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The Cultist: Sample File

The Cultist is a Dungeon World playbook that allows the player to lead a cult. As a Cultist, you begin with 3 units of "cult" that represent your Chosen Ones, fanatical followers who will do anything you command. You can perform Dark Rituals to achieve magical effects. Your abilities are enhanced when you have a Chosen One nearby. The playbook provides options for your cult's backstory and abilities focused on manipulating and influencing others to serve your mysterious goals.
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0% found this document useful (0 votes)
27 views

The Cultist: Sample File

The Cultist is a Dungeon World playbook that allows the player to lead a cult. As a Cultist, you begin with 3 units of "cult" that represent your Chosen Ones, fanatical followers who will do anything you command. You can perform Dark Rituals to achieve magical effects. Your abilities are enhanced when you have a Chosen One nearby. The playbook provides options for your cult's backstory and abilities focused on manipulating and influencing others to serve your mysterious goals.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Cultist

A Dungeon World Playbook

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Written by Jacob Randolph


Illustrated by Lo. Cohen
Name Lo o k
Elf: Abramelin, Abulafia, Medea, Paracelsus, Quelanna, Semiramis, Ursula, Zoroaster Mismatched Eyes, Unblinking Eyes, or Bloodshot Eyes.
Horror: Athanasius, Bob, Elgorath, Heracitus, Jane, Malchior, Nyarlathotep, Yidhra Crawling Skin, Marked Skin, or Perfect Skin.
Human: Dahlia, Evangeline, Holloway, Morgan, Pickman, Pietro, Samael, Virgil Ornate Robes, Subdued Robes, or Unnatural Robes.
Bloated Body, Fragile Body, or Lanky Body.
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

WEAK -1 SHAKY -1 SICK -1 STUNNED -1 CONFUSED -1 SCARRED -1

STR DEX CON INT WIS CHA

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Damage d4 Armor HP Current
MAX
Your Max HP is
4+Constitution

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Alignment Starting Moves
⃞ Lawful The Chosen Ones
Fulfill a promise to a believer. You begin the game with 3-cult. Each 1-cult you hold represents a Chosen One, a
fanatical believer who will do anything you ask. When you give a command to a Chosen
⃞ Chaotic
One, they will follow it without question - you take the 10+ result on Loyalty checks
Corrupt a person in power.
without rolling. When you mark 1-ration, your Chosen Ones are also fed.
⃞ Evil Your cult may have any number of followers at a time, but you only have as many
Ritually sacrifice a non-believer.

Race
⃞ Elf
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Choose an animal: Bat, cat, spider, snake, crow, or some other fell
Chosen Ones as you hold cult. When one of your Chosen Ones dies, you lose 1-cult.
When a move tells you to sacrifice 1-cult, one of your Chosen Ones leaves you - either
dead or feeling lost and betrayed, the GM will tell you which.
Lost followers are easily replaced. When you spend some downtime in a populated
area, set your cult at 3. You qualify for the Outstanding Warrants move in any area you
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creature. Ordinary creatures of that kind will follow you wherever have used this move in. Each of your Chosen Ones has a single Hireling skill at +1.
you go, and you can recruit wolf-sized versions as Chosen Ones. Choose each Chosen Ones' skill when you gain that Chosen One.
⃞ Horror Dark Ritual
You are some kind of bizarre, alien being, wearing the skin of a When you draw on a place of power to create a magical effect, tell the GM what you’re
human - perhaps a mind flayer, a cursed pendant, or something trying to achieve. Ritual effects are always possible, but the GM will give you one to four
far stranger. Your cult exists to draw upon the life force of these of the following conditions:
lesser mortals. When a Chosen One dies, you heal 1d4+1 damage.
• It can only be performed at a certain time on a certain date
⃞ Human
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• It will require extensive setup


When you have a Chosen One within arm's reach, you gain +1 • It will require a blood sacrifice from someone
armor. • The ritual will forward a Dark Portent
• The ritual's methods are twisted and cruel
Bonds • The best you can do is a twisted version, unreliable and strange
Fill in the name of one of your companions in at least one: • Something will use the ritual as a gateway
I want _______________ to join my cult. Stay Close
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_______________ doesn't trust me, and I don't trust them. When you have a Chosen One within arm's reach and someone rolls a 7-9 on Defy
_______________ will bring about the end of days. I have seen it. Danger, you may sacrifice 1-cult to allow them to take the 10+ result.
_______________ is a member of my cult. Stay There
When you use a Chosen One to distract an enemy, you may sacrifice 1-cult to allow
Your Cult someone to take +1d6 forward to damage against that enemy.
Describe your cult by answering these questions:
Whispers in Darkness (WIS)
• Your followers know you as _______________________. When you reveal the dark truths of the world to a fragile mind, roll +WIS. On a 10+,
• Your Chosen Ones are known as ___________________. choose three. On a 7-9, choose two. On a 6-, choose one, but the GM also chooses one
• Other followers are known as ______________________. to inflict upon you.
• Before joining, your cultists were ___________________. • If a Hand or Close weapon is available, they deal their damage to themselves with it.
• They tear at their protections and take -1 ongoing to armor until it is repaired.
• Now they are ___________________________________.
• They fall to their knees and weep.
• Your cult worships ______________________________. • They don't lash out wildly at you before the truth sinks in

The Cultist Level


XP

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