Origin/Homeworld Cost Benefit Agri-World 3 +3 to any two of the following: Fel, Str, or T; All agri-world characters start with Linguistics (Low Gothic), Operate (Surface), and Scholastic Lore (Beasts); One With the Land, Blind to the Horror; and +2 Starting Wounds. Death World 3 +3 to any two of the following: Per, Str, or T; All death world characters are trained in Survival; Fluency/Illiteracy, Hardened, Wary of Outsiders; and +2 Starting Wounds. Feral World 4 +3 to any two of the following: Ag, Str, or WS; All feral world characters start with Awareness, Parry, and Intimidate OR Sleight of Hand; Fluency/Illiteracy, Brutal Warrior, Violent Answers, and Suspicious of Machine Spirits; and +2 Starting Wounds. Feudal World 3 +3 to any two of the following: Str, T or WS; All feudal world characters start with Athletics and Common Lore (War); Fluency/Illiteracy, Fealty, and Suspicious of Machine Spirits; and +1 Starting Wound. Forge World 4 +3 to any two of the following: Int, Per, or T; All forge world characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic; Blessed of the Omnissiah, Rite of Rewiring, Isolated by Machines; and –1 starting Wound. Fortress World 3 +3 to any two of the following: BS, T or WP; Common Lore (Imperium, Imperial Guard, War) and Linguistics (Low Gothic); Hated Enemy, Combat Doctrine, Bred for War; and +0 starting Wounds. Frontier World 4 +3 to any two of the following: Ag, BS, or Perception; All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival; Life on the Verge, Independent Operation, Distrustful of Authority; and +0 starting Wounds. High Born 3 +3 to any two of the following: Fel, Int, or WS; Common Lore (Administratum), Inquiry, and Linguistics (High Gothic); Fluency (Low Gothic); Duty and Honor, Abundant Resources, and the Finest Tutors; and -1 starting Wound. Hive World 3 +3 to any two of the following: Ag, Fel, or Per; Common Lore (Imperium), Deceive, and Linguistics (Low Gothic);Accustomed to Crowds, Hive Bound, Urban Violence; and -1 starting Wound. Imperial World 1 +3 to WP and +3 to any other characteristic; Common Lore (Imperium, Imperial Creed) and Linguistics (Low Gothic); Blessed Ignorance, Kill the Mutant; and +0 to starting Wounds. Mining Colony 3 +3 to any two of the following: Ag, Per, or T; All mining colony characters start with Awareness, Common Lore (Tech), Linguistics (Low Gothic), and Tech-Use; Acclimated to Darkness, Tunnel Rat, Unaccustomed to Light; and +1 starting Wound. Penal World 2 +3 to any two of the following: Ag, Str, or T; All penal colony characters start with Intimidate and Linguistics (Low Gothic); Honor Amongst Thieves, Larcenous, Scum and Villainy; and +1 starting Wound. Penitent 3 +3 to any two of the following: Ag, T, or WP; All penitent characters start with Common Lore (Ecclesiarchy, Imperial Creed), Intimidate, and Linguistics (Low Gothic); The Blood of Martyrs, Only One Life to Give, Untempered Zeal; and +2 starting Wounds. Schola Progenium 3 +3 to WP and +3 to either BS or WS; All Schola Progenium characters start with Common Lore (Imperium, Imperial Guard, and War) and Linguistics (High Gothic, Low Gothic); Only in Death Does Duty End; and +1 starting Wound.