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Heretical Cult Creation Tables
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==Draw and Activities of the Cult== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" | Cult Allure(1d20) |- ! 1-2 | '''Refuge:''' Cult members are drawn into the organization by the promise of shelter from other threats. This could be an offer of protection from a specific threat, such as the grasp of the Black Ships, or a general mentality that the cult looks after its own. |- ! 3-4 | '''Purpose:''' Some citizens of the Imperium find themselves yearning for something more fulfilling than endless labour to support a war machine they never see. These empty souls often turn to cults that claim to provide meaning or purpose to an otherwise pointless existence. |- ! 5-6 | '''Indulgence:''' By existing outside the sanctioned Imperial structure, cultists are often able to avoid restrictions on behavior that might be imposed by law or propriety elsewhere. Even outside a true pleasure cult, there are groups who appeal through a sense of luxury or freedom not to be found elsewhere. |- ! 7-8 | '''Power:''' While true power within a cult almost invariably resides within its upper echelons, if not within a single leader, some are able to maintain the illusion that their members can gain power by joining. This may even be true to an extent, if advancing the position of an individual advances the cult’s goals or reputation in turn. |- ! 9 | '''Entrapment:''' Many cults are not what they initially appear. They may have a public, or at least less secret, face that seems entirely wholesome and safe, with a secretive inner circle that uses this false cover for dark purposes. Once lured into these cults, blackmail and manipulation can draw the hapless dupes further into their schemes and deeper into heresy. |- ! 10 | '''Mystery:''' A skillful cult leader can draw in followers with promises and allusions to a greater purpose or meaning that is never truly revealed. Elaborate structures of hierarchy and ritual are created to mask the cult’s true nature, and ascending towards the supposed truth becomes a coveted prize. The most devoted seekers end up being led in circles and convinced that still more valuable truth awaits, if they serve but a little longer. |- ! 11-13 | '''Faith of the Forefathers:''' Mankind is old, its presence among the stars widespread and stretching tens of millennia into the past. Where man went, so too did his theologies. Some old faiths died, while others splintered, evolved, or mutated over time into new forms. New religions sprang up in the fertile fields of lonesome colony worlds. This cult is simply a continuation of these faiths, doing what they have done for generations despite Imperial censure and syncretism. It has an old-fashioned charm and reverence which may draw in the curious and unwary. |- ! 14-15 | '''Knowledge:''' To live as a scholar in the Imperium of Man is to remain in frustrating ignorance. Mankind has forgotten and lost more knowledge than most xenos races have assembled by the death of their civilizations. The Adeptus Mechanicus worsens this crushing ignorance with their monopolies on technology and data, together with their stifling (often punishing) adherence to doctrine. Some groups appear to stand against the darkness, however, to either seek out the knowledge of the past or to seek new and abominable information. For a frustrated scholar, such groups would appear ready to slake his thirsts. |- ! 16-17 | '''Salvation of the Soul:''' Sin and damnation are together a major concern for all Imperial citizens, especially where conditions are harsh (or conversely, when one is in a good position but knows too much). This cult offers a balm for the soul and peace of mind in the ideal of a better spiritual life. Once the convert has progressed far enough in the cult's doctrine and/or mysteries, they might yet believe it even as their corruption festers. |- ! 18-19 | '''Oblivion:''' The Imperium is a harsh and often dismal place for much of Mankind, there is no debate about that. What this cult offers, one way or another, is a way to end all suffering in utter annihilation. Only the mad and the twisted would see the way, but they will come with all the fervor madness can bring. |- ! 20 | '''Call Unto The Native:''' Something in this region of space binds its inhabitants to it; over the generations it has reached into their minds and souls, effecting a subconscious alteration which drives certain individuals towards specific behaviors (often including worshipful activity). A poor soul afflicted so may be perfectly sane and Emperor-fearing, and yet once called by the inhuman presence will join the cult as a sleepwalker might stumble the path to his doom. |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Rites and Observances of the Cult (1d10) |- ! 1-3 | '''Mass Devotions:''' The most common form of cult ritual is a gathering of the cultists for a shared devotion. For some, this may be more akin to a business meeting than a religious ritual, as the defining element of mass devotions is a gathering focused on the cultists’ shared purpose. Such gatherings may have the cultists or their leaders remain masked and hidden from each other, or they may reveal their affiliation brazenly. |- ! 4-5 | '''Foul Communion:''' Simply being in the same place is not enough for some cults, who seek to become still closer to each other than mere proximity. This communion may take the form of debauched rites, shared hallucinations, or invasive psychic melding, depending on the cult’s focus. |- ! 6-7 | '''Blood Sacrifice:''' The sacrifice of living beings, from livestock to captured enemies, is a common way for cults to express their power. The ritual is usually symbolic, although some cults have found ways to harness the spilled life for power. |- ! 8 | '''Flesh Twisting:''' Most common as a ritual of initiation or advancement, the deliberate mutilation or mutation of a cultist’s flesh is often seen as a show of dedication. |- ! 9 | '''Sorcerous Arts:''' Most cultist rituals are primarily symbolic. At most, they usually make use of weapons or technology available to their members to make a dramatic point. But in rare cases, the ritual itself is a means to otherworldly power, by drawing on the Warp or the Daemons within. |- ! 10 | '''Elaborate Rites''' (roll again twice, combine results) |- |}
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