Faith and Fire-An Adepta Sororitas Roleplay (Homebrew-Waitlist recruiting only)

Shephard

Still in Statis
'The Emperor is my father.
His church is my mother.
The Adepta Sororitas are my sisters,
The Astartes and the Guard my brothers.
The people of the Imperium are my sons and daughters.
Martyrdom is my bridegroom,
And battle is our wedding rite.
Let those whom I protect have peace.
Let those who grow weary find respite.
Let those who repent their sins receive forgiveness.
But as for me, there is only war.
— Catechism of Saint Dominica'
Sisters...

There are many names for our home, Sector Araxes. Many call it the Golden Road, the Grand Highway, a thousand other names to speak to its wealth and trade. Some may even, in their foolishness, call it peaceful. But there is no peace among the stars, my Sisters.

Six thousand years ago, Saint Selverus liberated Araxes. And now, the monstrosities he threw back into the void hunger to steal back what he and a million holy crusaders since took from them. Corruption and decadence festers in the grand halls of the old bloodlines of Araxes, seeds planted by long forgotten black pacts and twisted bloodlines at last sprouting this tainted fruit. More and more forget the evil of the alien, and are lured to their twisted ways, and even as the enemy readies at the gates, the great Houses of Araxes and countless other factions stand at one another's' throats. My Sisters, I have seen the monsters clawing at the veil between realities, and the armies of the lost and the damned marching against us. I have seen the fires of Velorum, that fortress that stands against the legions of the Damned Sector-but it is not just there the enemy comes.

Sisters, I ask of thee to remember the name of Saint Leanna, the Warrior of the Rose. She who stood against the Nightmare Given Form and the armies that poured from the Damned Sector. She who died protecting Araxes-she who died saving Araxes. As she was, we are the Emperor's divine shield.

We are the Order of the Burning Rose, the Battle-Sisters of the Adepta Sororitas. We do not idly by while heretic princes think to 'take back' their so-called heritage. When the the accursed Eldar and the Greenskin and the Sepharum and a hundred other alien filth prey on the weak and innocent, their fangs and blade will find only our unyielding ceramite and faith. If Heretics and aliens think to despoil the worlds of the Veraul Reaches and the Vera Fortis sub-sector, we shall march to the pyres of their burning dead.

When corruptions dares to sprout in the heart of Araxes, the jewels of the Crown Sector, we will be as merciless in our judgement as we are tireless to defend the Emperor's loyal citizens. If thieves and pillagers think to sneak into the holy places and steal the sacred artifacts, let us be there to remind them of the cost of their faithlessness. Where Witches and false creeds think to hide, we will hunt them down. My Sisters...If all the armies of the Damned Sector seek to break down the gates of Velorum and pour into the Dragon's Teeth Sector, let them find an unbreakable bulwark in us. Let the Crown be assured, that as long we stand firm, not even all the heretics of the Edge of Oblivion warpstorm can touch what the Emperor has given us.

Let us remember the lessons taught to us by Vandire, and heed not the words of the false prophets that flock in these dark hours. Let us not be led astray by lies, and when brother strike against brother, let us recall the shame of our feud with the Adeptus Astartes of the Ironbreakers, and be a beacon of tranquility amidst strife. My Sisters, let the Inquisition itself know that whatever is asked of us-it shall be done.

Sisters, let us follow the Emperor's will no matter the cost. Let our bodies be shields for its people, as Leanna's was. And let our faith, as hers, burn all the legions of hell that come upon us.

Come forth, Sisters. We march to the hymns of the Ecclesiarchy.
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Faith and Fire is a Sisters of Battle RPG set in the Warhammer 40k universe. Each player will control a single member of the Adepta Sororitas, the Sisters of Battle. This game will be set in the homebrew Araxes Sector, a heartland of the Imperium that is nonetheless beset by enemies from within and without. You can expect Heretics, Eldar, Orks, and a variety of homebrew aliens. You can expect the Adepta Sororitas lore to be heavily expanded on to fill holes in their background, with additional ranks, positions, vehicles and so forth. There will be other changes-Expect Repentia to be rarer, for example. I am carefully choosing additions to fit Sororitas lore without infringing on other factions. You won't be seeing any novices taking to the field like they were Astartes scouts, like a lot of SoB fan-dexes seem to want.

The system is Advanced Dark Heresy. Although based on the (awful) Dark Heresy rules, they have been extensively modified to provide a more entertaining and lore accurate game experience. Expect weapons to perform as expected-bolt rounds tear off limbs, a warrior in power armor can stride through volleys of lasgun fire unharmed and yet plasma guns can threaten even that mighty protection. Battles are true firefights, rather than mindless exchanges of fire.

Please do not purchase Dark Heresy. The rules are generally irrelevant, and the system is just bad. If you need to spend money, spend it on charity.

You will be expected to play women of faith and piety. I am not going to have everyone be 'mindwashed' or whatever, so remember that variety is the strength of the Imperium. Anyone who cannot write a convincingly religious character will be removed from the game. Write Love the Emperor for He is the salvation of mankind if you understand what you have read. Your characters may be veterans or novices, but remember you are all well trained and hardened from the Schola-well, some players may choose to not be from the Schola, but these should be rare. Players may also be transfers from a non-militant Order, but again, this should be rare.

Players will be able to decide as a group what they want to be involved in after character creation. There are many possible fronts in the Araxes sector and many possible foes. I would be happy to hear your thoughts. Also, please do check out the info doc, for it has a lot of valuable information on the Sector and game.

This is not first come, first serve.

Character Creation
All characteristics begin at 25 and may not be raised higher before homeworld bonuses than 45. All players gain 90 points to distribute between all characteristics. You then apply the Universal starting skills and talents, choose your homeworld and Vocation, and then spend 1000 experience on additional skills, talents, and so forth.

Your starting wounds equal 9+1d5. For starting Faith points, all players begin with 3.

Then, you choose your power armor type, and roll for power armor history. You roll once on each power armor history chart, and pick the 2 you favor.

Note: If you prefer to randomly roll for stats, roll 2d10+25 for each stat. Since you are playing a character that is expected to be a cut above the rest of humanity, you exchange your worst result with the average for that roll (e.g. with 10 for characteristic that was rolled with 2d10). After this you may re-roll any one result. Should you choose to do this, you must keep the new result, even if it is worse than the old one.
However, if the re-rolled result is worse than the average for your roll (e.g. below 10 for 2d10) you immediately exchange the rerolled result with the average result. In addition to this you may two times swap places of two of your rolls before adding base amount for your Home World.

Universal Starting Skills and Talents
Skills: Awareness, Athletics, Dodge, Endurance, Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War), Linguistics (Low Gothic, High Gothic), Resolve, Stealth, Pilot (Ground),

Starting Talents: Unshakeable Faith, Hatred [Choose One] (Heretical Cults, Mutants, Psykers, or any one alien race), Deny the Witch

Universal Starting Gear
Sororitas Power Armor, Godwyn-De'az Bolt-Pistol, 3 Frag grenades, 3 krak grenades, combat knife, Velorum-Pattern gladius, Repair Cement. Chaplet Ecclesiasticus. Rule of Sororitas.

Name:
Vocation:
Homeworld:
Wounds:
Faith Points:
Weapon Skill:
Ballistic Skill:
Strength:
Toughness:
Agility:
Intelligence:
Perception:
Willpower:
Fellowship:

Skills:
Talents:
Traits:
Insanity:
Corruption:
Armor:
Weapons:
Misc:
Appearance:
Background:

Homeworlds
One of the Imperium's greatest strengths is its diversity and the Adepta Sororitas are no exception. Though almost every member of the Sisters-Militant go through training in the Schola Progrenum and a majority from among the ranks of the nobility, each is nonetheless shaped differently by the culture and environment of their homeworlds and the bloodlines of their parentage. If the traits of a homeworld don't match your character-they are generic examples, and I would be happy to discuss a more personalized homeworld.

"Their early life was brutal, but every struggle has only honed them into an even more unbreakable aegis. Now, they share the strength taught by their homeworld with the Sisterhood, surviving no matter the odds to slay in the Emperor's name."

Characteristic Modifiers:+3 to any two of the following Characteristics—Perception, Strength, Toughness.

Survival of the Fittest:While a death world character is Surprised, non-Surprised attackers do not gain the normal +30 bonus to their Weapon Skill and Ballistic Skill tests when targeting this character. In addition, they gain +10 to all tests to resist unconsciousness and death.

Example: Raschland. Worlds may be given over to the Imperial Guard regiment deemed to have achieved victory on that world-such was the unfortunate case of Colonel Rasch and the 92nd Kronen Landsknechts. A bitter world of brutal jungles, lethal toxins, and man eating monsters, the descendants of Rasch consider it a religious duty to choke the world of its evil life with industry and fire. Their unflinching demeanor hides a bitter hatred for wildlife. Sororitas recruits often have a particular fondness for fire, and often come from the ranks of nobility slain in the Guard or massacred in purge campaigns against the local wildlife.

"Many are the Sisters who come to us from these worlds of War. They are wrought fire and blood, and from the very day of their birth known battle against the enemies of mankind. Their discipline and hate are key weapons in the war for the souls of mankind."

Characteristic Modifiers:+3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Warborn: A Fortress World character gains the Light Sleeper and Nerves of Steel talents. They suffer no penalties from fatigue for the purposes of Awareness tests, +2 to the armour value of any cover they're using and gain +10 to dodge tests to evade weapons with the Blast quality.

Example: The swamp ridden world of Velorum, once a mighty trade capital, is now the bedrock of defenses against the enemy forces of the Damned Sector. Its bloodlines trace back as far as the Horus Heresy, when its noble lines immediately swore fealty to the sons of Ultramar. Though that time is long-past, the heritage of Gulliman's sons is still evident in much of their military. They are the exemplar for Araxes' military, but against the unceasing onslaught, decadence to escape the horrors of war has become common. Those who join the Sororitas are often viewed as frigid by their country-men...and unusually unhibited by those from off-world.


"Few of us hail from these little known worlds. Those that do are hardy, used to the threat of alien and pirate swooping down upon them. They have an inherent understanding of language, honed from growing up to the mixed tongues of colonists from a hundred worlds."

Characteristic Modifiers:+3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.
Self Reliant: A Frontier World character counts their toughness bonus as two higher for the purposes of determining fatigue, and may reroll Survival tests. They also gain the Polyglot talent. They gain +10 to resist Fear caused by aliens or otherwise 'mundane' monsters.

Example: Carilus Primus. A frontier world on the verge of becoming a shrineworld, Carilus was founded by a religious order led by the Bishop Carilus. It has suffered a long and storied history of alien invasions and re-colonizations, but through it all, the first chapel of Bishop Carilus remains standing and the people have held to their faith. Men and women from across Araxes can be found here, from tanned and militant Kelerons to humble Paladiuns, and the locals have grown used to every single dialect of gothic imaginable and have weathered many an assault thanks in large part to a local garrison of Sisters of the Burning Rose. In recent times, it faced an invasion by the Chaos Marines of the Disciples of Xethos. The arrival of reinforcements from the Astartes and Sisters of the Burning Rose saved the world, but also devastated it. Many Sisters hailing from this world are haunted by the memories of those brutal months of battle, but are hopeful for the future-both for their homeworld, and themselves.

"Our Sisters of the hiveworlds often still prefer the closeness of crowds and cramped roads, but that familiarity gives them strength. Reflexes honed from point blank interaction make them excellent excellent fighters in the thick of close combat, and they can navigate even the thickest throngs with ease even as others are pushed back by the press of flesh."

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception
Teeming Masses in Metal Mountains: A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, they also gains a +20 bonus to Survival tests and gains +2 initiative. They score one additional degree of success on successful Ballistic Skill tests she makes against targets at Point-Blank range, at Short range, and with whom she isengaged in melee.

Example: Krone. The Sector Capital itself, having gained its position by swearing allegiance to Selverus near the start of Crusade and bringing with them dozens of noble houses and worlds. The very heart of trade, almost anything may be purchased on Krone despite a common perspective of them being prudish and puritan in their dealings. As vast armies of men and fleets worth of mass produced goods pour in and out of Krone, the eccentric Sector governor and his daughter watch carefully over the course of the world. Sisters from this world are often direct and well organized, though unlike most hivers, often grew up familiar with large state and noble sponsored parks and gardens.

