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Rewriting the Sororitas

Started by MarcoSkoll, May 06, 2011, 02:50:35 AM

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MarcoSkoll

As you should know from reading my very intelligently titled "Marco does something" thread, I'm working on a Battle Sister.

This is not a character sheet - partly because I'm still trying to decide on her name (I'm thinking something Celtic, but not sure yet). This, therefore, is rules wittering.

Now, before we get into it, a Battle Sister is obviously a powerful character. Give a girl power armour and a bolter, and she's not going to be a pushover. Straight off the bat, I'm going to say that I intend to not tweak the guns or the armour. Tempting as it is to knock the armour value down to 8 and call it "Light Power Armour", I think toning down her equipment would spoil the experience of playing a Battle Sister.
I intend to compromise for her power in the other members of the warband she eventually joins, not by making her less powerful than she should be.

That's not why I'm here, anyway. To start with, I'm looking to try and think over some rules for Faith, because I think the ones Andy Hoare wrote for the Sisters of the Emperor article are a little dull and limited.

Frenzy is useless (it confers no bonus, just restrictions) and you'd usually be better off using a Healing action than the Regeneration (because unless you need to heal more than two levels, a regular healing action doesn't require an additional Wp test to work).
Fearsome might have a little potential (although it's unlikely to do much), as could Word of the Emperor - but as I see it, Acts of Faith should be doing things outside conferring an Exotic Ability for the turn.

So, I'm thinking a free action would be more appropriate, with abilities such as (and with names blatantly stolen from the Witch Hunters codex):

- Hand of the Emperor: Channelling the Emperor's wrath, you may convert a hit to an automatic critical (possibly including shooting attacks).
- Divine Guidance: Guided on your path by the Emperor himself, you may re-roll all failed action dice this turn.
- Spirit of the Martyr: The Emperor is not yet ready to accept your soul. Immediately take a healing action for each injury level taken. This is not limited to healing only two levels of injury on a location. (Probably needs a hefty Wp modifier, possibly use extra Faith points and use actions)
- Light of the Emperor: Looking upon you, all quail in fear of the Emperor. Gain Word of the Emperor and Terrifying for D3+1 Turns.
- The Passion: Filled with holy fervour, you gain a +20 bonus to Strength, Initiative and Nerve for D3+1 Turns.

Anyway, that's just some witterings I've mostly made up while I was writing this post (they're certainly not the same as the ideas I had when I started typing), but I think they're more interesting and useful than the original version of the rules. Feel free to critique - as I say, some/most/all will need Wp modifiers (but I don't see that they're that different in power to some of the psychic powers out there) - or add other ideas.

And yes, I have looked at the Sororitas rules in the Inquisitor's Handbook.
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Captain L. Rollin: "Nonsense. Never heard of it."
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Molotov

I'd have to think a bit longer about the revised Acts of Faith, but going into this thread, I was going to suggest that the Sororitas have "light(er) power armour" - to sort of de-abstract from the 40k idea that a 3+ is a 3+ is a 3+. Even with Armour 8, she'd still be a formidable threat.
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Ulgavitch

QuoteI'd have to think a bit longer about the revised Acts of Faith, but going into this thread, I was going to suggest that the Sororitas have "light(er) power armour" - to sort of de-abstract from the 40k idea that a 3+ is a 3+ is a 3+. Even with Armour 8, she'd still be a formidable threat

I thought the weakness of Sororitas power armour is that it didn't confer any strength bonuses? It still has the same level of protection, but lacks the servo assistance that add to a SM's already enormous strength?

I imagine it's the difference between strapping plasteel plates to your body, much like a sci-fi form of plate armor, and having them supported by internal mechanisms. Looking at the difference in design between the SM - big hulking knights and AS - sculpted form fitting plates, that's what I would guess.  The idea of making it lighter I don't think really works, because it's meant to be one of the distinctive characteristics of the Battle Sisters.

You could make her slower, to represent the weight she is carrying, perhaps. Or you could have areas of vulnerability where the plates have gaps between them. You could also make it immune to haywire grenades, because it quite literally is sculpted plates attached to her. You could also get rid of the filters and gas-resistances which power armour normally confers.   

