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ThefCultist
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There are things that the mightiest wizards dare not speak of, and
even the gods themselves dare not confront: Great Cthulhu, the Black
Goat, the Crawling Chaos, the Unspeakable One.
It is said that long ago They ruled and terrorized the world,
possibly even other worlds and dimensions. Something must have
happened to Them, because all that remains now are cyclopean ruins,
servitor races, and sanity-eroding records. They slumber in death-like
states, or are imprisoned outside of space and time.
For now.
They stir in Their sleep. They test the boundaries of Their prisons.
Eventually They will wake and free themselves. Eventually They will
return. What then? Will They crush the cities of man underhoof,
devouring everyone they find? Will the world be transformed in
accordance to Their whims, or will it be reduced to a blackened
cinder.
The only sure thing is that They’re going to win, and it’s better
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to be at Their side then in Their path. Granted, they’ll likely crush or
devour you anyway, but it can’t hurt to hedge the odds in your favor.

Names
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Male: Abidah, Cedric, Darwin, Jachin, Keir, Mahli, Obed, Phelan,


Rama, Teagan, Ulric, Wilbur
Female: Aeryn, Aislin, Breda, Cayley, Dani, Ephah, Ferne, Judith,
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Keziah, Lavinia, Mahala, Raelyn

Look
Choose one for each:
Eye Stalks, Extra Eyes, or A Thousand Yard Stare
Bald, Greasy Hair, or Matted and Gnarled Hair
Ragged Clothing, Concealing Clothes, or Ceremonial Robes
Gaunt Body, Something Writhes Beneath, or Bulging Black Veins

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Stats
Your maximum HP is 6+Constitution.
Your base damage is d6

Alignment
Choose an alignment:

Lawful
Perform a successful ritual that benefits your cult, or convert
someone to your cult.

Chaotic
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Drive a creature insane, or use your magic to inflict havoc.

Evil
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Sacrifice an unwilling creature for no other reason than to appease


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your god.
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Starting Moves
Choose any race and why you joined your cult:

Believer
You genuinely believe in the cult’s ideology. You are immune to the
terrifying tag, and monsters you summon will never willingly harm
or impede you, unless you harm them. Even creatures allied with the
Great Old One you serve will not harm you, unless you harm them
first.

Chosen
For whatever reason you were chosen by a Great Old One to act in
accordance to its whims. You start with mutation.
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Power-Hungry
You craved power. Whenever you use dark ritual, you can ignore one
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of the requirements the GM chooses. The GM will always choose at


least 2.
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You start with these moves:

See page 24 for


an expanded Cult
explanation
You are a member of a cult that serves a god-like entity from beyond
of the cult
move, as well
the boundaries of space and time. Answer the following:
as a move on • What is the name of the Great Old One that you serve?
attracting more
followers to
• What does it look like?
your cult and • What sacrifices does it demand (animals, wealth, souls)?
defending it.
• What eldritch horrors ally with it?
• Who leads your cult?
• What happens to cult members who are rewarded? Punished?
• By which name do others fearfully whisper when they dare speak of
your cult?
Your cult starts with a secret meeting place, either far away from a
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steading or beneath a large structure, like a manor or barn. Choose
two advantages:
• Members of your cult are well-armed: +1 POWER
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• Your cult has powerful monsters at their beck and call: +1 POWER
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• Your cult has access to considerable wealth: +1 INFLUENCE


• Influential members of the steading are either allied with or part of
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the cult: +1 INFLUENCE


• Your cult’s headquarters are well hidden: +1 DEFENSE
• Your cult’s headquarters are a maze of catacombs and tunnels: +1
DEFENSE
• Your cult’s headquarters are defensible: +1 DEFENSE
• Your cult has access to a node of power, either in the headquarters
or located nearby: +1 POWER
Choose one problem:
• Members of your cult have a hard time agreeing on how to do
things.
• Members of your cult show signs of mutation over time.
• Members of your cult crave material wealth.
• Your headquarters contains an avatar of your Great Old One, which
requires constant feeding.
• There is an order dedicated to locating and wiping out your cult.

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Initiate
When you’re in a steading that has a cult cell, you can requisition
food, shelter, and supplies within reason. When a cult leader charges
you with a task, if you complete it mark XP.

Summon Monster
You can call forth an eldritch entity from beyond the boundaries of
space and time. Treat it as a character that only has access to basic
moves, has a +1 modifier for all stats, 1 HP per level, and has a
damage die of d6. When you summon an eldritch entity, roll+WIS.
✴On a 10+, choose 3. ✴On a 7-9, choose 2. ✴On a miss, choose 1 in
addition to whatever else the GM says.
• It’s damage die is increased to 1d8.
• +1 HP per level.
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• It has 1 armor.
• It has the large and reach tags.
• It has the forceful and messy tags.
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• One stat has a +2 modifier.


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• It has a useful feature or ability, such as flight or invisibility.


You can only command one monster at a time. If you summon a
second one, the first is released from your command: it might return
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from whence it came, venture out into the world to pursue its own
agenda, or turn on you or your allies.

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Dark Ritual
When you flip through your spellbook for a magical effect or how
to craft a magical item, tell the GM what you want to do or create,
and the GM will tell you:
• What you will need.
• How long it will take.
• How long the spell or effects of the magic item will last.
• Any restrictions or limitations (specific time or place, must be used
or activated in a specific way, etc).
• Any side effects (it will attract the attention of something, it will
cause a plague or some calamity).

Forbidden Lore
When you first encounter an otherworldly object, entity, or place
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you can ask the GM any one question about it—the GM will answer it
honestly. When you spout lore about them take +1.
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Gear
Your Load is 7+STR. You start with a book of rituals and spells (1
weight) and dungeon rations (5 uses, 1 weight). Choose your regalia:
• Herbs and poultices and 2 trapzohedron fragments (1 use each, 0
weight)
• Mysterious skins (1 armor, 1 weight)
Choose your implement:
• Ritual dagger (hand, 1 weight)
• Rune-scribed staff (close, two-handed, 1 weight)
Choose one:
• a magic scroll (slow, 0 weight)
• 2 trapzohedron fragments (1 use each, 0 weight)
• An ancient tome
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Bonds
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Fill in the name of one of your companions in at least one:


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__________ doesn’t trust me.


I think __________ would be an excellent asset to my cult.
__________ believes in my cause.
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I want to show _________ that their god is insignificant.


My master hungers for __________’s __________ (blood, brain, soul,
etc).

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