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.