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Cultists

Page history last edited by Doctor J 16 years, 7 months ago

Cultists

 

What would a horror game be without cultists?

 

Cults devoted to ancient and bloodthirsty gods are a staple of horror fiction. Often these groups seek to perpetuate and even revive the worship of Egyptian or Babylonian deities like Set, Isis, or Kali. In other cases, they bow down before idols never before known to modern man. Even when the object of a cult’s devotion is recognized, it has been transformed into something blasphemous and cruel.

 

Cult Novitiates

The cult is organized as circles, with those who first encounter the cult knowing little of its true nature. They may be lured in by friends or business acquaintances, out of the charisma of the cult leaders, or out of a desire to try something new. Cultists at the Novitiate level are often sent on minor tasks by their betters, such as surveillance or the acquiring of documents which might be used for blackmail. Encountered singly, make the Novitiate an Expert with Conviction, used to escape capture or make for a thrilling chase. But when the cult at large is discovered, the Novitiates become minions, attacking the player characters in groups, guns and knives at the ready.

 

Cult Novitiate

Expert 1st (Expertise; good Will saves)

Abilities Str +1, Dex +0, Con +1, Int +1, Wis +0, Cha +0

Background Human

Skills Bluff 4 (+4), Gather Information 4 (+4), Intimidate 4 (+4), Knowledge (current events) 4 (+5), Knowledge (supernatural) 4 (+5) (B), Notice 4 (+4), Search 4 (+5), Sense Motive 4 (+4), Sleight of Hand 4 (+4), Stealth 4 (+4)

Feats Firearms Training, Run, Taunt, Tough (B), Well-Informed

Combat Attack +0; Damage +3 with revolver, +2 with knife, +1 non-lethal unarmed; Defense +0; Initiative +0

Saving Throws Toughness +2; Fortitude +1; Reflex +0; Will +2; Sanity +2

Conviction 3; Wealth +4; Reputation +1; Virtue; Vice

Equipment Double action revolver, knife, workman’s clothing

 

Cultist

Once the Novitiate has proven his commitment he is bought fully into the cult. At this level he begins to learn some of the cult’s arcane secrets, though his skill with them is questionable. He may be assigned to murder one of the cult’s foes: politicians, social leaders, occult detectives, or others who suspect too much about the cult. Like the Novitiates discussed above, alone or in pairs the Cultist probably has Conviction which he uses to be surprisingly good at his task, but once the heroes infiltrate the cult and try to destroy it, Cultists are probably minions who hide behind the front wave of Novitiates and use their rifles to pick off intruders.

 

The Cultist’s supernatural powers can be changed around. Other possibilities include: Body Control, Dominate*, Drain Vitality, Enhance Ability, Enhance Senses, Flesh Shaping, Harm, Heart Shaping, Illusion*, Manipulate Object, Mind Probe*, Mind Reading*, Move Object, Phase, Psychic Blast, Psychic Shield, Second Sight, Sense Minds, Sleep and Suggestion. Powers marked with (*) require mental contact, and thus the Mind Touch power.

 

Cultist

Expert 1st (Expertise; good Will saves), Adept 3rd (key ability score Charisma)

Abilities Str +1, Dex +0, Con +1, Int +1, Wis +0, Cha +1

Background Human

Skills Bluff 7 (+8), Concentration 3 (+3), Gather Information 4 (+5), Intimidate 7 (+8), Knowledge (current events) 4 (+5), Knowledge (supernatural) 7 (+8) (B), Notice 4 (+4), Search 4 (+5), Sense Motive 4 (+4), Sleight of Hand 4 (+4), Stealth 7 (+7)

Feats Firearms Training, Run, Taunt, Tough (B), Well-Informed

Supernatural Powers: Mind Touch 3 (+4), Pain 3 (+4), Summon 3 (+4)

Combat Attack +1; Damage +4 with rifle, +2 with knife, +1 non-lethal unarmed; Defense +1; Initiative +0

Saving Throws Toughness +2; Fortitude +2; Reflex +1; Will +3; Sanity +4

Conviction 4; Wealth +10; Reputation +2; Virtue; Vice

Equipment Martini-Henry rifle, knife, suit

 

Cult Adept

The inner circle of the cult is made up of those who are not only firm believers in the cult, but who lead its conversion efforts and who perform the rituals that propitiate its bloodthirsty gods. Antagonists at this level should not be minions, but should have their own pool of Conviction and a more reasonable chance of escape should things go awry. Thanks to their connections to the cult, they are wealthy and highly skilled in the arcane arts. In addition to the powers listed for the Cultists above, Adepts might have Beast Link, Enhance Other, Imbue Unlife, Mind Shaping, Psychic Reflection, Psychic Trap, Scrying, Self-Shaping or Teleport.

 

With the Summon Outsider power listed, the Cult Adept can summon a Ghost (True20 p. 135) with a successful DC 20 check.

 

Cult Adept

Expert 1st (Expertise; good Will saves), Adept 7th (key ability score Charisma)

Abilities Str +1, Dex +0, Con +1, Int +1, Wis +0, Cha +2

Background Human

Skills Bluff 7 (+9), Concentration 7 (+7), Gather Information 7 (+9), Intimidate 7 (+9), Knowledge (current events) 4 (+5), Knowledge (supernatural) 11 (+12) (B), Knowledge (theology & philosophy) 3 (+4), Notice 7 (+7), Search 4 (+5), Sense Motive 7 (+7), Sleight of Hand 4 (+4), Stealth 7 (+7)

Feats Firearms Training, Run, Supernatural Focus (Summon Outsider), Taunt, Tough (B), Well-Informed

Supernatural Powers: Drain Vitality 7 (+9), Mind Shaping 7 (+9), Mind Touch 7 (+9), Pain 7 (+9), Summon Outsider 7 (+12)

Combat Attack +3; Damage +3 with revolver, +2 with knife, +1 non-lethal unarmed; Defense +3; Initiative +0

Saving Throws Toughness +2; Fortitude +4; Reflex +3; Will +5; Sanity +7

Conviction 6; Wealth +15; Reputation +3; Virtue; Vice

Equipment steam-age firearm, knife, quality suit

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