CultistsSource Pact Worlds pg. 168 Cultists follow a fringe religion, often one deemed dangerous or even illegal by the surrounding society. The most common and dangerous cults in the Pact Worlds are those devoted to evil deities such as Lao Shu Po, Nyarlathotep, Urgathoa, and Zon-Kuthon. However, many other cults exist, worshiping such diverse entities as archdevils (especially Asmodeus), demon lords (especially Lamashtu), the Devourer, and alien Outer Gods. Regardless of the object of their worship, cultists must operate in the shadowy parts of society where their unwanted or illegal activities can go unnoticed. They lurk in frontier areas without strong authorities, such as the Diaspora or Fullbright on Verces, or behind innocent-seeming fronts within settlements or on space stations. Many stalk the poorer districts of Absalom Station, hiding within the multitudinous population and taking advantage of disaffected citizens. A particular large and brazen cult might be more blatant about its activities, though the members still hide themselves away behind fortified walls and laser turrets when the authorities wish to speak to them.
Example Cultists Three example cultists are presented below, along with advice on how to use them as various sorts of NPCs. Adaptation: The following cultists worship Urgathoa, but by adjusting their spells and abilities and changing how they are presented, you can use their stats to represent almost any sort of cultists, such as those of the Devourer, Lao Shu Po, Nyarlathotep, or Zon-Kuthon. A lone cultist can also represent an overzealous fan taking her love of a particular media personality to an extreme degree, even going so far as to commit crimes to get her idol to notice her.
Encounters A single cultist can be an isolated villain, but most work in concert with their fellow cultists to spread the “good news” of their faith, often through grisly or sadistic means. Almost any weak-willed NPC might be tempted into a cult by a persuasive enough initiate or cult leader, making for widely varied cultist encounters in addition to those listed here. Teacher and Student (CR 7): One cult initiate, one cult killer. Small Cell (CR 10): Three cult initiates, one cult killer, one cult leader. Death Cult (CR 12): Four cult killers, two cult leaders.Aliens in the "Cultists" FamilySource Pact Worlds pg. 168Cult Initiate CR 4XP 1,200 Human Envoy CE Medium humanoid (human) Init +5; Perception +10
DefenseHP 45 EAC 16; KAC 17 Fort +3; Ref +5; Will +7
OffenseSpeed 30 ft. Melee survival knife +8 (1d4+4 S) Ranged frostbite-class zero pistol +10 (1d6+4 C; critical staggered [DC 15])StatisticsSTR +0; DEX +1; CON +0; INT +3; WIS -1; CHA +5 Skills Bluff +15, Diplomacy +15, Intimidate +15, Mysticism +10, Sense Motive +10, Stealth +10 Languages Common, up to 3 others Other Abilities cunning liar, envoy improvisations (clever feint, quick dispiriting taunt) Gear casual stationwear, frostbite-class zero pistol with 1 battery (20 charges), survival knifeSpecial AbilitiesCunning Liar (Ex) The first time a creature would succeed at a Sense Motive check to disbelieve the initiate's lie, treat that creature's result as if it had rolled a natural 1 on its Sense Motive check.DescriptionCult initiates see to the basic needs of the cult, quietly acquire resources, and mislead or kill those who ask too many questions about the cult's activities. They also learn about those who are interested in the cult, deciding whether those people should be inducted, thrown off the trail, or quietly eliminated. Sometimes initiates lead their own small groups of impressionable street gang members. Not all initiates are true believers, and they might be shaken out of their allegiance by persistent dialogue from the cult's enemies, but many are too committed to let go—often because they have already done terrible things in the cult's name. Adaptation: A cult initiate can be the envoy of any religious order with a need for secrecy. This stat block can also serve as a drow smuggler by switching the race to drow (Starfinder Alien Archive 42).
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