-Nate
Cult
of the Void
Unlike most other
religious groups throughout Known Space, this one operates in
completely secrecy. Given its belief that all people and things in
the galaxy are moving inevitably toward death and destruction, that
should come as no surprise.
Goal:
Acceptance and/or Promotion
Members of this
cult are split fairly evenly between those who accept the end of all
things as inevitable and simply wait for it to happen, and those who
actively work to bring about that end. Clerics and shadow dancers
form the bulk of the prior group, while assassins and some wizards
make up the latter.
Alignment: CN
These cultists
care little for popular morals, since they believe that the universe
is ultimately a cold and uncaring place. They have no regard for the
law, however, since they view it as a purely artificial and, in the
end, ineffectual construct of society.
Leader
A mysterious
figure known only as Crazy Ivan is believed to be the head of this
organization, although it is not the most organized bunch. The
difference of opinion and activity between its members is a good
example of this, with some members (namely the assassins) using their
faith as an excuse to conduct sabotage and even murder for hire.
Headquarters
The Cult of the
Void maintains a series of clandestine meeting places throughout the
Known Galaxy, usually individual homes or even rooms at various inns.
The location of Crazy Ivan, if he really exists, is currently
unknown.
Using
the Cult of the Void in an Aetherial Adventures
Campaign
This organization can provide plenty of plot elements for a space
fantasy RPG campaign; presented here are a few of the possibilities.
- When a terrible fire breaks out in port, local authorities are quick to blame local members from the Cult of the Void. Are they the true culprits, however, or just convenient scapegoats who've been framed by the real guilty party?
- Indeed, this could lead to a system-wide crusade by groups such as the Church of Ptah or the Order of the Lion, aiming to eliminate the Cult once and for all.
- During the investigation, the PCs could also find evidence of a real Cult-driven plot. Only some of the members are actually a part of it, however, and it's up to the PCs to determine who's guilty and who's innocent.
- Given their penchant for making pilgrimages to the Asteroid Belt, Cult members could run into conflict with the Dwarven Mining Guild. Similarly, they could make an important discovery regarding just what power it was that destroyed that world.
Sister Umbriel the Shadowdancer
CR
5
XP
1600
Female
half-elf Rogue 5/Shadowdancer 1
CN
medium humanoid
Init
+4; Senses Perception +13; Low-light vision
DEFENSE
AC
19, touch 14, flat-footed 14 (+4 armor, +1 Dodge, +4 Dex)
hp
42 (6d8+12)
Fort
+4, Ref +10, Will +1
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
short sword +8 (1d6+2)
Ranged
throwing daggers +7 (1d4+1)
Special
Attacks Sneak attack +3d6
STATISTICS
Str
13, Dex 19, Con 14, Int 12, Wis 8, Cha
10
Base
Atk +3; CMB +4; CMD 18
Feats
Combat Reflexes, Dodge, Mobility, Skill Focus (Stealth), Weapon
Finesse, Weapon Focus (shortsword)
Skills
Acrobatics +13, Bluff +9, Climb +9, Disable Device +14, Escape
Artist +13, Knowledge (local) +9, Perception +14, Perform (dance)
+13, Sleight of Hand +13, Stealth +16
Languages
Elven, Common
SQ
Adaptability, elf blood, keen senses, multi-talented, trapfinding,
evasion, rogue talents (combat trick, weapon training), trap sense
+1, uncanny dodge, hide in plain sight
Combat
Gear Studded leather armor +1, shortsword +1, masterwork
thieves' tools, four throwing daggers, cloak of resistance +1,
potion of invisibility
Sister
Umbriel takes the notion of being a free spirit to an extreme; she
follows whatever whim—or opportunity for profit—she might have
and sees where it takes her. Some might describe her behavior as
erratic, and others as psychotic. The truth probably
lies somewhere in between those two adjectives.
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Brother Mordechai the Assassin
CR
5
XP
1600
Male
half-orc Rogue 5/Assassin 1
NE
medium humanoid
Init
+1; Senses Perception +8; Darkvision 60 ft.
DEFENSE
AC
16, touch 13, flat-footed 14 (+4 armor, +1 Dex, +1 Dodge)
hp
48 (6d8+18)
Fort
+3, Ref +6, Will +1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +9 (1d8+5)
Ranged
Light crossbow +4 (1d8)
Special
Attacks Sneak attack +4d6, death attack
STATISTICS
Str
19, Dex 13, Con 14, Int 12, Wis 10,
Cha 8
Base
Atk +3; CMB +X; CMD X
Feats
Dodge, Power Attack, Weapon Focus (longsword)
Skills
Acrobatics +9, Bluff +7, Climb +13, Craft (poison) +9, Disable
Device +9, Disguise +7, Escape Artist +9, Perception +8, Stealth
+9
Languages
Orcish, Common
SQ
Intimidating, orc blood, orc ferocity, weapon familiarity
trapfinding, evasion, rogue talents (combat trick, weapon
training), trap sense +1, uncanny dodge, poison use
Combat
Gear Studded leather armor +1, longsword +1, masterwork
thieves' tools, masterwork light crossbow, case of 20 bolts, vial
of purple worm poison
Brother
Mordechai enjoys killing, pure and simple. Indeed, that act fills
him with a feeling of power, much like he believes the Void feels
when death and destruction occur. That is why he sells his service
as an assassin, eliminating whomever a client wishes—for a
price, of course.
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