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<blockquote data-quote="Phlebas" data-source="post: 3790229" data-attributes="member: 23810"><p>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......</p><p></p><p>from memory the progression went something like this- </p><p>low light vision</p><p>spider climb</p><p>neutralise poison</p><p>Tremorsense</p><p>web</p><p>poison touch</p><p>shape change (drider form)</p><p></p><p>(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)</p><p></p><p>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</p><p></p><p>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.....</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3790229, member: 23810"] 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..... [/QUOTE]
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