Cult Path

Regardless of what type of cult you have access to, the cult includes a “Cult Path” this path works like a Role Path in that it can be Invoked to add 2 dice on any relevant rolls. When you create your cult, jot down your Connections. These are people (either specific people, or types of people) who you can get aid from. Seeking aid from your cult invokes the the Cult Path, granting you +2 dice on any given Roll.

Cult Obligation

Membership or Leadership in a cult comes with Duties and Responsibilities. These duties function the same way as Obligations in a Path. If you Invoke a Cult more than twice in a session, or if your Cult is disabled by an enemy action, you receive an Obligation that must be undertaken before any further benefit can be derived from your Cult birthright.

Specialty Skill

Your time in the cult has taught you some skill specialty. Decide an appropriate specialty and add it to your character. This is a permanent change, and will persist even if the Cult is disbanded.

Cult Foundation

Cults behave differently from each other in regards to openness in their worship. Keep in mind that this is not a reflection of their moral character, but rather the secrecy with which they conduct themselves.

Choose a base Foundation for a Cult based on their presence within society. Your Cult could represent a:

  • community (1 Light, 1 Shadow) - Your Cult represents a varied group from all walks of life.
  • church (2 Light) - Your Cult is a public organization or church with open recruitment and membership is open to all comers.
  • conspiracy (2 Shadow) - Your Cult represents a secret organization without any public presence. Your membership is slow to grow, and very private.

For each dot past the first, your cult gains an additional point of Light or Shadow (Your choice). Each dot of light or shadow indicates an increase in size and status in the world through either obvious methods (Press releases, public support, Social Media) or hidden ones (going underground, maintaining a front, or changing identities) depending on your current Light or Shadow respectively.

Your Shadow and your Light points combined are equal to your Cult dots plus 1.

Cult Lasting

A Cult’s sum total of Light and Shadow actions equals the Cult’s ‘Lasting’. This Lasting value is the defense of any negative actions taken against a Cult. For example, if an enemy is trying to root out a Cult’s members for arrest, the difficulty would equal the Lasting value prior to any modifiers.

The Value of the Cult’s Lasting is equal to it’s Light+Shadow points, minus any points that are dedicated towards Cult Birthrights as outlined below.

Actions Against A Cult

Enemies can attempt to take actions against a Cult. This can take many different forms depending on the nature of the action. They could, for example, try to make a Cult illegal, to hunt down individual members, or to discourage recruitment. The base difficulty for any actions against a cult is equal to a Cult’s Lasting.

Successfully attacking a cult and beating it’s difficulty (as determined by the cult’s Lasting) usually results in a cult being unable to act freely, losing membership, or having to go underground. However Cults are, by their very nature, difficult to stamp out completely. Should this happen, the Cult Path is disabled until the Scion completes an Obligation.

Subject to GM and Player discussion, a concentrated effort and/or Scion neglect, resulting in multiple unaddressed such attacks may result in the complete disbanding of a Cult, but such occ
asions should be rare and difficult.

Cult Birthrights

These points of Light and Shadow can be dedicat towards gaining temporary Birthrights or Edges. You can spend Light or Shadow points (but not both) towards a birthright. After dedicating your Cults Light or Shadow towards a Birthright, the Cult must still have at least 1 Light or Shadow remaining. The Cult’s Lasting is decreased for each point of Light or Shadow designated towards a birthright, making your Cult more vulnerable to outside threats.

The birthright takes on a characteristic of Light or Shadow depending on which types of points are spent on it. For example, if your cult has Light 4, you can dedicate 3 of these Light points towards a ritual Relic. Since this was created using Light points, the general public is generally aware that you have been provided this relic, or that information is easily attained. If Shadow points are spent, this information is secret and more obscure, but could result in trouble for the cult if discovered.

Cult Birthrights are expected to be returned by the end of an arc. Not doing so requires a scion to fulfil an obligation as if they had Invoked the Cult Path an additional time.

Followers

Designating Light or Dark points towards followers generally represents recruiting Cult members to join you on a task. You may build these followers using the birthright rules. Light Followers may represent: A congregation at a church, an Academic community, a rowdy mob. Shadow followers may represent hooded occultists, hidden assassins, undercover spies.

Relics

Relics constructed using Light or Shadow represent items held in safe-keeping by a cult. Usually these are items are of great ritual significance and are not given out lightly. Only the Scion’s relationship with the cult has allowed them to use this Relic. Relics built using Light or Shadow cannot provide Purviews.

Creatures

Creatures built using Light or Shadow can represent summoned creatures, sacred guardians, or occult creations.

Guides

Guides may represent figures of divine teachings within the cult. They may be summoned by the cult, may be members of a Cult, or may even be a figure worshipped by it. These guides are built using the standard guide rules, however they do not grant access to a ‘Deus Ex Machina’ or Purviews.

Cult Tags

Adding a tag to a cult represents a permanent aspect of a Cult and it’s operations, granting a bonus of some kind. Each tag requires a point of Light and/or Shadow. This point cannot be designated towards a Birthright but does contribute towards the Lasting of a Cult.

