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Saintluna

Best Role/Home World for Adepta Sororitas?

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Was looking into the Adepta Sororitas background and thought it seemed really interesting to play. I am however fairly new and was hoping for some guidance on what Role/Homeworld work best for this background. If it helps I want to fight with a Chainsword and Flamer as the Emperor intended.

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Roles: Fanatic, Warrior, Assassin if playing a Battls sister. If you want one of the other types, try Seeker or Chirurgeon.

Homeworld is easier: I'd always take Shrine World myself, because having good WP is essential for a Sister of Battle. If not, try Feral world (for the better combat aptitudes), and maybe even Frontier World for the good Ballistic Skill.

Will that do?

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While Assassin is interesting, I would stick to Fanatic or Warrior if you're new. I agree with Talon about the Shrine world. This is probably the closest to the Schola Progenum environment that all sisters are raised in. Talk to Lynata about role playing tips since she is our resident "Subject matter expert" on the Sororitas.

 

Happy gaming!

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Roles: Fanatic, Warrior, Assassin if playing a Battls sister. If you want one of the other types, try Seeker or Chirurgeon.

Homeworld is easier: I'd always take Shrine World myself, because having good WP is essential for a Sister of Battle. If not, try Feral world (for the better combat aptitudes), and maybe even Frontier World for the good Ballistic Skill.

Will that do?

Shrine world is good, I would also suggest high born as a solid option for the high fate point threshold. Since OP wants to go flamer and chain weapon Ballistic skill won't be super important so fuedal world would probably be better than frontier world.

For role I wouldn't take warrior unless planning on using a mix of ranged (like bolt weapons) and melee. For playing a melee character who just happens to also use flame weapons I think fanatic, assassin or Heirophant are the best options.

Chirurgeon or seeker are definitely the way to go if you are trying to more represent one of the non-militant orders.

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I may be reading too much into the modules provided by FFG, but personally, I'd want the character's background to be represented in her chargen choices. With all Sororitas going through the Schola Progenium, I believe that Shrine or Feudal world are the only two options.

 

Shrine world provides positive modifiers to Willpower and Fellowship, which are both useful attributes for a "proper" Sister. The first because it represents their faith and indoctrination, the latter if you want her to inspire her comrades or other Imperial forces, from seconded Guard or PDF companies to impromptu militias. The homeworld's special perk - a chance to regain spent Fate - should also gel nicely with the Battle Sister's Acts of Faith.

Backgroundwise, the Shrine world origin could represent the religious indoctrination.

 

Feudal world, on the other hand, gives you bonuses to Perception and Weapon Skill, also useful, although the latter more than the former. The special perk you get here would be to ignore the penalties by heavy armour, which seems both useless or OP depending on the situation, but could represent the military drill the character has been subjected to in her childhood. As another minor advantage over the Shrine world origin, you get +2 Wounds.

Backgroundwise, the Feudal world origin could represent the monastic lifestyle.

 

Both origins also provide penalties, but the Feudal malus to Intelligence seems slightly more fitting to me than Shrine's to Perception. The progena have absorbed a lot of knowledge at the Schola, but at the same time, the indoctrination is bound to stem their curiosity somewhat. Depending on the rest of the team, a Sororitas novice's unique behaviour could also be regarded as offputting, thus actually warranting a low Fellowship score. Zealots only really work well with other zealots, after all, and those Sororitas who would really need it as their job includes dealing with outsiders would get it from their role (see below).

 

Perhaps both origins could represent different aspects of the Schola, and those who are selected to join the Orders Militant have simply learned more from the Feudal world side, whereas those selected to join one of the non-militant Orders have gained more out of the Shrine world facet?

 

For the role, I think it could be split up depending on the type of Order the young novice is on the track of joining:

  • Orders Militant: Warrior or Fanatic
  • Orders Hospitaller: Chirurgeon
  • Orders Dialogous: Sage
  • Orders Famulous: Seeker
  • Orders Pronatus: Sage
  • Orders Sabine: Hierophant

I almost want to nominate the Penitent as well, as the special ability is quite fitting for members of the Sisterhood, but the Aptitudes seem rather sub-optimal, given how they include neither WS or BS. Fanatic with Deny the Witch would be a nice way to represent the .. well, fanatic side of Sororitas training, but on the other hand, Warrior is the only applicable role that gives you Ballistic Skill (note that you can replace double Aptitudes with one of your choice, but there's other useful ones, too). There's also Assassin, but that reads a little too specialised and not enough "frontline" to me.

