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THE MINISTRY OF INQUIRY |
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Although definitely hierarchical and group oriented the Ministry of Inquiry also stresses individual development. Thus, there is no single "Way" of Inquiry, rather there are many sects and ways of interpreting the ministry's faith.
The faith of the ministry is found in The Book of Travels, which is the story of Ferris. It begins with his life as a mortal and continues through his service to the gods and his ascension to godhead, concluding with the acknowledgement that the book, like all existence, is still being written. A very long work in totality, portions are revealed to his congregations as their need and understanding allows. Due to the nature of language, and the fact that the book is interpreted by each prophet Ferris gives it to, different versions of The Book of Travels exist, though the overall nature of the different volumes remains the same.
The nature of the Ministry rests on the "three pillars" of Discovery (innovation, understanding, self-knowledge, experience), Dimensions (measurement, the world, travel, body), and Imagination (creation, change, illusion, spirit). From these descend the "ten virtues" of Dream (that which is not), Exploration (travel), Extradimensionality (otherness), Fiction (pattern, storytelling, theory), Learning (teaching), Research (history, science), Space (separation), Thought (logic), Time (change), and Truth (that which is). It is by applying the ten virtues that a person finds his proper "place." ("Place" is not used in the sense of a single static condition, but rather as knowledge of the appropriate.) Places, in this sense, may be shared, but may also be unique to an individual.
The Ministry says little about evil beyond acknowledging its existance. The four "limitations" of Capability (personality), Communication (language), Assumption (history), and Perception (race), while opposed to the ten virtues, are not evil, they simply are. Suffering is a natural part of existence, derived from the limitations, and inherant in all aspects of reality below The Ultimate. By overcoming the limitations suffering is reduced. Those who seek to contain the virtues or enhance the limitations are looked upon as misguided, not (neccesarily) evil.
(While Ferris, and most sects of the ministry, are of "good" nature, there are a few that are definitely evil. Ferris permits these sects to exist in the hope that they may someday be turned to the good.)
In general, the Ministry adopts existing cosmologies rather than presenting its own unique view. However, The Book of Travels encourages the view that creation is a process which is continuing, and that, while parts of the continuum may have a beginning and ending, the continuum as a whole does not. As creation is a process and not a moment, what is "true" for one generation may not be "true" for the next.
As a continuing and changing process, the continuum as a whole cannot be exhausted, although the same does not hold true of local areas. Since it cannot be exhausted, the continuum is infinite in nature and variety. Though unknowable in its totality, the continuum exists to be discovered, and through discovery a person finds fulfillment. Success is not demanded. Dicovering things that are not true is as important as discoveries that are true.
Within the dynamic continuum, between Nothing and The Ultimate, everything has its own "place" and opportunities. Things link together to form other things, with everything playing a part. When you look at something in its proper place it becomes the purpose of everything. The purpose of the continuum is growth and extension.
The spiritual realm runs in paralell with the physical and mental realms. The souls of sentient beings are eternal. Upon death, a believer's soul should travel to the afterlife ruled by Ferris. There, Ferris will provide a place appropriate to the soul. Ferris provides the departed with all they will need, so funery rituals are primarily for the living. Funery rite may encourage or guard a soul's journey to the afterlife, but this purpose is only common in places where enemies seek to prevent the travel of souls to Ferris. While the Ministry teaches that reincarnation is possible, it also teaches that more is lost than is gained, therefore, Ferris reincarnates souls only rarely.
Beyond (or above) the ranks of mortal sentients and the departed lie the immortals. Beyond the immortals lie the ranks of the gods. If a person proves particularly worthy, Ferris may make her immortal or raise her to godhead. There are entities beyond the gods, but they have almost nothing to do with the affairs of mortals.
Communities dominated by the Ministry of Inquiry vary a great deal. However, in any community there will be a library, a school, and a hall for mass lectures or teaching. A church is considered a valuable adjunct to the previous features, but not an absolute neccesity. All these features are supported by the entire community, both rich and poor and, in turn, support both the rich and poor.
