Becoming an Initiate

To become an initiate, the character must be a worshiper of the god of the cult. He must swear to follow the commands of the god as expressed by the priests of the cult. He must observe the cult holy days, and is expected to tithe 10% of his income to the cult. He may also be called upon occasionally to help lead minor services.

Candidates will usually have to pass a test to become initiates. Most of the current player characters started out as initiates of one cult or another already.

In return for his services to the cult the initiate gets the following three benefits:

1. Divine Intervention
An initiate may attempt divine intervention once per week. To succeed he must roll his current POW or less on D100. If the roll is successful, the god may intervene. The character permanently loses as many points of POW as the number rolled on the dice. If the player rolls exactly the current POW of his character, then the character's soul becomes a spirit in the service of his god. In this event, the requested effect may still occur. On unsuccessful rolls nothing happens; no POW is lost.
2. Limited Use Of Divine Magic
Initiates may be able to obtain a cult Rune Magic spell for one use. To obtain this spell, the initiate must permanently sacrifice POW points equal to the POW cost of the spell. Cults generally restrict this to initiates going on cult missions, or as a reward to trusted and long-standing members. The character can regain this sacrificed POW through the usual POW gain rolls.
3. Special Training
If there are any special cult skills or spirit magic spells an initiate can learn them at special cult prices. The exact skills, magics, and prices vary with the cult.