 

The choice of background should be obvious.

 

That's just my personal recommendation, though. YMMV!

 

On a sidenote: with the Battle Sister being an Elite Advance, it might make sense to consider that a character who has only the Adepta Sororitas background is actually just a young Novice rather than a fully-fledged Sister, similar to the first version of Sororitas in DH1. This also makes it much easier to explain the character not being way better than most of the other PCs in spite of coming from an elite organisation with a lifetime of dedicated training, as well as a lack of powerful signature wargear.

In DH1, this was described as "Detached Duty", in which a promising Novice was temporarily seconded to the Inquisition to gain non-standard experience in the field that would be of use later on when the character may become an officer in her order.

Edited by Lynata

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I'd never even heard of the Orders Pronatus and Sabine... What are they actually?

 

I think they are only mentioned in the elusive Liber Sororitas, printed in White Dwarf issue #292!

 

"The Orders Pronatus specialise in retrieving, guarding, studying and repairing artefacts of value to the Ecclesiarchy. This includes the uncounted thousands of holy relics revered by the people of the Imperium, but also relates to items captured by Imperial forces which are too powerful or significant to be allowed to fall into enemy hands. They also have the responsibility of maintaining and blessing the many banners and symbols of Orders Militant, as well as being called upon to reconsecrate the livery of other Imperial bodies (such as the Chapter banner of the Lamenters Chapter of the Adeptus Astartes after its involvement in the Badab Uprising, the banner now called the Banner of Tears). Some Orders Pronatus are known to have given all in the defence of the artefacts they guard or study, and the fate of the Order of Blessed Enquiry is a salutory lesson in the risks involved with the evil of the Ruinous Powers, even if the intent is to safeguard Humanity from their corrupting influence."

 

Sidenote: The bit about the Order of the Blessed Enquiry is a reference to the Daemonifuge comics, in which this convent was studying a captured Keeper of Secrets in the hopes of learning new ways to fight Chaos. The Pronatus also play a role in the Ecclesiarchy's "race" against Adeptus Mechanicus Explorator Fleets when it comes to acquiring new technology, although it's usually the Missionaries who stumble across that stuff in pursuit of their normal duties, like it happened with Morben the Devout and the STC that would ultimately yield the Immolator tank. However, with the Ecclesiarchy being far from the Tech-Priests when it comes to investigating new technology, the Pronatus are more concerned with keeping it safe until it can be traded with Mars (for favours or other tech), or destroying it if judged too dangerous for the AdMech or anyone else to fiddle with.

 

And then, there is ...

 

"A little-known group amongst the peoples of the Imperium, the Orders Sabine operate at the very edges of human space, perhaps only returning to Terra or Ophelia VII once in a Sister Sabine's lifetime. The Orders Sabine accompany the Missionarius Galaxia on missions to newly rediscovered human worlds, and they specialise in infiltrating those often regressed and primitive societies that are believed would oppose the arrival of the Imperium. Sisters Sabine often set themselves up as prophets of the Emperor, preaching the Imperial Cult in secret or fomenting revolt against the religious leaders of a world. When the Missionarius Galaxia arrives and announces its presence to the world's peoples, the Sisters Sabine will have prophesised such an event, and will lead those natives sympathetic to the Imperial Creed in a sudden and deadly coup against their leaders. Through their work, the Sisters Sabine are often cut off from the Imperium for a great many years, and many have the appearance of having 'gone native', adopting the clothing, language and manners of the culture they are infiltrating. It is only when her true purpose is revealed that the Sabine will throw off her disguise and become, once again, a pious servant of the Emperor."

 

I actually wanted to write a background package or elite advance for a Sister Sabine once, as a Sororitas-trained infiltrator seems like the perfect addition to a group of Inquisitorial agents who focus on subtlety over brute force... maybe I should pick this idea up again, now that I've grown ever more enthusiastic about DH2. ^^

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Showoff! ;) Just kidding, your knowledge of all things sororitas is truly impressive.

 

So the Sabines are a bit like Callidus assassins minus the fancy gear.:)

Those do seem pretty interesting.You could build one with a deathworld homeworld to simulate skills learned from living amongst the primitives.

