Cult

Acolytes of a deity

  • Alluring
  • Cruel
  • Ferocious
  • Monstrous
  • Radiant
  • Sinister
  • Serene
  • Transcendent

Reputation & Turf

Rep
Turf

Hold

Tier

Claims

Cloister
+1 scale for your Adept cohorts
Vice Den
(Tier roll) - Heat = coin in downtime
Offertory
+2 coin for occult operations
Ancient Obelisk
-1 stress cost for all arcane powers and rituals
Ancient Tower
+1d to Consort w/ arcane entities on site
Turf
Turf
Lair
Turf
Turf
Spirit Well
+1d to Attune on site
Ancient Gate
Safe passage in the Deathlands
Sanctuary
+1d to Command and Sway on site
Sacred Nexus
+1d to healing rolls
Ancient Altar
+1d engagement for occult plans

Heat / Wanted Level

Heat
Wanted

Coin

Coin
Vault
Upon crew advance, each PC gets stash = Tier + 2

Sacred sites

  • Acquisition
  • Augury
  • Consecration
  • Sacrifice

Notes

Crew XP

Special abilities

  • Chosen:
    Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
  • Anointed:
    You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
  • Bound in Darkness:
    You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
  • Conviction:
    Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.
  • Glory Incarnate:
    Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
  • Sealed in Blood:
    Each human sacrifice yields -3 stress cost for any ritual you perform.
  • Zealotry:
    Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.
  • Veteran:
    Choose a special ability from another crew.

Contacts

  • Gagan, an academic
  • Adikin, an occultist
  • Hutchins, an antiquarian
  • Moriya, a spirit trafficker
  • Mateas Kline, a noble
  • Bennett, an astronomer

Crew Upgrades

  • Cult Rigging (2 free load of documents or implements)
  • Ritual sanctum in lair
  • Elite Adepts
  • Elite Thugs
  • Ordained (+1 trauma box)
Lair
  • Carriage
  • Boat
  • Hidden
  • Quarters
  • Secure
  • Vault
  • Workshop
Training
  • Insight
  • Prowess
  • Resolve
  • Personal
  • Mastery
Quality
  • Documents
  • Gear
  • Supplies
  • Tools
  • Weapons
    Cohorts upgrade costs: New cohort - 2, Add type - 2

    Cohorts