Zealot: Preacher

## Key Features

- Health Management

- High Damage Melee Attacks

- Good vs. Armour

> “What I cannot rouse by example, I’ll instill through spilt blood. For is it not said that if ten thousand feckless souls burn in the flames of perdition to awaken the fervor of one righteous man, then the Emperor rejoices? Aye, it is.” - Anonymous Fanatic Preacher
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Zealot: Preachers yearn for the release of death and arrival before the Golden Throne. Alas, it seems the Emperor yet has need of them in the mortal world and so they fight on, blows emboldened by pious rage as their lifeforce ebbs, and fury heightened by the knowledge that each scrap of pain brings them closer to reward. Preachers care not if they live or die, so long as the foe is vanquished. Their faith hardens in response to physical trauma, empowering attacks with holy wrath and strengthening their will to fight on!

## Martyrdom

Every zealot is a martyr in the making. Paradoxically, the worse they are for wear, the more effective they become.

As a player you should keep a close eye on your health and consider letting others take healing before you. After all: the lower your health is, the more damage you deal. You might consider increasing your Toughness and number of Wounds with Curios to make up for this high-risk playstyle.

## Key Talents

 The Emperors' Will
 Swift Exorcism
 Martyrdom
 Until Death

## Feats

### Level 5

 Faith Restored
 Enemies Within, Enemies Without

### Level 10

 Punishment
 Retribution

### Level 15

 Benediction
 Inspiring Excoriation

### Level 20

 Thy Wrath be Swift
 Faith Restores All

### Level 25

 Rising Conviction
 Honour the Martyr

### Level 30

 Fury of the Faithful
 Purge the Wicked

## Tips and Tricks

[To be added, preferably by someone with more zealot skill than me]

# Character Creator: Lore

Backstory options within the Character Creator that are specific to the character's class: Veteran, **Zealot**, Psyker, or Ogryn.

## Personalities

 Fanatic
 Judge

## Defining Moments

Defining moments unique to zealots. "DEFINING MOMENT: You've been through a lot. This struggle you call "life" demanded it. But through all the hardships, and all the triumphs, one incident stand out in your memory, which has shaped you more than anything."

* **Encounter with Heretics**: Since the Horus Heresy, the Enemy Within - traitors, heretics and turncoats - hold a special place of hatred in the hearts of loyal Imperial citizens. No mercy can ever be shown to those who turn from the Emperor's light.
	+ You were caught up in the bloody uprising that followed after the cult known as the Red Hand were declared Excommunicate Traitoris.

* **A Strange Artifact**: The Adeptus Ministorum, often known as the Ecclesiarchy, is obsessed with tracking down holy relics of saints and martyrs. Most turn out to be fakes with no value, but that doesn't stop a brisk trade in holy knucklebone, mummified toes, sainted tonsures and the like.
	+ While on a pilgramage, you found a reputed treasure and became obsessed that it might be a holy relic with fantastic powers.

* **Cult Contact**: When heresy is uncovered amongst a civilian population, it is not unusual for suspicion of complicity to turn on the rest of the populace. The taint of Chaos can never be underestimated, and before the unwavering gaze of the Inquisition, innocence is not enough.
	+ You were accused of failure to notice cult activity in your district: a crime deemed almost as terrible as complicity.

* **Mutant Incident**: Whether by genetic defect or Chaos-taint, mutants are reviled by the Imperium. Most Imperial agencies teach intolerance of the mutant as a key tenet, and see mutation as a curse that leads only to corruption.
	+ You were attacked by a mutant, and saw first-hand the true horrors of their aberrations.

* **The Sickness**: In the overcrowded habs and manufactorums of a typical hive, disease can often run rampant. The uncaring nobles often see such outbreaks as a cull of the weak, knowing that there are always teeming massed of workers ready to replace the fallen.
	+ You contracted a painful disease after being bitten by a two-headed rat that forayed from the benighted depths of the Deep Hive.

* **Hunted**: Amongst the gangs and guilds that dominate the hives, transgressions are often punished by blood debts, which must be fulfilled on pain of death. Those who attempt to flee their blood debts are pursued without mercy by gang enforcers or contract killers.
	+ After a confrontation turned violent and a rival was slain, you were forced to flee to avoid retribution from your enemies.

* **The Voices** (*Zealot and Psyker*): In most occupations, hearing voices would be considered a sign of madness. However, to some members of the Ecclesiarchy and the Scholastia Psykana, such messages are a source of inspiration, for they are perhaps a sign of blessed communion with the God-Emperor.
	+ One day the voice of the Emperor spoke in your mind, and told you to dedicate your life to His service.

## Growing up

* **Lowly Scribe**: The endless chain of bureacratic work of the Adeptus Administratum is full of tedium, but also danger, for ambitious individuals will stop at nothing in their struggle for advancement. Many a scribe has lost their life in squabbles over a better grav-lantern or a desk nearer a cooling unit.
	+ You learned to read and write early, and became an apprentice scribe in the sprawling offices of the Adeptus Ministratum.
* **Isolated** (*Zealot and Psyker*): The arbitrary bureacratic decrees of the Adeptus Adminitstratum can draft or displace the populace of an entire hab-block, often for no discernible reason.
	+ After an enforced relocation to new hab-dwellings, you lost contact with all known associates.

* **Self-reliance** (*Zealot and Psyker*): Even the most civilised sectors of the Moebian Domain are subject to all manner of threats, from mutants, rogue psykers, cultists, and more. In the dog-eat-dog world of the lower hives, everyone must find a way to navigate these myriad perils.
	+ After surviving both the Sump Rat Scourge and the Cult of the Red Death uprising, you became a self-confident survivalist, able to emerge relatively unscathed from any situation.

* **Saw the Light**: The most zealous followers of the Imperial Cult hold the deep-seated belief that heretics and traitors are infiltrating all levels of Imperial society. Sometime it is even true...
	+ You were swayed to the Emperor's Light by the words of a firebrand Preacher, joining his personal crusade against traitors hiding amongst the Imperial citizenry.
* **True Calling**: The Cult Imperialis takes many forms, but all revolve around worship of the Emperor. It is the only sanctioned religion in the Imperium.
	+ With your coming of age also came a growing faith in the Emperor, and a desire to dedicate your life to service in the name of the Master of Mankind.
* **Pilgrimage**: A pilgrimage is both a physical and spiritual journey that brings the ardent follower closer in faith to the holy Emperor of Mankind. A pilgrimage to a sacred sire can take years to complete, taking the devout traveller far from their home world.
	+ When you came of age, you were taken on a lengthy pilgrimage that led you to several holy shrines across the Moebian Domain.
* **Injured**: Since the Age of Strife, technology is neither trusted nor understood by most of the population. Most machinery is old, and prone to often dangerous mishaps.
	+ You were badly injured in a machine malfunction and took years to recover.