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Well, I imagine the Sisters Sabine are more leaders than killers -- but just by being Sororitas, they have certainly learned to kill, and I admit I do like the thought of a stealthy "prophetess" slitting a local priest's throat in preparation for her own cult's ascension. ;)

 

As for the homeworld, personally I'd favour all Sororitas characters to have the same one in order to reflect the uniform upbringing that all novices went through, but depending on how you want to depict the character (in particular their age and experiences), it could make sense to alter it, as at some point their post-novitiate assignments might be more important to their current being than their original upbringing, especially considering the crazy culture shocks they must go through.

 

On that note, I'm actually a bit puzzled as to why there isn't a dedicated Schola Progenium homeworld yet. It would have made sense in the core rulebook already, given how useful it is even for characters not affiliated with the Sisterhood, but that it's missing even from a supplement that featured the Sororitas is odd.

 

Perhaps because it would be very tough to find something suitable for both civilian and militant characters? It would have been easier in DH1, but in DH2 the background traits are very limited/streamlined. DH1 Inquisitor's Handbook featured no less than three different perks (one useful for knowledge, another useful for combat, and a third as a drawback), but this would be very non-standard for DH2's format.

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Well, I imagine the Sisters Sabine are more leaders than killers -- but just by being Sororitas, they have certainly learned to kill, and I admit I do like the thought of a stealthy "prophetess" slitting a local priest's throat in preparation for her own cult's ascension. ;)

 

As for the homeworld, personally I'd favour all Sororitas characters to have the same one in order to reflect the uniform upbringing that all novices went through, but depending on how you want to depict the character (in particular their age and experiences), it could make sense to alter it, as at some point their post-novitiate assignments might be more important to their current being than their original upbringing, especially considering the crazy culture shocks they must go through.

 

On that note, I'm actually a bit puzzled as to why there isn't a dedicated Schola Progenium homeworld yet. It would have made sense in the core rulebook already, given how useful it is even for characters not affiliated with the Sisterhood, but that it's missing even from a supplement that featured the Sororitas is odd.

 

Perhaps because it would be very tough to find something suitable for both civilian and militant characters? It would have been easier in DH1, but in DH2 the background traits are very limited/streamlined. DH1 Inquisitor's Handbook featured no less than three different perks (one useful for knowledge, another useful for combat, and a third as a drawback), but this would be very non-standard for DH2's format.

 

Re: Schola Progenium homeworld:

SoB in DH always bugged me, because I felt that they didn't really fit thematically. I think the fact that they don't really fit into the background system emphasizes this. The acolytes in DH can be competent professionals, but they tend not to be claimed by other Imperial organizations. I made another post a while ago about how silly the assassin advancement (especially in Ascension) was for DH1, because your assassin would somehow gain temple training (and all the hangups and loyalties that entails) while serving the Inquisition.

 

I wouldn't mind special Inqy assassin training, but mixing Imperial organizations leads to some awkwardness.

 

I see acolytes as exceptional individuals, in specific ways, who get snatched up by each Inquisitor's ongoing recruitment efforts. For the Inqy to grab someone out of Schola (a commisar or SoB or whatever) seems almost like overstepping their bounds. (yeah yeah, unlimited authority) BUT, consider all the effort that goes into training these people. No one wants to invest years of training into a solider/spy/assassin/diplomat/mechanic to have them be snatched away by the Inqy.

 

Arguably, the training received by these individuals is simply better than hive scum or voidborn merchants who haggle over scrap. Why doesn't the Inquisition exclusively recruit from Schola, assassin temples, etc?

 

TL;DR: I don't really like Sororitas in Dark Heresy as PCs (or members of the Inquisition at all).

Edited by Flail-Bot

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Wow thank you so much Lynata for the insight into the Sororitas. And thank you everyone else for the suggestions. I was wondering as to the virtue/rules balancing of Assassin Strike (can move as a free action after a melee hit) and the Move and Shoot bonus from Desperado. Could I use Two Weapon Wielding to shoot once with Double Tap, and once with Move and Shoot?

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SoB in DH always bugged me, because I felt that they didn't really fit thematically. I think the fact that they don't really fit into the background system emphasizes this. The acolytes in DH can be competent professionals, but they tend not to be claimed by other Imperial organizations. I made another post a while ago about how silly the assassin advancement (especially in Ascension) was for DH1, because your assassin would somehow gain temple training (and all the hangups and loyalties that entails) while serving the Inquisition.

