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Cults are both a blessing and a curse upon a tribe. A cult can serve as a vital buffer between the Leviathan and the world. On a purely practical level there is no shortage of uses for your own private army or labour force and a cult's worship unlocks some of the metaphysical potentual in a Leviathan's divine nature. However cults are high maintenance, a cult requires supervision and input from the Leviathan - they desire "face time" with their deity. If left unsatisfied a cult may go to extreme lengths to “regain their god's favour” and even a well attended cult may be seek out horrific offerings or latch onto bizarre interpretations of the Leviathan's will without constant, perhaps tyrannical, supervision.  
 
Cults are both a blessing and a curse upon a tribe. A cult can serve as a vital buffer between the Leviathan and the world. On a purely practical level there is no shortage of uses for your own private army or labour force and a cult's worship unlocks some of the metaphysical potentual in a Leviathan's divine nature. However cults are high maintenance, a cult requires supervision and input from the Leviathan - they desire "face time" with their deity. If left unsatisfied a cult may go to extreme lengths to “regain their god's favour” and even a well attended cult may be seek out horrific offerings or latch onto bizarre interpretations of the Leviathan's will without constant, perhaps tyrannical, supervision.  
  
A Leviathan who acquires a cult must pay for the privilege in Merit dots. A Cult Merit defined by into four primary categories - Number, Zeal, Fervor and Clour. It additionally has an organisation style and a handful of variables that can be purchased to increase the capabilities of the Cult or give it a unique style. For every week in which the Leviathan does not contact the majority of his Cult in person to speak, lead ceremonies, or receive prayer, one dot worth of Cult assets (in the three core categories) degrades - generally, Zeal is lost first, then Numbers, as the less devout or ensorcelled drift away - still obsessed, but unsatisfied. Reclaiming degraded dots is an extended test of Presence or Manipulation + Persuasion, with a target pool of successes equal to (3 + lost dots). Each roll represents a day spent reinvigorating the Cult and getting stray members back into the fold.  
+
A Leviathan who acquires a cult must pay for the privilege in Merit dots. A Cult Merit defined by into three primary categories - Number, Zeal, Fervor and Organisation. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult or give it a unique style. For every week in which the Leviathan does not contact the majority of his Cult in person to speak, lead ceremonies, or receive prayer, one dot worth of Cult assets (in the three core categories) degrades - generally, Zeal is lost first, then Numbers, as the less devout or ensorcelled drift away - still obsessed, but unsatisfied. Reclaiming degraded dots is an extended test of Presence or Manipulation + Persuasion, with a target pool of successes equal to (3 + lost dots). Each roll represents a day spent reinvigorating the Cult and getting stray members back into the fold.  
  
 
Players may choose to pool their cults, becoming the pantheon behind a polytheistic faith. This does require some sacrifices, if one Leviathan instructs the cult to perform a ritual they cannot simultaneously assist in the excavation of a sunken temple. The cohort has the listed Task Points to share between them, and the Storyteller can reject requests that require the cultists to be in two places at once. A Pantheon breaking up is trouble for all, everybody gets one fewer dot than they originally contributed (taken from which ever merit they wish). This is typically a violent time of religious conflict that usually ends up badly for all involved.  
 
Players may choose to pool their cults, becoming the pantheon behind a polytheistic faith. This does require some sacrifices, if one Leviathan instructs the cult to perform a ritual they cannot simultaneously assist in the excavation of a sunken temple. The cohort has the listed Task Points to share between them, and the Storyteller can reject requests that require the cultists to be in two places at once. A Pantheon breaking up is trouble for all, everybody gets one fewer dot than they originally contributed (taken from which ever merit they wish). This is typically a violent time of religious conflict that usually ends up badly for all involved.  
 
=== The Nature of your Theology ===
 
 
'''Work In Progress - currently rough notes''' - This section gives fluff on the different kinds of cults, but also makes it clear that these are more "the bottom of a slippery slope" than hard rules on what every cults look like.
 
 
A Bahamatuan's cult tends to look kinda like the movementarians from the Simpsons. Don't think, don't do anything, just conform and be provided for. From the Strain of Sloth's perspective they're constantly surrounded with whiny needy babies. On the plus side, they're relatively unlikely to be creating problems compared to other strains.
 
 
Meanwhile a Dagonite's cult probably looks like the actual Jonestown. Lots of backstabbing, favouritism and vicious politics all centring around the Leviathan. Who's possibly too Proud of all the flattery to see how his favourites are harming his interests; through backstabbing politics if not abusing their authority over lesser cultists.
 
