The Redeemers are the champions of the faithful. They are demon slayers, investigators, and preachers combined. They are usually seen as a warrior priest. Their creed indicates that evil, in all its forms, must be destroyed, no matter the cost. The Bible is their book of ordinances and guidances. Each Redeemer tends to take a specific portion of the holy book to heart. Thus each Redeemer has an individual code of honor and mode of behavior, yet all remain devoted to their god. The Redeemer has few powers. His faith and great dedication are his armaments of purity. Their trademark weapon is called the "Redeemer's Staff" in honor of those who wield it. For many years the Redeemers have worked underground. Now with the magic eruption on Earth this is no longer necessary.
The Redeemers are recruited for their willpower and dedication. They are then taken to one of the monasteries where the Redeemers hold power. Only a few know of such places. Here they train to be acolytes. They are taught that the destruction of evil is the will of God. Their dedication is focused toward demon lore. Then they are taught to fight the demons by the most experienced of warriors. Their training ends around the age of 17, when they take a rite of passage. The acolyte is sent out to hunt a magical or supernatural creature. When he returns to the monastery he will be given a Redeemer staff. Only then is he a true Redeemer. Many fail in their first quest; there is a 40% rate of failure. There are less than a thousand of these warrior priests, but each one is a powerhouse, capable of dealing with the most powerful demon in whatever form it chooses.
Alignment: Good or Unprincipled
Attribute Requirements: IQ, ME, and MA 13, the acolyte must be dedicated.
Bonuses: +8 vs. HF (special, see below), +8 initiative, +1 attacks
OCC Skills:
Math: Basic (+10%)
Language & Literacy: Native (98%)
Languages: 2 additional (+40%)
Radio: Basic (+15%)
Intelligence (+20%)
Detect Concealment (+20%)
Detect Ambush (+20%)
Tracking (+20%)
Wilderness Survival (+15%)
Climbing (+15%)
Prowl (+15%)
Streetwise (+20%)
Land Navigation (+20%)
Lore: Demons and Monsters, Magic, Religion (+30%)
Athletics
Horsemanship (+10%)
Pilot: Any 2
Weapon: Blunt, 2 Ancient, 2 Modern
Hand to Hand Combat: Assassin
OCC Related Skills:
Select 5; one additional at levels 3, 6, and 9
Communication: Surveillance Systems only
Domestic: Any
Electrical: Basic only
Espionage: Any (+15%)
Mechanical: None
Medical: First Aid only
Military: Any (+10%)
Physical: Any (+10%)
Pilot: Any (+15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: None
Technical: Any (+5%)
Weapon: Any
Wilderness: Any (+5%)
Secondary Skills: Select 2 at levels 2, 4, 7, 10, 13
Standard Equipment: Bible, trench coat, fedora, backpack, utility
belt, light or heavy MDC armor, air filter and gas mask, sleeping bag, 6 wooden
stakes, hammer, flamethrower, canteen, rations, 10 e-clips, radio, rope, small
axe, few knives, personal items and some form of transportation.
Weapons: Prefer ancient style weapons. They start with a Redeemer's
Staff (described below). They will use modern weapons, as well, without hesitation.
Magic: The Redeemer does not know any spells, nor will he learn any. However, he is an expert at identifying magical items and wards. He can also read spells from scrolls, equivalent to his experience level!
Psionics: Exorcism (Can be used for no ISP cost with a 25% bonus to succeeding in expelling the entity from the host and this dimension). Sense Evil (Always active, no ISP cost).
Priest Skills: A redeemer can create holy water and bless items to be used as holy weapons.
Special Combat: The Redeemer has studied as a youth how to fight the supernatural. Upon a successful Lore check, the Redeemer will know all its weaknesses. Furthermore, in Hand to Hand combat the Redeemer will always be able to hit a vulnerable point with any weapon, doing a critical hit on 18, 19, or 20.
Hardened: Due to their rigorous training the Redeemer has lost all fear of the supernatural and replaced it with hatred; when dealing with Horror Factors roll normally. If they fail (remember the + 8 bonus) they do not succumb to their horrors. Instead the Redeemer goes berserk and charges the monster with the H.F. that he failed to save against. He gains an extra attack and + 2 to strike, but he must engage in Hand to Hand and every attack must be use to strike i.e. no dodging or parrying. If unable to do so the Redeemer is still enraged, but attacks verbally, in demonic tongues even the monsters fear. The monsters themselves must roll vs. horror factor. It works out like this. The Redeemer's H.F. is 20 - the demon's H.F. so a monster with a H.F. of 14 has to save vs. H.F. of 6 (20 - 14 = 6).
Impervious to mind control: The Redeemer is also impervious to the Vampires' slow bite. It will do damage, but the warrior priest will not be controlled in any way. This applies to all forms of mind control.
Special Equipment: The Redeemer's Staff is inscribed with holy scripts that twist and writhe as if alive. The staff inflicts 2D4 + 1 SDC points of damage to mundane objects. Against supernatural and magical MDC beings it inflicts its damage in MDC. Against evil supernatural creatures it does double damage. The "Redeemer's Staff" also becomes more powerful as the Redeemer becomes more experienced. For every level the Redeemer rises, the Staff inflicts an additional + 1 point of damage e.g. a 5th level Redeemer wielding his Redeemer's Staff would inflict 2D4 + 5 SD to a human, 2D4 + 5 MD to a dragon, and 4D4 + 10 MD to a demon. It also casts Exorcism at the same level as its owner. Once a Redeemer has reached 10th level the staff gains a new power, but no known Redeemer has used it before. This is to be used during their darkest hour. It is said that the staff will moan with the voices of the damned, and then drink the souls of the wicked within a mile radius. All evil creatures must roll vs. 18 ritual magic. The Redeemer is killed with no saving roll, all the dark souls who fail to make their save are destroyed. When all of the dark souls have been destroyed, the staff becomes inert, never to be used again, its magic permanently destroyed.
Allies: They consider all those who would battle against evil to be amongst their friends and any who are plagued by evil to be under their protection.
Enemies: They strive to destroy all major forces of evil. Redeemers hunt demons, undead, werewolves, vampires, evil magic creatures, and cult worshippers. Cultists are considered the worst of all evil because they are knowing betrayers of all mankind.
Experience: Use the Head Hunter table