 

Hmmh. I see your point, and although I agree on aspects of it, I have to oppose its basic premise. However, I think this also depends a lot on how we imagine the Inquisition, the Inquisitors, and their warbands. And, of course, how exactly a game would implement them.
 
I believe that Inquisitors have a knack of recruiting talented people in an effort to build a group of exceptional individuals with mutually complementing talents for maximum synergy and chance of success. This may mean people off the street in which he or she saw something special, but I don't see why an Inquisitor should not tap various Imperial organisations as well, especially those that have a reputation to produce just what the Inquisitor may be looking for.
 
"Utterly dedicated to the protection of the Imperium, Battle Sisters are trained and equipped to the highest standards. Inquisitors, especally those of the Puritan faction, are often keen to include Battle Sisters in their retinues for this very reason."
 
The Battle Sister can fill a specific role for the Inquisitor in that she's the crusader with an armour of steel and faith, bringing fiery retribution to the Emperor's enemies. She may lack subtlety, or the ability to lie and cheat, but that's where the other Acolytes come into play. She fills a definite niche you'd bring her along for, just like you would bring a Tech-Priest for dealing with machinery or a Psyker for tapping the magnificent powers of the Immaterium.
 
If you'd rule out Acolytes based on their history with another Imperial Adeptus, you'd ultimately end up with Inquisitors surrounded by a bunch of vagrants. No Ministorum clerics, no trained Psykers, no Tech-Priests, no Arbites, no former Guardsmen ... the list goes on. Just independent bounty hunters, criminals and some mutant rabble you picked up on the way. Even if you'd compensate by allowing PDF troops and local security characters, I daresay that such an Inquisitor would definitely feel a lack of skill in certain fields. And perhaps most importantly, you as a player would miss out on a lot that is pretty iconic to the franchise!
 
Now, I think the "issue" is that there's quite a number of people who regard Dark Heresy as "the hobo game" -- and that's not my term, it's actually been called that way by people who simply prefer a lower power level. The thing is: there's no reason why DH cannot be both, for it all depends on the Inquisitor, their modus operandi (and thus their preference in people), as well as their influence in regards to who they can recruit.
 
Perhaps it would be prudent to only allow certain types of characters (the ones who are expected to have a lot of formal training) in games that start at a higher XP threshold? You'd have your "hobo games" at 1k XP with a bunch of talented and potentially useful "raw diamonds", whereas games starting at, say, 5k-10k XP will see Arbites, Sororitas, etc join in, and the aforementioned raw diamonds have now gained the experience to mark them out as highly skilled agents in their own right, balanced with the "newbies" from the high profile Adeptus careers.
 
Basically, it's up to the players as to whether they want to play Eisenhorn cloak-n-daggers with a bunch of civvies, or run around like Inquisitor Severnius with their own retinue of Deathwatch Space Marines, kicking down doors and shooting Genestealer cultists. Both is 40k, both is Inquisition, so both can be Dark Heresy.
 
Ultimately, I just have to say that the notion that Sororitas "don't fit the Inquisition" is rather strange, considering the amount of material that sees them operate side by side, and that their tasks are overlapping by nature. Hell, for better or worse, they even shared a codex in the TT once.. :D
 
What I do agree on, however, is that I don't like the idea of retroactive specialist training. Your example with the Assassin is one such case, and I remember the same was true for the Storm Trooper advance in DH1 Ascension. Fortunately, these things are easy to avoid if you are only willing to limit unique training schemes to their own archetypes, and instead come up with an equivalent that makes more sense for "outsiders" to avail of.
We're talking about the Inquisition here, after all; it should not be too hard. ;)

 

For the Inqy to grab someone out of Schola (a commisar or SoB or whatever) seems almost like overstepping their bounds. (yeah yeah, unlimited authority) BUT, consider all the effort that goes into training these people. No one wants to invest years of training into a solider/spy/assassin/diplomat/mechanic to have them be snatched away by the Inqy.

 

Arguably, the training received by these individuals is simply better than hive scum or voidborn merchants who haggle over scrap. Why doesn't the Inquisition exclusively recruit from Schola, assassin temples, etc?

 

This is pretty easy to answer! Because the skills these people learn are extremely narrow in their application, and sometimes no replacement for practical experience with a specific type of people or environment. Schola Progenium students have gone through a rather extreme brainwashing program that lets them act in a specific way, which may not always be what the Inquisitor needs, or that could at times even be harmful to the situation at hand.