COVEN

COVEN

1 Shadow
This cult consists primarily of magical practicioners who work together to collect and share wisdom and secrets of the universe. When you invoke a Cult Path to gain or spread magical secrets, you may increase the Scale of your action by 1.

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GUILD

GUILD

1 Light
This cult consists primarily of experts at a trade. They have united over their shared craft to make great works. When you invoke your Cult Path to create something, you may increase the Scale of the action by 1.

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FAMILY TRADITION

FAMILY TRADITION

1 Light or Shadow
This cult consists of a family tree of close knit members. New members are rare but always celebrated. Trust is implicit and help is quickly forthcoming. When you designate Light points towards Followers, you do not decrease your Lasting.

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RELIQUARIANS

RELIQUARIANS

1 Light or Shadow
Your cult is united by the desire to collect, maintain and protect items of great values. Although they are protective of their belongings, they have many such items they are able to provide when the need arises. When you designate Light points towards Relic, you do not decrease your Lasting.

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HISTORIANS

HISTORIANS

1 Light or Shadow**
Your cult is united by a desire to maintain an archive of historical events, either pubicly or secretly. This information is incredibly valuable in the right hands, and dangerous in the wrong ones. When you invoke your Cult Path to find out about an event in the past, you may increase the Scale of the action by 1 in addition to the other benefits of invoking.

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MYSTERY SOCIEITY

MYSTERY SOCIEITY

1 Light or Shadow
Your cult operates with both a public facing and a secretive component that operate independently. As long as your Cult has both Light and Shadow points that are not currently designated towards a Birthright, you may Invoke your Cult Path twice, once in the Light, and once in the Shadow without any penalty.

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SOCIAL CLUB

SOCIAL CLUB

1 Light
Your cult consists of people united over a shared desire for influence and discourse. Discussion and networking flows freely. When you invoke your Cult Path to influence a person via carousing, you may increase the Scale of the action by 1 in addition to the other benefits of invoking.

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SAFEHOUSE

SAFEHOUSE

1 Light or Shadow
Your Cult is able to provide you with secure housing with little to no notice. These locations are numerous, flexible and well supplied and the Scion is able to stay up to 1 week. Staying longer incurs an Obligation as if a Scion has invoked a Path.

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TEMPLE

TEMPLE

1 Light or Shadow
Your cult maintains a magically strong location that is important to your pantheon. This is a single physical location, however it can take many different forms. Once per Arc, a Scion may perform a Marvel or Boon in this location without spending Legend.

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NATURALISTS

NATURALISTS

1 Light or Shadow
This cult is united by it’s shared desire to study or catalogue natural (or unnatural) creatures. When you designate Light or Shadow points towards Creatures, you do not decrease your Lasting.

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PATRONAGE

PATRONAGE

1 Light or Shadow
Your cult is united in their shared loyalty to a person. This may be an earthly or unearthly figure of great power or knowledge. When you designate Light or Shadow points towards a Guide, you do not decrease your Lasting.

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GATEKEEPERS

GATEKEEPERS

1 Light or Shadow
There are openings, portals or paths that lead from our world into other places. This cult knows of, controls and protects an opening to another Realm chosen when this Cult is created.

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CLANDESTINE

CLANDESTINE

1 Shadow
Members of this cult are secretive, even amongst themselves. Very few (if any) members of this Cult have access to all of its secrets. Increase your Cult’s Lasting by 1.

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WARRIORS

WARRIORS

1 Light or Shadow

Members of this cult maintain strict military discipline. When you invoke your Cult Path as part of a large military operation, you gain Scale.

WARRIOR

Skills: Athletics, Close Combat, Firearms
Example Keywords: Fighter, martial artist, bloody, weapon, soldier, killer, murderer, insurgent, terrorist, sniper, undefeated, sharp, threatening
Fatebinding Roles: BALM, NEMESIS, RIVAL
Failure Deeds: Lose a physical contest or test of skill when death is on the line, lay down your arms and find another way, succumb to cowardice.
Adoption Deeds: Stand between the enemy and your friends, overcome incredible odds, defeat a foe greater than yourself.

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MEDITANTS

MEDITANTS

1 Light or Shadow
Members of this cult are invested in introspection and stoicism, looking inward rather than outward for enlightenment. When you invoke your Cult Path to engage in an esoteric Ritual, you gain Scale

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Activist or Subversive

Activist or Subversive

1 Light or 1 Shadow
Whenever you invoke your Cult Path to counter a rival cult, gain Enhancement 2 using Light (Activist) or Shadow (Subversive).

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COLLECTORS

COLLECTORS

1 Light or Shadow
You may invoke your Cult Path to add two dice to any roll when attempting a Twist of Fate
involving a merchant or collector of esoteric or oth erworldly items without it counting towards your maximum safe Path invocations, as long as you’re willing to pay the seller’s price.

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DEVOUT

DEVOUT

1 light or shadow
You may invoke your Cult Path for temporary followers once per episode without counting it towards your maximum safe Path invocations, if the followers rating has fewer dots than the cult.

