Day One Convert

A sworn adherent of the Day One church, raised from the founding generation of the first off-world colony.

The Day One movement began aboard the first colony transport and hardened into a church after the colony survived. Day One believers hold that the founding day is a covenant and that every soul born after owes the first generation a debt. Converts come from anywhere but typically arrive young, poor, or bereaved. They tithe, they preach, they heal what they can, and they believe that the next world will be better if the present one is witnessed correctly.

Rules Reference

FieldValue
Archetype Combinations / AcademicWorkable fit. The church keeps excellent archives; the Academic can be the one who reads them.
Archetype Combinations / ChaplainBest fit. The Day One Convert becomes a credible wandering minister with church network access.
Archetype Combinations / FaceGood fit. Persuasion plus the church's network gives the Face reach beyond the usual underworld.
Archetype Combinations / OfficerAwkward fit. Officer's discipline sits oddly with the convert's covenantal obligations.
Archetype Combinations / OperativeWorkable fit. The Day One robes are honest cover in frontier space and slightly embarrassing cover in the Core.
Archetype Combinations / SawbonesGood fit. Medicine ranks plus the Sawbones chassis produce a credible frontier healer.
Archetype Combinations / ScoutWorkable fit. Day One chapels are scattered; the scout who knows them never sleeps outdoors.
Background Trait / NameDay One Vow
Background Trait / TriggerPassive; situational.
Starting Rek100
Verse AnchorDay One Convert

Notes

Archetype Combinations / Psion: Workable fit. Day One is wary of Fold users but tolerant of gene-psi; converts who manifest powers are watched, not expelled.

Archetype Combinations / Soldier: Awkward fit. Soldiers of the church exist but are usually a separate order; the lay convert fights with the body, not the symbol.

Background Trait / Cause: Because the church's strength is its obligation to the faithful and its weakness is its visibility to outsiders who have heard it preach before.

Background Trait / Effect: +1 circumstance bonus to Will saves versus fear and despair effects. Cannot refuse a Medicine or Persuasion attempt to aid a fellow declared Day One believer without incurring a -2 penalty to all rolls until dawn. Suffers -2 to Persuasion and Deception against any creature that has witnessed a Day One sermon and can read body language.

Social Hook: Converts greet each other with the covenant sign and a question about which day the listener remembers. They know every chapel, every hospice, every refugee hall. They are welcome at funerals and unwelcome at parties. The church will shelter them for a week and will ask for one sermon in return.

Starting Gear: Day One robes (light, comfortable, +0 AC, easily recognisable), Data-shard holy symbol (small, holds one archived sermon), Ritual herb medkit (5 uses; Medicine heal 1d6+1), Communion wafer case (30 wafers; each is a free meal for one penitent), Field rations, sealed, 5 days, Tithe plate (carries 100 rek tithe rek usable at Day One chapels), Plain comm unit (Day One net, low-traffic)

Trained Skills

SkillRanksNote
Medicine4Class skill for Chaplain and Academic; treated as class skill for this profession.
Persuasion2Outreach ministry.
Xenology2First-contact exposure during early colony expansion.