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.