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EMBEDDED

EMBEDDED

1 Light
Whenever you invoke your Cult Path to access mortal institutions using a Light connection, gain Enhancement 2 on the connections roll. The cult aids you only if you act in support of their own agendas, such as establishing a legal holiday or religious exemptions.

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EXPLORERS

EXPLORERS

1 Light or Shadow
You may invoke your Cult Path to add two dice to any roll when attempting a Twist of Fate involving equipment, resources, or expeditions to strange or otherworldly locations, without counting it towards your maximum safe Path invocations, as long as the location is somewhere the cult would willingly explore.

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MYTHOPOETIC

MYTHOPOETIC

1 Light or Shadow
You may invoke your Cult Path to add two dice to any roll when attempting a Twist of Fate involving learning or exploiting a fact about a mythic Denizen without counting it towards your maximum safe Path invocations, as long as the subject is of interest to the cult’s studies.

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MYSTICAL

MYSTICAL

1 Light or Shadow**
You may invoke an access connection to use a guide you don’t own once per episode without counting it toward your maximum safe Path invocation as long as the guide’s rating is fewer dots than the cult’s. A Demigod may not use this to be a guide for the cult.

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ORTHODOX

ORTHODOX

1 Light or Shadow
Whenever you invoke your Cult Path to learn about another cult, Scion, Demigod, or God sharing your pantheon, gain Enhancement 2 on the connections roll. Limited to established canon, the cult cannot help you learn about new original characters in the pantheon.

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PARASOCIAL

PARASOCIAL

1 Light or Shadow
Whenever you invoke your Cult Path to spread a message or rumor using a Light connection, gain Enhancement 2 on the connections roll. The cult cannot help you offline.

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SACRIFICIAL

SACRIFICIAL

1 Shadow
You may invoke your Cult Path to add two dice to any roll when attempting a Twist of Fate involving the survival or sacrifice of cult members without counting it toward your maximum safe Path invocations, as as you give the cultists something to fear.

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COMMUNAL CULTS

Two or more scions may dedicate XP towards a single Cult. Each Scion may contribute XP towards this Birthright and the sum total of the Birthright is the combined total. The Cult’s Light, Shadow and Lasting are the combined sum. All scions may benefit from Tags, and each Scion may Invoke the Path separately, and no Obligation is incurred if two Scions seperately invoke the Path.

If any Scion dedicates points from this Birthright towards a temporary Cult Birthright, this impacts the cult for all players and it’s Light, Shadow and Lasting are impacted accordingly. Multiple Scions are able to dedicate Light and Shadow towards Birthrights as long as there remains at least 1 Light or Shadow by the end.

Cults +

In Addition to their use as a Birthright, this Birthright also functions as a Fatebinding that can be Compelled or resolved. This does not count towards your maximum of simultaneous Fatebindings.

Compel

Gain one Legend, your cult has a task that must be carried out on their behalf to further their chosen cause. You gain a new Deed that must be completed. If you fail to complete this task by the end of the arc, resolve this fatebinding.

Resolve

The player and the Storyguide choose one of the following options when resolving this fatebinding:

  • The Cult gives the Scion one last chance to redeem themselves. They issue a Failure Deed of epic proportions. If this Deed is not completed, choose one of the two options below:
  • The Cult severs their relationship with the Scion, at least partially. Decrease the number of Birthright dots of this guide by one. This may result in the Scion losing abilities, however these may be regained by purchasing additional dots in this Birthright using XP.
  • The Cult and the Scion no longer serve the same purpose. The Scion loses all dots in this Birthright and the Cult changes into a standard Fatebinding as a Nemesis, WORSHIPPER, or RIVAL. Your dots in this Birthright are returned to you after the end of the current arc. You can invest these in a new Birthright.

DEMIGOD CULTS

Demigod Cults differ in the following ways:

Perks of Power

A Demigod’s Cult gains Bonus Dots worth of abilities equal to the birthright’s rating divided by two (rounded up). Each bonus dot grants you 1 light and 1 shadow.

If you invoke a Cult to gain a benefit, ignore any Calamity’s rolled. Your divinity dice increases as normal.

An Eye on my Prayers

In addition to hearing prayers, (Scion: Demigod, p. 130) the Demigod witnesses their cultists’ petitions, revealing their location and condition no matter the distance. When your Cult would roll a Lasting, you may intervene through Divine Intervention, either with a Boon or Marvel no matter the distance.

Fatebound

When the player acquires this Birthright, her character automatically gains a Strength 1 Fatebinding for the cult but doesn’t regain a Legend point; this Bond doesn’t count against your maximum. APPRENTICE (Disciples), BALM, and Worshipers are common choices, but at this stage in the Demigod’s story, anything is possible. Consider an eschatological cult serving as a doomed JINX or ritual marriage to the Demigod as a PARAMOUR. If someone else hijacks or subverts the cult, the Fatebinding converts to a Nemesis or Rival, only vanishing when the cult is undone..