What profile would a cultist have?

Mage

Mongoose
Hey everyone,

Doing a game featuring a bunch of human cultsis as npcs. I am happy with the equipment and characteristics I have given them, but what would a cultist have? Just think your classic robe wearing cult from, dunno, Cthulhu or something.

Thanks in advance

Mage
 
Spica Publishing's Career Book 1 has a Militant Religious career which
could well be used as a Cultist career, too. The equipment of the cult
would depend on the technology available to the cult and the law level
of the planet in question, but I think it would be more like secret service
gear than like military gear - perhaps the Agent and / or Scoundrel sup-
plement could prove useful for this. Almost more important than the
equipment would be the (usually secret) allies and contacts of the cult -
why worry about the local law enforcement when you can blackmail or
convert the police chief or his superior, the mayor (or, even better, the
police chief's or mayor's wife) ...
 
While I appreciate the input, I'm going for robe wearing cultists in the classic sense. Religious loons at a temple, worshipping something big and evil, possibly alien, using primitive blades or clubs, and old pistols.

I have the characterisctics and equipment, I am just wondering what skills one would have as an NPC, as cannon fodder npcs, somthing for the PCs to kill in large numbers.

I don't intend on buying one of the books you suggest solely for this, but thanks all the same.
 
Mage said:
I have the characterisctics and equipment, I am just wondering what skills one would have as an NPC, as cannon fodder npcs, somthing for the PCs to kill in large numbers.
If they are only cannon fodder, all they need are the combat skills for
their weapons, as they will hardly have an opportunity to use scientific,
social or technical skills.
With the better weapons in the hands of the more skilled cultists and per-
haps 10 % of the cultists at Level 3 with pistols, 25 % at Level 2 with bla-
des and the other 65 % at Level 1 with clubs you should have what you
need.
 
The unarmed thugs are going to be just as bad - remember to give them all at least Melee (unarmed)-0, because a dozen sandalled feet stamping on a prone figure can still inflict a lot of physical harm.

Not to mention how hard it would be to wriggle out of being manhandled by a dozen burly cultists and roughly carried over to the altar that is covered in a curiously slick reddish brown fluid - and stone doesn't rust ...
 
Well just remember most cultists were not born cultists, so skills should vary. Does the cult have a training faculty, then they can have some thrown in weapons and combat skills. On whatever career they was before they became a cultist, I really think you need to make a cultist career. Include some knowledge skills for the cult they are in, a few weapon skills as they might be asked to defend the cult. Don't forget something to resist deprogramming them. And Acting so they can fool folks into thinking they are not cultists if they have an important job in government or something.
 
Jacqual said:
And Acting so they can fool folks into thinking they are not cultists if they have an important job in government or something.

Deception would cover that.
 
Basic Hierarchy of Cultists

Cult Leader: Primary skills, Deception-5, Diplomat-5, Leadership-5, Persuade-5. High Social DM.

Deputies (Apostles, apologists): Primary skills, Admin-4, Advocate-4, Deception-4, Diplomat-4, Leadership-4, Persuade-4. High Social DM.

Shepherds (middle managers): Primary skills, Admin-1, Advocate-1, Deception-3, Diplomat-1, Leadership-1, Persuade-1. +0 or +1 Social DM, Int and Edu DM +0.

Recruiters: Primary Skills, Admin-1, Advocate-2, Deception-3, Persuade-3, Recon-3. Social DM +1 (Social 9).

Enforcers (muscle used to keep outsiders out and keep the terrified plebes from escaping): Primary Skills, Athletics-1 or Explosives-1, Gun Combat-3, Melee Combat-3, Stealth-2. High physical stats.

Judas Goats: Primary Skills, usually Art or some other distinctive skill 3+. High Social DM. Treated like royalty because these guys exist to lure in the ordinary cultists.

Ordinary Cultists: Primary Skills, Trade-1+. Also, pick at least one skill from the following list: Admin, Advocate, Animals, Broker, Comms, Computers, Drive, Engineer, Flyer, Language, Mechanic, Medic, Sensors, Steward. Give them skill-1. No more than 1 skill per points of Edu DM, minimum of 1. No positive Int, Edu or Social DM at all.

Chosen Ones (the Cult Leader's "favourites"): Social DM +1, Int, Edu +0. Primary Skill, Art-1. This specific speciality of Art is not listed in the Traveller Core Rulebook. Put it this way ... the ones who use this art form as a tool of Persuade quickly end up promoted to Recruiter.
 
There is also a generic cultist profile given in Chthonian Stars. Lots of Lovecraft beasts in it too, if youre going for that angle :)
 
The list above provides all the essential qualities for your typical cult members. It basically outlines the different roles characters might encounter in the hierarchy of any cult, from the canny, yet deranged, cult founder through to his immediate circle of Apostles who'll only end up scheming and plotting against him even as he seeks to airbrush them out of the official photos one at a time, and the middle managers, recruiters, enforcers, Chosen Ones and hangers on in the Great Leader's retinue - right down to the nameless, faceless deluded fools in bathrobes and sandals trimming the hedges and mucking out the stables in the compound.

Why go and look up some other book? :)
 
Nuclear Fridge Magnet said:
Depending on their 'dear leader's' philosophy, the cult's regular retreats into the planetary hinterlands may cover training with TL-7 automatic weapons... :twisted:
That would be the enforcers' job. Some of those enforcers could be very young indeed ... :(
 
Alex, while I agree with your general layout and organization, I have a problem with the skill levels you assign.

I would think that even the best characters should probably top out at Skill-3 or so, there is likely less than one person per BILLION who has a Skill-5 in one area, let alone a bunch of areas.

My suggestions:

Primary Skills: Those skills essential for their job function (Usually only 1-3 skills)
Secondary Skills: Those skills helpful in the job function, but not critical (think Specialist Skills)
Other Skills: All the other skills a cultist might learn (think Service Skills)

Cult Leader - Level-3 in Primary, Level-2 in Secondary, Level-1 in others
Deputies - Level 3 in one skill, Level-2 in Primary, Level-1 in Secondary, Level-0 in others
Shepherds - Level-2 in Primary, Level-1 in Secondary, Level-0 in others
Recuiters - Level 2 in Recruiting, Level-1 in Secondary, Level-0 in others
Enforcers - Level-2 in Combat Skills, Level-1 in Secondary, Level-0 in others
Judas Goats - Level 2 in Art or Primary, Level-1 in Secondary, level-0 in others
Ordinaries - Level 1 in 1 skill, level-0 in others.

This makes the higher ups have higher skills which is not necesarily the case in the real world, but works in a generic sense.
 
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