Anabaptists

   
The land was once beautiful and full of trees. The sun shone down with a friendly face upon fields and happy people. But today, Paradise is rotten. The Spawn of the Demiurge, Psychonauts in all their carnality carry no divine soul. The root of all evil is clear to see and must be hacked to pieces and cut out by the Anabaptists.

Names

Gideon Stern
Mira Valeria
Jasper Thorn
Lucia Ember
Selene Marrow
Aldric Verus
Cassandra Faith

Starting Gear

1d6 x 50 Chronicler Drafts
Purifier’s dagger (d6)
Ceremonial oil flask “strength, faith, insight”
Heavy leathers (1 Armour)

What is your rank? Roll a d6.

1 TOUCHED: Take a Long Spade (d4) and Grains. You get three dots tattooed on your forehead and a ring through your nose to chain soul to body.
2 ASCETIC: Take Seeds to bury in holy places. You inspire providers and farmers.
3 ORGIASTIC: Take a Bidenhander (d10). Your gang treat each other as family.
4 ELYSIAN: Take a Crucible, Healing Herbs and an Adriatic Stone. Because of the Elysian Oils you used you reduce Sepsis infection in 1 (6 uses). You can always get more oil on Anabaptists Enclaves.
5 FUROR: Take a Spitfire (d8 blast, 3 uses). You can muster a gang of Orgiastics and start a crusade and try to start forming a settlement.
6 (Choose One) All take a Long Spade and Grain.
SUBLIME: Take a Bidenhander (d10) or Spitfire (d8 blast, 3 uses). You are considered a manifested emanation, foretold in prophecies and there are no closed doors for you in Cathedral city.
EMISSARY: Take a Long Sword (d8). You are respected by all Cults of the Protectorate.

Depending on gained renown, you may be promoted to higher Ranks by your Cult.

What is your potential? Roll a d6.

1 FISHERMAN’S BLOOD: “When the Jehammedans taunt the Anabaptist with mocking cries of ‘Fisherman’s child!’ he replies calmly, ‘If you hit us, don’t we bleed as well?’ They laugh, but he grins and adds, ‘But if we bleed, don’t we rip you apart?’ Pushed beyond his limits, the Anabaptist unleashes a relentless fury, tearing through his enemies with unstoppable rage.”
Your attacks are enhanced. You must pass a WIL save after a killing or lose control, attacking anyone in sight.
2 KILLING JOKE: “The enemy braces for a blade, but instead, the Anabaptist deftly pivots and strikes with the pommel of his sword, aiming for an unprotected vital spot. This technique, known as the Killing Joke, is a high-risk manoeuvre that can knock an opponent unconscious instantly.”
Requires a Sword. Your opponent becomes unconscious, but will wake up if harmed again. The next attack against you is Enhanced.
3 PNEUMA: “When the Anabaptist’s blow strikes deep, something more than blood spills out—an essence, a glimpse of the divine Pneuma, escapes from the dying flesh. This momentary touch of the divine strengthens and uplifts him.”
Gain Fatigue. Your opponent loses d6 STR, which are transferred to your HP temporarily (up to 18).
4 REALM OF EMANATIONS: “The Anabaptist’s faith burns bright, shielding him from the nightly horrors that haunt his mind. By day, the twisted influences of Psychonauts—whether through Dushani whispers, Pheromancer scents, or Psychokinetic illusions—cannot sway him. When defending against these mental assaults, his faith sharpens his resolve, allowing him to channel his strength into a powerful counter, turning his fear into a formidable defence.”
Gain Fatigue. Become immune to influences of Psychonauts common in your region.
5 TORCHBEARER: “The Anabaptist’s senses have been sharpened to the point of near madness by his closeness to the enemy. He can detect the corruption of Psychonauts, Leperos, and spore fields with uncanny precision, bringing them into stark clarity. In his presence, the hidden horrors of the world cannot remain concealed.”
You feel primer auras within a short distance. WIL save to avoid detection by Psychonaults.
6 ZEALOT: “Through relentless austerity and daily meditation, the Anabaptist purifies himself, transcending physical pain and unleashing the power of his spirit. On the battlefield, his body becomes a shield, with pain serving only as a distant reminder of harm rather than a hindrance. His resilience allows him to endure, reducing the impact of trauma.”
Gain +1 Armour (to the limit of 3).

With enough time and a mentor you can learn new potentials. Even from other Backgrounds.

CONNECTED TO
Protectorate Clique
Backgrounds
Anabaptists (external)