 
The Lahamin probably don't resemble any real religion, but a very common fictional one. They are the secretive chessmaster gods who see all and have planned everything. Their followers are the sinister cult who's members are everywhere, hidden among rich and poor and plotting nefarious deeds. The first Robert Downey, Jr Sherlock Homes film has an example.
 
 
The Nu's cults could be said to resemble an evil modern Christianity, after everyone started asking “hang on, how do we know there even is a god?” God is a metaphor, key theological events like the resurrection are a metaphor. This leads to a lot of “interpretation” of what the Nu really means; like most strains the Nu often have to become a tyrant just to make it clear that no, it wasn't an elaborate metaphor that really means “sacrifice virgins to me”. On the other hand a Nu trying to find it's theological and practical place in the world often has a good resource, make vague complaints about what you feel unsure about and pick from the interpretations provided by your philosophical cult.
 
 
Oceaneads are religion as a mask for self promotion. An Oceaneads cultist are the sort of people who use their faith to assert moral or social superiority to others (using faith to assert that others are morally evil is more a Tanninim thing). An Oceanead is both an exemplar of this behaviour, their cult is a choir of flattery, and a living symbol of social status. An objective measure of who the religion put on top of the social pigpile this week: Who did the goddess smile at the most?
 
 
The Tanninim are the easiest to explain. They are the bronze age gods with ten plagues and an itchy trigger finger. A Tanninim's cult is often led by the kind of fundamentalists who'd call HIV god's righteous punishment against homosexuality, and a Tanninim is often the kind of god who would create HIV as a punishment. This is to say, they have that kind of moral extremism, not that they nessacarally look like right wing Americans. It is perfectly plausible to find a Tanninim Cult which accepts any kind of sexuality, but god help you if you forgot to bathe in sacred oils this morning.
 
 
The Thalassans are the kind of god you might see behind televangelists. The god who you worship for material reasons; more classically the Thalassans are probably the most common kind of religion. If you live one storm away from a bad harvest, and one bad harvest away from starvation, you bet you would pray for good whether. In short, they're the gods you worship for non-religious reasons. This means that a Thalassan has to provide to keep it's cult in any semblence of order; on the plus side they can keep their cult in order with material goods as easily as threats.
 
  
 
=== Number (O - OOOOO) ===
 
=== Number (O - OOOOO) ===
  
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity. Buying a dot of Numbers grants one free Merit dot which can be applied to any other Cult Merit; at the storyteller's discretion this may also be spent on a Beloved or Lahmasu Retainer.  
+
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity.  
  
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?  
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?  
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* Number OOO - Twenty followers , fifteen task points per story  
 
* Number OOO - Twenty followers , fifteen task points per story  
 
* Number OOOO - Fifty followers, twenty task points per story  
 
* Number OOOO - Fifty followers, twenty task points per story  
* Number OOOOO - One hundred followers, twenty five task points per story
+
* Number OOOOO - One hundred followers, twenty five task points per story  
  
 
=== Zeal (O - OOOOO) ===
 
=== Zeal (O - OOOOO) ===
This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan.  
+
This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its Zeal+1 to the Leviathan.  
 
 
If directed to spend a day praying and performing rituals for the Leviathan the Cult provides half (Zeal +1) Ichor per task point spent to the Leviathan. At most five task points can be spent on Ichor per day.  
 
  
 
A Cult doesn't have to have a dot of Zeal, but most do.  
 
A Cult doesn't have to have a dot of Zeal, but most do.  
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=== Fervor (O - OOOOO) ===
 
=== Fervor (O - OOOOO) ===
This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Fervour measures competence rather than willingness but there is some overlap between the two. Directing the Cult to do basic tasks that one would expect of an militant or criminal group - standing outside a home looking menacing, spraying graffiti, keeping a lookout, making threatening phone calls - does not require a roll. Only dangerous tasks, or ones requiring violence, require a check of Fervor.
+
This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest - does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of Fervor.  
 
 
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story (failing with a chance die does not allow sacrificing numbers for Success). A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order.  
 
  
 +
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order.
 
If the Leviathan wishes, he can direct the effort personally, in which case his Presence or Intelligence (whichever is most appropriate) may be added to the roll, but he will (seperate from the normal ramifications) be subject to the expected downsides of a failed effort, and will have to enact his own escape from a crime scene (a getaway is assumed for the Cult under the Fervor roll).  
 
If the Leviathan wishes, he can direct the effort personally, in which case his Presence or Intelligence (whichever is most appropriate) may be added to the roll, but he will (seperate from the normal ramifications) be subject to the expected downsides of a failed effort, and will have to enact his own escape from a crime scene (a getaway is assumed for the Cult under the Fervor roll).  
  
