extra degree of success on successful
his Toughness bonus as two higher for the purposes of Charm and Deceive tests.
determining starvation (see page 267 of the Dark Heresy
Core Rulebook). Dark Echo (Enemies Without 80)
Research Station
Pellenne (Enemies Within 90) Home World Bonus: Dark Obsession: To live and work on
Forge World this station is to become consumed with gathering
Home World Bonus: Guard the Pure-Blooded: A Pellennian information, resulting in rigid mentalities iured to the actual
character starts with the Resistance (Radiation) talent and reality of the subject. If faced with a Fear-causing subject or
the Trade (Prospector) skill at rank 1 (Known), plus either situation for which a character from Dark Echo possesses the
the Hatred (Mutants) talent or the Dark-sight trait. associated specialization in the Forbidden, Common, or
Scholastic Lore skills, he gains a bonus equal to ten times his
rank in that skill.
Port Aquila (Enemies Within 97)
Voidborn
Home World Bonus: Forceful Negotiations: A character from
Gregorn (Enemies Without 85)
Port Aquila starts at rank 1 (Known) in the Commerce skill, Feral World
and can use his Strength or Willpower characteristic instead Home World Bonus: Manners are All: A character from
of Intelligence when making Commerce tests. Gregorn has a highly ingrained sense of honour and custom.
Should he discover that another character has lied to him
(such as by winning an Opposed Scrutiny versus Deceive
Rund (Enemies Within 104) test), he gains the Hatred talent against that character.
Feral World
Home World Bonus: Zeal of the Convert: Characters from
Rund start with the Hatred (Heretics) talent. They also count
Vouxis Prime (Enemies Without 91)
as having the Hatred talents possessed by any clearly Hive World
identified member of the Adeptus Ministorum within 10 Home World Bonus: Art from Below: A character from
metres. Vouxis Prime starts with the Blind Fighting talent and Trade
(Sculptor) as a Rank 2 (Trained) skill.

Selvanus Binary (Enemies Within 108)


Forge World
Yanth (Enemies Without 98)
Home World Bonus: Obsession to Tech-Ritual: A character Death World
from Selvanus Binary always seeks to follow the proper rites Home World Bonus: Craftsmaster: A native of this world is
associated with correct usage of holy technology. As a Full instructed from birth on how to turn his surroundings into
Action, he may make a Difficult (-10) Logic test before using a sustenance, medicines, weapons, and shelter. A character
device. If he succeeds, the device counts as being one level of from Yanth gains a +20 bonus to Crafting special uses of the
craftsmanship higher until the end of the encounter. If he Medicae and Survival skills, and halves the time needed for
fails with a number of degrees of failure greater than his completion.
Willpower bonus, he gains 1 Insanity point.
Kul (Enemies Beyond 78) The Oath Unspoken (Forgotten Gods 57)
Quarantine World Voidborn
Home World Bonus: Myth Made Truth: A character from Kul Home World Bonus: Master of the Drunnels: All those from
has seen childish tales and superstitions take on terrifying the Oath Unspoken have become expert at the art of haggling
forms to stalk the surface of his cursed planet, and has and trading from time spent in the Drunnels or from working
instinctive insight into the Immaterium. He counts as having with their Rogue Trader Captain. A character from this vessel
the Forbidden Lore (The Warp, Daemonology) skills each gains a +20 bonus to Opposed Commerce tests and tests for
with a number of Ranks equal to half his Intelligence bonus the Evaluate special use of the Commerce skill.
(rounded down), unless the number of Ranks would be
higher otherwise. Thaur (Forgotten Gods 109)
Shrine World
Nexum (Enemies Beyond 83) Home World Bonus: The Dead are Watchful: The first time a
Penal Colony character from Thaur suffers Critical damage each session,
Home World Bonus: Find the Weak Spot: Whenever a after determining and resolving the Critical Effect, he gains
character from Nexum inflicts Critical damage, he may add +1 back one spent Fate Point (this cannot exceed his Fate
when determining which result to apply from the threshold)
appropriate Critical Effects table.

Ossuar (Enemies Beyond 89)


Shrine World
Home World Bonus: Absolute Faith in the Past: In addition
to the normal rules of Fate points (see page 293 of the Dark
Heresy Core Rulebook), once per encounter a character
from Ossuar may spend a Fate point after he fails a Fear test
to count as having passed it with 1 degree of success, but also
gains 1 Insanity point.

The Emperor’s Song (Enemies Beyond 95)


Voidborn
Home World Bonus: Attuned to the Warp: A character from
The Emperor’s Song gains the Deny the Witch talent.

Tuchulcha (Enemies Beyond 99)


Daemon World
Home World Bonus: Inured to the Horrors: A character from
Tuchulcha begins with 3d5 Corruption points. In addition to
the normal rules of Fate points (see page 293 of the Dark
Heresy Core Rulebook), once per encounter he may spend a
Fate point to count as having the Adamantium Faith talent
until the beginning of his next turn.

Novabella (Seeds of Heresy 4)


Agri-World
Home World Bonus: Strength from the Harvest-Father: A
native of Novabella counts his Strength bonus as 2 higher
when using a Low-Tech weapon, and when throwing a
grenade or similar weapon.

Hive Desoleum (Forgotten Gods 7)


Hive World
Home World Bonus: The Sacredness of Oaths: Desoleum’s
main hive exists in a tangled system of involute oaths, and for
its denizens this has become an ingrained part of their
mentality. If he gives his oathbound word, a character from
this world gains a +10 bonus to Willpower-based tests
involved in fulfilling that oath. If he ever goes back on his
oathgiven word, however, he gains 1d5 Insanity Points

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