Cultist
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 35 | Hit Points | 15 | Combat | 45 |
| Endurance | 30 | Wound Thr. | 9 | Magic | - |
| Agility | 35 | Magicka | 30 | Evade | 35 |
| Intelligence | 30 | Stamina | 3 | Observe | 40 |
| Willpower | 35 | Initiative | +9 | Stealth | 35 |
| Perception | 30 | Action Pts. | 3 | Knowledge | 50 |
| Personality | 30 | Speed | 9m | Social | 50 |
| Morale | 55 | Size | Std. | Physical | 45 |
Weapons & Armor
- • Iron Wakizashi: 1d4 (1d6); Slashing, Expose Weakness;
- Reach 1m, 1H
- • Iron Quarterstaff: 1d6 (1d8); Concussive, Reach 2m, 1.5H
- • Partial Leather: 1 AR/1 Fire AR; Light
Special Abilities
- • Gang Up (1 SP): Can gang up by spending a Stamina Point
- when an enemy within Reach is attacked by another allied
- Cultist. Ganging up imposes a -10 on the target’s Defense
- roll. Additionally, each ganging up Cultist adds +1 damage
- to the attacking Cultist damage roll.
- “Enter as Lord Dagon has written: come slow and bring four keys. Ou
- tiate, Questing Knight, Chaplain, and Master. Let the evil ones burn
- Knowledge go aright. However, recall that your sight is yet narrow,
- Cultist Mage
- Cultist Mages are normally ceremony leaders or those that keep the
- masses in line.
Encountering Cultist
4 Cultist Fanatic These cultists are the most devout of their group. ent Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 40 Hit Points 18 Combat 60 Endurance 35 Wound Thr. 9 Magic - Agility 35 Magicka 30 Evade 45 Intelligence 30 Stamina 3 Observe 40 Willpower 35 Initiative +9 Stealth 15 Perception 30 Action Pts. 3 Knowledge 50 Personality 30 Speed 9m Social 50 Morale 75 Size Std. Physical 45 Additional Skills • Deceive: 70 Weapons and Armor Has one of: • Iron Warhammer: 1d8 (1d10) Crushing; Unwieldy; Reach 2m, 1.5H • Iron Flail: 1d6 (1d8); Crushing, Flail; Reach 2-3m; 1.5H Also has one of: • Full Leather Armor: 3 AR, 1 Fire; Light • Partial Iron Armor: 3 AR; Medium Special Abilities • Fanatical Frenzy (1 SP): After attacking or being attacked, a Fanatic may become enraged, gaining the Savage trait, which allows them to roll damage twice and pick the highest number. Traits • Zealotry: The Fanatic’s zealous dedication protects them from mundane fear. They receive a +40 bonus to Fear tests. 65 r Order is based on the principles of his mighty razor: Novi- in its light as if by the excess of our vision. Then shalt our and while you have the invitation, you have not the address.” - Commentaries on the Mysterium Xarxes Spells • Fire Ball 2: 10 MP; 1d6 Fire; AoE (2m, sphere), Attack, Overload (+WpB to Damage), Target point in 100m • Fire Bolt 2: 6 MP; 1d6 Fire, Attack, Overload (+WpB to