Quote- Hand of the Emperor: Channelling the Emperor's wrath, you may convert a hit to an automatic critical (possibly including shooting attacks).
- Divine Guidance: Guided on your path by the Emperor himself, you may re-roll all failed action dice this turn.
- Spirit of the Martyr: The Emperor is not yet ready to accept your soul. Immediately take a healing action for each injury level taken. This is not limited to healing only two levels of injury on a location. (Probably needs a hefty Wp modifier, possibly use extra Faith points and use actions)
- Light of the Emperor: Looking upon you, all quail in fear of the Emperor. Gain Word of the Emperor and Terrifying for D3+1 Turns.
- The Passion: Filled with holy fervour, you gain a +20 bonus to Strength, Initiative and Nerve for D3+1 Turns

I like the names, very characterful, but I'm concerned that she's already a combat monster and this will make her almost unstoppable. Would she have all of these abilities or just one?

Divine Guidance is great, I like that and I wouldn't change it. Hand of the Emperor seems too good, especially when you already consider she's carrying a boltgun. Why not change that to an increased modifier to hit on a successful WP roll? That  gives you an advantage without the ability to kill stone dead an enemy character each turn.

Light of the Emperor is good, though I think it should last for just a turn or two, as it's another hugely powerful ability. I like the Passion, but I think it has to have a downside too. The Passion is classically an altered state brought on by feeling the touch of the Divine. It doesn't focus particularly on clear thinking or reasoning. Perhaps the GM has the chance to make one of her actions in the way he sees fit? Or maybe, on a roll, she succumbs to fainting or the speaking of tongues for an  turn as she has become so involved in these great mass of emotions enveloping her.   

=][= U

phil-o-mat

The Acts of Faith look good and i like the Idea of the "light" Power Armour.
Have you read "Blood of Martyrs", also? There you can find 35 different Acts of Faith. Soul Storm, Righteous Frenzy, Flames of Faith, Repel Daemon, Daemon Trap, Resurrection, Revelation,...just to name a few.

MarcoSkoll

#4
On the note of the power armour... maybe, but I'd have to think about it, because it would mean changing the standard Power Armour formula of AV 10.

However, I suppose that standard Power Armour in Inquisitor means either Tyrus' Armour or Artemis' Armour (but bear in mind, the SM's armour's extra bulk is partly represented in the ablative layers), so I suppose it is a lot less bulky with less plate metal in there - but I have to put a lot of that down to GW's scaling being a lot more "chunky" than my sculpting. And a degree of artistic licence with exaggerately feminine armour.

Maybe, but if I do drop the AV on the basis of less bulk, I will probably also drop the bonus for spotting a character in power armour too (see the DM Space Marine article). She's a darn sight more lithe than some of my normal models, so if we're assuming the armour's femininity is more than just artistic license, then the modifier for spotting the big bulky human tank should go with it.
(Still, if you see do see her though, you'd be unlikely to mistake that silhouette as being a hive citizen out for a bottle of milk.)

Quote from: UlgavitchI thought the weakness of Sororitas power armour is that it didn't confer any strength bonuses? It still has the same level of protection, but lacks the servo assistance that add to a SM's already enormous strength?
The wording is mostly that way to justify SoBs still having Strength 3 in 40k, rather than being boosted to Strength 4. However, as I see it, because it's not wired in via the superior Black Carapace, it can't safely use as much extra strength, lest it injure its user. It's still power armour - and by definition, power armour is powered and does have the Servo assistance.

I intend to just keep using the regular rules of increasing strength by a fifth, because her <60 strength will gain less from that than what a Strength ~120 Space Marine gets.

QuoteI like the names, very characterful, but I'm concerned that she's already a combat monster and this will make her almost unstoppable. Would she have all of these abilities or just one?
The names are stolen straight from the Witch Hunters codex, I'm afraid. They don't necessarily have quite the same effects though.

She will probably have them all (these represent the kinds of ways a Battle Sister's faith will manifest. My planned Dialogus will have different faith abilities), but remember that she will only have a limited number of Faith points and will still need to pass a Wp test to make them work (And yes, there will be various modifiers). Going through in order:

Hand of the Emperor: Shooting critical should be read as "Placed Shot", not "Double Damage". I'm not too keen on this, as it's not really a very tangible bonus (Placed Shots aren't rare in the first place), but double damage was just too much for a bolter.

One other idea I had was to have it roll damage twice and pick the highest, or cause Tearing damage (working addition to the Revised Armoury, but entirely nicked from Dark Heresy - roll extra damage die, discard lowest) - but when you've got a weapon like 2D6 (such as her Chain-Sarissa) or her punching the snot out of someone with her D3+4 armour gauntlets (which is entirely possible, as if she loses her bolter, she'll be down to a knife, her gauntlets and a couple of grenades), it doesn't exactly inspire the image of righteous smiting.

