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10:13, 19th May 2024 (GMT+0)

Planet: Sisk.

Posted by Adeptus MunitorumFor group 0
Adeptus Munitorum
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Mon 19 Dec 2022
at 11:41
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Planet: Sisk

Planet Name:Sisk
Segmentum:Segmentum Obscurus
Sector:Calixis Sector
Subsector:The Periphery
Population:Est. 400,000,000 citizens
Affiliation:Imperium
Planetary Designation:Feudal World
Tithe Grade:Solutio Tertius, pending review

The Sisk system lies close to the rimward flank of Waaagh! Grimtoof’s main advance and, as such, is preparing for imminent invasion. The Spinward Front’s military authorities are drawing up plans for the first regimental founding in the world’s history.

Sisk is classed as a feudal world, meaning it is ruled by a land-owning noble caste and that its general level of technology is barely more advanced than gunpowder. Sisk has very little contact with the Calixis Sector or with the Imperium at large and this has been the case since its earliest days. Communication with the institutions of the Calixis Sector is deliberately limited, the small Adeptus presence assigned to the world operating in or from a number of void stations in orbit. The specific reason for this restriction is long lost to most, but rumors abound.

There is one obvious reason why Sisk has remained isolated, however, and why it has yet to be subjected to a regimental tithe. The population seems more prone than others to genetic deviancy, instances of mutation running at higher levels than in other worlds in the region. These mutations appear relatively stable and one of the tasks of the Adeptus presence has been to ascertain if they constitute a classifiable abhuman strain. Most of Sisk’s sizable mutant population are possessed of additional joints in their arms, legs, hands and feet, giving them a distinctive and disturbing, loping gait when they move. Where there are mutants, of course, there are frequently psykers, and herein lies the reason for the Adeptus presence remaining in orbit.

As the governor of Sisk, it falls to Lord Gavvit to monitor the rate of psyker manifestation and conduct regular purges to hunt down those not rendered to his enforcers by the population itself. Countless times throughout its history, some rogue psyker has risen to power on Sisk, perhaps even gaining dominance over an army of his people, before the authorities have conducted a brutal witch hunt in which thousands must be thrown to the pyre.

The surface of the world is a bleak and unforgiving land of windswept moors, foul swamps, and deep, brooding forests of twisted and malformed trees. The people live in high-walled cities, protected, so they hope, from mutant bands that roam the wilderness that are often driven to cannibalism and worse by the harshness of their existence. Very few outsiders live openly on the surface, though Lord Gavvit does maintain a number of hidden monitoring stations from which he can spy upon his subjects.





Local Exports:

Siskan “Father Shot” Musket, Low-Tech Ranged Weapon:
Fanatical theologians dominate the feudal world of Sisk and recorded in the records of their colonial founding is the admonishment that Siskan defence is “built upon the bones of our forefathers”. No weapon better lives up to the character of this world than does the gruesome, yet undeniably beautiful, Siskan musket.

Formed in the main from a human thighbone, traditionally from one of the wielder’s ancestors, this exquisite firearm is a highly desirable object in many noble circles. Utilizing an iron-capped tooth as its striking mechanism, the “Father Shot” is considered to be a reliable weapon with a reputation for lucky hits. In certain seedy areas of Sisk, down on their luck artificers are willing to create trophy muskets from bones brought to them by well-paying worlders. They seldom ask where the materials come from, as their patrons all too often have the steely glint of revenge in their eyes.


TypeRangeRoFDamagePenClipReloadSpecialWeightRarity
Basic40mS/–/–1d10+3 IPEN 0Clip 1RLD 5 FullPrimitive8kgScarce

Sisk Ash, Drug (Scarce):
Imported from Sisk, “Ash” is made from the burnt remains of a common bush-plant. These grey flakes are mixed with lho and smoked, producing a sweet distinctive scent which is so thick and cloying that it can even throw off Cybermastiff’s attempting to track the original user. It induces a relaxed, calming state, primarily in the smoker but also in those around him if the smoke is allowed to gather. If not mixed with lho it is much more powerful, and can cause unconsciousness.

The relaxing effects of Ash generally last 1d5 hours, and the DM may require an Easy (+30) Willpower Test when the consumer is required to do something they chose not to do (such as go marching). When cut with lho and smoked directly, the drug temporarily grants the user the Unremarkable talent.  Everyone within 10m at the time of use (including the user) suffers a -10 to Awareness tests for the duration, but gains +20 to tests to avoid being tracked.

Those using the pure drug must take a Hard (-20) Toughness Test or fall unconscious for 1 hour, but also gains the Cold Hearted talent and applies an additional +/-10 modifier to Awareness/Tracking tests for the duration.

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