The congregation of the Ministry tends to be very well educated, with almost universal literacy and math skills. These communities also tend to become excited about new ideas and inventions, although they realize that "new" does not neccesarily mean "better." They encourage experiments and do not denigrate mistakes. There is always some division between the religious and secular aspects of the culture, though that division ranges from highly limited to very broad.
Tolerance of other beliefs is part and parcel of the Ministry. Where the Ministry finds itself competing with other beliefs, it tries to work out its own niche and peacefully coexist. However, it is more than willing to meet force with force when that is demanded. The Ministry often finds itself at odds with beliefs based on unquestioned assumptions, ignorance, stagnation, or lack of communication. The specifics of particular relationships should be decided on a case-by-case basis.
The Ministry is allied with the deities and religions of the Council for Progress. In most areas, the Ministry encourages worship of the members of the council in addition to Ferris, while in certain cases the Ministry actually serves the entire council instead of just Ferris.
The hierarchy of the Ministry of Inquiry, separate from the general congregation, is divided into three parallel (and usually cooperative) divisions, each with five separate ranks. The separate divisions are the ANRADAN, ESPIRI, and ROHAIN. While no law prevents a priest from belonging to two different divisions, the duties of each division are a full time job, and different enough to make such dual (or triple) service nearly nonexistant. Those seeking admittance to any of the divisions are called Postulants. Postulants are often respected, but never have Clerical Investment.
The Anradan is the most numerous branch of the ministry. Ferris does not grant them special abilities, and they do not usually need them. They are the political, administrative, and teaching branch. Anradan work as members of an organization, and can call upon that organization for support. The five ranks of Aradan are: Deacon, Priest, High Priest, Bishop, and Prelate. The Clerical Investment advantage follows this ranking exactly (Deacons have CI/1, Prelates have CI/5).
The Espiri have been granted powers of Sanctity. They are adventurers, missionaries, researchers, and general troubleshooters. The Espiri are supposed set an example of the best that the Ministry of Inquiry can produce. Their powers are granted directly by Ferris, and rise and fall with his availability and attitude to them. The ranks of Espiri are: Seeker, Scout, Pioneer, Surveyor, and Settler. All Espiri have at least Clerical Investment level 1. Other levels of CI are dependent on the culture and nature of the particular world.
The Rohain is the smallest division. It is made up of those to whom the priesthood has granted special gifts that do not rely on Ferris for their continuance. Unlike the gifts of the Espiri, Rohain may work to improve any powers they've been granted. Rohain are intended as heros, guardians, and police, working to spread the Ministry of Inquiry and protect its congregations regardless of difficulty and available support. In dire need, the Ministry can create nearly unlimited numbers of Rohain, but since the Ministry teaches that people should rely on their own abilities and not become dependant, this is rarely done. The ranks of the Rohain are: Guardian, Signifer, Paladin, Champion, and Paragon. Since Rohain are intended to work outside the "normal" religious structure, most of them have no clerical investment. Of those who are invested, it is rare to find one with a better ranking than two.
Deacons, Seekers, and Guardians are the most numerous members of the hierarchy. They can serve in any number of positions depending on the needs of the church and the nature of the individual. They typically assist higher ranking individual in their division, but in poorly populated areas may be associated with a small village. Deacons and seekers have no special powers. Squires have Astral Projection at power two requiring two seconds of concentration (5 points).
Priests, Scouts, and Signifers are associated with villages or districts. They may also be assigned to assist those of higher rank or to lead members of the congregation. Occasionally a priest is assigned when the population of an area has little need of a high priest, but may still require divine aid. Scouts receive Power Investiture/1 in a single college (5 points). The college is typically Clerical (from GURPS Religion), Communication and Empathy, Healing, Knowledge, Movement, or Protection and Warning. Knights receive ESP at power two requiring two seconds of concentration (+5 points) in addition to the abilities of Guardians.