One option would be to just layer on X extra damage (decided after the hit is made, but before damage is rolled), but I'd need to think about how much. Perhaps 2D6 - it would add fair punch to her CC, and while obviously it would be nasty with a bolter, a lot less so than doubling.

Light of the Emperor: My problem with the original rules is that the abilities lasted for only the one turn, which was usually next to useless. D3+1 turns was a short, but not stupidly short time period.

I have also considered treating it like a Persistent psychic ability, but I don't know if that would make the Acts of Faith feel too much like Psychic powers without the psychic. Still, perhaps that would be better in the respect that it would stop anyone knowing when the Faith would run out. (i.e: "She's about to run out of Terrifying, I'll wait until next turn to charge.")

The Passion: I had considered including Frenzy in it, but I generally prefer to roleplay psychological effects. After all, Frenzy would have her just go after the nearest person, regardless of what circumstances have inspired her fervour.

In any case, assume that I'll be exercising common sense as far as when any of the abilities are used and how she will act. After all, they're not psychic powers, they rely entirely on her emotional state.

Quote from: phil-o-mat on May 06, 2011, 07:54:01 AMHave you read "Blood of Martyrs", also?
Unfortunately not. Much though I'd love all the rules and background, I don't play enough of either Inquisitor or the 40k RPGs to justify spending a few hundred quid on getting a complete FFG book collection.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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Stormgrad

Marco do you have the Blood of Martyrs book for DH theres faith powers in there, also i believe the thorian source book has some alternate "Word of the Emperor" powers that might work, another power to think about is the Demagogue ability from the recongregators source book i imagine that a battle sister could perform a rather rousing inspirational speech

if your interested in the blood of martyrs abilities let me know might be able to sort something out

MarcoSkoll

No. As I said at the end of my last post, I've got very little DH stuff.

As far as the alternate Word of the Emperor skills, bear in mind, this girl is eventually going to end up in an Ecclesiarchy warband!

She's probably going to join a Missionary (who explains the finer points of the Emperor's creed either with a big book or a big chainsword, depending on the cooperativeness of the audience) and a Dialogus (because not all the unenlightened will speak proper Gothic). There might also be a poor sod who has to carry around a heap of religious texts. Perhaps even a porta-pulpit with big braziers and caterpillar tracks (so as to better preach to the masses).