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* Fervor OOOO - Fierce civilians or experienced criminals. Mafia-level shenanigans.  
 
* Fervor OOOO - Fierce civilians or experienced criminals. Mafia-level shenanigans.  
 
* Fervor OOOOO - Your Cultists are chomping at the bit to achieve your wicked desires.  
 
* Fervor OOOOO - Your Cultists are chomping at the bit to achieve your wicked desires.  
 
  
 
==== Sidebar: Putting the God in Godfather ====
 
==== Sidebar: Putting the God in Godfather ====
 
The rules for Fervor are generally more permissive of extralegal hijinx then other similar Merits, and the tone suggests the Cult is capable of performing some pretty impressive stuff. In general, this is intentional - the goal is to replicate a city-subverting or widespread Cult conspiracy, a la Fight Club or Higurashi no Naku Koro ni. The reach of a Cult, and the depths to which it will sink to serve its master, are meant to be somewhat unsettling - and to make immoral methods attractive. If letting a Cult do something would rob the players of an interesting scene, or circumvent a hardship in an automatic or undramatic fashion, feel free to bend the rules or ask the player to direct his Cult to perform some facet of the task instead of the whole thing.  
 
The rules for Fervor are generally more permissive of extralegal hijinx then other similar Merits, and the tone suggests the Cult is capable of performing some pretty impressive stuff. In general, this is intentional - the goal is to replicate a city-subverting or widespread Cult conspiracy, a la Fight Club or Higurashi no Naku Koro ni. The reach of a Cult, and the depths to which it will sink to serve its master, are meant to be somewhat unsettling - and to make immoral methods attractive. If letting a Cult do something would rob the players of an interesting scene, or circumvent a hardship in an automatic or undramatic fashion, feel free to bend the rules or ask the player to direct his Cult to perform some facet of the task instead of the whole thing.  
 
=== Clout (O - OOOO) ===
 
 
Clout measures how good your Cult is at getting things done in a legal manner. Anything from buying a private lake to deterring Hunters with harassment charges and allegations of religious bigotry. The sad fact is that while the more sensible members of the tribe recognise that Clout is immensely more useful than Fervor in providing what a Leviathan actually needs, Tranquillity, fanatical cultists who worshipping primordial mind-rending horrors often have trouble holding a conversation let alone filing out an planning application in triplicate. The closer they are to the Wake the worse it gets, most Beloved are still competent at every day life but as soon as a Leviathan asks them to do something they start telling people they're on a mission from god.
 
 
When rolling Clout the basic dicepool, before any modifiers, is equal to Clout. Generally Clout checks work on the same scale as Fervour.
 
 
A Cult doesn't have to have Clout - most don't. 
 
 
* Clout X - It will probably be best for everyone if you don't ask your cultists to talk to regular people.
 
* Clout O - Your Beloved can function normally under the Wake, lucky you.
 
* Clout OO - You can organise petitions with ease.
 
* Clout OOO - Your Cult has some real influence they can use in your name.
 
* Clout OOOO (Legitimate Organisations only) - Local politics dances to your tune.
 
 
=== Additional Traits ===
 
These additional merits for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the core traits irrelevant.
 
 
* Conspirators (O to OOOOO) - Members of your Cult have Status equal to dots in Conspirators within an organization chosen when you purchase this Merit. This merit may be taken multiple times. When a Clout check is made you may add your Conspirator dots in one relevant organisation to the roll. If you make a Fervour check to attack an organisation infiltrated by your cult you may reduce the penalty by your dots in Conspirators to a minimum of zero. Finally you may apply Conspirators as a passive penalty for the organisation to work directly against you or for others to use the organisation against you.
 
* Home Turf (O or OO) - The Cult has a favoured stomping ground, around the size of a neighbourhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty.
 
* Indoctrination (O) - Once per story, for three task points, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult incorruptible as a method of narrative control.
 
* Lahmasu (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids. Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A Cult with Lahmasu gets an extra dice on all martial Fervor rolls, but a crime performed by strange half fish people is more noticeable than a regular crime. This fact is a little too complex to be expressed as a bonus to investigators, but a Leviathan is advised to think twice before sending Lahmasu where mortal authorities might start asking questions, and consider forgoing the bonus. Away from mortal eyes a legion of Lahmasu opens up the possibility of sending your cult underwater without needing bulky equipment.
 
* Offerings (O) - Once per story the Leviathan may use his Cult to make a purchase with a Resource cost of equal or lower to Numbers.
 
* Old Hands (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.
 