High Priests, Pioneers, and Paladins are associated with town churches. They typically lead two members of the second rank, and a number of the first rank. Pioneers receive full Power Investiture/1 (10 Points). They may learn and cast any spell known to their particular church. These spells are typically limited to the colleges listed under Underpriests plus the Food, Gate, Illusion and Creation, Light and Darkness, and Meta- colleges. Necromancy is often known, but is usually restricted to those the church deems worthy. Other colleges may be known if it seems appropriate. (For example, a church tending primarily to Ch'vrr will have Body Control spells, while one tending to Nurha will have Technology spells.) Occasionally, a Pioneer will receive a +1 spell bonus to one of his colleges (5 points). Paladins receive Teleportation at power one and Telepathy at power one (+10 points) in addition to the gifts of signifers. Paladins may receive up to five additional levels of power in Astral Projection, ESP, Telepathy, or Teleportation (max +30 points).
Bishops, Surveyors, and Champions are associated with temples. (A temple is typically responsible for 9 churches.) Surveyors have Power Investiture/2 (20 points). If a pioneer had a spell bonus before becoming a surveyor that bonus is not kept, it is expanded to cover the full range of Power Investiture/2. Surveyors are often granted other gifts as well. These range up to: Power Investiture/3 (30 points); +1 skill to all Gate Spells (+5); +1 skill to one other spell college (which may be the gate college) (+5); and +5 total bonuses to Language, Medical, Scientific, or Social skills, with no group bonus allowed to go higher than +3 (+10). Champions have the abilities gained as Paladins. Additionally they gain the World-Jumper advantage, but start with the cannot escort, cannot follow, and stunned limitations (+60 points).
At the fourth rank a priest seldom acts alone. He will probably be assisted by or responsible for 2 members of the third rank, five members of the second rank, and a large number of the first rank.
Prelates, Settlers, and Paragons are associated with great temples. Great temples occur irregularly, wherever great religious events have happened in the past. Settlers have all the gifts sometimes given to surveyors. In addition they may have Harmony with the Tao (+20), Cultural Adaptability (+25), and another +1 to all Gate spells (+5). Champions gain the Dimensional Gate advantage.
Not all members of the Ministry of Inquiry are mortal or members of the departed. Immortals and deities of various natures are also members of the Ministry.
The IMMAI consists of Immortals who are a part of the Ministry, but who are not entitled to order the mortal hierarchy. This rank includes the Servants of Ferris, a number of ascended saints, and a retired chancellor or two.
An Immai of note is Kgren, the leader of the Army of the Departed. Kgren is a Lon who is a legendary Chi-master and military leader. He served Ferris as Chancellor of Chi Realms until recently when he turned down an offer to become one of the Servai.
Walthor Redduf is another immai who is a legendary spiritualist and master gardener who served as Chancellor of Spiritual Realms. Even he admits that the job was too much for him. He was recently permitted to retire, and is currently resting in the Spiritlands.
The CHASRAI are immortals who Ferris has set to oversee the mortal hierarchy of the Ministry. Numbering only 15 [each has the equivalent of Clerical Investment/7] they are assisted by a number of Immai. All Chasrai have the power to answer prayers and order the mortals and immortals appropriate to their office. At a minimum, a Chasrai has all the powers of the fifth rank of the Anradan, Espiri, and Rohain.
The office of Chancellor of Mixed Race Realms is a recent creation. This chancellor is senior to the other chancellors [Clerical Investment/8] and is supposed to coordinate the other chancellors in addition to his other duties. Ferris selected the Bine Q'Rudar to fill this position. Q'Rudar was selected to fill the office of Chancellor of Biological Realms in the early years of the Ministry. He served in an exemplary fashion, but with a lack of empathy that prevented him from becoming a Servai. Q'Rudar is an immortal-2 ranked doctor and geneticist, and a master of chi with several meta-powers.
The Chancellor of Alchemical Realms was originally the Seenee Letlak. Letlak was promoted to godling and replaced by Zon, a silicate lifeform who found Ferris's service better than that of his previous deity.