There's going to be no shortage of oratory from the other characters, so while I've built WotE into one of her Faith abilties, I'd prefer not to give it to her as a straight skill, given I'd like each character's faith - or possible lack of it - to affect the game differently.

~~~~~

It occurs to me that I should add a way of resisting psychic powers to her Faith abilities. Watch this space.
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Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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InquisitorHeidfeld

Personally I'd stick with the standard Power Armour, not because a 3+ is a 3+ is a 3+ but because it is power armour.
When the Ecclesiarchy asked the Mechanicus to build the first suits of Sororitas Power Armour I would hardly expect them to have asked for it to offer less protection.
The Mechanicus will have made the suits more slender and form fitting because that was how The Machine was best praised, the asthetics being an integral part of The Machine Cult. If the asthetics impaired the performance though that doesn't praise The Machine and therefore would not be tolerated.

At most I'd reduce the Torso armour a little... Not because the armour is lighter but because its design has an unfortunate tendency to funnel impacts to the chest inwards as often as outwards (a cleavage on a suit of plate armour is a bad idea m'kay  ::) ).

She's already absent the Ceramite Abalative plates and her strength and toughness are unlikely to be high enough to cause a vast issue (she'll probably be easier to kill than Tyrus for example) so the balance of her warband should be sufficient.


For the Faith stuff...
I'm not keen on the faith rules (in general rather than yours specifically) personally - they come from a system where power creeps from codex to codex and where special characters and special abilities outweigh tactics and leadership. Maybe I'm just a curmudgeonly old bitter-vet but...

My first step therefore would be to separate the Faith rules from any potential conflict with Psychic abilities, remove the miracle factor and focus them inwards rather than outwards, toward your own rather than the enemy.

The simplest would be to allow her to unhinge her own sense of self-preservation, her immortal soul is promised to The Emperor after all, allowing her to switch off Fear and perhaps even Terror effects, or at least ignore the worst effects for a time.

A similar justification could be used to ignore wounds (not heal them but simply ignore them) which is always a nicely double edged sword.

Inspirational devotion will, of course, inspire the faithful so it would be reasonable to allow a leadership style "buff" to those aware of her should she wish it - I would limit it to people with a level of faith (Word of the Emperor, Faith and other faithful characters) but then I would also have it apply to anyone of faith aware of her... and that means the enemy too  ;)
After all, if you believe that smashing the face of this chronogladiator is the Emperor's will and suddenly an inspiring hymnn is raised, it doesn't matter whether the bint who's raised it is on your side or not, you're going to feel inspired.
On the flip-side, if she is on the opposite side and seems eager to protect the Chronogladiator then, while inspired, you might also wonder whether smashing his face is really the Will of the Emperor...
So perhaps a Confusion factor should weigh in there too.

Shannow

Quote from: InquisitorHeidfeld on May 06, 2011, 04:41:10 PM
For the Faith stuff...
I'm not keen on the faith rules

Whereas I am the opposite (hohoho balanced view times!), I think that given how much faith has a central role in all things fluffy, (or at least a large role) I think its underplayed in Inquisitor except against daemons!

However his most honourable Inquisitor Heidfelds suggestions are also very good I think! Particularly the idea that she can ignore fearsome/terror to a degree.

I do think they should have an impact on psychic abilities as I see faith as an integral aspect to resisting these eddies in the warp (why is he in the warp I hear you cry!!)

Anyhoo all looking good generally!

R
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tanhauser Gate. All those moments will be lost in time, like tears in rain.

Time to die.

MarcoSkoll

Quote from: InquisitorHeidfeld on May 06, 2011, 04:41:10 PMWhen the Ecclesiarchy asked the Mechanicus to build the first suits of Sororitas Power Armour I would hardly expect them to have asked for it to offer less protection.
I doubt they'd have phrased it as such, but the armour is deliberately intended to make the opponent's gender rather blatant. Dark Heresy does include rules for light power armour, so I expect the Mechanicus are prepared to make "not so heavy power armour" where the situation requires it.

Still, the Witch Hunters codex can be quoted as saying: "The power armour worn by the Battle Sisters of the Orders Militant is based upon the same archaic systems as that worn by the brethren of the Adeptus Astartes. It provides the same degree of armoured protection, yet must forego the more advanced life-support systems and strength enhancing abilities used by the Space Marines, as the Sisters of Battle are not implanted with the Black Carapace that allows the Astartes to interface fully with their own armour. Despite this, the Sisters of Battle are one of the few Imperial forces outside of the Space Marines to be granted the right to wear such formidable armour, and they are trained to deadly effect to utilise its abilities to the full."

There are two relevant notes in there, that its protection is comparable (but whatever happens, I'm not boosting it with the ablative, which would be too much) and that it doesn't include many of the systems in Space Marine armour.

So some of the lesser bulk will be simply because the armour omits things like drug injectors, some of the electrofibre muscles and the extra ablative plating.

I might tone it back to 8 points (but not less, it should at least be noticeably better than carapace armour), I might leave it at 10. It depends on how game dominating she turns out, whether I eventually make her a helmet (swappable, of course) and the exact details of the allies she eventually gets.

~~~~~

On this general note, I suspect that the Sororitas might actually be the most common users of power armour in the galaxy.

There are supposed to be of the order of a million Space Marines (a thousand chapters of a thousand), but I can see there being more Battle Sisters.
Their genetic profile is a lot wider than the Space Marines (in that they only need to be the right gender, not the right gender and compatible with the Geneseed), the Ecclesiarchy can basically siphon off any of the female Progena they choose and it's their only permanent fighting force.

So it's quite possible that there are more suits of Sororita power armour than any other type. But whether or not they're more numerous than the Astartes' suits, they're almost certainly the most common design for normal humans.

QuoteNot because the armour is lighter but because its design has an unfortunate tendency to funnel impacts to the chest inwards as often as outwards (a cleavage on a suit of plate armour is a bad idea m'kay).
Let's just go with the standard fantasy approach that somehow this is practical armour design, because I don't want to have to explain "Yeah, she's got a lower AV on her chest 'cos she's got tits".

QuoteShe'll probably be easier to kill than Tyrus for example
I'm expecting she'll be about Toughness 60 (but she won't have True Grit like Tyrus). She is of course a trained and dedicated soldier (and probably has some serious muscle tone under that armour), so I'm making her around the range I'd put a typical Guardswoman.

QuoteI'm not keen on the faith rules (in general rather than yours specifically) personally - they come from a system where...
Well, that's the way Sisters are currently portrayed, with faith so strong that it can be tangible. I don't have the 2nd Edition Sisters Codex, so I don't know what, if any, rules there were back then, but I've got the original 3rd edition Chapter Approved list, and they're factored in as far back as then.

