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. 169Cult Leader CR 8XP 4,800 Shirren Mystic CE Medium humanoid (shirren) Init +1; Senses blindsense (vibration) 30 ft.; Perception +16
DefenseHP 105; RP 4 EAC 19; KAC 20 Fort +7; Ref +7; Will +11 Defensive Abilities share pain (DC 18)
OffenseSpeed 30 ft. Melee carbon staff +14 (1d8+9 S; critical knockdown) Ranged red star plasma pistol +14 (1d8+8 E & F; critical burn 1d8) Offensive Abilities backlash (8 damage), sow doubt (4 rounds, DC 18) Spell-Like Abilities (CL 8th) At will—mindlink Mystic Spells Known (CL 8th) 3rd (3/day)—fear (DC 20), mind thrust (DC 20) 2nd (6/day)—fog cloud, hold person (DC 19), inflict pain (DC 19), status 1st (at will)—charm person (DC 18), lesser confusion (DC 18) Connection mindbreakerStatisticsSTR +1; DEX +1; CON +4; INT +2; WIS +6; CHA +2 Skills Bluff +21, Culture +16, Diplomacy +16, Intimidate +16, Mysticism +21, Sense Motive +16 Languages Common, Shirren, up to 2 others; limited telepathy 30 ft. Other Abilities communalism Gear silver AbadarCorp travel suit, carbon staff, red star plasma pistol with 2 batteries (20 charges each)DescriptionA cult leader directs a particular cult, although she might answer to a distant organizer within a very large sect. A cult leader is always an exceptionally manipulative individual, often drawn to a dark patron as a shortcut to power or as a refuge from a world that doesn't recognize her true glory. Most cult leaders become addicted to abusing the near-absolute control they enjoy over cult members, either through direct orders on behalf of their deity or indirectly by carefully phrased teachings that cultists obsessively follow. This is especially true in the case of shirren cult leaders, who find deciding what lore to teach and what to save for themselves physically intoxicating. A cult leader generally doesn't directly confront potential threats, preferring to have initiates and killers do the dirty work. Larger cults sometimes revolve around a circle of several cult leaders who protect one another only until one shows weakness. Adaptation: This cult leader worships Urgathoa, but she could be a devotee of the Devourer or Zon-Kuthon with no changes. Other cult leaders' total skill bonus to Bluff checks is +16, and they don't have a skill bonus to Intimidate checks. A cult leader of Nyarlathotep has the star shaman connection, Bluff +16, Perception +21, and Piloting +16. A cult leader of Asmodeus or Lao Shu Po has the overlord connection, Bluff +16, and Diplomacy +21. A cult leader can also function as an influential evangelist serving a public religion.
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