Once you were a part of a militaristic cult, or maybe you still are? A band of brothers with a strong devotion to fulfill the vision of their strong leader. Whatever that may be.
- Skill Proficiencies: Skills, tools, languages and proficiencies are dependent on your role within any of the diverse divisions of the cult. Were you a part of the Science & Magic Advancement Committee? Or maybe you were a scourger ready for fighting on the front lines? Perhaps you were one of the ghosts of the reaper squadron?
Whichever division you were a part of the proficiencies are customisable to reflect where you spent the greatest amount of time.
- Equipment: The equipment gained from your service is very basic. You gain an insignia of the cult which you may wear or hide from the others in your party. Maybe this has been branded or tattooed onto you as a sign of eternal devotion. You also gain a set of uniform, 5 gold and some texts. The texts would be division specific as a scientist or wizard may have a lab book a ghost or spy may have a cypher.
Due to your affiliation with a cult, you can easily identify others who are a member of a commune similar to your own. All cults are essentially the same and members exhibit similar behavioral patterns. By extension, you can also recognize any drug addicts, compulsive liars and people with various behavioral disorders.
Dependent on you and the DM, some of your former brothers and sisters in faith might not know you have defected and would be willing to provide only you with shelter and supplies. However, the question is whether you want to stay with them again.
Suggested Characteristics
Dependent on the division. A researcher may be timid while a scourger would be loud and aggressive. Although these could be reversed which could lead to interesting dynamics. To each their own.
Comments