 

The Schola homeworld in DH1 Inquisitor's Handbook even included a (very fitting and ingenious!) disadvantage in the form of a Fellowship penalty every time a Schola graduate talks to people they'd consider scum, which would of course be a problem in covert investigations into hive gangs or cult activity.

 

I imagine Assassinorum inductees could act similarly "conspicuous" in their attempts to blend in with a society they are utterly unused to, unless you're talking about the Callidus. That being said, in their original background, Temple Assassins would actually be un-recruitable, and individual Inquisitors could only "rent" them for a specific mission, so personally I'd rule them out as PCs and point to Death Cults as an alternative.

 

Also, the Adeptus Ministorum, the organisation that runs the scholae, just wants these students to find a meaningful existence where they can further serve the Emperor. The Schola Progenium already supplies recruits to the Adeptus Administratum, the Arbites, the Officio Assassinorum, the Commissariat, the Imperial Guard and the Navy ... why not the Inquisition as well? Codex fluff mentions that some Inquisitors even pick out their successors there.

 

 

@Saintluna: You're quite welcome! :)

 

I'm still at the office and do not have the book with me, but I'm sure someone else who is more versed in interpreting the rules can take those two questions. ^^'

Edited by Lynata

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Re: Schola Progenium homeworld:

SoB in DH always bugged me, because I felt that they didn't really fit thematically. I think the fact that they don't really fit into the background system emphasizes this. The acolytes in DH can be competent professionals, but they tend not to be claimed by other Imperial organizations. I made another post a while ago about how silly the assassin advancement (especially in Ascension) was for DH1, because your assassin would somehow gain temple training (and all the hangups and loyalties that entails) while serving the Inquisition.

 

I wouldn't mind special Inqy assassin training, but mixing Imperial organizations leads to some awkwardness.

 

I see acolytes as exceptional individuals, in specific ways, who get snatched up by each Inquisitor's ongoing recruitment efforts. For the Inqy to grab someone out of Schola (a commisar or SoB or whatever) seems almost like overstepping their bounds. (yeah yeah, unlimited authority) BUT, consider all the effort that goes into training these people. No one wants to invest years of training into a solider/spy/assassin/diplomat/mechanic to have them be snatched away by the Inqy.

 

Arguably, the training received by these individuals is simply better than hive scum or voidborn merchants who haggle over scrap. Why doesn't the Inquisition exclusively recruit from Schola, assassin temples, etc?

 

TL;DR: I don't really like Sororitas in Dark Heresy as PCs (or members of the Inquisition at all).

 

...what?! Many acolytes are claimed by other imperial organizations before being recruited by an inquisitor. Did you not notice that most of the character backgrounds are adeptas? How is taking someone from the schola progenium overstepping if taking a tech priest from the ad mech isn't? Considering the ad mech are nearly their own mini empire within the Imperium I would think it would be a far bigger issue to take a tech priest than taking a schola progenium graduate especially since there is a great deal of overlap in the inquisition's work and that of the organizations schola graduates are often sent to.

Perhaps its just me but I also don't view being recruited by an inquisitor as necessarily severeing ties with your previous organization. An Inquisitor may want to recruit a Magos specifically for his influence with the ad mech. 

I don't see any reason why the Inquisition wouldn't have just as much right to recruit from the scola progenium as any other imperial organization does. After all the Scola Progenium is really just a school/orphanage for the children of deceased higher-ups or higher-ups too busy to raise a family. I don't even think they have mandated recruitment quotas to fill or anything. They just place their students in roles fitting of their devotion(read brainwashing), training and skill.

The inquisition doesn't exclusively recruit from other imperial organizations, one because taking more than one indidvidual now and then may eventually start to cause problems or generate resentment and two, if an inquisitior finds someone with unusual abilities or skills who is not already being used for the good of mankind in some capacity then of course he should take them in. Why waste a perfectly skilled individual.

I do agree that having an agent converted into a temple assassin seems strange. Although I feel like an inquisitor with enough power could pull the strings to make it happen.

 

Wow thank you so much Lynata for the insight into the Sororitas. And thank you everyone else for the suggestions. I was wondering as to the virtue/rules balancing of Assassin Strike (can move as a free action after a melee hit) and the Move and Shoot bonus from Desperado. Could I use Two Weapon Wielding to shoot once with Double Tap, and once with Move and Shoot?

