Alignments: The Holy Star (Faction/Religious), Debauchery (Ideology), The Seer (Allegiance), Doomsday (Ideology)
A cult which began in Morocco, the origins of the cult date to just at the start of the Awakening as a Moroccan man was overcome with visions of a blinding light engulfing the Earth, destroying and killing everyone within it. There was no telling when or how, only that the sun would eventually consume the Earth. After being blessed with this vision, the man gave himself the title of "The Seer" and began recruiting members into his cult, their goal being to encourage humanity to revel and delight in hedonism and sin before the sun destroys them all, bathing them in its holy and illuminating light which will strip them of sin as it kills them.
Holy Star cultists are distinguished by their star-shaped marking on their forehead painted on by themselves or another member, their clothes often being baggy and unrestricting and their possessions being limited to what they can carry on them. Cultists also prefer to wear clothes which can easily be taken off in the event that they wish to fornicate, their hedonistic desires translating to their livelihood and personalities.
Cult members are often eager to speak with people about the 'Wisdom of the Star', often just shortened to 'the Wisdom', using this to try to lure new followers in as well as just being a means to express their beliefs for the Holy Star. Greedier cultists may seek out trying to convert people they once knew as a means to win favor over them or even to justify sinful sex with them, while other more selfless individuals profess the beauty and purpose of the faith, attempting to lure new converts with talk of the end being only a step away and giving lessons on living life to ones fullest, mixed in with portents and teachings from the cult.
The following are options only available to characters who are part of the Holy Star. GMs are free to change the Holy Star as a faction to their own, but it's not recommended to remove the faction-based restrictions on character choices presented here.
Doom: You can target an opponent within 4 squares who you can see, and make an Intimidate check versus the opponent's Mental Defense. On a successful hit, you inflict them with the special status effect of Doom. Its effects are listed below;
Low Intensity: -1 to all checks (skill checks, attack rolls, damage rolls) and Defenses.
Moderate Intensity: -2 to all checks and Defenses.
Severe Intensity: Defenses are set to 10 before penalties (except from Doom which no longer deals penalties at this severity). Attack rolls and skill checks are 2d10 rolls instead of 3d10.
Exploding Death: If you die, you explode out to 4 squares affecting only enemies - dealing 3d4 fire damage which bypasses Defense Points.
Seer: Born with uncanny abilities which enable one to be a student of The Seer, you have a psychic connection to your allies and other followers of The Holy Star. You can tell when one you are connected with has been injured or is in great psychological distress. You can sacrifice 2d6 Resolve or Sanity in order to help said ally recover that much Resolve or Sanity.
Immolating Success: If you succeed on a skill check or attack roll by 10 or more, you burst into flames as per Immolating Failure, except this fire does not harm you and instead harms all enemies adjacent to you. This does not grant you additional TP like Immolating Failure.