Power to My Minions...

Ulric

First Post
I'm working on a campaign setting. I need some suggestions for an evil/chaotic gang/cult. Specifically, what are some lesser powers, incentives that I can reward evil underlings with that will cause them to join the gang/cult and that will keep them tied to it? I also need some levels (for lack of a better word) of powers, so that the underlings can progess in the gang over time.

So, how should I reward my evil minions for joining my cult and for their continued, unwavering devotions?

ADD: see my post below for further explanation of the setting.
 
Last edited:

log in or register to remove this ad

something i did IMC, though the PC's ignored it completely for a long time, was to Tattoo the cultists with a web symbol which would give them spell like abilities. you could use dragonmark rules, or i think theirs actual tattoo rules in FR but I just gave them some spider flavour spells abilities once/ day that got better as they rose in rank in the organisation (I thought about using feats but in the end i treated the Tattoo as a minor magic item for puposes of CR/treasure etc - which did also have the advantage of stopping the PC's from looting lots of minor magic items at lower levels) what the cultists didn't realise was that the tattoo's basic ability was a charm person to enforce loyalty......

from memory the progression went something like this-
low light vision
spider climb
neutralise poison
Tremorsense
web
poison touch
shape change (drider form)

(you could also add other stuff in, at one stage i was going to create a 'cultist' Prc but it never seemed worthwhile when i could just mix levels of rogue / adept + Special abilities to give some quite unusual adversaries)

It also had the advantage that the PC's could identify cultists with web tattoo's and not realise the actual tattoo's were the source of the wierd powers. Though they did get attacked by a throng of children (cityscape mob rules) last session with tattoo's as they cleaned up the last of the spider-cult and (finally) worked out the tattoo's were magical

The other organisation i have active IMC is a group of half-golems. i wont go into details as my players browse these forums but i think you can probably work out how that system of rewards / punishments works.....
 

First of all, who is granting this? The thing the cult is centered around? Or the leader of the cult? Or just being in the cult gives you these abilities in general? Also, what's the theme of the cult?

If it's the first one, here's a nice caveat: "You get your powers AS LONG AS you are loyal to me."

General notions:
+x to a stat.
1 least invocation/minor aura from the Warlock or Dragon Shaman/Marshal class.

Some abilities might have no combat presence, or at least seem unlikely. Such as a "Touch of Pleasure" ability that might daze a creature, but primarily it's just 'I touch you/myself and are overwhelmed with satisfaction". Possibly other small powers that normal people would kill for; invisibility, clairvoyance, Charm Person, etc. Any power that someone who would want to Get Ahead in their life or that would be pleasurable is a good incentive.

Here's a leveled set of powers for the 'Untouchable brute'.
Uncanny Dodge
Evasion
DR 2/-
Rage
Telekinesis 1/day.

Another suggestion I have is this: browse the SRD's 1st-2nd Psionic Powers list. Even if you know nothing about Psionics, use these lists as inspiration for abilities your PCs haven't seen before. Like Disable (Everyone thinks they are at 1 HP if they fail their save). Demoralize (Enemies who fail save are Shaken, scare the pants off them). Attraction (Be the center of attention). Empathic Feedback is a nice high level power; someone hits you, they take 5 or less damage.
 

Why would someone join such a group? Power!

Power can manifest in different forms:
- Money: Can front as a thieves guild, a merchant house, a funded research group, etc.
- Knowledge: Teaches knowledge that is forbidden by the rest of society, this can be anything, from necromancy, demonology, to technology, and specific martial arts.
- Politics: Controls or has influence with the political powers, joining means access to these contacts.
- Magic: Joining the group grants access to special powers/creatures, this can be anything from magical items, to granted magical powers, and bonded creatures.
- Emotional: This can be a feeling of belonging, to a mutual objective of revenge.
- Promise: A promise of anything of the above, after reaching a certain goal, or dying for the 'cause' will grant something in the after life.
 

Rechan said:
First of all, who is granting this? The thing the cult is centered around? Or the leader of the cult? Or just being in the cult gives you these abilities in general? Also, what's the theme of the cult?

It's basically a chaos cult. One main leader, with two sub-leaders.

They think of themselves as "freedom fighters".

Also, the setting is going to be a strange mix of a Modern setting and a fantasy setting. It is set in our world, in modern times, but becomes more and more fantasy based as the "Transformation" takes place.

This transformation is started and pushed through by not only the chaos cult, but also by some good/holy groups. The fight and conflict of the setting is to control and manage this transformation.

So far, the chaos cult is running around setting up chaos shrines in backalleys in big cities. One reward to the minions is a feeling of release/a feeling of freedom that followers get at those shrines. I'm just brainstorming for ideas on where to take it from here.

THANKS FOR THE IDEAS SO FAR. I LIKE 'EM. THEY'RE GOOD.

NOTE: I'm also working on some short-stories and a novel (about eighty pages into it) for the setting. It's been fun so far.
 
Last edited:


Here's a weird take: Symbiotes.

Have your cult worship some sort of Intelligent Grand Master Ooze that rewards its followers with pieces of itself that act as symbiotes. Let your imagination run wild. It also gives you cause to use the Oozemaster PrC... and psionics, too. (qv. Psychoactive Skin).

The best part is, if any gang member tries to split with the goods, the symbiote could punish the wearer in all sorts of ooey-gooey ways... big incentive to stay in the cult.
 
Last edited:

A cult leader has basically two goals with respect to the minions. The minions must receive some necessity from the cult, and the minion must not be able to receive the necessity from non-cult sources. Thus, qualities that both empower the minion and ostracize him from the outside world are good choices.

So, Herobizkit's ooze-symbiotes are wonderful.

Here's a few other ideas:

The minion undergoes physical changes like claws or horns.
The minion gains extra strength and stops aging, as long as he/she regularly eats human flesh.
The minion gains special power through a forbidden fruit/ooze/drug, only available at the cult and highly addictive/poisonous if you stop taking it.
 

InVinoVeritas said:
The minion gains extra strength and stops aging, as long as he/she regularly eats human flesh.
If you can find it, look for an older movie called "Ravenous". Disturbing, and right up the alley of this suggestion.
 


Remove ads

Top