The Chancellor of Alien Realms is a female Lon called The Mule. Her duties cover realms and peoples who are strange or marginal to the rest of the Ministry.
The Chancellor of Animal Realms was the Ch'vrr Wahkter until recently. She found that Ferris's service didn't suit her, and joined the service of another deity. She has been replaced by Nurha Ogol. Ogol managed the largest circus in N'Ferra before Ferris approached him. He is a legendary animal trainer and adept at all forms of entertainment.
The original Chancellor of Biological Realms (a Bine) was promoted to the office of Chancellor of Mixed Race realms. His replacement is a Tamile (see GURPS Aliens) legendary-1 genetic engineer who's chosen the designation "Pinkmoss." (Many Tamile have joined the Ministry of Inquiry. To Tamile the ministry simply emphasizes certain aspects of their base religion.)
Shurvannesh, a male Slahses, is the Chancellor of Chaotic (Planetology) Realms. One of the chancellors originally raised by Ferris, his performance was mediocre. Shurvannesh expected to be replaced, but instead, Ferris confirmed his office and increased his responsibilities. He seems to have taken this act to heart and has returned to his duties with renewed dedication.
The Chancellor of Chi Realms was originally the Gennen Verlanna. After Verlanna turned to evil, Ferris selected the Lon Kgren who served with distinction (See above). Most recently, the office has been held by the Parren Rell-Lhurr, originally a Pladone knight and legendary martial artist.
The original Chancellor of Magical Realms was the Nurha mage V'Khnn. After dying in Ferris's service Ferris replaced him with the Nye Frren-Ktk. Frren-Ktk is a legendary mage.
The Chancellor of Meta-Realms was originally the Pladone Vrowling. After she left to join another deity's service, Ferris replaced her with the Pladone Tican fexes Nok. Nok is a legendary warrior with ranged weapons and a master politician.
The Chancellor of Mixed Realms is the Nye Q'Lrrlt. Q'Lrrlt is one of the first chancellors raised by Ferris. He is a Legendary-2 Alchemist, a Legendary-2 Engineer, and a master warrior with all weapons.
The original Chancellor of Psionic Realms, was Lolendu, a Fibrien master psionic. Unfortunately, he overextended his psionic powers and went insane. The next chancellor was Raydu, also a Fibrien. She was recently stripped of her minion status and placed by Ferris on an unknown plane. The latest chancellor, Ralleneer, is a royal Ellyl from a fantasy plane who spent his life trying to develop the art of Psionics among his people.
The original Chancellor of Psychological Realms was the Ch'vrr Orruun. Unfortunately, as chancellor he stopped caring for people and started manipulating them. Ferris was forced to destroy him. Ferris replaced him with the Gennen Lekkik. Lekkik later died in Ferris's service. Lekkik was in turn replaced by the Ch'vrr Nakchrr. Nakchrr is a legendary politician and psychologist.
The Chancellor of Sanctity Realms (a Rachak) has also been confirmed in his office. He was selected as a replacement after the original Lon chancellor went mad.
The original Chancellor of Spiritual Realms was the Human Walthor Redduf. The job turned out to be too much for him, and he recently retired to Immai status. His replacement is the Seenee Ffllppf, a spiritualist who distinguished himself as a chief of intelligence on the Seenee world.
The Chancellor of Technological Realms is the Varn Jimick. He was once of the first saints created by Ferris. Though very competent, Ferris decided that there were better candidate to join the Servai. Jimick is a legendary-3 engineer.
Ranking directly below Ferris in the hierarchy are the SERVAI, the godlings and demigods in Ferris's service. Ferris is known to have personally ascended seven Servai, and there are know to be others who have taken service with him. While no final determininations have been made, it is known that Ferris expects each Servai to personally adopt one of the ten virtues for his or her domain (sphere).
Letlak is a female Seenee who served with distinction as Chancellor of Alchemical Realms. Letlak is a legendary alchemist and teacher, and a master bardic mage and storyteller. Letlak is working on the domain of Research.