"The all too often forgotten bedrock of the Imperium, these worlds bring us Sisters who-while perhaps not as hardened as others-have an understanding for the peace and people we fight for that few can match."

Characteristic Modifiers:+3 to Fellowship and +3 to any one other Characteristic
Chosen From Among Billions: An Imperial World character reduces insanity gain by 1 to a minimum of 1 and gain the Peer (Administratum, Aristocracy, Military or Ecclesiarchy) talent. You may reroll failed fellowship tests with common Imperial citizens and anyone you have a Peer talent of.

Example. Vreln Ranth. The hiveworld Vreln Relk's sister world, the people of Vreln Ranth have long lived in the shadow of their more important kin. Besides its frequent snow and unusually low temperatures, is is an easily inhabited world that survives largely off mining and minor industrial work, with farms near the equator thriving off trade with its sister. Yet, they are the descendants of the most daring raiders and traders of the Fallen Age, including the mighty Saint Kaevling(Though it is an argument between them and their sister who he failed from), and ferocity of Vreln Ranth Housecarls is as feared as that of Vreln Relk's as they seek to honor their long fallen ancestors.

"Though the Adeptus Mechanicus have sway over these worlds, they do not rule them. Sisters from these planets are unusually familiar with the Machine Spirits of our blessed weaponry, and though they worship the God-Emperor as fervently as any of us, they have an understanding of the Machine Cult that is rarely found among our ranks."

Characteristic Modifiers:+3 to any two of the following Characteristics–Intelligence, Perception, Toughness.
Child of Industry: An Industrial World character reduces penalties for speaking to a member of the Mechanicus by one step to a maximum of +0, and a +10 bonus to any Technomat test. They also gain Lore (Adeptus Mechanicus) and Lore (Technology).

Example: Dukhlesa, capital of the Selverus' Stairway sub-sector. A system of many habitable worlds liberated by Selverus, Dukhlesa still suffers the scars by the dark tech-sorceries of the now extinct Ivory Lords. The Mechanicus the Ivory Lords once enslaved maintain a powerful presence on this world, and esoteric technologies can be seen not far from rural farmland and monster infested forests. Many Sisters who hail from this world have an unusual amount of respect for both the works of the Omnissiah and the Mechanicus' strange weapons of war-as well as a deep and justified fear of the dark.

"What a journey our Sisters have had. From humble beginnings, they have embraced the Creed. Every year they have lived has been a test from the God-Emperor, from their brutish beginnings, to having to adapt from their tribal beliefs. In the face of every test, they adapt and press on."

Characteristic Modifiers:+3 to any two of the following Characteristics—Agility, Strength, and Weapon Skill.
Primitive Upbringing: A Primitive World character gains +10 to Charm and Deceive tests when speaking to people of high authority such as lords and gain Resistance (Poison) or Resistance (Fear). In addition, they ignore the first point of Fatigue you suffered in a mission and, the first time they take critical damage in a mission, if they survive they regain 1 Faith point.

Example: Drax-Olge. A little known feudal world that is one of many agriculturally rich worlds that makes up Stein's Oasis sub-sector. It is a pleasant world of long, warm days and rich soil, but it has known the predation of the alien. Beyond the great wall of Ediger's Spine, Greenskinned monstrosities gather and throw themselves against the grim guardians of the Spineguard. In recent years, it has also come under repeated attack by grim wraiths by the heavens-Perfidious Eldar. Only the intervention of the Inquisition prevented the abduction of much of the Royal Court. Many recent Sororitas recruits come from the ranks of those orphaned by the alien, and burn with wrath against their inhuman kind.


"To be born in the very heart of the faith is a rare privilege. These Sisters are an inspiration to all the rest of us, their faith a fire that can inspire legions and the verses of the Creed among the first words they ever spoke."

Characteristic Modifiers:+3 to any two of the following Characteristics—Willpower, Fellowship, and Weapon Skill.
Raised to the Creed: Shrine World characters may reroll failed Charm or Command tests to inspire religious-fervor or religious hatred in others. They may also reroll failed Imperial Creed tests. In addition, they gain the Radiant Presence talent. The first time they take critical damage, they may make a Resolve check, reducing damage by one per degree of success.

Example: Leanna's Rest. The agri-world where Leanna faced against the Nightmare Given Form has been rebuilt in her honor, and to this day the fortress-monastery of the Order of the Burning Rose watch over her tomb and the holy rose garden she tended to that grows above it. The people are hard-working and self-sacrificing, but always alert-for many heretics seek to defile the world where they were thrown back by Leanna's hand, sne some madmen even think to call back the dead Daemon lord. Those Sororitas from this world are renowned for their understanding of the Saint's life and her teachings.

"Born from the ranks of the Void Lords of the Imperial Navy, Rogue Traders, and other elements of the Imperial fleet, our shipborn Sisters grew up facing the horror between the stars and the whispers of the Warp. They did not falter, but adapted, as all of their kind has to the strange nature of shipboard life. Their faith is ironbound, and they are able to adapt to any circumstance. Among the Voidlords they are considered close kin-and for warriors without warships, such a connection is precious indeed."
Characteristic Modifiers:+3 to any two of the following Characteristics—Willpower, Agility, Perception
Child of the Dark: A voidborn character starts with the Strong Minded and Leap Up talents, and gains a +30 bonus to tests for moving in a zero gravity environment. They gain Peer (Voidborn).

Example: The Prosperous Crusader. A privateer sworn to a cadet house of the Rogue Trader Emedius, who holds a dominant grasp on the Sector. The vessel engages in countless raids, counter-piracy operations and boardings in order to protect House Emedius assets, and often cooperated with the Imperial Navy. Hardly a month went by without a visit by Imperial Navy officers or merchant captains, mingling with the proud crew of noble-blooded mercenaries. For them, money was just the Emperor's reward for faithful service.
Vocation
All members of the Order of the Burning Rose are cross-trained, but inevitably some have more of a talent for some of the arts of war than others. Although yours is not a specialized squad, inevitably you have some specialists among your ranks, and some of you may simply have picked up a talent along the way rather than possess dedicated training.

"My word in the soul shall be as my bolter in the field."
-Litany of Devotion
Yours is the path of the honorable bolter and combat blade. Adaptability is your byword, but you are also a master of your boltgun and you are among the most physically adept and martial members of the Order. You may be the mainstay of the Order's forces, but you are far from mere 'rank and file'.

Skills: Pick any two. One may upgrade an already known skill to +10.
Gear: Godwyn-De'az Bolt Gun with Sarissa and good quality holosight.

Talents: Pick 2 of Barrage, Rapid Reload, Counter-Attack or Purity of Hatred

Special Abilities: You may pick one of these at the start. The other two count as Tier 1 talents. You may take other Vocations' special abilities as a tier 3 talent.

Bulwark of the Sisterhood: If an enemy charges a friendly Sororitas within your charge distance, you may charge the attacker as a reaction. This occurs before the attacker's charge.

Bolter Mastery: When attacking with a Bolt weapon, you may reroll a failed attack per round.

Fire Support: You do not suffer the -20 penalty from Suppressing Fire and Overwatch actions.

"Heretics crave the cleansing fire of absolution. They need not fear for we shall deliver."
-The First Axiom
You are a Specialist, skilled with usage of weapons such as the mighty Stormbolter or cleansing flamer. Although your training has tempered the fires that rage within you, yours is nonetheless a path of aggression and righteous violence. You serve on the vanguard of your squad, breaking through heavy fortifications and plowing into enemy lines with your firepower and faith.

Skills: Dodge +10, Pick any One
Gear: Flamer

Talents: Pick 2 of Hip Shooting, Hard Target, Die Hard, Cleanse and Purify

Special Abilities: You may pick one of these at the start. The other counts as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

Into the Fray: Once per round, if you have been struck by enemy fire you may make a Full Move action or Charge as long as it is toward the enemy. If you are wounded by enemy fire, it may be a run instead.

In the Thick of It: Dominions gain +10 to dodge and Ballistic Skill tests while at point blank range. In addition, each mission they may choose to Reroll a number of Toughness tests equal to one half their Willpower Bonus (rounded down).

"Bring salvation through annihilation."
-Command commandment of the Sisters of Battle
You have become familiar with the Order of the Burning Rose's heaviest weapons, such as the heavy flamer and heavy bolter. Whether it be in breaking enemy armor, or reducing entire squads to smoldering ash, you present a powerful core of firepower to anchor your squad. Often, Sisters such as yourself are known for their level headedness and logic, the better to cooly prioritise and eliminate threats to the squad.


Skills: Awareness +10, Pick any 1
Gear: Heavy Bolter with backpack ammo supply

Talents: Pick 2 of Keen Intuition, Target Selection, Hawk's Eye and Marksman

Special Abilities: You may pick one of these at the start. The other counts as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

Constant Vigil: The character can perform reactions without ending the effects of the Overwatch action. They also gain the Sturdy trait so long as they are behind cover.

Supporting Fire: If a friendly Sororitas unit within 20 meters of the character is charged by an enemy, the Retributor may fire at the enemy as a reaction. This is made at a -20 penalty.

"It is in the open air one can most clearly hear the Emperor's whispers."
-The Chronicle Angelis
Though you may not have yet been able to join that most august order of the Seraphim, you likely aspire to join the ranks of those direct counterparts of the Celestians. You are trained in the same hit and run tactics and use of jump packs as the Seraphim, designed to seek out, flank and destroy enemy hardpoints with your superior mobility. Few can escape your wrath, and the sight of your flaming wings is an inspiration to all.

Skills: Begin with Acrobatics and Pilot (Personal) trained.
Gear: Godwyn-De'az Bolt Carbine, Seraphim Jump Pack

Talents: Pick 2 of Assassin Strike, Sidearm, Swift Attack, or Catfall

Special Abilities: You may pick one of these at the start. The other counts as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

Ancient Arts of San Leor: If equipped with a firearm with the Agile quality, you may use it in melee without penalty. In addition, one-handed firearms and those with the Agile trait count as having the Defensive trait in your hands.

Wings of Angels: The character adds 20 meters to the movement rate of their Jump Pack with a successful Pilot (Personal) usage, and on a charge, may choose to fire any pistol or basic weapon as a free action as though they were moving and shooting.

"Ours is to honour the martyr, tend the fallen, defend the innocent, and walk always in the light."
–The Hospitaller's Book of Hours

While all Battle-Sisters are treated in the ways of simple first aid, true mastery is another issue entirely. While they often march to war in the company of the Hospitaller, such assistance is not always available. You are one of the Battle-Sisters trained in the art of healing-Perhaps you picked it up somewhere in the field, or switched from Hospitaller to Battle-Sister training in the Schola. Many are former members of that non-militant Order, transferred to the Order of the Burning Rose. Whatever the case, you know how to staunch blood loss, treat head wounds, prevent infection and all the other aspects of war and healing. When a Sister draws close to the Golden Light, you have become skilled at drawing them back to more service in the Emperor's name. And well...You are also an effective torturer, when it comes to it.

Skills: Begin with the Medicae and Interrogate skills trained.

Gear: Hospitaller Medical kit and Godwyn-De'az bolt gun.

Talents: Pick 2 of Swift Suture, Rapid Intervention, Jaded, Coordinated Interrogation

Special Abilities: You may pick one of these at the start. The others count as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

Medicae Imperialis: The medic counts the state of damage a character is considered as one degree more or less severe (Critically Damaged count as Heavily Damaged, Heavily Damaged count as Lightly Damaged, etc.). If the character is already lightly wounded, heal one additional wound.

Battlefield Vivisection: When using the Called Shot action against a Xenos race for which the character has the appropriate Lore, they may make a Medicae (WS) or Medicae (BS) roll in place of the normal roll.

"We Remember Vandire. So long as we live, we bring Domincia's judgement to all who would follow in his foosteps."
-Oath of the Eternal Hunt

Few Sisters like to speak of the Venatori, though their role is invaluable. They are the assassins and killers of the Adepta Sororitas, not soldiers, slaying with blessed crossbow bolt and sacred knife those who would corrupt the Church It is only rarely they serve with the Battle-Sisters, serving as scouts and ambushers. You've picked up a few of their tricks-the way of shadow and deceit, the ability to follow a trail, and no small skill with a blade through the chinks in armor. Some might even suspect you of being a true Venatori in disguise. Maybe they're even right…

Skills: Begin with the Survival and Scrutiny skills trained.

