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==== Militant Fanatics ==== The cult is organised for the maximum efficiency in causing and withstanding violence. If it's large and prosperous it will probably have a clear chain of command, hidden caches of supplies, fortified safe houses. If it's small or poor, then it does the best it can. Depending on where it's found such a cult might resemble (or be) a criminal gang, a professional military force, an apocalyptic cult hiding in a fortress, or the private army of a third world warlord. Instinctual for: Tannanim Benefits and Drawbacks: The cult's gets +2 on all Furvor rolls that relate to martial action. Apply this rule generously, scouting, spying and other subtle arts of warfare get the bonus. As would non-combative uses of force; like running a protection racket or enforcing religious law on people outside the cult. However the cult's martial focus leaves them deficient in other areas, all Zeal and Clout rolls get a -2 penalty.
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