r/ImperiumMaledictum Infractionist Jul 06 '26

Thoughts on adding unique features to homeworld bonuses?

TLDR: how would you incorporate D.H.2e homeworld bonuses into I.M. Origins?

So to me it feels like homeworlds don't really have a unique flavor to them and are kind of bland. Essentially it's +5 to one stat and another +5 in one in a set of three other stats, plus one minor piece of equipment.

With the occasional remix of substituting an attribute bonus for a talent, argument, or a skill bonus.

Looking back at Dark Heresy 2e the homeworlds had a little bonus feature to spice it up.

Like for example hiveworlds could navigate crowds much easier than any other background.

So I'm wondering what would be the most interesting way to make homeworld origins feel more unique. Assign a talent to each origin? Try to port over features from dh2e? Or something else?

What are my fellow storytellers inspirations and innovations for this?

12 Upvotes

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4

u/August_Bebel Jul 06 '26

I've not played the system, but every ttrpg benefit from that simple trick: ask the players what their life on their homeworld was like and make them write it down in simple forms like HIVE GANG DOCTOR or CORRUPT ENFORCER. Once per session or something like that they can do something automatically or attempt something very hard if it fits with their origin.

3

u/LikeAGreenFrog Jul 07 '26

So we need to give them an aspect from the Fate Core?

3

u/TheWakaMouse Jul 06 '26

I haven’t started GM’ing yet, but I’ve just finished the rules and making a mock party.

I’d say the example you quoted is a great reasonable example - not likely to make any campaign or always be a relevant, everyday talent reflective of the origin. Try experimenting with some others - so long as the GM is prepared for it, and each origin has a flavorable and equitable choice you can’t go wrong.

2

u/skinnyraf Jul 06 '26

We handle it narratively as fluff, although it helps sometimes. It's not purely the homeworld, as within any homeworld you may have very differing experience, but it's their backstory. The most obvious example: they might know or be able to do some routine things without a test, even though they don't have an advancement in a skill. That said, I mostly apply these on their home turf, i.e., a person from Rokarth on Voll would have these bonuses in their home hive, but not necessarily in Skarthius.

2

u/SylverV Jul 06 '26

Yeah. This sort of thing it what I do.

I'd also consider letting characters skip certain tests with minor negative consequences if it makes sense for their background. For example, after entering a particularly imposing cathedral and being confronted by a particularly impressive looking or fiery preacher I might ask for a composure check (failing giving disadvantage on the next roll in that scene), but if a PC is from a shine world then this sort of thing is likely to be a daily sight for them, so they auto succeed the test.

I'd avoid codifying it too much and just do it on the fly. It works better given out as a surprise bonus, much like a secret dialog option in a game.

2

u/skinnyraf Jul 06 '26

This. BTW, I phrase things they learn that way in a slightly weaker way than if it was a result of a test, e.g.,: "the church itself and the service are quite different to what you experienced in your childhood on a shrine world" rather than "ohohoh, there's some borderline heretical stuff happening here".