Gear: Begin with Godwyn-De'az boltgun with Telescopic sight and good quality holo-sight.
Talents: Pick two of Sure Strike, Deadeye Shot, Ambush and Keen Intuition

Special Abilities: You may pick one of these at the start. The other counts as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

The Emperor's Blade: You deal +2 damage against a foe that is Surprised, Stunned, or otherwise temporarily incapacitated.

Fire from Shadow:Bonuses granted to Concealment and Silent Move tests by visual and environmental conditions are doubled, and penalties to enemy Weapon Skill and Ballistic Skill tests to hit the character due to visual or environmental conditions are doubled as well.


"It is not enough to serve the Emperor, or even to love Him. You must give to Him all you have had, and all you ever shall have. To give over utterly and entirely to His divine will and become a vessel of that will. Only then is your sacrifice fitting."
— from the Rule of the Sororitas.
You have an unusual amount of experience in the very heart of combat, meeting the foe in the bloody realm of hand to hand. While most of the Sororitas are trained in such combat, you revel in it, meeting the enemy with shield, mace, bayonet and power assisted gauntlet. You are a guardian of the Sisterhood, taking the charges and blows meant for the rest of them and forcing the foe back so they may be destroyed by your Sisters' guns. Provided they survive your own onslaught.


Skills: Endurance +10, pick any 1
Gear: Chainsword, Combat Shield, Godwyn-De'az boltgun
Talents: Pick two of Shield Wall, Counter-Attack, Iron Jaw, Takedown

Special Abilities: You may pick one of these at the start. The other counts as a Tier 1 talent. You may take other Vocations' special abilities as a tier 3 talent.

Blood for Blood: If you are struck and wounded by an enemy's attack, you may make an immediate counter-attack as a free action.
None Shall Pass: You may parry blows intended for friendlies within a half move's distance of your character. In addition, when you gain an Attack of Opportunity, your attack is made at +20.
 
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Info Post
Discord Channel: Discord - Free voice and text chat for gamers
Dice: Go to Rolz and go to the room 'Faith&Fire'
Battledice: Roll20: Online virtual tabletop for pen and paper RPGs and board games
IC Thread: IC - Faith and Fire



Fluff
Character Creation Tips and brief Sector sub-sector and Saint summaries: Character Creation Tips and Sector Info
Lore Entry 1: Ranks of the Order of the Burning Rose
Lore Entry 2: Rosarius: The Soul's Armor
Lore Entry 3: Verses and Litanies of the Imperial Creed
Lore Entry 4: Structure of the Araxean Ecclesiarchy
Lore entry 5: Tenets of the Imperial Creed

Also known as The Bejeweled Road, the Path of Wealth and the Golden Way, Araxes is a major trade sector in the Ultima Segmentum. A turbulent Sector, it was originally liberated during the Great Crusade by the Ultramarines, Imperial Fists and Iron Warriors, but during the Horus Heresy became an embattled warzone that sparked the beginning of a long collapse and the beginning of the Fallen Age. Lost to marauding pirates, Xenos Empires, independent noble houses and Chaos Warlords, the sector was wreathed in conflict and suffering until Saint Selverus led the Grand Reunification Crusade some 6000 years ago. Wealth spread like wildfire among the liberated sector, but this would be tempered in time by the fall of their neighbor of Despertillo to such grand and horrendous evils it is now known as the Damned Sector.

Now, Araxes is a Sector known for its wealth and trade, brought to it by bustling warp streams and the ever changing doorways through the immaterium known as the Shifting Gates. Great Rogue Trader dynasties command vast fleets across its breadth of which the foremost is the Lord-Trader Emedius who maintains a monopoly of force and influence that few dare defy and to which none can claim to be his peer. The vast halls and sprawling bloodlines of the nobility flourish in wealth and duel for power across dozens of worlds, and the great forges of the multi-fold Mechanicum reap the rewards of their constant production even in their divided state between the Biologis cult of the Humanis Ex Machina, the isolationist and untrusting Aeon Libertas Mechanicus and the merchant-cultists of the Order of the Iron Coin. The Sector's patron Space Marines, the Ironbreakers, defend the Sector with unrelenting courage and brutal armor, siege, and hand to hand talent alongside their comrades of the Imperial Guard and Sororitas Order of Burning Flame. The Church maintains the loyalty and faith of well over a hundred worlds, despite the debates between the red-robed Priests of the nobility supporting Covenant of Sacred Blood and the white-clad populist Order of the White Dawn. The mighty war fleets of the aristocratic Void Lords scour pirates from the stars and guard their chartist captain cousins as they carry the wealth of Araxes from world to world.

But so too is the Sector known for its decadence, its treachery...Those of ancient blood deal with unholy Xenos in vaulted auditoriums and open auctions, conspiracies and cults writhe in the darkness, and even the agents of the Adeptus Arbites are forced to the shadows in their hunt. The semi-legal Gilded Trade with Xenos and non-Imperials spreads across dozens of worlds, and those lines-the Malefactor Houses- that refused to bend the knee prosper in the Wyld, raising their own empires, trading with their long lost kin and biding their time. Some even deal with aliens, or swear themselves to the Archenemy.

And of course, there is no end to the wars of the 41st millenium. The mighty Ironbreakers and the legions of the Imperial Guard barely hold the multitude threats that creep out of the long lost depths of the Wyld. Crusades smash against the alien and the Heretic that threaten to overrun the key trade ways that offer the Sector its vast wealth, and ancient grudges threaten to turn erstwhile comrades against one another.

Through it all, Chaos watches and awaits the day when the bonds of blood and fire at last break apart. While its armies claw against the Dragons Teeth and the Emperor's crusaders, its whispers ring through the tainted blood of generations. The Damned Sector pulses, threatening to devour all...And all the while those of the fallen blood laugh and wait for their cousins to finally rejoin them in eternal damnation.

Mechanics
Skills and Talent list + Experience: Faith and Fire: Skills and Talents
Armory-Power Armor: Faith and Fire-Equipment
Armory-Weapons: Armory
Armory-Wargear: Wargear
Acts of Faith: Acts of Faith
Requisition and Reputation(Requires cleanup, messy): Requisition and Renown
Imperial Assets: Imperial Assets

Not Recommended Reading
Sector Araxes Overview (Per request, not recommended reading): Sector Araxes
Sector Araxes World List: (Per request, incomplete, not recommended reading): Locations of Araxes Sector

Reserve:
Wade Garrett
Kensai
barenheart
ddd09ish1
Nox
Kharn
 
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Greendoor-Caelia Valeriania
I am so in.

Caelia Valeriania

Vocation: Battle Sister
Homeworld: Velorum (Fortress World)
Appearance: Pale skin, black hair dyed red at chin length, stern and aristocratic features. Tall, athletic build

Wounds; 11/11 (14 at the start of each mission)
Init: +3
Faith: 3/3
Insanity: 0
Corruption: 0
Fatigue: 0

Ballistic skill: 25+15=40
Weapon Skill: 25+10+5=40
Strength: 25+10+5=40 (50 and SB 7 in armor)
Toughness: 25+12+3+5+5=50
Agility: 25+5=30
Perception: 25+5+5=35
Intelligence: 25+10=35
Willpower: 25+12+3=40
Fellowship: 25+11+5=41

Skills: Awareness, Athletics, Command, Dodge, Endurance, Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War+10), Linguistics (Low Gothic, High Gothic), Pilot (Ground), Resolve, Stealth, intimidate, Survival



Unshakeable Faith: Reroll any failed fear tests
Hatred (Heretical Cults): +10 to Ws tests to hit Cultists, -15 to interact with them, +20 Willpower vs actions by them.
Purity of Hatred: +10 to Bs against Cultists
Deny the Witch: May use Resolve in place of agility to evade Psychic powers, does not move when dodging them.
Nerves of Steel: May reroll Pinning tests
Light Sleeper:Always count as being awake for the purpose of Awareness tests, being surprised, or getting up in a hurry.
Barrage: With any Boltweapon on full or semi auto, +1 DoS on successful tests
Bolter Mastery: May reroll one failed Bolter attack per turn
Follow my Fire:When firing a ranged weapon on semi or full auto at a target, if you hit, all other allies gain +10 to hit and gain +1 DoS on successful hits on their next attack, if they attack the same target. If the target is in cover and the initial hit does damage, then your allies also halve the enemy's cover for their attack.
Jaded:You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror.

Air of Authority: You may apply the Inspired effect on one ally per turn, and gain +1 DoS on Command Tests
Furious Assault:
Whenever you hit an opponent whilst using the All-Out Attack Action, you may make an extra attack (this extra attack retains any bonuses or penalties of the original attack).

Gear: Repair Cement

Weapons:
Slayer of Ten Thousand: Godwyn-De'az Bolt Gun with Sarissa and good quality holosight (+10 hit on Semi auto and single shot in 40m).

Godwyn-De'az Bolt-Pistol
4 Frag grenades
3 krak grenades
2 Choke Gas Grenades
combat knife
Velorum-Pattern gladius,
Armor: Thorian Pattern

Armor History:
Battered By War: The wearer gains +3 temporary wounds at the start of each engagement, and loses them at the end. In addition, the effects of critical hits are reduced by 1.

Thy strength be legend: The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour and may reroll Strength checks using the Athletic skill.

When she received her Armor, Caelia was told that it had a long history of brutal and bloody combat. The chronicles of it's previous users told of endless absorbed blows that would shatter lesser armor, numerous foes crushed beneath boots and gauntlets, and storms of fire endured. It's machine spirit hungers for blood, and to see it's enemy's weapons fail them before they are destroyed. It is a faithful machine-though several sisters have died within it's care, it is certainly not for lack of trying-or a lack of enemy slain to compensate for such a failure.

Advances (3650/3990):
1st Strength (250)
Follow my Fire! (450)
Jaded (300)
1st Fellowship (250)
Air of Authority (300)
Intimidate (200)
Furious Assault (450)
1st Weapon Skill (250)
1st Survival (200)
1st Toughness (250)
2nd Toughness (500)
1st Perception (250)


Born to an aristocratic family on that most august Fortress World of Velorum, Caelia was raised to believe that she was superior. The blood of heroes ran in the veins of every man and woman of Velorum-going back 10,000 years or more. The heroes of her homeworld had held back the blood soaked tides of the Damned sector for countless generations-and ruled with an even handed iron fist for even longer. They were a glorious people, amongst the noblest in Araxes.

Almost all who enter the Schola are Orphans, and Caelia was no exception. Her branch of House Valeriana was destroyed in a way thoroughly lacking in glory. Traitors from within the family and household let cultists have access to the defense codes of their fortified manse, leading to the family getting slaughtered in some fell ritual. Caelia was only saved by a small few survivors of the line's Triarii Houseguard, who got her and the other young children out in time. Caelia and her surviving siblings were sent to the Schola, as a reward for their line's "Sacrifice".

Though of course steeped in inherent superiority (Some would say arrogance) of Velorum nobility, Caelia had an unusual sense of empathy for one born so high. When she made friends in the schola, she listened to their stories of lost parents and shattered lives that led them to the Schola-could not these tragedies have been prevented? When the students were taken on field trips to the artillery and chemical wastes of Velorum to teach them survival, Caelia was struck by the plight of the commoners who lived and had lived in these lands-was it not the duty of the high to protect the low? When it was time to learn of the countless billions of martyrs who had been slain in the Imperium's defense, Caelia thought her family-was it not her duty to see them avenged and gain glory to offset their ignominious end?

Caelia often found herself praying for those people-the less fortunate adepts in training who had lost their previous lives, the commoners of Velorum ground under the endless war, and her own family-for her slain relatives to approve of her-and for her siblings to live productive and happy lives. But for herself there would be only War-she would become a Sister of Battle. She excelled in weapon training, her faith in the Emperor was strong, and she drove herself to become a physical powerhouse. She became an Acolyte of the Adepta Sororitas after graduating in the top ten percent of her schola class.

Caelia is only recently out of her training as an Novice-she was only fitted for her Powered Armor less than a year ago. She has little combat experience, but she is eager to prove herself amongst the best and noblest in the Order-as befits one of the blood of Velorum. Only time will tell if she will succeed...