I don't think the move from assassin strike would be able to trigger the move and shoot from desperado because you already had to make an attack to trigger assassin strike in the first place and you can't make more than one attack action in your turn. Even with two weapon weilder the attacks are part of one action and so can't be divided with another action (such as a move even if free) inbetween.

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@ Lynata and Skarsnik: you both make good points.

 

What really got me thinking was the distinction between the game Dark Heresy and the Inquisition as an organization. See, the Deathwatch is also the Inquisition, but they aren't playable in Dark Heresy, because they have different roles to fill. Not only different roles, but different quality of gear and different training (for SoBs from a fluff perspective). I think that same difference, although to a lesser degree, separates Sororitas from "normal" acolytes. Due to their fanaticism, they have very particular weaknesses, when it comes to investigating. But then, it all comes down to what kind of DH game you're running.

 

Also, I like this idea:

"Perhaps it would be prudent to only allow certain types of characters (the ones who are expected to have a lot of formal training) in games that start at a higher XP threshold? You'd have your "hobo games" at 1k XP with a bunch of talented and potentially useful "raw diamonds", whereas games starting at, say, 5k-10k XP will see Arbites, Sororitas, etc join in"

 

But the implementation would need work. And would be really hard to balance.

 

Certain types of characters, even with official training, aren't inherently better than hive gangers or on-the-job trained voidborn mechanics. However, stormtroopers, space marines, Magos, and (imo) Sororitas are on a different level than "normals." An arbites or a guardsman or a new priest or whatever feel like they fit the power level much more cleanly.

 

So maybe the split loyalties are just a part of it and the issue, at its core, is really just a question of power level and the genre of DH you're playing.

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See, the Deathwatch is also the Inquisition, but they aren't playable in Dark Heresy, because they have different roles to fill.

 

That's not true. Deathwatch, Adepta Sororitas and Grey Knights are not Inquisition, but Inquisitorial Chambers Militant, somebody Inquisition traditionally using when they need firepower. They're not listed in formal structure of Inquisition because there is not such formal structure.

That's not just verbalism, because Inquisition as an organization doesn't exist in our modern sense. They haven't ranks, power limitations, laws describing their actions, formal structure (as it was noticed), chain of command, external responsibility, nothing like that. It's just common name for bunch of humans, powerful enough to be recognized as such by their peers, who have unlimited authority. And with traditional Inquisitorial Seal.

Edited by Aenno

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So maybe the split loyalties are just a part of it and the issue, at its core, is really just a question of power level and the genre of DH you're playing.

 

This is where I can agree!

 

The Deathwatch isn't playable in Dark Heresy only because FFG thought they'd be better off in their own game. DH1 had the option (for better or worse) to play a Grey Knight, after all, and that's even sillier from a background perpective if you consider that the Deathwatch only exists because Games Workshop wanted to have Space Marines operate alongside Inquisitorial agents, not to mention that GKs are essentially Space Marines +1 in terms of balancing.

 

Rolewise, DW Marines would fit nicely into a game of Dark Heresy, just like they fit into GW's Inquisitor game. For sure, they'd have similar drawbacks to Sororitas in terms of "social integration capability", but as you said, it really does come down what kind of game you want to play. There are different types of Inquisitors, some who are all cloak 'n daggers, others who are all firebrand militant witch hunter, and yet others who fall somewhere in-between.

 

It's certainly true that not all character archetypes are appropriate for either kind of game, but this comes down to the players, their GM, and what sort of campaign the latter allows the former to engage in.

 

But the implementation would need work. And would be really hard to balance.

 

Hmm... If you consider that the different power levels are just a result of these characters having different Characteristics, Skills, Talents and gear -- then all you'd need to do was to set their "activation limit" at a value of XP that would correspond to their capabilities. A level where the Acolytes who started out lower would have had a chance to be similarly powerful, if they had spent their XP with the intent to emulate the training of these elite operatives.

 

Then you'd (hopefully) arrive at an equivalent power level, with the main distinction between the characters no longer being their combat prowess, but rather their backgrounds and certain unique perks that would still differentiate them -- Acts of Faith for Sororitas, genetic enhancement for Marines, and so on, which could be balanced with normal Acolytes gaining some special "underdog" perk that represents their greater ability to adapt to changing circumstances, which has allowed them to survive this far.

 

FFG has toyed with this idea when they wanted to make their different game lines seem 100% compatible with one another (those sidebars about RT characters supposedly being equivalent to Rank 5 DH1, and DW Marines equivalent to Rank 5 RT), but this concept fell flat on its face due to difficulties both in terms of certain special rules that did not exist in one game but the other, as well as inherently broken mechanics.