While there are newer additions to the canon and universe that I "forget", this one has been that way since I got into the hobby (more than half my life now, so a long time by my standards), so I'm planning to stick with it.
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Molotov

Well, already you seem to be getting a lot of contradictory points of view; this is clearly one of those junctures where different peoples' interpretations of 40k clash.

I think that AV8 is superior enough to Carapace Armour to offer great protection. I also would have absolutely no problems about removing the penalties to detection, as she would be lithe.

However, there are a number of ways to go here and you won't please all of us.

Thinking to the Faith powers, you don't make it explicit in the first post - are these unlimited, or are you going to be giving her "faith points" closer to the 40k army? If so, is there any way for her to regain those faith points? It might be better to allow her to "psych herself up" rather than giving her (effectively) a free action each turn (even if that action is severely restricted.) I have no objection to her declaring her power outside of the turn sequence (like an inhaler implant, for example), I just wonder about letting her do it each and every single turn, as whilst she's always going to be faithful, it takes away from the "specialness" of it if she's capable of doing it all the time.

Also, it strikes me that as the Brides/Daughters of the Emperor, "Light of the Emperor" should make her inspiring to the faithful, as well as terrifying to the faithless.

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MarcoSkoll

Quote from: Molotov on May 06, 2011, 08:11:04 PMThinking to the Faith powers, you don't make it explicit in the first post - are these unlimited, or are you going to be giving her "faith points" closer to the 40k army?
I'm planning on giving her a limited number of faith points. Perhaps not the D6 the original version of the trait, but some random number or other. I don't know about regaining them, as they're obviously fairly formidable abilities with no explicit downsides and should be limited.

The other thing is that a limited stash adds the idea of perhaps using more Faith points for a bonus on the WP test to use the powers - but I'd need to work out how an extra Faith point would be worth on the test.

Good idea on the Light of the Emperor by the way. I'll have to think that one out.
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Captain L. Rollin: "Nonsense. Never heard of it."
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Ulgavitch

QuoteAlso, it strikes me that as the Brides/Daughters of the Emperor, "Light of the Emperor" should make her inspiring to the faithful, as well as terrifying to the faithless.

I like this idea as well.

In terms of getting faith, could it be that the more she experiences, the more she can do. If your faith is rewarded, you will believe it more and go further.

Equally if your faith is unrewarded, then you'd feel bereft and would find it more difficult to summon up the energy to believe. Something like, use a WP test to see if you succeed. If you succeed, you get the power and another faith point, which can be used again. If not, the Battle Sisters WP might drop to represent the slight loss of faith at the this lack of effect....

That way, success will be upon success, but failure will also be potentially damaging. That would build in some dis-advantages to her skills.


MarcoSkoll

#13
Right, current thoughts:

Sororitas Armour: AV 8 to all locations except head. Shoulder Pauldrons and backpack provide +2 head armour against hits from the sides and rear. Boosts strength by a fifth.

Armoured Ione pattern backpack: An alternative to having to replace a power cell every few hours, the Ione pattern backpack is an unusual variant of Sororita power pack used by some Covents in the Segmentum Pacificus, and is occasionally seen in the Carthax Sector.

Now, I had considered borrowing from the DM Space Marines article here, but to be honest, the idea of the backpack simply being extra armour to the rear with a chance of the power shorting out didn't seem right when I looked at it. It felt more like it should have a damage table of its own... so, here's my WIP version:

~~~~~

Any hit to the Chest or Abdomen locations from behind is resolved against the backpack instead. It has AV 10 and Toughness 80. Hits to the backpack do not count against injury total, but System Shock is resolved as normal, except tested against the backpack's toughness. (This might, for example, represent a power surge which overloads the user's neural implants, or a hit hard enough to incapacitate her anyway.)
GM's should adjudicate other effects. For example, poisons are unlikely to work, but shock weapons could temporarily overload the power systems.

The backpack obviously cannot be healed like flesh, but the user (or an appropriately trained assistant) can spend actions engaging reserve systems or activating damage control circuits. This is effectively a healing action tested against Sg with bonuses for any appropriate technical equipment.

Light: Sparks fly, but the damage is mostly cosmetic or insignificant.
Immediate: No effect.
Heavy: The power systems blip.
Immediate: The character falls prone. The armour's Str bonus is lost for the next D3 turns.
Serious: The armour temporarily loses all power. When the systems restart, power is heavily reduced and the armour's movements are sluggish.
Immediate: Stunned for D3 turns
Persistent: -1 Speed, all Strength Bonus lost.
Acute: Something vital is hit, and the power cuts out completely.
Immediate: As Serious.
Persistent: Armour now counts for Encumbrance, and aside from its inherent AV, the armour now provides no bonuses.
Crippled: The plasma core explodes.
Immediate: Resolve as per a Plasma Grenade.
Persistent: As acute, and if you even weather the blast, you'll need more than reserve systems to fix this one.

If necessary, it is possible to deliberately detach the backpack, taking two actions. In this case, the armour will obviously be unpowered.