Personality: Though an empathetic soul, Caelia views the galaxy through the lens of a highborn from Velorum. Hers is the blood that has defended Araxes for millennia-she considers herself better than most, at least in matters martial. She is highly prideful of her martial skill and wants everyone to know it-but is also always the first into combat and the first to protect an innocent (Even Commoners!). She buys heavily into the belief of Noblesse Oblige-it is to the High to protect the Low-and for the Low to understand their place.

Caelia particularly hates cultists and traitors the most-after traitors slaughtered her family, she desires nothing more than to see them exterminated. The Emperor offers his protection to all who will accept it-those who spurn that protection deserve only annihilation. She also wishes-though she'll never admit it-to see her family avenged by the slaughter of heretics and traitors. Her line was ingloriously destroyed-only blood would see that stain removed and the wider House of Valeriania vindicated.

Caelia remains in contact via letter with her remaining family-numerous cousins within the house of Valeriania-but also her remaining siblings. She often writes to them to keep in touch with their lives-Cassian the Imperial Guard Captain, Valen the Arbitrator, and Marcia the Auditor in training-she keeps in contact with them all, and fears the day when they die. Her prayers rarely are for herself-the glory of the order and her house, the protection of those who need it, but most of all to safeguard her family.

Listed in rough order of priority

Characteristics:
Int, Ws up to 40
Bs up to 45
T up to 50

Skills:
Charm
Intimidate
Command +10
Athletics +10
Endurance +10
Resolve +10
Charm+10

Talents:
Tier: 1
Air of Authority
Smooth Talker (Need to pick up Charm first!)
Fire Support
Rapid Reload
Resistance (Fear)
Zealous Speed
Sprint
Leap Up
Keen Intuition

Tier 2:
Furious Assault
Hammer Blow
Hip Shooting
Frenzy
Desperate Strength (Need Frenzy and T 50 first arghhh)
Battle Rage
Die Hard
Tireless
Rapid Fire
Last Killer Standing
Flagellant
Flesh Render
Combat Formation
Dig In
Ruthless

Tier 3:
Scything Strike
Storm of Iron
Abiding Resistance
True Grit

Love the Emperor, for he is the salvation of Mankind
 
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Name: Alexis Marulli
Vocation: Seraphim
Homeworld: Gravan [Stein's Oasis] (Primitive World)

Wounds: 13
Faith Points: 3

Weapon Skill: 25+14+3= 42
Ballistic Skill: 25+14= 39 (44 in armor)
Strength: 25+15= 40
Toughness: 25+9= 34
Agility: 25+13+3= 41 (51 and AB 7 in armor)
Intelligence: 25+9= 34
Perception: 25+13= 38
Willpower: 25+15= 40
Fellowship: 25+10= 35

Skills: Awareness, Athletics, Dodge, Endurance, Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War), Linguistics (Low Gothic, High Gothic), Resolve, Stealth, Pilot (Ground, Personal), Acrobatics, Maneuvering, Investigate
Talents: Unshakable Faith, Hatred (Orks), Deny the Witch, Resistance (Fear), Assassin Strike, Sidearm, Swift Attack, Catfall

Traits:
Primitive Upbringing: A Primitive World character gains +10 to Charm and Deceive tests when speaking to people of high authority such as lords and gain Resistance (Poison) or Resistance (Fear). In addition, they ignore the first point of Fatigue you suffered in a mission and, the first time they take critical damage in a mission, if they survive they regain 1 Faith point.

Insanity: 0
Corruption: 0

Armor: Sororitas Power Armor - Sabbat Pattern
None shall escape the Emperor's Wrath: Incorporating a rare and prized Persecutor Target Acquisition Spirit, this armour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes even anticipating the bearer's movements. Many warriors are put off by such contrary behavior, but all eventually learn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to BS and when making a single shot against a foe, deal +2 damage.

Witch Marked: This suit is forever blackened by the unholy fires of witches and Daemons, potted by strange blemishes where their unholy magicks thought to take root. But the armor and a previous wearer defied and each and every curse thrown them and cut them down in turn. To this day, the armor such contempt for the psyker that it strikes terror into their very souls. The wearer reduces damage suffered by psychic powers and Warp Weapons after DR by half and the psychic rating of psykers is reduced by 2 whilst within 30 meters of the wearer.

Weapons: Godwyn-De'az Bolt-Pistol, 3 Frag grenades, 3 krak grenades, combat knife, Velorum-Pattern gladius, Godwyn-De'az Bolt Carbine
Misc: Seraphim Jump Pack, Repair Cement

Alexis stands on the tall side for a woman, standing at about 5'10. Her build is lean and athletic, the build of a fit individual who favors fast movement over raw strength. Alexis' skin is a light tan color and thus-far is unmarred by scars.

She keeps her hair short in a pixie cut, finding that long hair just gets in the way. The hair is naturally steel gray. Her eyes are amber colored, and she has a rather pretty refined looking face, which has the effect ruined by the smirk she adopts when non-Sisters aren't watching.
A detachment of Adepta Sororitas found themselves upon the feudal world of Gravan, assigned to help push back a major breach in the lines against its constant Feral Ork assaults. Fire and fury was brought against the foul Xenos, and they drew satisfaction in cleansing part of this world of its infestation. But victory was not absolute, as they came across several recently ravaged farm towns that the Orks had pillaged, finding none alive.

Till one day, after the breach was closed and the company was mopping up the last bits of xenos raiders, they found a small village that had been hit mere hours ago. They rushed in, hoping to find survivors. They found but one. A lone girl of only fourteen, an old steel sword in one hand and an ancient barely functioning laspistol in the other. She stood over the body of a single Gretchin, her blade wet with its blood. Two others poised to take her down, and she looked hurt and exhausted. But she held her ground, hate in her eyes. The Sisters of Battle gunned down the lesser orks in seconds, and rescued the girl.

Intending to take her with them and drop her off at the capital before leaving, they began their trek to the transport to take them there. The girl surprised them when she said she wanted to join their order. Glad for gaining a girl with a degree of potential, but not wanting the impulsive dedication of a fickle child, the squad leader asked if she was sure.

The girl looked the commander dead in the eye and said "My name is Alexis Marulli, and I swear by the Emperor I have never been surer of anything in all my life!"

---

Alexis had a burning determination to live up to the ideal shown to her by the Adepta Sororitas. The angels of the Emperor who had appeared when she saw her end. She has told no one, but in her heart she believes that the Emperor saved her that day through them, and wants to repay them. She kept a playfulness to her and a rather wild way of thinking, despite the iron discipline placed into her in training. If she could be said to have one fault, it would be not taking some things seriously enough among her sisters, although in public or in combat she hides this well.

She excelled in training, and it's pretty much an open secret that she will one day become a true Seraphim if she lasts that long. As a result she was put into active duty just a few months ago, but is considered combat worthy. She is likely one of if not the youngest members of the squad.
Ancient Arts of San Leor: If equipped with a firearm with the Agile quality, you may use it in melee without penalty. In addition, one-handed firearms and those with the Agile trait count as having the Defensive trait in your hands.
 
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Thinking of Geldovan heavy weapons sister with a dip in to the hospitaller side of things
 
Huh, I'm interested, I'm just worried that I'm not really going to be eligible given how I was one of the ones who slacked off towards the later period of the Rogue Trader game.
 
Huh, I'm interested, I'm just worried that I'm not really going to be eligible given how I was one of the ones who slacked off towards the later period of the Rogue Trader game.
Whilst normally I'm willing to give people second chances, I've heard from others you have a thing for slow posting in other games beside RT and...Well, slow posting is frequently the single most lethal thing to a play by post game, especially one that can't afford to be slow like a personal RP. I enjoy your writing, but if you can't keep the pace, it doesn't matter how well you write because you freeze the game.

I don't like saying this, but I'd really be taking on a significant risk for the health of the game taking you on, to be frank...
 
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Count me the Fudge in Fam.
 
Sirlaggington-Illana Varkhat Laetifica
Ilana Varkhat Laetifica

Vocation: Battle-Sister
Homeworld: Savine's Hope (Shrine World)
Appearance: Raven-haired, violet eyed, and petite, Ilana would be considered attractive by most conventional standards. Few however would ever guess that her short height was a byproduct of malnutrition from months of siege conditions, nor how her incredibly pale skin is considered a mark of one who was Touched by the Night, something that would forever mar her generation.

Personality: A woman of few words, Ilana prefers to keep quiet when allowed the opportunity to do so, seeing little sense in speaking when quiet would serve just as well. The little girl who squealed and played in the family gardens is long gone, leaving only a traumatised survivor who would hesitate at the sight of the dark, or would wake up during the night, clasping her hands as Night consumed Flame in her mind's eye. Despite her muted nature however, Ilana is deeply empathetic, and as her father before her is gentle at heart, and sees the needs of those unable to act for themselves as her utmost priority.

She holds a disdain for the games of the aristocracy, though this is something she holds her tongue at, knowing that it would make her more enemies than necessary. Nothing good has ever come out of those games of blood and poison, and she could recite enough relatives who had fallen victim to fill a litany.

Additionally, she holds a deep-seated respect and admiration for the posthuman warriors of the Adeptus Astartes, paticularly those of the line of noble Sanguinius. She will never forget the day they broke the Night on wings of fire, descending to avenge the faithful through bolt and flame. In the same vein, there is nothing she despises more than the corrupt ideal of the fallen Astartes, as more than anything she sees them as the greatest betrayers of His holy cause. The Emperor had blessed them with the form and flesh of demigods, and in return they turned against Him as lapdogs of the Ruinous Powers. Her father and his flock would be avenged in the broken forms of craven heroes.

Wounds; 12
Faith: 3/3
Insanity: 0
Corruption: 0
Renown: 4

Ballistic skill: 25+15=40 (45 with armor)
Weapon Skill: 25+5=30
Strength: 25+5=30 (SB 5 in armor)
Toughness: 25+15=40
Agility: 25+15=40
Perception: 25+5=30
Intelligence: 25+5=30
Willpower: 25+12+3=40
Fellowship: 25+13+3=41

Skills: Acrobatics, Awareness, Athletics, Charm, Dodge, Endurance, Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War), Linguistics (Low Gothic, High Gothic), Resolve, Stealth, Pilot (Ground, Personal)

Radiant Presence: Everyone within 20 metres that can see the character feels a touch of euphoria just by being near him and suffer lessened effects from things that would upset of distress them. Those affected gain a +10 to Willpower Tests to resist Fear or against Intimidation attempts. This ability affects all those close to the character indiscriminately, though not the character himself. This cannot stack if multiple characters have the talent.

Unshakeable Faith: Your faith that the Emperor will preserve you is so strong that you are unafraid of stepping into danger. You may re-roll any failed Willpower Tests to avoid the effects of Fear. With Resist Fear talent you gain +20 to your Willpower instead of +10.

Deny The Witch: The character may use Resolve or their Willpower characteristic when making an Evasion Reaction against ranged or melee attacks against him made with psychic powers. When successfully evading an attack with an area of effect, the character does not move but instead is simply unaffected by the psychic power.

Hatred (Heretical Cults): You have reason to hate one particular race or organisation, and your malice hones your melee attacks. Choose one race or group from those listed above. When fighting opponents that qualify as members of that group, you gain a +10 bonus to all Weapon Skill Tests made to attack them. You also gain +20 to any Willpower Test caused by Actions of your hated opponents. When trying to interact with group you hate, you suffer -15 penalty to your Fellowship.

Ancient Arts of San Leor: If equipped with a firearm with the Agile quality, you may use it in melee without penalty. In addition, one-handed firearms and those with the Agile trait count as having the Defensive trait in your hands.

Purity of Hatred: The bonus to-hit provided by the Hatred talent now applies to Ballistic Skill tests for the character as well as Weapon Skill tests.

Barrage: When firing any class of bolt weapon on full or semi-auto, the character may score one additional Degree of Success (provided the Test is successful).

Bolter Mastery: When attacking with a Bolt weapon, you may reroll a failed attack per round.

Rapid Reload: You have spent so long practising weapons drills that you can reload a gun in an instant. All reload times are reduced by half (round down)—so a Half Action reload become a Free Action, a Full Action reload becomes a Half Action and so on.

Jaded: You have seen the worst the galaxy has to throw at you to the point that you are acclimatised to the worst horrors. You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however, as due that which border on the supernatural, such as Titans or technosorcery. Close personal loss may also be cause for gaining insanity.

