Sunday, January 15, 2012

The Church of Central Intelligence- A Religious Organization For Your Old School Post Apocalypse Rpg

The Church of Central Intelligence 

This strange cryptic religion has spread among many people in the post apocalyptic landscape to replace many conventional organized religions. This electronic based religion was brought by the "Eloi Movement"from the outer world colonies. It centers around the use of the "i Church"  module. This module creates a series of states of well being with in the user. They work as a charm spell creating a sense of brotherhood & well being. This state restores 1d3 hit points of damage per session. It gives the user a limited form of esp as per the spell.
There are those who think that this state is a gate way into a cult passing itself off as an official religion. The church sells the "i-church" module as both a cybernetic implant & mobile device. The device can be used separately from the services of the Eloi temples. They induce states of deep relaxation, concentration, & in most cases altered states of consciousness. 
Eloi clerics of the church will often carry an Alpha Church module with them. These allow the cleric to reach deep zones of inner peace as part of the path to gathering their spells. 
The central dogma of the church involves the use of the sacrament of "Superior Evolution". A cleric of the 6th level or better obtains the mental mutation "Evolve Form" - This mental mutation advances the target allow certain genetic genetic traits while retarding or removing others. On each round after a successful mental attack the target will have one genetic mutation added.This attack may only be attempted once per encounter either or not it succeeds. It may not be used again for another week. There will only be one priest present per temple. Repeated treatments are used. 
 In this case the priest will add the traits that Eloi value most. They are described as being smaller than modern humans, having shoulder-length curly hair, chins that ran to a point, large eyes, small ears, and small mouths with bright red thin lips. They are of sub-human intelligence, though apparently intelligent enough to speak, and they have a primitive language.
 Eloi that are created in this manner use the following traits from Mutant Future - 

Eloi

Hit Dice: 1d4 per point of CON.
Mutations: Atrophied Cerebellum, Bizarre Appearance (nymph-like features), Weak Will.
This is a weak PC, so a player would have to play carefully or treat as a challenge.

Eloi Hunter

(as Pure Humans, plus Bizarre Appearance mutation)
This race could be a good way to introduce new players to Mutant Future.
Further information on these type of Eloi can be found Here
There is absolutely no truth that the Church of Central Intelligence has sold those who have penetrated the inner mysteries of this religion into slavery & less then savory things off world. Many who have observed the goals of this religion state that those of the Eloi are technically adept but don't understand  technology; they regress and unlearn millennia of culture, thought and reason, until they are satisfied with the pleasure of merely existing. That these beings are merely the creations of those in charge to govern, rule, & for far more sinister reasons. There are those among the priests of the Central Intelligence who warn of the vanity of those of the Outer Colonies. That they are accessing powers & rites that are forbidden. They speak of the Morlock incident to those of the inner circles of the Central council.
   The Church of the Central Intelligence has had a cold war going with members of The Temple of 
 the "Earth Current". The temple calls the Church of Central Intelligence bizarre, inhuman, decadent, a menace to all right thinking humans, & that they have congress with demons from beyond the pale. There have been temple burnings in New York, Long Island, & Connecticut. 

The "i-church"*  modules sell for 130. gold pieces each. The implants sell for over 200.00 & need a qualified cleric to implant them. 

* Not responsible for side effects from "i-church" modules including loss of sanity, spell casting abilities, mental mutations or any psychic possession that may result from continued use after 1d6 months. Please consult a qualified wizard if you experience any of the above side effects 

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