Skip to main content

Devotee

You are a follower of a religious movement, whether new or ancient. Your devotion to the faith is anything but casual, representing years of service and training as a disciple or for ordination. Your religion might be common or obscure, open or insular. Some traditions disparage science as an aberrant way of thinking, while others inflate scientific discoveries into eschatological dogmas.

What are the tenets of your movement? What pushed you out of a cloistered future and into adventure? As a voidrunner, do you seek to win converts to the cause, to fulfill a secret mission, or simply to do that which is kind and just?

Ability Score Increases
+1 to your choice of Charisma or Wisdom, plus one other ability score.

or

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Religion, and either Arcana, Insight, Performance, or Persuasion.
Tool Proficiencies
Any one artisan tool or musical instrument.
Languages
You can read, sign, speak, and write an additional language of your choice.
Suggested Equipment (Cost
37 credits
)

Acoustic guitar, sacred amulet, traveler’s clothes.

Feature:
Convene the Flock

You can use your religious training to convene a spiritual space, such as to meditate, deliver a sermon, or discuss occult matters. When you do, determine the size and effectiveness of the gathering with a Wisdom or Charisma check using one of your devotee skill or tool proficiencies. In a public livestream or while in a city, capital ship, or other highly populated area, on a result other than a natural 1, you attract a crowd of people no smaller than your Charisma or Wisdom score (whichever is better).

Adventures and Advancement

Certain attendees of your flock might come to you in a moment of crisis, seeking help for spiritual matters, interpersonal problems, unexplained phenomena, or the like.

Solving these problems spreads word of your activities, which popularizes your outreach and mission, granting you a following of your own. You gain the free service of up to 4 devotees (use the stats for an acolyte ), and when you convene your flock the minimum size is multiplied by your character level.

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Devotee CONNECTIONS
1
Your beloved mentor, whose murder remains unsolved.
2
A (supposed) member of your tradition’s hierarchy, who digitally delivers you anonymous commands.
3
An enemy of the faith—the hacker, serial killer, or terrorist who targets people or places sacred to you.
4
The orphan you mentor, who now sees you like a parent.
5
A Fleet cadet who is a devoted fan of your teachings.
6
A rival devotee of another faith (friendly or otherwise).
7
A religious superior whose unfounded libel puts you at odds with the hierarchy.
8
A mysterious person who attends most all your gatherings—but disappears without a word.
9
A former devotee you once admired— now a washed-up has-been.
10
An entity you’ve seen in sacred visions, who at times gives you messages when nobody else is around.
D10Devotee MEMENTOS
1
A prismatic crystal skull.
2
A thick leather-bound tome of scripture and prophecies, centuries old.
3
Your credentials of ordination—a certificate, ornamental lamp, sacred staff, or the like.
4
An alien artifact that looks like a symbol of your faith, made from an unknown material.
5
A set of oracle cards, bag of runes, crystal ball, or other occult divination device.
6
A traditional tea set, complete with a tea said to soften even the hardest hearts.
7
The (possibly unhinged) manifesto, theological work, or self-help program written by you or your predecessors.
8
Three flasks of holy water (real or feigned).
9
Ceremonial regalia, conferred to you by your predecessors on the faith’s homeworld.
10
The tapestry of tattoos covering almost your entire body.