* Recognition (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -3 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits.
 
Resolute (OO) - The Leviathan's Cult requires his presence only once a month.
 
  
 
=== Organisation (OO or OOO) ===
 
=== 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.
 
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.  
+
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. 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 ====
 
==== Unorganised ====
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Instinctual for: Bahamatans  
 
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.
+
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. When the attack comes down to a single roll, usually Fervor, the penalty is -1 for ever 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 ====  
 
==== Inbred Hicks ====  
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Instinctual for: Tannanim
 
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.  
+
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 other Fervor rolls get a -2 penalty.  
  
 
==== Religious Organisation ====  
 
==== Religious Organisation ====  
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==== Social Club ====  
 
==== 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
+
The cult portrays itself as a group of like minded people who enjoy each others company but who have no unified goals or beliefs. This allows the cult to exist publicly while remaining beneath notice. However if the cult does start demonstrating unified goals the oddity immediately makes the cult look suspicious
  
 
Instinctual for: Oceaneads
 
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.
+
Benefits and Drawbacks: Attempts to legally interferer with the cult have a -2 penalty due to the cult's small legal profile. However it is suspcious for a social club to show much unified direction giving +2 bonus to all attempts to investigate the cult.
  
 
==== Secret Society ====  
 
==== Secret Society ====  
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==== Legitimate Organisation ====  
 
==== 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.  
+
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.  
 
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.
+
Benefits and Drawbacks: Attempts to legally interferer with the cult have a -2 penalty due to it's smoke screen of legitimacy, in addition the cult gains +2 to all Fervour rolls that involve legal action (the two do not stack). However publicly available information gives a +2 bonus to all attempts to investigate the cult and one fifth of all task points are dedicated to running the cult's front organisation.
  
 
=== Cult Morality ===
 
=== Cult Morality ===
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Tannanim themed - Clearly prejudiced against anyone who dosn't follow the cult's laws. Severe version becomes violent.  
 
Tannanim themed - Clearly prejudiced against anyone who dosn't follow the cult's laws. Severe version becomes violent.  
  
 +
=== Additional Traits ===
 +
These additional merits for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the core traits irrelevant.
  
 
+
* Conspirators (O to OOOOO) - Members of your Cult have Status equal to dots in Conspirators within an organization chosen when you purchase this Merit. This merit may be taken multiple times.
=== Rogue Cults ===
+
* Home Turf (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty.
 
+
* Indoctrination (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control.  
If the cult is left unattended for too long it can go rogue in an infinite number of weird and horrific ways. Rogue cults can be a threat to The Tribe hunting down their god's enemies in service to mad theologies or seeking to rid the world of "their god's enemies", often in contrary to everything their origonal founder taught them. The most powerful cults were taught secret Eldrich Lore and can perform powerful rituals, using their god as an occult power source to scorch the land and call up horrors from the deep. The most dangerous (and far more common cults) simply preach the good word. More than a few Leviathans never realised they had created a Cult in their Wake until the police mention that their name was mentioned by the suspects in a virgin sacrifice case.
+
* Lahmasu (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids. Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A Cult with Lahmasu gets an extra dice on all martial Fervor rolls, but a crime performed by strange half fish people is more noticeable than a regular crime. This rule is a little too complex to be expressed as a bonus to investigators, but a Leviathan is advised to think twice before sending Lahmasu where mortal authorities might start asking questions, and consider forgoing the bonus.  
 
+
* Offerings (O) - Once per story the Leviathan may use his Cult to make a purchase with a Resource cost of equal or lower to Numbers.
There are no hard and fast rules for how and when a cult goes rogue but the Storyteller should take into account the cult's morality and Zeal. A Zealous cult is more likely to remain as a cohesive organisation and more willing to perform heinous acts. A more moral cult is of course less likely to commit evil deeds. Most cults first attempt to summon their god before truly going rogue. If they lack the knowledge to create working occult rituals, well they can try and that try can be every bit as horrific as real magic. Afterwords the possibilities are limitless: Some cults remain loyal to their theology, other's modify it. Sometimes an ambitious priest seizes power, other times the cult remains loyal to their absent deity. A few became moderate and respectable religions and at the other extreme some barely got a month before drowning themselves in a suicide pact. There is a notable tendency for cults to grow around Ophions, particularly if they cannot meaningful communicate their desires, to attract self serving priests versed in Eldrich Lore. With the Wake at it's lightest they use the Tribe's power as their own.
+
* Old Hands (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.  
 +
* Recognition (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -3 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits.
 +
Resolute (OO) - The Leviathan's Cult requires his presence only once a month.

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