~~~~~

Still probably needs tweaking, but that's the idea so far. It's harder to seriously damage than the Chest/Abdomen locations, but serious damage is far more detrimental.

I'm not sure on it though. It would make her more resistant to hits from behind (as the AV and T are higher and it's not affecting her normal injury/damage) - but then, it does seem like if you put a huge chunk of armoured machinery in the way, then it's going to take the hit, not you.

~~~~~

On matters of Faith:

Quote from: Ulgavitch on May 07, 2011, 11:41:47 AMIf your faith is rewarded, you will believe it more and go further. Equally if your faith is unrewarded, then you'd feel bereft and would find it more difficult to summon up the energy to believe.
I'm not sure I agree with this.

One, Wp damage would bring it ever closer to psychic powers.
Two, I think that a Sister's faith is at a level where her belief in the Emperor is unquestionable. She doesn't need miracles to prove the Emperor's divinity to her.
Three, people that religious are more likely to believe that when things go against them, it's part of their god's plan, not that their god has forsaken/ignored them.

~~~~~

Now, as far as the mechanism, here are the options I've got in my head:

A) She starts with a small stash of faith points. D6, 2D3-1, D3+1, whatever. She uses these a bit like Will points in Lord of the Rings, spending them to use her Faith powers.
Perhaps if she aces the Wp test on a 01-05, then she gets to keep the faith points she spent on it.

In this case, an extra faith point can declared in advance, and will provide the option to re-roll a failed Faith (Wp) test.

Persistent Faith is like a persistent psychic power, except she can spend a Faith point to re-roll a failed Wp test to maintain the power.

B) She isn't expressly limited, but each successive Faith test accumulates a -X% penalty. If at any point, she fails by more than Y%, then she can no longer use her faith that game.

Powers:
Hand of the Emperor: (Cost: 1 Faith point. Difficulty: -10%. Declared: Immediately before rolling damage for an attack)
Channelling the Emperor's wrath, you may add 2D6 damage to an attack. This will also count as a blessed/holy attack.

Divine Guidance: (Cost: 1 Faith point. Difficulty: 0%. Declared: Before rolling your action dice.)
Guided on your path by the Emperor himself, you may re-roll all failed action dice this turn.

Spirit of the Martyr: (Cost: 2 Faith points. Difficulty: -40. Declared: Immediately after going out of action for any reason, including death.)
You lie broken, burned and Emperor knows what else, but he has plans for you yet.

You miss D3 turns, but at the start of the next turn after this, immediately take a healing action for each injury level you have taken. (This is not limited to healing only two levels of injury on a location.)

Light of the Emperor: (Cost: 1 Faith point. Difficulty: -20%. Declared: Before rolling for actions.)
Touched by the grace of the Emperor, you become a beacon to the faithful, yet the faithless shrink in terror. All "Faithful" (GM's discretion) who can draw LoS gain the Heroic ability, but must pass a Wp test to perform any actions which would oppose the Sororita. (For clearly, she is a vessel for the Emperor's will...)
Additionally, she gains Word of the Emperor and Terrifying. This Faith power is Persistent.

The Passion: (Cost: 1 Faith point. Difficulty: -10%. Declared: Before rolling for actions.)
Filled with holy fervour, you gain a +20 bonus to Strength, Initiative and Nerve. Persistent.

Deny the Witch: (Cost: 1 Faith point. Difficulty: Half the psychic success. Declared: After a psychic power has successfully been cast at you.)
The foul powers of the Warp shall be denied. The psychic power is immediately nullified.

~~~~~

I'm not set on the difficulties or exact effects yet, but they're working ideas. Anyway, too much typing, not enough model making.
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Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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Stormgrad

I really like your powers here i think the trick now is maybe  figuring out how many faith points she should have so that you can use one or two powers (maybe since your going to have a whole warband of faithful ish servants of the emperor how about having each character have different faith powers and having the faith points as a pool between the warband