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 Killer CR 6XP 2,400 Korasha lashunta solarian CE Medium humanoid (lashunta) Init +3; Perception +13
DefenseHP 90 EAC 18; KAC 20 Fort +8; Ref +6; Will +7
OffenseSpeed 30 ft. Melee solar weapon +16 (1d8+1d4+11 S; critical wound [DC 14]) Ranged corona laser pistol +13 (2d4+6 F; critical burn 1d4) Offensive Abilities stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 14], defy gravity, stellar rush [3d6 F, DC 14], supernova [10-ft. radius, 7d6 F, DC 14]) Lashunta Spell-Like Abilities (CL 6th) 1/day—detect thoughts (DC 13) At will—daze (DC 12), psychokinetic handStatisticsSTR +5; DEX +3; CON +2; INT +0; WIS +0; CHA +2 Skills Athletics +18, Mysticism +13, Stealth +13 Languages Castrovelian, Common; limited telepathy 30 ft. Other Abilities solar manifestation (solar weapon), stellar alignment Gear freebooter armor II, corona laser pistol with 1 battery (20 charges), least gluon crystalDescriptionCult killers obsess over how they can use death to further the interests of their grim deities. Many see their mystical training as being connected to the dark teachings of their patron deity, but some simply enjoy having an excuse to use their abilities to their full, lethal potential. In serving a cult, a cult killer tracks down and slays the cult's enemies, hopefully before those foes can interfere with the cult's actions. Cult killers also guard unhallowed sites against intruders and have the honor of killing sacrificial victims. A cult killer's solar weapon generally resembles a weapon the cult's deity favors, such as a scythe in the case of Urgathoa. Adaptation: A cult killer can be part of a wall breaker choir devoted to the Devourer, traveling around the fringes of the Pact Worlds.
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