The Void
All came from the void, and to the void shall return. Look upon your body — does it not turn to nothing? Worms will devour it, and it will become their excrement, and then they too shall dissolve into the earth. Turn to your mind — does it not fade with each passing day, do memories not turn to nothing first, and then thought itself? Ponder your soul — did it ever exist at all?
People imagine many things: objects, other people, even the Heavenly Father, but all of this is but a randomly arising speck in the Void. No one knows why they are born, when they will die — so is it worth attaching significance to your random actions in this random world? The sinner and the righteous, the beggar and the rich — all are equal before the void, and the brief moments of their happiness and pain are nothing before the non-existence from which they came and to which they shall return. Since time immemorial, people have understood this — some with their mind, some with their soul, others through experience — but all led to the Church of the Void.
There are no ministers in gilded robes here, nor cathedrals whose spires pierce the sky — and yet many still strive to come here. Only here can a person feel whence they came and whither they shall return — no sounds, no incense, utter darkness will surround them — they are home. They are no one, and they are nowhere.
The Church does not interfere in the affairs of rulers, nor does it lure parishioners with flowery speeches, but it remains the most widespread form of faith — of unbelief, if you will.
The character takes no damage to health or sanity when inactive.
Any negative effect on them has a probability (willpower*3) of having no effect.
Immunity to domination and suggestion.
The Father-Sun
Those who are not desperate enough to accept the Void, yet not strong enough to exist without faith, tend to believe that somewhere, even if very far away, there is a powerful being who cares about the fate of people. For who could be a more mighty and benevolent patron than the generous sun? Who sympathizes more with humanity than its heavenly father?
In ancient times, these figures were distinct — people worshipped separately the daylight orb, the primordial matter that gave life and opposed the universal Void, holding it back from devouring all that exists, and separately the Father of men, who was the first mind and form, and produced all living creatures, separately endowing people with particles of his own soul. Over time, they merged into a single image, representing the first, random emanation of the Void. Not an enemy, but an unwanted child, the Void spewed forth from itself when it became aware of itself as Nothing. Nothing gave birth to Something, and after many metamorphoses, the world and life finally appeared.
But the Father-Sun, existing only in time, is mortal. One day the Sun will die, like any life, and only the prayers and righteousness of the faithful can delay this moment. The sacred hymns speak of a great struggle the Father wages against material Darkness, matter without reason, which separated from the light and fell into the deep gloom beneath the earth. Therefore, those who honor the Father burn the bodies of the dead, so as not to surrender them to the embrace of Darkness, but to raise them to the light, where the sufficiently righteous will contemplate the truth until the end of time — and afterwards their souls will dissolve into the Void, not dying in madness and pain like earthly beings, but departing in peace and truth.
Once per day, the character can fully restore health and remove all negative effects.
Holy Protection
The chosen character gains complete immunity to negative effects for 1 turn. No more than (willpower) times per phase x4
Fire
The Father-Sun bestows warmth and light, comforting man in the present, but there have always been people who believe in inner strength above all external things. They believe that the Father has already saved them all, by granting them living souls and sending them the Teacher, who awakened the flame within their souls. Hence, human blood is hot and their minds are restless — they should not follow the light, but carry it.
This is the faith of strong and active people. Knowing of the inevitable return to the void, they proudly continue to struggle. Let their deeds not echo in eternity — in the brief time allotted to them, they will fulfill the Father's will not through prayer and humility, but with sword and fire, annihilating the spawn of Darkness and cleansing the land for His chosen creations. Their churches are lavish, their power is great, their gaze is fierce, and the best of them, even if they do not carry that pure fire that burned in their forefathers, are able to hold flame in their hands.
+2 to strength and endurance, 75% fire resistance, access to the fire power specialization.
Cleansing
The character deals double damage to non-humans, monsters, and spirits x4
Holy Fire
The character's attacks deal +(willpower*5) fire damage x4
Earth
This is the cult of commoners. The land that feeds him is of no concern to a nobleman, nor is it interesting to a scholar, but to a peasant, cold and capricious as it is, it is closer than father and mother, for only it decides whether he lives or dies.
Wretched creatures — knowing everything about how to survive, and nothing about why to live at all. Like their beloved grains, they are born and die, leaving no trace, others take their place, but their fate is one and the same. The earth is dead and cold — and yet it gives life, and the serfs care not that the deeper into the earth, the farther from the light, that the crawling creatures abounding in the depths are loathsome, that the stench of corpses and excrement has soaked through the earth — for them it is forever home.
+4 to endurance and sanity
Cult of Blood
Sweet and hot is human blood, nourishing is their flesh — and man will always kill man if there is no other way to survive. Having fed, any creature will forever retain a part of its prey's strength; if the prey was a human, it will also take a part of the soul.
This cult is as old as it is loathsome, its memory stretching back centuries long before the founding of the Empire. Now, when man knows how to hunt, and till the fields, and brew beer — still there are those whose hunger and cold can only be sated by the meat and blood of their own kind. Eternal need sooner or later leads such people to the blood cult, but having tasted blood once, they will not stop. The teachings of the priests, speaking of the ways of the ancestors, and the ecstatic orgies of the cult will drive them mad — and they will crave blood again and again.
Human blood restores health and sanity
Human flesh grants +1 to a random attribute
All of the character's attacks cause bleeding (endurance vs 5), -10% of current health for two turns
Each day without consumption drains 1 sanity
Cult of Pain
In pain and cries a person is born, in pain they live, and in pain they die. Were pain not necessary, the world would be too absurd to be born into. And great minds have always taught — what is necessary is pleasant, not what the feeble body desires.
A most popular doctrine, respected by most other religions and having numerous followers everywhere. Great is the honor of a follower of Pain: a lord will be glad to have a servant so selfless, a serf will be comforted by looking upon his scarred body, a servant of the Void will say that he is close to the truth, and a servant of Fire — that he is a great warrior. An impressive sight are the cult's services, for lords alongside commoners, men alongside women, convinced followers and random passersby — all of them flog and cut themselves, silently competing in valor.
The character restores sanity upon taking damage.
The character's HP is doubled.
The Blind Ones
The glitter of the world blinds weak souls. Is it not better to blind oneself?
If your hand is rotting — cut off the hand. If the arm is rotting — cut off the arm. But if your mind is rotting — gouge out your eyes, and be not tempted.
Some people are conscious enough to know they are falling into the Abyss, but not strong enough to stop. Their hearts lack sufficient resolve, and the Void is too heavy for their minds. An ordinary person will find even a common life hardship enough to teeter on the brink of madness. And if such people find even a shred of will — they will go to the Blind Ones, to the cramped catacombs that usually stand on the outskirts of settlements. There, the ancient, already motionless elders of this sect are ready to receive anyone seeking peace.
They will cut out his eyes, whisper instructions — and a different person will appear to the world, free to do anything, but desiring nothing. Some, however, blind themselves, alone and in madness, instantly comprehending all that takes holy recluses years to achieve.
Accuracy and evasion are halved.
Inability to use ranged weapons.
Inability to read and navigate unfamiliar terrain.
+10 to willpower
The character unfailingly detects lies and receives various hints from the GM.
The Godless
Faith is too complicated for some. Too many doubts, too heavy the shackles of prohibitions, too alien the muttering parishioners praying, too distant the truth. Why not just live as you please? Or perhaps, it's better to just stop living?
The character has a 10% chance of committing suicide after a failed quest. Any sanity damage is doubled. The effectiveness of any magic against the character is halved.