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=== Organisation (OO or OOO) === Organisation does not measure how organised your cult is, instead organisation defines how your cult is organised. A Cult may only have one Organisation merit but it may switch between them for the full cost of the new Merit. Each style cost three merit dots, except for unorganised which is free. Every Strain has a slight proclivity for a different style of organisation which allows a one dot discount on that style (in shared cults, the strongest Wake gets the discount), this discount comes both from the Wake pushing the Leviathan's Beloved into certain patterns and the cult adapting themselves around the Strain's primordial instincts. If your many-clawed god found disagreement stressful, you'd be tempted to agree with everything he says even if he asked you not to. Because of this even when a Leviathan chooses a different style than their Strain's natural method you can normally find some of the Strain's nature shining through. A Nu running a legitimate business may find his employees debating management strategies with the devotion and esoteric logic of a Talmud scholar. ==== Unorganised ==== This is the default style for all cults. The Leviathan's Beloved are obsessed and loyal to the Leviathan on a personal level, but have no real connection to other cultists or doctrine. The good news is that this disorganisation makes it very hard to investigate the cult, but it makes it just as hard to organise them. In many ways it is a starter cult, not particularly powerful but relatively safe until the Leviathan is ready to defend themselves. Instinctual for: No one. Benefits and Drawbacks: All attempts to investigate the cult have a -3 penalty due to it's amorphous nature, however all Zeal and Fervour rolls have a penalty equal to the Cult's Numbers due to a lack of organisation. ==== Gated Community ==== The Leviathan's cult form their own community, united not by religion but by a desire to live among people with shared values and a shared culture, despite this of the cult often travel beyond it's borders and maintain social connections with outsiders. While the cult's community is not explicitly religious, it is much easier to practice the Tribe's unique religions when surrounded by understanding people, however the culturally incestuous nature of a Gated Community leaves little room for verity and consequently the Cult often has trouble adapting to sudden changes. Instinctual for: Bahamatans Benefits and Drawbacks: The cult gets an additional five task points per story. However whenever the "harmony" of the community is disrupted the cult takes a penalty to all Zeal and Fervour rolls for the remainder of the story. The most common disruptions are the addition of new members (penalty equals new dots of Numbers), moving to another location (penalty equals Numbers) or a successful attack on the cult (storytellers judgement. If the attack happens off screen roll Fervour vs the attacker's equivalent, the penalty is -1 for every success the attackers score over the defenders). The penalty cannot increase beyond -5. Additionally the Leviathan must control a suitably large territory to house a gated community and cannot have more dots in Cult Numbers than he has in Temple Size. ==== Inbred Hicks ==== The Leviathan has complete dominance of a geographical area, within his territory the entire population belong to his cult. Every aspect of the cult's lives is shaped by the cult's doctrine and the Leviathan's rule is absolute. The dominance of the cult makes it far easier to organise, there are no employers or family members who will object when a cultist is called to perform a ritual. In addition the prevalence of the cult's doctrine makes this kind of cult especially well versed in theology. However the otherness of the community is especially apparent to all visitors, most cults in this style are found in in isolated areas. Instinctual for: Dagonites Benefits and Drawbacks: The cult gets an additional five task points per story, and +1 to all rolls involving Zeal. However everyone gain a +3 bonus to notice how weird the community is, additionally the Leviathan must control a suitably large territory and cannot have more dots in Cult Numbers than he has in Temple Size. ==== 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. ==== Religious Organisation ==== The cult portrays itself as a legitimate religious organisation, it may style itself as a sect within a large and well respected religion or openly admit to worshipping a primordial aquatic god. Even then natural selection means that cults generally don't mention that their god drops by every week. This openness makes it easier for the cultists to show up to rituals, they don't have to lie about it, but it also exposes the cult to far more scrutiny if not outright religious persecution. Instinctual for: Nu Benefits and Drawbacks: You can buy the Recognition merit for two dots. Rituals are also easier to organise, pick one day of the week plus seven or so holy days thought the year. On those days the cult can perform rituals for one fewer task points. However when performing a ritual roll the rituals dots + The Leviathan's Ripple penalty - Temple Security. A success means that the semi-public nature of the cult has let someone outside the cult witness the ritual. If the Leviathan spends task points or otherwise increases the morality rating of the ritual decrease the roll by an equal amount. If the rituals morality rating reaches seven then do not roll, the ritual is safe for public eyes. The discount on Task points can be spent to increase the morality rating of a ritual. ==== Social Club ==== The cult portrays itself as a group of like minded people who enjoy each others company but who have no unified goals or beliefs. Existing publicly without needing to devote time and effort into running a smokescreen makes the Cult light and nimble. However if the cult does start demonstrating unified goals the oddity immediately makes the cult look suspicious Instinctual for: Oceaneads Benefits and Drawbacks: The cult gains an additional task point for every dot in Numbers, however every time it performs a Fervour check it apply a cumulative +1 bonus to investigating the cult, maximum of +5. This penalty also applies to clout checks that are out of charachter, buying land for a clubhouse or hosting a party can fly under the radar. Trying to influence politics is more likely to attract attention. ==== Secret Society ==== The first rule of the cult is that you do not talk about the cult. Members come from very different lives, and actively avoid being seen with each other publicly unless they have a very good reason to. The veil of secrecy makes such cults very hard to investigate, but it imposes additional organisational burdens. Instinctual for: Lahamin Benefits and Drawbacks: All attempts to investigate the cult have a -3 penalty due to it's focus on secrecy, however all Zeal and Fervour rolls have a -1 penalty due to the additional complexities of staying hidden. ==== Legitimate Organisation ==== The cult organises itself as a business, a non profit, or some other formal non-religious entity. This gives the cultists a way to spend plenty of time on cult business as well as a nice legal framework for cult owned property, bank accounts and all the other complexities of modern life. However the cult's increased legal presence makes it harder to get away with breaking laws. Instinctual for: Thalassans. Benefits and Drawbacks: The Cult's official identity makes it easier to interact with mortal society. The cult gains a free dot in Clout (to a maximum of four dots) and Clout rolls can be performed with four task points. However all attempts to investigate the cult get a +2 bonus due to legal requirements for enterprises.
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