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...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'
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:
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.
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.
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.
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.
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.
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.
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.
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.
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'.-Litany of Devotion
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.-The First Axiom
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.-Command commandment of the Sisters of Battle
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.-The Chronicle Angelis
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
–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.
-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.— from the Rule of the Sororitas.
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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