Zealot (PIRATE BORG)

==Summary==
A clergy member, cultist, shaman, or simply believer either way a Zealot is a an adventurer who through sheer faiths has magical powers.
==Powers and Stats==
Tier: , from to via Environmental Destruction
Name: Zealot
Origin: PIRATE BORG
Gender: Varies
Age: Varies
Classification: Adventurer, Religious, Player Class
Powers and Abilities: 
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Superhuman Physical Characteristics, Holy Manipulation (The Zealot's main ability is PIRATE BORG Page 42), have giving them Probability Manipulation, Damage Reduction, Damage Boost (Can either PIRATE BORG Page 54)
|-|Optional Powers=
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Attack Potency: Wall level (Their weapons can do , letting them destroy small boats in 5 blows), Varies from Building level to Large Mountain level via Environmental Destruction (Can rain down lightning bolts on enemies which is that level. One of the Mystical Mishaps creates a , meaning it is at least magnitudes between 6.5 which is that strong)
Speed: Athletic Human, Varies from Subsonic+ (Can have flintlock pistols) Massively Hypersonic+ (Can send natural lightning towards enemies)
Lifting Strength: At least Average Human
Striking Strength: Wall level
Durability: Wall level
Stamina: Average
Range: Varies from Extended Melee Range (Can have various melee weapons) up to Tens of Meters (The range of muskets is PIRATE BORG Page 51). Varies from Standard Melee Range to Tens of Meters via Holy Manipulation (Some applications require touch while others can effect the weather in a localized area). Varies from Standard Melee Range to Extended Melee Range (If they're an aquatic mutant they have various bodily weaponry, with Jellyfish ones having tendrils that extend up to 10 feet), Varies from Several Meters to Kilometers via rituals (Successful rituals can often targets thing in eyesight range, while mishaps can effect things up to 3 miles)
Standard Equipment: of PIRATE BORG Page 50 
Intelligence: Average
Weaknesses: Some of their abilities can be rarely used. If they're a ghost and don't inhabit a body for 12 hours they disappear from the mortal realm. If they're a Conduit they need to cast a ritual once per day or suffer damage. If they're a zombie they lose health every day they don't eat a human. If they're a vampire they can only . If they're a Merfolk they will eventually die if they're out of fresh seawater for too long. Rituals automatically fail if PIRATE BORG Page 35
Note: Can have any optional class powers while only a specific set of abilities from either Haunted Ghost or Tall Tale.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:PIRATE BORG
Category:Characters
Category:Game Characters
Category:Role-playing Characters
Category:Weapon Users
Category:Knife Users
Category:Sword Users
Category:Club Users
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Category:Probability Users
Category:Damage Reduction Users
Category:Damage Boost Users
Category:Immortals
Category:Undead
Category:Ghosts
Category:Zombies
Category:Skeletons
Category:Incorporeal Characters
Category:Fear Users
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Category:Weather Users
Category:Earth Users
Category:Power Bestowal Users