Resistance (Psychic Powers): Whether through past exposure, gruelling physical training or luck of genetics, you are highly resistant to a particular thing. When you pick this Talent select a group to be resistant to. You gain a +10 bonus when making a test to resist or avoid the object of your resistance.

Smooth Talker: Once per conversation, the character can re-roll one Charm or Deceive test.

Strong-Minded: Your mind is like a fortress guarded against psychic attack. You may re-roll failed Willpower Tests to resist any Psychic Powers that affect your mind. Psychic Powers that have a physical effect, such as Telekinesis, are unaffected by this Talent.

Trait: Raised to the Creed - Shrine World characters may reroll failed Charm or Command tests to inspire religious-fervor or religious hatred in others. They may also reroll failed Imperial Creed tests. In addition, they gain the Radiant Presence talent. The first time they take critical damage, they may make a Resolve check, reducing damage by one per degree of success.

Experience: 50

Weapons:
Godwyn-De'az Bolter with Sarissa and Good-Quality Holosight
Godwyn-De'az Bolt-Pistol
3 Frag grenades
3 Krak grenades
Combat knife
Velorum-Pattern gladius

Armor:
Carnifex Penitent (Angel Pattern)
None shall escape the Emperor's Wrath: The wearer gets a +5 bonus to BS and when making a single shot against a foe, deal +2 damage.

To Receive Redemption: Every time the wearer would Burn Faith, they and all friendlies who witness it reduce their corruption and insanity by 1d5+WPb. Upon burning Faith, they may also immediately go into frenzy and recover their lost wounds as a free action.

When Ilana first girded herself in this Sororitas warplate, she was told of its tale. A relic of the Wars of Faith millennia ago, it was worn by a sister who had dishonoured herself on the field of battle, and would spend decades hence to finally redeem herself in the eyes of the Lord of Humanity. Throughout her trials, she was said to seldom miss at the sight of a craven heretic, for the machine spirit of the armor would always guide her aim true.

Gear:
Repair Cement

"We Care Not That We Burn Out, For Even Cinder Can Be Born Anew!" - Arsand Cinderguard War-Cant

She was a child of faith. The third daughter of Archbishop Danial Immael Laetifica, the spiritual lord and minister of the city of Arsand of His Most Holy World of Savine's Hope, the first thing she could recall was the heaven-piercing spire of the Altar of the Emperor Triumphant, his very Immortal Shadow encompassing them all. Though her father had been the younger brother of Lord Mattias Arcadat Laetifica himself, he had personally disdained the machinations of the great games of the nobility, choosing to abdicate from the line of inheritance of a Great House after the deaths of his two younger brothers and instead to take on the ivory mantle of the White Dawn. Though the dealings within the sublime halls of the Faith had provided their own familiar set of challenges to him, he could at least provide for his daughters without the everpresent fear of blades in the dark, spurred by the plots of jealous rivals or the schemes of heretics. Ilana's happiest girlhood moments had been spent in the courtyards of the city orphanage, where her father spent much of his time to uplift those who had none other to turn to, the number of which grew nearly monthly as rumors of the horrors spilling from the Damned Sector into Verantis became evermore persistent. Yet for all this, storytime possessed a special place in young Ilana's heart, nothing quite brought her joy like the tales of heroes past. Heroes such as Saint Leanna, who slew the dread Nightmare Given Form, or the Rose Knight, and his one-man crusade throughout the sector, and even the noble primarch Sanguinius, who in his compassion wept even as he stood before the Eternity Gate against those he called brother.

She had just reached the tender age of ten when Night fell, the pale skies of Savine's Hope inflicted with a dark, greasy texture that clawed its tendrils through the air like a disease. And where the Night spread, dark shapes barreled towards the ground and landed, silent as the moonlight they had robbed the planet's populace of, the countless damned within the dropships pouring out as harbingers of their foul taint. The planet's PDF fought valiantly against the invaders, legions of the faithful fighting furiously against the shadowed hordes. Yet where the Night touched, daylight ceased, and so the heretics began their inexorable advance, Imperial forces desperately struggling to hit the shadowed figures skittering within.

Though he had turned away from his noble heritage, Ilana's father had been bred for the duel since his birth, and with his flock under threat he turned skills once long disused against those who had turned from the Emperor's Light. As Arsand suffocated under the Night, only his noble countenance kept it standing tall, his disappointment and encouragement both uplifting the shattered survivors of the Archenemy's ruination, reforging them into heroes that would stand against the Night. And so the torches of the Cinderguard burned in defiance of the invaders, so to prove that even cinder can return once more to flame. For every inch the Night crept, it was met with only flame and ash, the conviction of the Cinderguard leading them to burn their own homes so that it would further hurt the enemy.

Something had to be done.

From the darkened depths of the Night strode that most vile and pitiable of things, a corrupt Astartes, a fallen hero who had turned his once-holy purpose against the light of the Emperor. Inexorable as the tainted spell at his back, he tore through the bronzed ranks of the once resolute Cinderguard, their line buckling before the Astartes' unholy prowess. Danial strode to match blades with him on the field of battle. For a brief moment it looked like he would hold, the burning flame of both faith and his family driving his form beyond mortal limits as he clashed with the corrupt Astartes. But the Astartes were made to make a mockery of mortal limits, and five heartbeats later he collapsed, sundered apart by the Astartes' chainblade. Ilana, watching from a perch from the civilian quarters, could only scream with loss and betrayal. With Danial's death, Night truly fell on Arsand.

In times of peace, she had been inevitably drawn, as many young girls of her age who dreamed of mighty heroes and noble princes, to the Temple of the Angel Eternal, where countless murals depicting the Great Angel's heroism were kept. Father Andrew had always been kind and quick-witted, and Ilana never failed to be delighted in the innumerable tales of his patron he kept ready, from the tales of uplifting brotherhood of the Great Crusade to the heartrending tragedies of the Heresy. At Night, it remained a husk of its former self, its murals shattered and defiled by unholy runes, its flock taken to suffer horrors countless, and the statues defaced and broken. Ilana didn't know how she ended up here, recalling only the chaos and death inflicted by the Archenemy after her father's fall, the week afterward a blur as a heady cocktail of adrenaline and a desperate, animal need for survival. She was tired, so tired and broken, and fell to pray before a broken statue of Sanguinius and the Emperor. A little girl of ten prayed before the compassionate eyes of the Great Angel, and for her faith begged for the reward of the Emperor's Mercy.

And instead of the death that little girl expected and even craved, the Night was broken by the roar of shattered ferrocrete. Startled, Ilana stumbled outside even as malnutrition sapped at her limbs, but what she saw outside stole the breath of even her shattered soul. Angels, true Angels, not the corrupt monster that had slain her father, tread above Arsand upon wings of steel and flame. Girded in crimson and alabaster plate, they fell upon the Night with fury that only the righteous could muster. Even as she despaired at her father's death, that little girl exulted in the destruction of His enemies. At least now, her father would have the peace of vengeance at the hands of her heroes from childhood. It was only later however, as the despair of the bereaved clawed once more at her heart that she learned that her saviors were the very Sons of the Great Angel she prayed to, the Knights Requiem, who had by some miracle had been close enough to respond to the attack. Not even that could possibly ever lessen the pain she had suffered, but with that came revelation that sowed the seeds of something new. That miracles existed, and the mighty lord of mankind and his sons indeed watched over them. She wept, but intertwined with those sorrowful tears was that of thanks for His deliverance and the possibility of tomorrow.

Through the ties of blood and deed Ilana was declared eligible for the prestigious Schola Progenium, Lord Mattias stepping in to whisper in the ears of the powerful, his penance for the last child his now forever-lost brother. Ilana never truly recovered from the ravages of the Night, struggling evermore against the moribund whispers of her lost family, but instead of peace the Schola forged that into a burning hatred for the forces of the heretic and the traitor, His burning hand to cast away the forces of the Night. But more than that, within the fragment of the girl who survived that dread time, she also discovered in her a desire to tread on wings of fire as the Great Angel and his Sons did, to cast her footsteps behind the stride of legends. When she declared for the Sisters, as many knew she would, she held that vow to her heart, that one day she would stand as Sister to them.

Expenditures [2450/2450]:
Charm [200]
Jaded [300]
Rapid Reload [300]
Resistance (Psychic Powers) [300]
Ancient Arts of San Leor [600]
Smooth Talker [300]
Strong-Minded [450]

Love the Emperor for He is the salvation of mankind
 
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Quite interested and love the Emperor for He is the salvation of mankind.

Name: Anakrasia Sovium Da-Kash
Vocation: Venatori
Homeworld: Sevaro Akashic (Primitive World)

Appearance: Dark skinned and blue eyed Anakrasia holds atoned body built to take the battering of days tracking an animal or person, hair naturally pale white due to a mutation taking place during her ancestors time due to a chemical in the Krikard's meat. Her face and body is adorned with intricate tattoo's of her tribe as well as that of a flour-de-lis on her left cheek.

Weapon Skill: 25 + 10 +3 = 38
Ballistic Skill: 25 +15 = 40
Strength: 25 +7 +3 = 35
Toughness: 25 + 5 = 30
Agility: 25 + 15 = 40
Intelligence: 25 +8 = 33
Perception: 25 + 9 = 34
Willpower: 25 + 10 = 35
Fellowship: 25 + 11 = 36

Wounds: 9 + 1 = 10
Faith Points: 3

EXP: 950/1000
Acrobatics 200xp
Mimic 450xp
Nowhere to Hide 300xp

Skills:
Acrobatics
Survival
Scrutiny
Awareness
Athletics
Dodge
Endurance
Resolve
Stealth
Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War)
Linguistics (Low Gothic, High Gothic)
Resistance (Fear)
Pilot (Ground)



Talents:
Nowhere to Hide
Mimic
Ambush
Deadeye Shot
Unshakeable Faith
Hatred (Heretical Cults)
Deny the Witch
Fire from Shadow

Traits:
Primitive Upbringing: A Primitive World character gains +10 to Charm and Deceive tests when speaking to people of high authority such as lords and gain Resistance (Poison) or Resistance (Fear). In addition, they ignore the first point of Fatigue you suffered in a mission and, the first time they take critical damage in a mission, if they survive they regain 1 Faith point.

Insanity: 0
Corruption: 0

Armor:
Sororitas Power Armor (Sabbat Pattern)
Battered by War: It is obvious that this suit has seen countless war zones, for its surface is pockmarked with bullet impacts, damage from energy blasts and the dents of enemy blows. Not a single part is smooth or unscratched and yet, the armor continues to operate at full capacity, even seeming to take pride in every new battle-wound as a sign of its loyalty. None that witness this suit are left in any doubt that it is a tenacious weapon of war. The wearer gains +3 temporary wounds at the start of each engagement, and loses them at the end. In addition, the effects of critical hits are reduced by 1.

Last Survivor: A previous wearer of this suit was involved in a terrible battle that saw every other member of her squad wiped out. Perhaps she fought her way clear, perhaps she was left for dead, or perhaps it was just dumb luck. Either way, fate played a hand that day, and has continued to smile upon the subsequent occupants of the armour too. The wearer gains an extra Faith Point at the beginning of every mission. It is lost again at the end of the mission if it has not been used.

Weapons:
Godwyn-De'az boltgun with Telescopic sight and good quality holo-sight
Godwyn-De'az Bolt-Pistol
3 Frag grenades
3 krak grenades
combat knife
Velorum-Pattern gladius

Misc:


Background:
Sevaro Akashic is an arid world covered mostly in land; bodies of water were all but rare save for a few lakes and rivers as most of it was underground. These watering holes are tensely contested by that of feudal lords who base their kingdoms around these bodies of water, wars and battles could be waged after the discovery of a new watering hole with the smallest of kingdoms fighting merely for a small pond just for water. Though there are some who pledge no allegiance to any lord as they had dug their own watering hole which is free of any tax or tribute. The planet is considered to be lucky as to not have any greenskins infesting the planet, though the local population+ faces raids from the Dark Eldar looking to find sport with its denizens. Mutants and those with abnormalities also cause a problem to travelers, especially those crossing between two mountains called the twins.