 

So what you'd need to make this work would be a single, unified ruleset that treats every character the same way and with the same rules, like GW's d100 Inquisitor. It's certainly possible, it would just require a lot of work in backtracking problematic aspects of the ruleset (like Unnatural traits).

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Some episodes ago on the Grimdark Podcast, they talked briefly about unified product lines, but Mike (I think) brought up the point that he was pretty sure GW specifically forbid such action. Why? Who knows.

 

I think other efforts to offer cross compability have been pretty poor. Depending on how well a character is built, they may be way more effective than the recommended comparitive exp. The baked in stuff like Unnatural Traits or Black Carapace are really difficult to stick experience values onto.

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Depending on how well a character is built, they may be way more effective than the recommended comparitive exp. The baked in stuff like Unnatural Traits or Black Carapace are really difficult to stick experience values onto.

 

Wait, in current system exp rating is useless. Let's take strange man who take a lot without aptitudes. He can be, well, 10000-exp. So what? You can't say how effectivly that exp was spent.

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Some episodes ago on the Grimdark Podcast, they talked briefly about unified product lines, but Mike (I think) brought up the point that he was pretty sure GW specifically forbid such action. Why? Who knows.

 

That's really weird, especially considering the GW-authored foreword in the DW rulebook about the FFG team having different ideas than Black Industries. But perhaps that podcast comment was more about establishing three thematically different product lines (as originally planned by GW's BI division) rather than any mechanical similarities?

 

Personally, I wouldn't mind if there was still a DH, RT, DW, etc if they were at least 100% crossover compatible and use the same rules. Ideally, there should just be a single rulebook, with DH/RT/DW/etc stuff as thick campaign supplements, but I think it's easy to see that this could have been a business decision intending to sell as many core rulebooks as possible, even though their contents are 50% copypasta. Would fit to GW tactics. :P

 

I think other efforts to offer cross compability have been pretty poor. Depending on how well a character is built, they may be way more effective than the recommended comparitive exp. The baked in stuff like Unnatural Traits or Black Carapace are really difficult to stick experience values onto.

 

Equal XP doesn't necessarily mean equally well built, for sure, but as long as the potential is there and the rules support equality, I think it'd be all good. Players are themselves responsible to decide how they want to flesh out their characters, after all, and if someone thinks they ought to spend all XP into knowledge or social rather than combat, then he or she will have to suffer the consequences in action parts, but at the same time will absolutely get to shine in knowledge/social bits. This can be fun, too, depending on how the players deal with such a degree of specialisation.

The only important thing is that everyone really does get that "moment in the limelight", and that people aren't pressured into a narrowly defined role because the rules don't support anything else.

 

But yes, stuff like Unnaturals or Black Carapace or Acts of Faith I would not quantify via XP, or at least not only. I'd try to find similarly cool perks for the other characters in addition to an XP threshold.

 

And I would fix those Unnaturals that are just breaking any semblance of balance. Or better yet, remove Unnaturals altogether. They were a bad idea to begin with -- either you are better at something, in which case you should just have higher Characteristics, or you are not. Simples.

Edited by Lynata

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I just wanted to hop in and say that I really liked those obscure Sororitas orders quite a bit - the way Sororitas are portrayed you'd think there were only the Sisters of Battle! Reading the "Sabine" entry made me chuckle a bit. Anyone who has read Dune would see that this is exactly what the Missionaria Protectiva of the Bene Gesserit are. 

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And the Orders Famulous as well! The way they negotiate treaties and marriages between the noble houses, and even play a hand in succession, does sound a bit like in Dune as well. Especially if you consider that the Sororitas, too, are exploiting their position for political gain ..

 

"With members in every aspect of society, the Sisterhood can maintain a close eye on the affairs of the Imperium. The Orders Famulous report on the activities of the Noble Houses, the Orders Dialogous can inform their seniors of the deals and agreements binding the Imperium together and the Orders Hospitaller witness many things unseen outside their wards. All of this makes the Adepta Sororitas a useful political as well as social tool, and with the armed might of the Orders Militant, the Sisterhood has the protection and power it needs to operate successfully."

 

Dune has certainly been a big inspiration for GW back then, and I agree that together with the legend of Jeanne d'Arc, it is one of the most prominent influences on the backstory of the Sororitas. :)

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