Symbol Of The Ecclesiarchy Image

You are a holy spirit within the Imperial Ecclesiarchy, priests, cardinals, bishops, and other religious folks see you as a religious symbol, something to worship. Your exploits have been written in the church's books, word of your current adventure has spread far and wide. The Church is ready to receive you and offer you whatever they can to help you along your way.

Being an image of the Ecclesiarchy, it's followers tend to be rather zealous, visiting holy sites, churches or wandering into a dilapidated area may bring the attention of unwanted common folk. This could have positive or negative results (at the DM's discretion, may make you roll to resolve)

The Imperial Cult brings with it many benefits, especially as a venerated symbol. They are a powerful organization, be sure to stay in their good graces to keep reaping the goods. However, if you fall out of favor you might find yourself watching your back for the rest of your days if you survive long enough to turn around that is. Your actions directly affect your standing with the Ecclesiarchy.

 
Skill Proficiencies: You studied classical religious teachings. Pick two from the following list: Religion, History, Arcana, Medicine.
Tool Proficiencies: As a member of the Ecclesiarchy, you learned to use various musical and niche items, choose 2 following: the Flute, Lyre, Disguise kit, Poisoner's kit.
Languages: One of your choice, Nine Hells or deemed evil languages will not be included.
Equipment: Red silky and highly adorned robes, ornate tall black boots, a holy trinket such as a necklace or ring, a scroll containing your standing with the church, and a pouch containing 10gp.
 
Feature: Ecclesiarchy Standing

You open the scroll with your standing.

At the start of the game, you may choose to roll 1d20 to dictate your current standing or to start with a neutral standing. To increase standing you must complete certain feats, going against the values of the church will lower your standing. Note that the amount lowered will be decided with a 1d10 roll.

Sanctified, Natural 20 or 5 feats completed. You are a sanctified being within the  Ecclesiarchy, visiting churches will see you receiving donations from a pool of 20gp to legendary armor/weapons. You may recruit the help of powerful soldiers of the church, these can range from Templars to full blown Inquisitors. (DM's discreation + roll)

Venerated, 16-19 or 3 feats completed. You are a highly regarded figure, visitng churches will see you receiving donations from a pool of 15 Electrum to rare armor/weapons. Religious common folk and nobles around town won't need Persuasion or Intimidation to reveal honest details about querries you might have. Passing foot soldiers and knights have a small chance to join you in combat. (DM's discreation + roll)

Honoured, 12-15 or 1 feat completed. As an honoured member of the church, you may receive small donations when visiting churches from a pool of 10 Silver to common armor/weapons. Religious common folk will recognize you and nobles may recognize you, this may open new avenues/paths for you and your party to maneuver. Cultists may join your ranks. (DM's discreation + roll)

Neutral. 11-9: You are a known figure in the Ecclesiarchy but your lack of recent feats has left a poor impression. Religious common folk may recognize you  in big cities and near holy sites.

Defiled, 8-5: You have disgraced yourself and the God Emperor. All religious folk are now more difficult to persuade and intimidate, your access to churches will be limited. Guards and foot soldiers may stop and interogate you. (DM's discreation + roll)

Heretic, 4-2: Heresy! You are no longer recognized as a religious symbol. The Ecclesiarchy may descide to send Knights after you in order to neutralize such a disgrace. You will  be arrested for approaching a holy site or church. (DM's discreation + roll)

Marked for Death, 1: Death, death to the traitor! Templar to Inquisitors will be sent to assassinate you. Common folk may take matters into their own hands and try to impede you in anyway they can, within reason. You may summon Demons or Fiends to help you, although you will be stuck as Marked for Death for the rest of the campaign. (DM's discreation + roll)

Note that to regain favor with the Ecclesiarchy you will have to kill a Fiend if Marked for Death. If branded a Heretic, you will have to kill 2 vampires or 10 undead. As a Defiled member, you may roll a CHA check, kill 5 undead or bribe the church with 30gp.

All previous perks, positive or negative will add on to one another as you climb (or fall) in the ranks.   

Bolt Retributor: A legendary magical crossbow and the favored weapon of the Inquisitors. It may appear in the Sanctified pool of donations, however, it may also appear in normal world drops. (DM's discretion)

 
Suggested Characteristics

Use any characteristics that you feel fit your character. However, keep in mind that most players will be Clerics and Paladins, or players who choose to serve the church/a god figure. Your characteristics should reflect such a character. 

It is up to you to decide if your religion is good or evil, you do not necessarily have to do the right thing, but your views and the Ecclesiarchy's views should always be aligned.

Characteristics are still provided. 

d4 Personality Trait
1 I prefer people that worship the Emperor.
2 I hate heretics, mutants and Xenos!
3 I am calm tempered, I analyze situations before deciding if I should dispatch the fools in front of me.
4 I am proud of my reputation as a symbol of hope and Holiness.
d3 Ideal
1 Propagating the Holy word of the God Emperor is the greatest of ideals.
2 Destroying the mutants, heretics and Xenos of the world is the task of any proper member of the Ecclesiarchy.
3 Becoming a Saint in life or in death would immortalize me, bringing me closer to my Emperor.
d3 Bond
1 For the Emperor!
2 I will destroy any evil to protect the church.
3 Nothing is more important than the sacred texts, sealed away in the Grand Basilica.
d3 Flaw
1 I secretly wish to burn away this feeble cult.
2 My sense of pride sometimes gets in the way of my relationships.
3 I will become an even greater figure than the Emperor Himself.
 
 
Contacts

Your contacts will vary widely depending on your standing. 

The range goes from cultists, foot soldiers, knights, templars, agents and finally Inquisitors. Rank specific contacts can only be called when unlocked. In the meantime, if your roll does not land on the contacts you have, nothing happens.

d6 Contact
1 Cultist
2 Foot Soldier
3 Knight
4 Templar
5 Agent of the Church
6 Inquisitor
 

Previous Versions

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Symbol Of The Ecclesiarchy Image

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