Born to a tribe Anakrasia didn't have such blessing as her tribe was bound to House Gröld, many of the House's bannermen were "civilized" compared to the "primal" tribe. Growing up in the ways of her people her parents taught her the skills needed to survive, though the foremost taught to her was hunting. There were little crops to feed from due to their intense need of water, though local game and herbs was what supplemented them whenever they handed in their tribute in exchange for use of the Grölds water. Trickery and playing with words was also a skill she happened to pick up on, though it was a gradual process as haggling and bartering with folk in the walled city would often come to prices being all too high for the less civilized folk like her.

Eventually her skill at tracking and taking down game was put to use to that of bounty hunting by one of the lord's wardens, criminals and the condemned that were far too sneaky was given to her due to her exceptional skill at tracking. Though the young tribal was grateful that not many of those condemned by her lord were the silent kind, duty to the tribe was far more important than that of hunting down miscreant.

Everything changed when she came back from a hunting trip to find out her tribe had all been destroyed, bodies desecrated and burnt. Indifferent the killings were as women and men whether young or old were crucified or simply gutted, one would started to have think a rival lord would have done the deed. Through the sadness the young lass remembered what the tribe shaman foresaw, creatures with bladed ears was said to bring ruin to everyone. She prayed and buried what she could before starting her hunt for the blade-ears, throughout several days she'd come by tracks and hints of a war band combing through the countryside. Villages that used to dot the land were consumed by the shifting sand dunes.

Hopelessness started to settle in as she couldn't catch up to the perpetrators, burned villages and death were all the things that greeted her whenever she thought she was close. Anakrasia prayed hard and long, asking guidance of her tribesmen and the shining man of which they prayed too. That answer came in the way of the light shining brightly and the dirt a couple meters in front of her kicking up, a gust of wind rolling her back as she was stunned and shocked as to what happened. The strange metallic-looking object opened up and warrior-women clad in armor wielding strange weapons came out along with several men, cautiously they approached her and started speaking. Surprisingly the language the women spoke in sounded just like what the lords and his people spoke like, crude her maybe though the point was given across as the warriors got ready for a hunt.

In their eyes she saw burning passion to destroy the blade-ears, her own fire to track and hunt down those that destroyed her tribe was renewed as she started tracking for the party. Eventually she'd lead the party to the city of Ubronok, capital of the Gröld kingdom. Though nothing was left of it except for ruble and burning piles of wood, in the middle of it all was the blade-ear warband reveling with laughter at the screams of their victims. A thunderous roar spooked her from behind as the warrior-women and their companions charged down, their weapons barking like that of the Krikard dune swimmers in a threat display.

Everything happened quickly, from afar she could see both parties engage each other in combat. The sound of combat echoed all over them and within all its chaos she saw one of the warrior women fall down to the ground, a blade ear on top of her with a maddened grin and a cackle as it reveled at the fact that it was about to kill one of them. Drunk with the ecstasy of killing it realized all to late when an arrow struck its arm, Anakrasia soon crashing into the blade ear before frantically stabbing at its face and chest in an adrenaline fueled frenzy.

Recovering herself she saw that the battle was one with the survivors of the blade-ears summarily executed by the women clad in armor, looking up she then saw the woman that she saved stand in front of her. Grateful and in awe of their presence she simply bowed and submitted herself to them, surprisingly she was pulled to stand up, the woman thankful for the rescue. Taken under their wing she discovered that these warriors were called "Sister of Battle" and that they were part of an Empire that stretched the stars, although slightly confused she accepted their offer of taking her in to their order, lest she'd find herself punished for by these people of the stars for not accepting their invitation.

Everything else came quickly and her time as a neophyte was a blur, except for live fire exercises or the times she'd play trickery on her other sisters and end up praying while being whipped. Her skills as an agile fighter and tracker made the choice that she'd given to the Venatori's, such skills would have been a waste if she were to be made a normal battle-sister. Disgraceful she may be labelled due to what her order does Anakrasia didn't care, as long as she could help her fellow sisters in the fight against the xenos and the traitors her blade and bolt and the dark were going to be needed.

Anakrasia's quick on her feet and with her tongue, the hot sand of Desert serve as a reminder that going on the move is important. Haggling and trickery as well when dealing with persons that would try to get the better of you. She also has a dislike for those who look down on others simply because of their birthright, not like she can do anything to stop them from thinking in such way so she pays little attention as much as she can. Despite all this she is willing to make friends and make amends when it means getting the job done.

As an added note her religiousness increased right after her
 
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Mina-Maria Acadoria
Name: Maria Acadoria
Vocation: Retributor
Homeworld: Geldova (Fortress World)
Appearance: Average height (shorter than sister average height), stocky and broad shouldered with chalk white skin, thick white eyelashes and pinkish eyes. Several puckered scars on her forearms,upper chest, neck and cheeks. Her hair is dyed red and cut in to a very short pixie. She keeps a gasmask with her personal effects with a red rose on the forehead and ash white feathers angled back along the sides.

Wounds: 12
Faith Points: 3 (+1 temp from armor)
Renown: 3

Weapon Skill: 25 +5 = 30
Ballistic Skill: 25 + 12 + 3 = 40
Strength: 25 + 15 + 5 = 45
Toughness: 25 + 10 + 5= 40
Agility: 25 + 10 + 5 = 40
Intelligence: 25 + 11 + 5 = 41
Perception: 25 + 15 = 40
Willpower: 25 + 7 + 3 = 35
Fellowship: 25+5 = 30

Skills: Awareness +10, Athletics, Dodge, Endurance, Lore (Adepta Sororitas, Ecclesiarchy, Imperial Creed, Imperium, Technology, War), Linguistics (Low Gothic, High Gothic), Resolve, Stealth, Pilot (Ground), Survival, Technomat
  • Constant Vigil: The character can perform reactions without ending the effects of the Overwatch action. They also gain the Sturdy trait so long as they are behind cover.
  • Bolter Mastery: May reroll one failed attack per round when using a bolt weapon.
  • Deny the Witch: The character may use Resolve or their Willpower characteristic when making an Evasion Reaction against ranged or melee attacks against him made with psychic powers. When successfully evading an attack with an area of effect, the character does not move but instead is simply unaffected by the psychic power.
  • Hardy: For the purposes of removing Damage, you are always considered to be Lightly Wounded.
  • Hatred (Orks): When fighting opponents that qualify as members of that group, you gain a +10 bonus to all Weapon Skill Tests made to attack them. You also gain +20 to any Willpower Test caused by Actions of your hated opponents. When trying to interact with group you hate, you suffer -15 penalty to your Fellowship.
  • Hawk's Eye: When performing the Overwatch or Brace Heavy Weapon action, the character's field of view encompasses a 90-degree arc in the direction that he is facing, instead of the normal 45-degree arc.
  • Hip Shooting: You are able to shoot even whilst on the run. As a Full Action, you may simultaneously move up to your Run Move rate and make an attack with any pistol and this attack suffers a -20 penalty. The attack can be a Standard Ranged Attack, Semi-Auto Fire or Full-Auto Fire. When making normal moving and shooting you only suffer half the penalties.

    If you also have Sidearm, you may make a free attack with your pistol at a -20 penalty whenever you charge. This attack is resolved before you resolve your charge attack
  • Jaded: You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however, as due that which border on the supernatural, such as Titans or technosorcery. Close personal loss may also be cause for gaining insanity.
  • Keen Intuition: After failing an awareness test, the character may reroll the test with a -10 modifier.
  • Light Sleeper: You are always assumed to be awake, even if you are asleep, for the purposes of making Awareness Tests, being Surprised or getting up in a hurry.
  • Nerves of Steel: You may re-roll a failed Willpower Test to avoid or recover from Pinning or Fear or similar shocking event.
  • Unshakeable Faith: You may re-roll any failed Willpower Tests to avoid the effects of Fear. With Resist Fear talent you gain +20 to your Willpower instead of +10.
Warborn: A Fortress World character gains the Light Sleeper and Nerves of Steel talents. They suffer no penalties from fatigue for the purposes of Awareness tests, +2 to the armour value of any cover they're using and gain +10 to dodge tests to evade weapons with the Blast quality.
Insanity: --
Corruption: --
Armor: Sororitas Power Armor - Macharius Pattern
Weapons: Godwyn-De'az Bolt-Pistol, 3 Frag grenades, 3 krak grenades, combat knife, Velorum-Pattern gladius, Heavy bolter with backpack ammo
Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter steadily firing on target, or the raw power required to withstand the ferocious effect of firing a multi-melta, this armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire. Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire. She still suffers the move and shoot penalties in this case.

Last Survivor: A previous wearer of this suit was involved in a terrible battle that saw every other member of her squad wiped out. Perhaps she fought her way clear, perhaps she was left for dead, or perhaps it was just dumb luck. Either way, fate played a hand that day, and has continued to smile upon the subsequent occupants of the armour too. The wearer gains an extra Faith Point at the beginning of every mission. It is lost again at the end of the mission if it has not been used.

When Maria first donned this armor it barely needed adjustment. It was used to burdens and the sisters that carried them, taking some of the load in turn. The suit had no great pedigree, simply a long list of battles it and its wearers had been tested in and found worthy. There was power in that humility, a slow, steady, inexhaustible glow that warmed and succored. One step at a time, one shell at a time, victory would come.

Background:
The last daughter of the main line of Acadoria, Maria lost her father in her early teens when his Guard regiment's transport failed to arrive at a rally on Velorum. Pirates, malfunction, mutiny, any number of tragedies might have befallen them, but the girl would never know. The Schola Progenium brought her both the news of his supposed demise and the word that she'd be relocated for education. She passed leadership of the clan to her father's lieutenant Luca and left the wastes with a bittersweet pang.

She was taken from Geldova already a hard eyed little bitch that had tasted combat before her tenth birthday, when wearing a too-loose flak coat she leapt on to an heavy stubber emplacement after her father's milk-brother fell. Maria relished the opportunity to do more for herself and whatever she still could for the clan. While the mores and attitudes drilled in to her in the warrens of the metro were scoured and softened by the just as unforgiving drill abbots of the Schola Progenium, she kept that edge. Her early education in warfare and a deep, albeit idiosyncratic, religious devotion saw the Maria graduated in to the Adeptus Sororitas with faint praise and advice to her supervising sister that more than a little mortification would do the girl a world of good.

Since then she has been a bulwark, a rock upon which squads have been built and broken as thick armor and some divine force carry her through battle after battle. Quiet and what most would charitably call odd, Maria treats her sisters in service as she would her sisters in blood and milk, keeping a roll of those fallen for her prayers and remembrances. What little material wealth she can scrape together is always sent back home to her cousin Luca and the clan. Outside of the throng of battle she contents herself with prayer, training, and ministry to the poor, weak, and ill. Just as she has merged Geldovan angelic philosophy with the strictures of the Burning Rose, so has her inborn pragmatism found common cause with the White Dawn, a path her first commander set her on.
3750 spent | 040 remaining
200 - Command
200 - Medicae

600 - Bulging Biceps
300 - Technical Knock
300 - Jaded
300 - Hardy
250 - Strength I
250 - Agility I
450 - Hip Shooting
200 - Technomat +0
600 - Bolter Mastery
250 - Intelligence I
250 - Toughness I
200 - Lore (Technology) +0

Love the Emperor for He is the salvation of mankind.
 
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Zeitgeist Blue-Eriko Keontamo
Name: Eriko Keontamo
Vocation: Hospitaller
Homeworld: Imperial World (En'Kyui)
En'Kyui is a neo-Feudal Agri-world of rolling hills, mild temperatures and large island-like landmasses. Almost untouched by the turmoil of the Vera Fortis sub-sector, it is nonetheless a strategic location for its abundant crop exports, which peasants grow from their paddies, and proximity to several warp routes to more contested fronts in the sub-sector.

Its people prefer isolation from the outside galaxy, limiting trade and contact to one spaceport city in the southern hemisphere. It is from Saiganka that the flow of goods and people are conducted, and it is that walled city which serves as the staging grounds for Imperial Guard regiments, local and foreign alike, waiting to be ferried off-world.

The people of En'Kyui put high value on honor and tradition, both cultural and martial. Theirs is the way of spirituality and ceremony. They worship the Sun-Emperor, embodied in the presence of his duly-apointed Governor exercised temporally through his Dictator. Yet under this blanket rule, numerous clans still struggle against each other for dominance.

