All about cults...

Pyramid Scheme

Your typical cult functions like a pyramid scheme.

Cultists are persuaded to join for fame and fortune.

They have to pay dues (making the leaders rich) and flatter the leaders (making the leaders feel good).

They have to recruit new cultists (making the leaders and themselves rich).

They identify targets to be clobbered (making the leaders and themselves rich).

Basically, the Cult promises a newly recruited cultist wealth and power, but the cultist has to work for that wealth and power or exploit others and all along is generating more wealth and power for the real leader of the cult.

Substitute Thieves Guild for Cult and you have the same setup.
 

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Cultist (acquired template)

You are a cultist.

Type: remains unchanged, but you gain the (Evil) descriptor.

Skills: you are icky, and thus take a -4 penalty on Charisma checks when dealing with non-Cultists.

Special: you may take levels in some sort of special Cultist Paragon PrC.

-- N
 

Nifft said:
Cultist (acquired template)

You are a cultist.

Type: remains unchanged, but you gain the (Evil) descriptor.

Skills: you are icky, and thus take a -4 penalty on Charisma checks when dealing with non-Cultists.

Special: you may take levels in some sort of special Cultist Paragon PrC.

-- N

You also get a nifty E-Machine!
 


I would think PrC lines but I also see a number of cult kinds, bad ones, those that have not turned bad yet, good ones, and others. (brain dead)

Level 1: Networking, by information and contacts the cult member gains +1 to skills such as gather information also say to profit or luck (would have to go threw the skill list for better listing). This could be plot item, members don't pay a tax. This would be the greatest benefit for being a member.

Level 2: Outer Circle: increase in the networking bonuses, plus knowing people in power (get out of jail free card).

Level 3: Inner Circle: Movers and shakers.

I will have to think more about this.
 

I think the rules for incantations in Unearthed Arcana lend themselves very well to cults. They provide a way for cultists to harness magical energy without necessarily having a high level caster at their disposal. They also tie in with the idea that the more members a cult has, the more powerful it can become, because the greater the incantations increased numbers can perform.

In order for a cult to work effectively (at least in the sense that it doesn't attract the ire of religious powers in the immediate locale), it should have an outwardly benign aspect, even to the extent of the lowest level cultists not being aware of their masters' true motives. Thus, the annual solstice celebrations are believed to be of benefit to the crops to be harvested in late summer when, in fact, they are recharging the batteries of something ancient and evil buried under th'hill on the outskirts of the village. Or whatever.
 

Eric, great! I look foward to seeing you answer the rest of your questions ;)

Endur said:
Your typical cult functions like a pyramid scheme.

Cultists are persuaded to join for fame and fortune.

They have to pay dues (making the leaders rich) and flatter the leaders (making the leaders feel good).

They have to recruit new cultists (making the leaders and themselves rich).

They identify targets to be clobbered (making the leaders and themselves rich).

Basically, the Cult promises a newly recruited cultist wealth and power, but the cultist has to work for that wealth and power or exploit others and all along is generating more wealth and power for the real leader of the cult.

Substitute Thieves Guild for Cult and you have the same setup.

But there is this. Most cultist should be misguided souls (and perhaps soon to be liberated souls--one way or another--thanks to the PCs), and the power of the cult comes from how many and how misguided. The leaders can keep them in line with charisma, diplomacy, intimidate, and of course magic of some kind...

It all comes down to the "Riddle of Steel": its not just for snake cults (or James Earl Jones) any more.
 


SOme feats for you

Friends in High Places
You gain +2 bonus to Gather Information, Diplomacy and Bluff skills when dealing with members of the Higher Classes or ther agents.

"What you know Lord Jerry? Please forgive my ignorance sir, please enter"

Friends in Low Places
You gain +2 bonus to Gather Information, Diplomacy and Intimidate skills when dealing with members of the Lower Classes.

Zealous
Your Zealous faith allows you to reroll 1 save or skill check per day for any action done in service of the Cult. You may use the better of the two rolls

Cult Favours
cha mod times per day you gain favours from the cult which might include special invitations, information or other favours which give you an advantage
 
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