Paradise World

Your home world is a paradise by design—a gilded planet whose every surface is sculpted for the amusement and indulgence of the Imperium’s nobility, rogue traders, and ecclesiarchal elite.
Towering pleasure spires, artificial weather, perfumed gardens, blood arenas, and vice-drenched arcologies define the horizon. While the aristocracy float through lives of excess, those beneath them are crafted, bought, or broken to feed the illusion of perfection.

Whether born into luxury or dragged across its polished floors in chains, those who are born to Pleasure World carry the stains of hedonism, corruption, and survival.

All important and influential characters from these worlds use the High Born Homeworld, others may choose one of the following Pleasure World Origins:


Solicitor

“What you desire, I can acquire. What you fear, I can erase. For a price.”

Role: Facilitator of vices, enabler of indulgence

  • + Fellowship + Perception, – Willpower
  • fate threshold 2 (Emperor’s Blessing 6+)
  • Home world bonus
    Born Hustler: May substitute Fellowship for Influence in Acquisition Tests when procuring restricted or illicit drugs, consumables or services.
  • Home world aptitude
    Fellowship
  • A character starts with 8+1d5 wounds.
  • Start with 1d5 Corruption Points or 1d10 Insanity Points.
  • Gain the Peer (Underworld) or Peer (Nobility) talent (player choice)

Narrative:
You were a broker of indulgence, a discreet whisper behind the veil. You arranged forbidden hunts, exotic stimulants, obscured scandals, and smoothed over consequences. While others played, you negotiated their pleasures—and their silences.
Now you ply your trade for patrons across the stars… or you’ve fled after arranging something the Nobility wouldn’t forget or the Throne couldn’t forgive.


Plaything

“They dressed me in gold, taught me words like honey… and made me a prize.”

Role: Object of beauty, obsession, or amusement

  • + Fellowship, + Agility or Intelligence, – Willpower
  • Fate threshold 2 (Emperor’s Blessing 6+)
  • Home world bonus
    The Center of Attention: When you are the primary focus of a social interaction—be it a conversation, gathering, or performance—you gain a +20 bonus to Charm, Deceive, and Scrutiny tests made against those actively paying attention to you.
  • Home world aptitude
    Fellowship
  • A character starts with 8+1d5 wounds.
  • Start with 1d5 Insanity Points
  • Gain the Peer (Nobility) or Peer (Ecclesiarchy) talent (player choice)

Narrative:
You were someone’s trophy—perhaps for your voice, your grace, your intellect, or something less visible. Sculpted and educated to delight, you were passed between courtiers like art. Whether you were sold, discarded, or sought a new form of power, you have learned to turn attention into a weapon.

Not all puppets dance by the tunes of others.


Gladiator

“They cheered as I killed. I learned to survive by becoming what they feared.”

Role: Warrior-entertainer from blood sports or ceremonial combat

  • + Agility or Fellowship and + Strength or Toughness, – Willpower
  • fate threshold 2 (Emperor’s Blessing 6+)
  • Home world bonus
    xxxxx:
  • Home world aptitude Strength
  • A character starts with 8+1d5 wounds.

Narrative:
You were bred for blood and spectacle—fighting in pleasure pits, beast-duels, or simulated duels for the amusement of off-world nobles. Your name might have been chanted by thousands… or whispered in fear. Beneath the elegance of the Pleasure World lies a brutal need for violence, and you were its most beautiful executioner.

Now your blade is your own.


Shared Gear of Paradise World Characters

  • Starting Gear Additions (GM’s discretion): Fine clothing, exotic trinket, minor forbidden item, hidden blade, drugs