Her skin is pale, like that of fine pottery, battle-scars worn proudly and all the more noticeable. She bears regal features, handsome and dignified as is proper for a primary daughter of the Keontamo Clan. Her head is framed by long red-dyed hair usually tied to a bun with a simple yet well-made ornament in the shape of her homeworld's favored sword. She stands tall with a soldier's poise and body, well-muscled and confident as only years of hard-won experience may bring.

Initiative Bonus: 3
Weapon Skill: 25 + 10 = 35 (40 with armour)
Ballistic Skill: 25 + 10 = 35 (40 with armour)
Strength: 25 + 10 = 35 (SB 5 with armour)
Toughness: 25 + 10 = 35
Agility: 25 + 8 = 33
Intelligence: 25 + 12 + 3 = 40
Perception: 25 + 10 = 35
Willpower: 25 + 10 = 35
Fellowship: 25 + 10 + 3 = 38

Wounds: 13/13
Fatigue: 4
Fate: 1/3
Renown: 6

Insanity: 0
Corruption: 0

XP Expenditures:
XP Left: 1,690 XP
Total XP Spent: 2,350 XP
Skill Advance
Charm (200XP)
Intimidate (200XP)
Medicae +10 (400XP)

Enhanced First Aid (450XP)
Jaded (Free)
Medicae Imperialis (Free)
Master Chirurgeon (600XP)
Methodical Care (450XP)
Swift Suture (Free)

Basic:
Athletics
Awareness
Charm
Command
Dodge
Endurance
Intimidate
Resolve
Stealth

Advance:
Interrogate
Linguistics (Low Gothic, High Gothic)
Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War)
Medicae +10 (+20, Master Chirurgeon)
Pilot (Ground)

Medicae
Enhanced First Aid
Master Chirugeon
Medicae Imperialis
Methodical Care
Swift Suture

Melee
Hatred (Heretical Cults)

Mental Fortitude
Deny the Witch
Jaded
Unshakeable Faith

Social
Peer (Military)

Medicae
Enhanced First Aid
Tier: 2
Requirements: Int 40
Description: You may restore an additional 1d5 wounds with any successful Medicae test for First Aid special use.
Master Chirurgeon
Tier: 3
Prerequisites: Medicae +10.
Description: You are trained in the most advanced medical techniques known to man. You gain a +10 bonus on all Medicae Tests. If you are treating a Heavily or Critically Wounded patient, a successful Test twice the normal amount of Wounds. If this character is has failed a Test to resist losing a limb from a Critical Hit and you start an Intensive Medical Care within 3 hours of the injury, then with a successful Difficult (-10) Medicae Test you can also provide the patient with a new Test to resist this loss and this new Test is made with +20 bonus, though it is still further modified by the level of facilities and equipment available. This new Test is made after receiving two days of Intensive Medical Care. This does not help recovering automatically lost limbs.

This Talent allows you to attempt installation of bionics and cybernetic implants.

Medicae Imperialis: The medic counts the state of damage a character is considered as one degree more or less severe (Critically Damaged count as Heavily Damaged, Heavily Damaged count as Lightly Damaged, etc.). If the character is already lightly wounded, heal one additional wound.

Methodical Care
Tier: 2
Requirements: Intelligence 40, Swift Suture
Description: Whenever one of this character's patients would suffer Damage from a failed Test made as part of the Extended Care Special Use of the Medicae Skill, this character may reduce that Damage by an amount equal to his Intelligence Bonus.

Swift Suture
Tier: 1
Requirements: Medicae
Description: The character knows the deleterious effects of letting blood seep from an injury too long, even a small one, and deftly sews shut any open gashes in and around working to wrap burns, treat toxins, or set bones.Whenever this character succeeds on a Test to use the First Aid Special Use of the Medicae Skill, he also halts one level of blood-loss per degree of success.

Melee
Hatred (Heretical Cults)
Tier: 1
Talent Groups: Criminals, Cult (specific), Daemons, Xeno (specific), Psykers, Heretics, Mutants.
You have reason to hate one particular race or organisation, and your malice hones your melee attacks. Choose one race or group from those listed above. When fighting opponents that qualify as members of that group, you gain a +10 bonus to all Weapon Skill Tests made to attack them. You also gain +20 to any Willpower Test caused by Actions of your hated opponents. When trying to interact with group you hate, you suffer -15 penalty to your Fellowship.
This is another talent where the reversal of the standard groups can lead to interesting situations and excellent roleplaying opportunities. If a faction of the Inquisition or Imperial organisation wrongs the Acolyte during the course of a scenario, make the appropriate Hatred talent available to them after the session. They needn't accept the offer if they're willing to forgive, but should they desire revenge…

Mental Fortitude
Deny the Witch
Tier: 2
Requirements: Resistance (Psychic), Willpower 40
Description: The character may use Resolve or their Willpower characteristic when making an Evasion Reaction against ranged or melee attacks against him made with psychic powers. When successfully evading an attack with an area of effect, the character does not move but instead is simply unaffected by the psychic power.
Jaded
Tier; 1
Prerequisites: Willpower 30.
You have seen the worst the galaxy has to throw at you to the point that you are acclimatised to the worst horrors. You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however, as due that which border on the supernatural, such as Titans or technosorcery. Close personal loss may also be cause for gaining insanity.
Unshakeable Faith
Tier: 2
Your faith that the Emperor will preserve you is so strong that you are unafraid of stepping into danger. You may re-roll any failed Willpower Tests to avoid the effects of Fear. With Resist Fear talent you gain +20 to your Willpower instead of +10

Social
Peer
Tier: 1
Prerequisites: Fellowship 30.
Talent Groups: Academics, Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Cult (specific), Death Worlders, Ecclesiarchy, Enforcers, Feral Worlders, Government, Hivers, Imperial Guard, Imperial Navy, Inquisition, Middle Class, Military, Navigators, Nobility, Officio Assassinorum, PDF, Pilgrims, Planet (specific), Recidivist Organisation (specific), Rogue Trader, Underworld, Void Born, Workers.
You know how to deal with a particular social group or organisation. You gain a +10 bonus to all Fellowship Tests when interacting with your chosen group. This Talent may be awarded multiple times for the same group, in which case it should be listed as Peer (X), with X equalling the number of times the Talent has been awarded. This can be used to represent groups who
particularly like the character and may even be staunch allies. This increases the cost in tier by 1 per purchase.
The GM and player may agree to award or remove this Talent when appropriate to the campaign.

+5 Intelligence
+5 Fellowship
Charm
Don't You Die on Me!
Methodical Care
Worse Than it looks
Air of Authority
Iron Discipline
Master and Commander

Chosen From Among Billions: An Imperial World character reduces insanity gain by 1 to a minimum of 1 and gain the Peer (Administratum, Aristocracy, Military or Ecclesiarchy) talent. You may reroll failed fellowship tests with common Imperial citizens and anyone you have a Peer talent of.

Weapons:
Godwyn-De'az Bolt Gun
Godwyn-De'az Bolt-Pistol
3 Frag grenades
3 Krak grenades
Combat knife
Velorum-Pattern gladius

Armour:
Sororitas Power Armor (Thorian Pattern)
Storm of Summer
+5 Command
Armor Points: 12
Locations: All
Traits:
Ablative: +2 AP against SP weapons, primitive weapons and weapons with the Blast Quality (as long as they were not on the spot where the explosion originated)
Deflect: If an attack strikes with no additional Degrees of Success, the attack suffers -3 damage and -3 pen. Last two hits in a burst are always Deflected.
Heat Resistance: +2 AP against heat weapons. Offers full AP against being aflame.
Very Hard: -1 pen to enemy weapons. -1 damage if the weapon fails to fully penetrate.
Impact Absorption: -1 DoS to enemy attacks. Negates tearing on enemy weapons. Negates the first two points of Critical Damage. Does not effect hits scored into weak points.
Enhanced Strength (2): Grants Unnatural Strength (2)
Weak Area (3): An enemy may aim for the weak points with a Called Shot. If they succeed by 3 DoS, AP is lowered by 3.
Blessed: Provides full AP against psychic attacks and force weapons. Grants +10 WP against psychic attacks and manipulation.
Auto-Injectors and Bio Monitor: +10 against Toxin and poison. 6 doses of pain suppressant which allow the user to ignore critical effects lesser than the loss of a limb for 1d10 rounds. Stuns last a maximum of one turn.
Air Sustain: Counts as a rebreather that never needs refilling.
Restrictive: The wearer suffers a -20 penalty to any test involving the use of his fingers for finesse.
Noisy: People within 30 meters will generally hear the armor moving.
Confidence: While worn, grants the Nerves of Steel talent.
Sabbat Pattern Auto-Senses: Gain +10 to Vision and Hearing. Gain Dark Sight trait and immunity to photon flash grenades. Gain Psyniscience (or +10 if they already have it)
Environment Sealed: Immune to most environmental hazards if armor not breached. +30 to Heat and Cold tests while armor is not breached.
Mag Harness: Built in Magnetic Harness
Void: Immune to the effects of vacuum. Gains inbuilt magboots.
Recoil Suppression: Wearer counts as wearing recoil gloves.
Nutrient Recycling: Can sustain wearer's life when no other food is available. After a day that no other source of nutrition is ingested, make a Challenging(+0) Toughness Test every three hours or you suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases by one step for every day that passes without food sustenance.
Comm-System: Includes a long range vox-system
Giant Frame: Wearers become Hulking and gain +10 to Intimidate checks.
Weapon: Armored gauntlet loses the penalties of the flimsy, light and unarmed qualities. In addition, it gains the Crushing quality.
Storm of Summer
Thine Arm be the Scourge of the Impure

The spirit of this armour has been honed by its long years of service into a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike, and come to trust it as innately as any other sister in arms. Such a suit grants the wearer +1 DoS when making melee attacks and reduces DoF by 1.

A Hero's Shame
In the history of this armour, it was worn by a mighty Canoness who led her Commandery in a crucial battle. For some reason, however, the Canoness failed in her duty and the battle was lost, along with many Battle Sisters. Subsequent wearers have fought hard to prove that this was an isolated case, but none have ever become great leaders. The wearer gains +5 Weapon Skill and +5 Ballistic Skill, but suffers a –10 penalty to Command tests and must reroll successful command tests. However, if she is able to prove herself as a capable commander on at least five missions, the penalty instead becomes a +10 bonus and the ability to reroll successful command tests.

The Storm of Summer was old when it was taken up by a Beatrice Hariman of the Order of the Burning Rose who would rise up the ranks to become a Canoness famed for her combat prowess, enhanced and perfected by the spirit encased within her armor.

It is a bellicose thing, zealous in its drive to destroy and crush and it worked together in tandem with the Canoness' own fervor. Many great deeds was attributed to its name and that of its bearer but all would be eclipsed by the Canoness' final and most damning defeat.

Yet, during a faithful campaign against the Enemy, it was said that Canoness Beatrice swept ever forward with her Commandery, overcome with righteous hate and putting many to the bolter and sword. She had led them deep into enemy territory until they found themselves cut-off from their allies and surrounded by daemons and heretics. Her enemies sprung their trap and the ensuing massacre found her Commandery retreating, bloody and broken. The next few weeks would see them dwindle until barely a handful of her Sisters were left, escaping with their lives on a commandeered civilian ship.

The allied Imperium's forces fled as their daughters of the Emperor died and the planetary defenders exalted in their victory, ensuing a decade and more of conflict to capture the planet for the Imperium.

Now Eriko seeks to master its urges and redeem it for the sake of all those who have borne it before her and will bear it after her. Yet it is for her most of all that she wears this armor, much evocative of her own history. Like the Canoness she had failed but rose above to a new life and through the mastery of this venerable armor, Eriko shall share in the peace she had found.

Gear:
Hospitaller Medical kit
Repair Cement

Born the youngest of seven siblings, it was with her that her mother died in childbirth. Not even the finest midwives or apothecaries could do more than extend her mother's life for a few hours, and so Erika was raised without a mother and siblings who resented her in their childish ways.

She was a daughter of the Keontamo Clan, an old but modest family whose holdings extended across an archipelago. Yet when Mother died, the siblings were left without a parent as Father had left with an Imperial Guard regiment months prior to fight in one of the many battles across the sub-sector.

Her eldest brother, Haenrik, then was left to rule the household in Father's stead but years passed and the siblings received no news of their Father or the En'Kyui regiment he had left with. Left with only the direst possibilities, Haenrik took official leadership of the Clan and begun to enact his reforms with a fervor.

