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Acolytes are non-powered clerics, or cultists; they're the lowest level of clerical or a religious organization, lacking the ability to manifest miracles. They're often led by a more powerful cleric.

Attributes: Agilty d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Knowledge (Religion) d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7
Gear:
  • Armor +2: In a fantasy setting, acolytes usually wear medium-armor, such as chain mail. In a more modern setting, they'll wear only their ceremonial robes.
  • Weapons: Acolytes typicall carry swords, clubs, or maces; these are Str+2 weapons. Some will carry crossbows (15/30/60, 2d6, takes 1 action to reload). Most will also carry a dagger, usually ceremonial but always functional (Str+1). Modern acolytes will carry low-quality firearms (10/20/30, 2d6-1).

Setting/Genre: Fantasy, Modern, