Hey there my fellow Orkalytes of the Greenskinquisition. I've been away a bit but in the meantime I've been developing a Sisters of Silence career path option and would love feedback etc!
Designers notes: (if you're not interested in my methods, feel free to skip ahead to the career stuff)
Why? Well, variety is the spice of life eh? I know the game doesn't need another career path but I like to give folks options. What I wanted to develop for the SoS was an In your face warrior type focusing on melee and martial prowess. My first cycle through had literally no shooty support at all, however when I reviewed the known material and artwork, a lot of the depictions still show guns (plus hey, it's a universe of guns right?) so I had to go back to the drawing board. What I ended up with was an investigative tree which focuses on being better at shooty with a bit of medic support and a military tree which gets to the juicy melee bits with just a dash of off-hand shooty.
Also I tried to fit them into the setting by using the available fluff in a way that would make sense, and so I'd love to get feed back on the history portion of the write up. This included generating a general "personality" for the average Sister in hopes that it would give an indication on what to expect from such a character (much in the way the SoB are described in the IH book)
The two biggest challenges I think are 1.) coming up with a creative way to communicate with your team (I envision a lot of "Shiala gestures to open the door") and 2.) Class balance. On that Second one I'm concerned both from the RP perspective and mechanically and why I've come to my ever creative community to rip my creation to shreds! (kidding) but seriously you guys are great and I love how creative you are.
Thanks for your time and patience!
for quick searching: (cntrl + F on most browsers)
A1 - Overview and History
B1 - Characteristics, starting goodies, special rules
C1 - Ranks and Advances
D1 - New Talents
E1 - Special thanks
Sisters of Silence
sacred duty to the Emperor
A1
Overview-
The little known militant arm of the Adeptus Astra Telepathica whose origins predate the Horus Heresy,
and were internally referred to as the organization's Departmento Investigates. An all female order akin to
the Adepta Sororitas but with the distinction that all the sisters are blanks. Recruited from Untouchable stock
these warrior-investigators served in all Aspects of capture and transportation of psychic individuals and as guardians
against physic assault on the battlefield.
At one time the sisterhood functioned as most Imperial agencies of the era with multiple cadres but due to substantial losses
over the Milena and the rarity of their stock they have only recently began to recover the numbers to establish such an
organizational structure. The Storm Dagger Cadre is currently the most prominent Cadre and their enclave is located in the
sister's previous citadel on Luna the Somnus Citadel.
History-
The sisters were active in every theatre of the Great Crusade though primarily used for their particular specialty in
dealing with Psykers. Two of their most notable battles include an incursion with the Jorgall and the direct assault of
Prospero with the Space Wolves against the the Thousand Sons traitor legion. During the defense of Terra at the height
of the Horus heresy the sisters were able to commit their full forces to the defense of the palace. However, following
the heresy their numbers would be so diminished that they would not recover their influence or power for many Milena.
For the time being their numbers would focus their efforts on manning the black ships and their sacred charge to bring
the sacrifices needed to sustain him on earth.
In 546.M32 as the sisterhood was just beginning to recover from the events of the heresy they were called to action
in a futile defense against the Officio Assassinorum when the Grand Master Drakan Vangorich usurped control of Terra
and slew the High Lords of Terra. They were to defend the astropaths still loyal to the High Lords, and while they
fought valiantly, their strained numbers were no match for the might of the Assassinorum. No sister was left alive
on or near Terra, including Luna, leaving only those residing on the Black ships as survivors. This blow crippled the
sisters leaving them only with a few thousand, barely enough to man the Black Ships, and ensured that the sisterhood
would have little influence on history from this point forward.
now, nearly 10 Milena later the sisterhood's numbers have begun to stabilized and the organization can begin to
once again exert their presence among the greater Imperium.
Duty-
The duty of a sister of silence is paramount to her existence, for without it she is nothing. This is the creed of the
sisters, for they are taught that they are soulless and to atone for this they must fill the void with purpose and duty.
Because of this the sisters are very driven and goal oriented, each task completed a measure of their reason for existence.
The Holiest duty the sister can perform is to bear a psyker to the black ships to sustain him on earth, this task above all
others is the focus of each sister. To that end A sister sees them self not as an executioner but a warden of the psyker and
looks not with disdain or contempt upon them but with solemn respect, for they know the psyker gives their life for the
most sacred reason possible.
Now as the sisterhood recovers from the ravages of a Milena they move forward to fulfill sacred and ancient oaths to the
inquisition to aid in the hunting of the psyker and to defend against the perils of the warp.
Misc-
A sister of silence is a peculiar individual in that their view of the warp and psykers is a sympathetic and unimposing one,
brought on by their particular immunity and the already disturbing nature they themselves exude.This mentality puts them at
odds at times with the more fanatical organizations within the Imperium, most notably the Ecclesiarchy, and there is a long
standing bias against the Sisters of Silence from the Adeptus Sororitas with the latter believing the former to be just as
unnatural as mutants and psykers. Regardless of bias, none can deny the importance of the Sisters' sacred mission within the
Imperium and the skill and expertise in which they conduct themselves in completing this task.
It is said even those of the ranks of Adeptus Astres hold the sisters in high regard for their martial prowess and history
of service to the Imperium. In particular the Space Wolves, whose battle on Prospero would have been for naught had the
sisters not been there, place great respect on the Sisters. Ever since those ancient times they have shared a special
alliance essential to the continued survival of the Sisterhood.
Sister recruitment
Recruitment into the Sisterhood is a tedious and extremely taxing process as it is perhaps (next to Astres recruitment) the
most difficult to perform. This is directly related to the rarity of blanks in human populations and further exacerbated
by the gender exclusivity.
By planet type:
Feral Worlds: Due to small populations and the superstitious nature of most feral worlds these worlds yield fewest
recruits for the Sisterhood. However these recruits are amongst the most desired as feral worlders tend to breed
recruits better suited to the Sisterhood's tenants of martial prowess and self reliance.
Hive worlds: When it comes to recruiting blanks it often comes down to numbers, and as Hive worlds have the greatest
populations in the Imperium, the greatest number of Sisters come from these worlds. The greatest difficulty is that finding
any one individual is extremely difficult in the Hive world system and rigorous searches are required to find any one
candidate.
Imperial worlds: While less common than their Hive world cousins, Sisters from Imperial worlds tend to be abundant as well
due to the highly developed nature of the societies and technological levels therein. Finding individuals in Imperial
worlds is also alot easier due to the organization of the population.
Void Born: The life of a Void Born blank is even more precarious than that of a normal void born, however as it is the
sisterhood's duty to man the Black Ships (and the pariah gene responsible for blanks is hereditary) it is not uncommon
for whole generations of a sisterhood cadre to be exclusively from Void Born stock. While socially as awkward as
a tech-priest at a formal dinner in social interactions, these sisters are the most well adapted to the ideals of
the warp and its dangers.
B1
Characteristics -
WS 100/ 250/ 500/ 750
BS 250/ 500/ 750/ 1000
Str 250/ 500/ 750/ 1000
T 100/ 250/ 500/ 750
Agi 250/ 500/ 750/ 1000
Int 250/ 500/ 750/ 1000
per 100/ 250/ 500/ 750
Will 250/ 500/ 750/ 1000
Fel 500/ 750/ 1000/ 2500
Starting Talents-
Oath of Tranquility (t)*
Melee Weapon Training (primitive)
Thrown Weapon Training (primitive)
Sprint or quick Draw
Pistol Training (SP)
Starting Skills-
Speak Language (low Gothic) (int)
Literacy (int)
Awareness (Per)
Common Lore (Adeptus Astra Telepathica)
Income -
Use the Trading Classes (Assassins) Monthly income to determine income and starting wealth
Starting Gear-
a good quality sword or a standard quality sword and an autopistol with 1 clip, Knife, 10 throwing knives
Feudal plate or black Body glove, Sisters Robes (good quality clothing), 3 doses of stimm
Special Rules-
Sisters of silence follow the Untouchable background package (page 38 Radical's handbook) except for the following
amendments:
The starting (400)xp for a new character is treated as spent when choosing this Career
Psychic Disruption: the line "Powers[…] will have their threshold increased by 10, plus […]
any associated test will have their difficulty increased by -20" changed to the line "Powers[…]
will have their threshold increased by 5, plus […] any associated test will
have their difficulty increased by -10"
Unsettling Presence: Changed to Null Personality
Null Personality: A sister of silence receives -10 penalty to all Interaction tests or -20 to test
requiring a verbal component (example: barter/interrogate) when dealing with non-Sister of silence
non-Adeptus Astra Telepathica characters. +10 intimidate skill tests that don't use verbal components
C1
-Advances
Novice Sister- rank 1
Awareness - 100
Common Lore (Adeptus Astra Telepathica) - 200
Dodge - 100
Drive - (ground Vehicle) - 100
Literacy - 100
Trade (artist) - 100
Speak Language (low Gothic) - 100
Swim - 100
Basic Weapon Training (primitive) - 100
Basic Weapon Training (SP) - 200
Pistol Training (las) - 200
Pistol Training (SP) - 200
Sound Constitution (x3) - 100
Sprint - 200
Thrown Weapon Training (primitive) - 100
Quick Draw - 200
Null Maiden- rank 2
Ciphers (ThoughtMark) - 100
Concealment - 100
Carouse - 100
Climb - 100
Logic - 100
Lip Reading - 100
Medicae - 200
Resistance (cold) - 100
Resistance (heat) - 100
Scholastic Lore (Adeptus Astra Telepathica) - 200
Double team - 200
Ambidextrous - 100
Forbidden Lore (Psykers) - 200
Hatred (Psykers) - 200
Heightened senses (sight) - 200
Paranoia - 300
Sound Constitution - 100
Null Sister- rank 3
Awareness +10 - 100
Ciphers (Acolyte) - 100
Dodge +10 - 100
Forbidden Lore (Adeptus Astra Telepathica) - 200
Intimidate - 200
Lip Reading +10 - 200
Pilot (Civilian Craft) - 100
Search - 100
Silent Move - 100
Swim +10 - 100
Tech Use - 200
Basic Weapon Training (Las) - 200
Disarm - 200
Counter-Attack - 200
Heightened senses (sound) - 200
Sound Constitution - 100
Sure Strike - 200
Shield Maiden- rank 4
Acrobatics - 100
Ciphers (BattleMark) - 100
Disguise - 100
Forbidden Lore (Warp) - 200
Scholastic Lore (Astromancy) - 200
Resistance (poisen) - 100
Search +10 - 100
Slight of Hand - 100
Blind fighting - 200
Foresight - 200
Hard Target - 100
Insanely Faithful - 200
Leap Up - 100
Light Sleeper - 200
Melee Weapon Training (chain) - 200
Nerves of Steel - 300
Rapid Reaction - 300
Sound Constitution - 100
Swift Attack - 300
Takedown - 200
Two-Weapon Wielder (melee) - 100
Oblivion Knight- rank 5 (Militant)
Climb +10 - 100
Contortionist - 100
Dodge +20 - 100
Drive (ground Vehicle) +10 - 100
Pilot (space craft) - 200
Berserk Charge - 100
Die Hard - 200
Frenzy - 100
Iron Jaw - 200
Lightning Reflexes - 100
Melee Weapon Training (shock) - 200
Melee Weapon training (Power) - 200
Nerves of Steel - 100
Pistol Training (Flamer) - 200
Sound Constitution (*2) - 200
Step Aside - 200
Knight Commander- rank 6 (Militant)
Acrobatics +10 - 100
Ciphers (BattleMark) +10 -100
Pilot (personal) - 100
Search +10 - 100
Secret Tongue (military) - 200
Security - 200
Tech Use +10 - 200
Crushing Blow - 100
Dual Strike - 200
Fearless - 200
Furious Assault - 100
Jaded - 100
Meditation - 100
Null Extension* - 300
Pistol Training (Bolt) - 200
Sound Constitution - 100
Two-weapon Wielder (Balistic) - 100
Warp Anathema- Rank 7 (Militant)
Acrobatics +20 - 100
Intimidate +20 - 100
Contortionist +10 - 100
Pilot (Military Craft) - 300
Speak Language (High Gothic) - 200
Tech Use +10 - 200
Assassin Strike - 100
Battle Rage - 100
BladeMaster - 200
Crippling Strike - 100
Lightning Attack - 300
Precise Blow - 200
Peer (Adeptus Astra Telepathica) - 200
Pistol Training (Melta) - 200
Pistol Training (Plasma) - 200
Sound Constitution (*2) - 100
Wall of Steel - 100
Vigilator- rank 5 (Investigator)
Carouse +10 - 100
Ciphers (OrsKode) - 100
Concealment +10 - 100
Forbidden Lore (Adeptus Astra Telepathica) +10 - 100
Intimidate +10 - 200
Lip Reading +20 - 100
Scholatic Lore (Astromancy) +10 - 100
Scrutiny - 200
Secret Tongue (Acolyte) - 100
Security - 200
Shadowing - 100
Tracking - 100
Trade (artist) +10 - 100
Basic Weapon Training (Flamer) - 200
Chem geld - 200
Heightened senses (touch) - 200
Iron Jaw - 200
Pistol Training (Flamer) - 200
Sound Constitution - 100
Step Aside - 100
Witchseeker-Rank 6 (Investigator)
Awareness +20 - 100
Chem-Use - 100
Dodge +20 - 100
Forbidden Lore (Psykers) +10 - 100
Forbidden Lore (Warp) +10 - 100
Intimidate +10 - 100
Medicae +10 - 100
Slight of hand +10 - 100
Arms Master - 200
Deadeye Shot - 200
Decadence - 200
Die Hard - 200
Fearless - 200
Hip Shooting - 100
Insanely Faithful - 100
Jaded - 100
Melee Weapon Training (power) - 200
Nerves of Steel - 100
Null Suppression* - 300
Master Chirurgeon - 200
Rapid Reload - 200
Sound Constitution - 100
Witchseeker Pursuivant- Rank 7 (Investigator)
Chem-Use +10 - 100
Disguise +10 - 100
Medicae +20 - 200
Search +10 - 100
Security +10 - 100
Shadowing +10 - 100
Tech Use +10 - 100
Tracking +10 - 100
Basic Weapon Training (Bolt) - 200
Independent Targeting - 300
Gunslinger - 200
Marksmen - 200
Basic Weapon training (Melta) - 200
Basic Weapon training (plasma) - 200
Mighty Shot - 100
Peer (Adeptus Astra Telepathica) - 100
Pistol Training (Bolt) - 200
Sound Constitution - 100
Talented (choose 1 skill you have) - 300
Total Recall - 300
Sister-Commander- Rank 8
Awareness +20 - 100
Cipher (Astres Battle Sign) - 300
Forbidden Lore (Ordo *choose one) - 200
Forbidden Lore (Psykers) +20 - 100
Logic +10 - 100
Medicae +10 - 100
Scrutiny +10 - 100
Search +20 - 100
Tech-use +20 - 100
Deflect shot - 200
Hatred (heretics) - 200
Hatred (daemons) - 200
Meditation - 100
Peer (Adeptus Astra Telepathica) - 200
Peer (Ordo *Your Inquistors Ordo) - 300
Peer (Military) - 200
Peer (Adeptus Astres) - 500
Pistol training (Melta) - 200
Pistol training (plasma) - 200
Sound Constitution (*2) - 100
Wall of steel - 200
Warp Cage* - 500
D1
new Talents-*
Oath of Tranquility: An Oath of Silence and purity which shields the mind and soul. Reduce Insanity
and corruption points gained by 1 (to a minimum of 1). Characters with this Talent are not allowed
to use verbal(they can understand but cannot speak) communication with other characters.
Null Extension: You may use a full round action to Increase the threshold penalty to 10 and the associated tests to -20 for Psychic Disruption. This effect last a number of rounds equal to your will power bonus.
Null Suppression: You may use a full round action to reduce the area of effect of Psychic Disruption up to your will power bonus in meters. This lasts a number of rounds equal to your will power bonus.
Warp Cage: As a full round action you may suppress your own blank field to project it up to 1d10+Willpower bonus meters away.
Psykers caught within the field have any currently manifested powers fizzled out, may not use psychic powers while within it,
and must make a very hard willpower test (-30) or be stunned for (Willpower bonus) turns and even if successful are forced
to flee the zone before they may act normally. Any Warp entity trapped in the area is completely displaced from realspace
for the duration of the suppression but will snap back into reality once it is dropped. It takes a full round action
to sustain the Warp cage and each round after the first adds 1 level of fatigue.
E1
Special thanks to:
Both the Lexicanum website and teh 40k wiki for the articles related to the development of this and also the the wonderful community we have here!
p.s. Sorry mods if this is in the wrong location!
~Skeletor


). Perhaps it's better to make the SoS and the daemon in question to roll an opposed WP-test? Success on SoS part would mean 1d5 damage per degree of success for the daemon (bypassing his toughness and armour). Success on daemon part would bestow insanity on SoS (1d5 per level of failure, I think…).
).