Eriko, who was seven years of age and had little prospects as the youngest child, was given to the Schola Progenium to be made a servant of the Emperor. A publicly pious act, but one that had personal and political undertones.

Thrust into a new environment, Eriko proved a quick study. There were many familiarities between the Schola and home. Both demanded excellence. Both scrutinized her worth to a greater cause. And both had their own strict traditions and processes to adhere to. It was familiar to the young child, and maybe even welcome in order to prove her and her Clan's mettle.

She was intelligent and personable, a stickler for the rules and creating order, popular with both the Drill Abbots and her classmates, a girl dedicated and ever at work, and pious in the way of her world's. It was little surprise then that she was assigned to the Adepta Sororitas track by the Drill Abess. Finishing her studies, Eriko was tested and her character reviewed before it was decided she was best fit for either the Orders Hospitaller or Orders Famulous.

Given the choice, she chose to pursue the path of a Hospitaller and her training begun anew. More specialized than the Schola Progenium, she learned to heal with her hands and the most efficient ways to set up a hospital in a conflict zone, to usher refugees with stringent measures of safety. The Hospitaller's work was dirty, the most in-touch with the common masses and even if Eriko was noble-born, she did not mind. For is not Compassion the third Pillar?

Her travels as a Sister led her across the sub-sector, yet many times she returned to her homeworld in her duties, the longest which found her working at Saiganka's slums for several years. She kept polite correspondence with her Clan, informing them of happenings and rumors she had come across, though they had little reason to care.

It was said that it pleased the Sun-Emperor greatly to see children till the seeds of family.

Her last assignment for the Order of Pure Water began in En'Kyui as her Mission was attached to an Imperial Guard army bound for Carilus Prime as reinforcements. They departed a world in peace and months later arrived to one in war. The Disciples of Xenthos had staged their assault and it was most fortuitous indeed that the reinforcements came as it did.

Eriko witnessed the worst that warfare had to offer, brutal and uncaring and unrelenting, it ground the defenders and population to dust. She barely slept for all that she healed and organized and did the best that she could. Soldier or civilian, noble or commoner, her hands was awash with blood every waking moment and it did not matter whose. Their faces blended after weeks and months, and by then Eriko felt as dead as the bodies which piled up in the fire pits everyday, going through the motions as one might in an outhouse. Not even the dignity afforded ceremonies, for she had lost the will to care long ago.

Then one afternoon the servants of Chaos descended upon the infirmary, spewing gunfire and hate upon the dead and dying. Explosions and bolter fire mingling with the screams of a different sort; vicious and laced with expletives, men and women scrambling over each other to escape.

They were swept over quickly, not even the objective of the Disciples and for all the ruin wrought in those few minutes, Eriko found herself one of the few alive. She left the remains of the infirmary, deaf to the cries for aid. They called her, they needed her, but she had no more care left to give.

She spent the remaining of the siege flitting from one enclave of survivors to another, sometimes journeying through the Shrine World alone. Dangerous as that was, she wanted death to find her to end her miserable life in honorable battle. She had attempted to restore her honor, but again and again she was thwarted by circumstance, or foreigners who did not understand, or worst of all, by her own weakness.

No blade wielded by her hand gutted her belly or slit her throat, but there were many of others which pierced her flesh. Thieves, heretics, murderers, , survivors, marauding warbands, and those foolish enough to think to impede her. Of course, she had discarded the garb of the Hospitaller almost immediately after the attack for it was defiled by her presence and so to many, she was just one woman.

She still had her training as a Sister and from the Schola. She was still trained as a Keontamo, a warrior of the blade. And so she was far from defenseless.

The siege was broken. The Disciples cast back to the Wyld. The saviors come from the skies.

Eriko submitted herself to the first Sister she could, and she was shipped to the nearest Convent for trial and review just as she did many years ago. She had admitted to her guilt, of dereliction of duty, for of course she was and they accepted her admission. They sentenced her to three years spent in an isolated monastery to contemplate her life and failure, and as punishment.

She had lived there for almost a year, uncertain about her life's direction, until one night she received a dream.

Vivid and powerful, she dreamed of a rose growing amid a sea of rice that stretched until the horizon. A sun shone its light upon all. It was a harsh light, uncaring of the rice or the rose, and it beat down its radiance until the rose lit on fire. Then the rice caught the fire, and its tongues spread outward from the rose until everything was awash in flames. They burned for days, some turning into ash in seconds. Others, kept their fire far longer.

But in the end, all were ash. Even the rose, so beautiful was ash, and only the sun was left, beating down its rays unto nothing.

It was a dream and a symbol, but she took away meaning from it and begun her life anew. Her history was a reality. All events within it had occurred yet there were many lenses to view it from.

She was given away to become a Sister of the Adepta Sororitas. Turned to a life of healing, who broke when confronted with the madness of the galaxy. The Imperium needed its citizens to fight back, to sacrifice in its name so that it and many trillion others may live.

She had been dead, hiding within her shell as a turtle. Willfully blind to the horrors.

But no longer.

She was a warrior true-born and she would face that which screamed against the light.

She did so for several years.

Love the Emperor for He is the salvation of mankind
 
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Name: Jeanne de Selver
Vocation: Principality
Homeworld: Selverusia (Imperial World)
XP: 50
Frenzy (450 XP)
+5 Strength (250 XP)
+5 Agility (250 XP)

Total: 950 XP

Wounds: 11/13
Faith Points: 3
Insanity: 0
Corruption: 0

Weapon Skill: 45
Ballistic Skill: 30
Strength: 45 (+3 from Homeworld)(+5 from Advance) = 53
Toughness: 45
Agility: 35 (+5 from Advance) = 40
Intelligence: 25
Perception: 30
Willpower: 35
Fellowship: 25 (+3 from Homeworld) = 28

  • Awareness,
  • Athletics,
  • Dodge,
  • Endurance +10,
  • Intimidate
  • Lore (Adepta Sororitas, Imperial Creed, Ecclesiarchy, Imperium, War),
  • Linguistics (Low Gothic, High Gothic),
  • Resolve,
  • Stealth,
  • Pilot (Ground)
  • Unshakeable Faith,
  • Hatred (Heretical Cults),
  • Deny the Witch
  • Iron Jaw
  • Takedown
  • Frenzy

  • Chosen from Among Billions (reduce insanity gain by 1 to a minimum of 1 and gain the Peer (Ecclesiarchy) talent. You may reroll failed fellowship tests with common Imperial citizens and anyone you have a Peer talent of.)
  • None Shall Pass (parry blows intended for friendlies within a half move's distance of your character. In addition, when you gain an Attack of Opportunity, your attack is made at +20.)

Armor:
  • Sororitas Power Armor (Macharius Pattern)
1. Cower not before the Enemy:
-20 to Stealth.
+10 to Command. (+20 out of cover)
+10 to those who can see the armor on their Fear and Pinning. (+20 out of cover)


7. Kinship Forged in Battle: (Ironbreakers Chapter)
+10 to Fellowship with Adeptus Astartes.
Reroll failed Fellowship with Ironbreakers.
Weapons:
  • Godwyn-De'az Bolt-Pistol,
  • Chainsword,
  • Combat Shield,
  • Crusader-pattern Shield
  • 2 Demolition charges.
  • Godwyn-De'az boltgun
  • 3 Frag grenades,
  • 3 krak grenades,
  • combat knife,
  • Velorum-Pattern gladius,
Misc:
  • Repair Cement
Black-haired and tanned, Jeanne de Selver boasts a battered body. The rough-and-raw play from her youth gave her a latent strength, awakened and honed during her time at the Schola Progenium. Even robed, one can see her thick thews and sturdy frame.

She is usually helmeted or hooded, and cuts her hair short like many of her Sisters. However, she doesn't dye it red, instead keeping the black the Emperor has given her.

Far more fortunate than the common Imperial citizen, Jeanne de Selver was born on Selverusia, an Imperial World named after Saint Selverus. She enjoyed a peaceful childhood in the urban poleis, where the sports and the games kept her and the people around her happy and distracted.

Even here, however, the horrors of the galaxy made their presence felt.

She was daughter to a high-ranking Administratum scribe, a widower. One day, he was sent as an envoy to somewhere in Stein's Oasis, only to be waylaid by pirates. To commend his service to the Imperium, Jeanne was awarded education in the Schola Progenium.

Following a nightmarish week in transit through the Warp, Jeanne emerged with a newfound faith in her Emperor. No longer did she offer indifferent lip service as she had done before; every word she spoke, she meant.

Her education in the Schola began as abruptly as thunder. There was no orientation, no grace period. Only providence provided her the tenacity not to break down and cry. At least in public. The drill-abbots scrutinized her every move and every mutter, her every action and every answer. She was passable enough in lectures of lore, excelling only in her recitation of scriptures and physical tests.

As time passed in the Schola, she found many of her peers to be reprehensible. They had grown ambitious and ruthless, sparing no thought nor feeling for one another. By then, she had also grown predisposed to violence, but she knew that hatred was to be reserved for the alien, the mutant, and the heretic.

She found friendship only in those who she saw were as faithful as her, and stood as a thuggish bulwark between them and the misguided violence of their peers.

This mindset cemented itself even after her education; as a Sister of Battle, she throws herself into the fray that the fiends they fight might not lay a filthy finger on her sisters. Clad in Macharius-pattern armor resplendent in the pride of her Order, she defends her sisters with blooded-blade and bolt.
 
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Hmm, I wish I was genre-saavy enough to make a profile for this.
Bit of a belated response (It's been a busy few days), but what do you mean by 'genre-savvy enough'?
Name: Jeanne d'Araxes
Two things. First, while I get what you're going for, d'Araxes doesn't make sense as a last name. While it does mean 'From Araxes', Araxes is a Sector of well over a hundred worlds. That last name would be so common as to be useless. There's a reason the real life equivalent used the home region. It's Jeanne d'Arc, not Jeanne d'France or Jeanne d'Earth.

Also is your character backstory finalized? Whilst I like it, it feels...Unfinished. It explains her as a kid, but nothing about who she is now.
 
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I was first thinking of some other way of spelling Arc like Ark or something, but there's already a Stein d'Arque. I'm guessing he gets his surname from his homeworld? Would you allow it if Jeanne's ancestor happened to be from the same world as him?


I felt it was running on for too long, honestly. I only wanted to capture a point in her life where she found a fervent faith in the Imperium, but otherwise led the average life of a Schola student: an orphan subjected to a harsh education regime.

However, I could write a backstory set nearing the end of her time at the Schola or at the start of her induction into the Adepta Sororitas, if you'd like.
 
I was first thinking of some other way of spelling Arc like Ark or something, but there's already a Stein d'Arque. I'm guessing he gets his surname from his homeworld? Would you allow it if Jeanne's ancestor happened to be from the same world as him?
To be honest, I don't have anything on Stein d'Arque beside being a Rogue Trader. He was probably named after the birth region of the world he was from originally.And I don't think that he was even born in Araxes...

Maybe a world has been named after him since? But then, that runs into 'why would you name people after the planet they come from? Most people don't exactly travel to many different worlds.'

I felt it was running on for too long, honestly. I only wanted to capture a point in her life where she found a fervent faith in the Imperium, but otherwise led the average life of a Schola student: an orphan subjected to a harsh education regime.

However, I could write a backstory set nearing the end of her time at the Schola or at the start of her induction into the Adepta Sororitas, if you'd like.
I think you're misunderstanding the point of a backstory. While yeah, you successfully captured the moment she found her faith, it doesn't actually tell me much of who she is now. And, for that matter, neither of your other ideas would most likely. I'm looking for a summary of who your character is as a person and her history. Not a short snippet from a single moment in her life.
 
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Bit of a belated response (It's been a busy few days), but what do you mean by 'genre-savvy enough'?

Two things. First, while I get what you're going for, d'Araxes doesn't make sense as a last name. While it does mean 'From Araxes', Araxes is a Sector of well over a hundred worlds. That last name would be so common as to be useless. There's a reason the real life equivalent used the home region. It's Jeanne d'Arc, not Jeanne d'France or Jeanne d'Earth.

Also is your character backstory finalized? Whilst I like it, it feels...Unfinished. It explains her as a kid, but nothing about who she is now.
Oh I don't know anything about 40K that isn't a meme.
 
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