Sakh (rhymes with Loch) was the Nurha emperor who created the aqueducts between the dark side and light side of Eclipse. Ferris ascended him to minion status just before his death, and used him as a troubleshooter; in N'Ferra and elsewhere. Sakh is a legendary-3 meelee warrior and tactician, a legendary engineer, and a master sociologist. Sakh is working on the domain of Dream.
Weerda is the Fibrien female who was responsible (behind the scenes) for the passage and enforcement of the Psionic Rights Act which prevents stronger Psionics from completely dominating the Fibrien world of Voheesa. After her ascension, she was assigned to run errands for the chancellors. She served as Chancellor of Psionic Realms for a short period before being promoted to godling. Weerda is a legendary-4 Psionics (telekinesis dominant), a legendary merchant, and a master spy. Weerda is researching the domain of Fiction.
Egren dellin Jak was a female composer on the Pladone planet of Eda who attracted the eye of the then Chancellor of Meta-Realms who brought her to the Spiritlands to serve him. While this abuse upset Ferris, he agreed to let Jak stay in the Spiritlands after she begged him. As a mortal, she designed a great deal of the terrain and most of the structures in the Spiritlands. Her dedication and artwork convinced Ferris to raise her to minion status. As a minion, she inspired mortals as designated by Ferris and the Chasrai. Jak is a legendary-5 artist in music, architecture, landscaping, and illusions. She is a crafter deity with the ability to manufacture artifacts. Jak expects to study the domain of Truth.
At the height of the realm wars, when it looked like Settin was ready to dominate the entire sphere, Was Isla led the movement in Settin toward a government of all the combined races. He suffered years of abuse before seeing his ideals put into practice in the N'Ferra Confederacy. At his death he had turned down six offers of nobility, but accepted when Ferris offered to make him Chancellor of Psychological Realms. He served as Chancellor for only a short time before Ferris ascended him further. Was is a legendary politician, and a professional alchemist. Was is working on the domain of Learning.
Shondo was a Gennen biologist who developed a virus which affected vampires and only vampires. While the Dark Lady quickly countered the virus, the act impressed Ferris enough to ascend Shondo directly from mortal to godling. Shondo is a legendary biologist and geneticist and a professional spiritualist who is studying Spiritualism further. He has more knowledge of the power of unlife than any other person in Ferris's hierarchy, and has nearly completed his studies of the domain of Extradimensionality.
Parr is a female centaur from a dimension where the worship of Ferris is just starting. Centaurs on this world have conquered a large kingdom, and form a military aristocracy. Parr was born with a meta-power involving the control of metal. Taught from an early age to use her powers in battle, she was appalled by the carnage she could cause and fled into the wilderness. There she met with Ferris (Pladone aspect) who directed her in exploring her powers in non-destructive ways. She turned to the worship of Ferris, they became lovers, and finally she bore Ferris a daughter. Since Ferris has taught her balance she no longer fears to use her powers in combat, and beat off several attacks by the nobles of her original kingdom before Ferris made her a minion. As a minion Ferris assigned her as a missionary to a number of realms very different from her own. Own those worlds she showed a flexibility which astounded Ferris and led to his ascending her to godling. Parr and Ferris are still close, but no longer have a physical relationship. Parr's daughter is now 12, and Parr visits her as often as her duties permit. Parr is a legendary warrior with ranged weapons, a legendary missionary, and a master artisan-smith. She is a crafter deity with the ability to manufacture artifacts. Parr is working on the domain of Exploration.
Recently the Ralkoi pantheon (based on Cybernetics, Transhumanism, and Steampunk) collapsed. Several of its members fled to Ferris for aide and protection. Leeweet (her real name is cetacean) takes the form of a lightwhale, an enormous genetic creation that lives in space upon the light of stars. Leeweet is a demigod with the domain of Space.
