Messengers of Salvation
A religious order founded by the rugged survivalists who sought shelter in the groves of the Sacred Valley. They reject relics from the World Before and seek to embrace the changes that The Fall has wrought on the world.
Playbook: Servants of the One True Faith
Stats: Reach -1, Grasp 1, Sleight 1
Your religion was built around the forces of the Fall.
Style: Conspicuous symbols of prosperity and devotion
Governance: Many shepherds guiding many flocks
The Fall: The first cult to revere the agents of the Fall
A Threat: Demons, embodying all the horrors of the Fall
The Corrupt: Klout, The Professors
⊕ Recruits
⊖ Artisans
⊖ Leadership
⊖ Safety
Defense: Blessed heirlooms (regal, tough)
Expertise: Evangelists (1 Quality, Communicating with outsiders)
The renunciation of the Before.
At the start of each Age, judge them as Righteous or Corrupt according to the tenant.
Stats: Reach -1, Grasp 1, Sleight 1
Your religion was built around the forces of the Fall.
Doctrine: The Faith is Mother, the Faith is Father
The bonds of faith between you are more than natural. When Family members are in deep distress, other members somehow know.Lifestyle: Dispersed
The faith has been spread far, and you'll always find lodging aand food with other faithful in a settlement.Traditions
Populace: Evangelistic cult full of zealous convertsStyle: Conspicuous symbols of prosperity and devotion
Governance: Many shepherds guiding many flocks
Landmarks
Before: A templeof a lost faith, miraculously untouched by the FallThe Fall: The first cult to revere the agents of the Fall
A Threat: Demons, embodying all the horrors of the Fall
History
The Righteous: SevenevesThe Corrupt: Klout, The Professors
Resources
⊕ Land⊕ Recruits
⊖ Artisans
⊖ Leadership
⊖ Safety
Gear
Weapons: Infectious madness (ranged, aberrant)Defense: Blessed heirlooms (regal, tough)
Expertise: Evangelists (1 Quality, Communicating with outsiders)
Moves
Faith of the Fallen
Your Family has a faith they cling to more ardently than life itself:The renunciation of the Before.
At the start of each Age, judge them as Righteous or Corrupt according to the tenant.
When your Family gains something that furthers their tenet, gain 1 Faith.
When an emissary of your Family - including your Character - draws on this vision of future perfection, spend 1 Faith to:
- Get an insight toward your current goal.
- Ignore all penalties and Disadvantage for a single roll.
- Plant the seeds of your faith in the mind of another.
A Voice in the Wilderness
When your Family condemns a powerful figure or organization in a public place, roll +Grasp. 7+: they're now counted as Corrupt. 7-9: choose one. 10+: choose two.- You'll suffer no reprisals
- You receive grateful donations; gain Surplus: Barter Goods.
- The crowd delivers a representative of your foe to you.
- The audience riots, forcing your enemy into retreat.
Characters
- Hammond Jennings (Survivor)
Notable Members
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