Cultist

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength35Hit Points15Combat45
Endurance30Wound Thr.9Magic-
Agility35Magicka30Evade35
Intelligence30Stamina3Observe40
Willpower35Initiative+9Stealth35
Perception30Action Pts.3Knowledge50
Personality30Speed9mSocial50
Morale55SizeStd.Physical45

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