XA-1570/a20 or "Charles" as biologicals call him, is a cybernetic intelligence. It has no true form, preferring to manifest by inhabiting a computer, machine, or other crafted item. Charles has essentially completed its studies in the domain of Thought.
Ferris is still looking for a candidate for the domain of Time. He wishes a temporal god for this position, but unfortunately both of the candidates he has found so far were unacceptable.
The Ministry of Inquiry is dedicated to the lesser god Ferris. Ferris was once mortal, but was raised to become a diety because of his hard work and sacrifice. As a mortal, he was condemned to struggle against the collapse of the civilization to which he was born. Seeing his determination, a deity (usually undefined) gave Ferris the power to travel to other realms and aid the people there. After many trials, this same deity ascended Ferris to the status of a diety.
Shortly after becoming a diety, Ferris used his new power to travel to realms that had not been visited before. Unfortunately, in doing so he released evil powers against the gods themselves. The other gods reacted to this by stripping Ferris of his divinity. Bereft of his divinity, Ferris still managed to travel through all the dimensions to discover the elder god of Time. The elder god restored Ferris's divinity and loaned him an artifact which enabled Ferris to correct the damage that he had done.
Ferris is typically portrayed as being of the same race as the worshiper. He is never portrayed as having the form of anything other than an intelligent race. Ferris usually dresses in the trappings of an explorer, hero, or scientist. He occasionally dresses as a craftsman, merchant, or teacher.
Ferris is a wise deity who seeks to make his people as capable as they can be. He expects his people to work hard to improve themselves, and chooses to interfere only when circumstances are beyond them. Ferris rewards initiative and the practice of his beliefs, but only in minor ways. Ferris is extremely knowledgeable, and pays attention to his worshipers, even when he does not act.
The powers listed under Hierarchy are what the Ministry considers ideal. However, the Ministry operates on many worlds where the above division of powers will not work due to the local laws of nature. In these cases the Ministry adapts as described below to fit the particular locale.
On worlds where special powers can not exist, the Ministry is, of course, incapable of producing any. The Anradan remain unchanged. The Espiri, without powers, become a group of wandering friars, policing the Ministry and seeking those in need of aid. The Rohain become a purely Military order, the military arm of the ministry.
In areas where Sanctity-based magic cannot exist, the powers of the Espiri will change to match the local laws. The point values of the powers granted at each rank will not change, but their nature will. Ferris's preference for powers is as follows: Sanctity, Initiation (Voodoo), Psionics, Meta-Powers (Supers), and Magery.
Worlds where psionic powers cannot exist call for changes in the Rohain. Ferris's order of preference for the Rohain is: Psionics, Meta-Powers, Biological Modification, Magery, Sanctity, and Initiation.
Areas where deities cannot grant powers to their followers, but can interfere directly present a problem to the ministry. In this case members of the Espiri are linked to a Servant of Ferris, who will answer their requests for divine aid. The Rohain is a military order, as on worlds without powers, but their camps and commands will have a Servant of Ferris available as a teacher and guard.
Worlds where powers cannot be created in others, but where powers can exist make things difficult for the Rohain. Depending on the nature of the world there are several different solutions. Rohain may be recruited from the worshipers of the ministry with the most powerful natural gifts. Rohain may be specially trained in order to make the best use of the gifts they have. Members of the Rohain may serve as Anradan or Espiri except under special circumstances. Finally, Rohain may be made of people that the Ministry wishes to honor, but who have no real power in the actual church.
Another type of realm requiring special care is one where high point levels are common (500-1000 point campaigns). In these realms even the lowest postulant is likely to have some of the Rohain advantages. Ferris will not increase the sanctity powers given to the Espiri, but will enable the Ministry to grant a greater scope and degree of power (including advantages, meta-powers and the like) to all members of the Ministry, not just the Rohain.
This advantage enables a character to create a gate which anyone can use to cross dimensions. The character must already have one of the Teleportation, Time Jumper, or World Jumper advantages. To use this ability, a character must take twice the time normally required to use the ability (minimum 1 second) and spend twice the fatigue normally required (minimum 1 fatigue). The player then rolls vs. the appropriate ability at -4 (this penalty may be removed as a hard maneuver to each of the three skills). If successful, an area up to 3' x 6' within 10' of the character is linked to the point that the skill was reaching for 1 minute. The area affected and duration of the gate can be affected by enhancements to the basic Dimensional Gate advantage.
In some universes Ferris cannot manifest as he prefers. However, if the universe permits, his spirit servants can manifest in his name as Loa.
| ST:15 | IQ:13 | Will:15 |
| DX:13 | HT:11 | Alertness:17 |
| Move/Dodge:14/7 | Fatigue:25 |
| ST:30 | IQ:16 | Will:19 |
| DX:16 | HT:13 | Alertness:21 |
| Move/Dodge:27/9 | Fatigue:50 |
| ST:45 | IQ:20 | Will:23 |
| DX:19 | HT:17 | Alertness:25 |
| Move/Dodge:44/11 | Fatigue:75 |
Ferris will never possess anyone involuntarily. When Ferris rides a worshiper, that worshiper is automatically aware of what is going on, and is the one in control, even if the worshiper is uninitiated. However, to become a Spirit Warrior requires a "wooing" process where the worshiper proves his dedication to Ferris. These Spirit Warriors are often called "consorts," representing the close relationship between Ferris and his Spirit Warriors.
Ferris's Spirit Warriors gain IQ +3 (30 points), DX +3 (30 points), and Damage Resistance +3 (9 points); the advantages of Collected (5 points), Initiation {Second Level} (15 points), and Versatile (5 points); and the disadvantage of Curious (-5) and Undiscriminating (-1). The Warrior acquires 4 points in each of the Judo, Karate, Research, Navigation, Ritual Magic, and Path of Luck skills (24 points), and 10 points in the Lost & Found Ritual (10 points). This costs 85 points, 82 points for 1st level initiates, and 75 points for second level or better initiates.
The Servant of Ferris is a Tech/15 Living Metal Robot with a Complexity 11 brain. Its programming and structure enable it to function in a wide variety of universes, including some where Humans cannot. However, there are some universes where Servants cannot function. Ferris uses Servants to aid his church, as general servants, and to grant requests for aid.
A new servant is created in the image of the race that it will associate with, and will have their general physical advantages, disadvantages, and appearance. All Servants appear much like living beings, but close observation will reveal a crystalline appearance to their skin as well as a faint bluish tinge.
Servants have ST +10 (110), DX +6 (80), IQ +6 (80), and HT +5 (+60). They have the advantages of Absolute Timing (5), Doesn't Sleep (20), Eidetic Memory/2 (60), Interface Jack (10), Lightning Calculator (5), Mathematical Ability (10), Mindshare {Touch Distance, Intelligent Drones, Hive Mind, 8000 Drones} (50), and Unaging (15). They have the disadvantages of Code of Honor {Servant of Ferris} (-15), Duty {to Ferris, Extremely Hazardous} (-20), and Low Empathy (-35). They have the quirks of Careful about {?} (-1), Dislikes {?} (-1), Embarrassed by {?} (-1), Enjoys {?} (- 1), and Interested in {?} (-1). The base cost for a Servant of Ferris is 450 points.
A Servant's DX, IQ, and HT are fixed and may not be changed. Any other aspect of a Servant may change with time. Successful missions result in "points" which a particular servant may use for whatever improvements s/he desires.
A Servant's Code of Honor can change over time, with the experience of the Servant. The basic code of honor includes: Protect Ferris and his church and worshipers. Obey Ferris in all things. Obey those designated by Ferris. Honor the authorities within the Ministry of Inquiry. Respect the variety of existence. Seek to improve yourself, not your environment.
Five random quirks are programmed into all newly created Servants to serve as the nucleus of their personality. These quirks will change with time and experience.
Servants of Ferris may be summoned through the Planar Summons (N'Ferra Spiritlands) spell with an energy cost of 26.
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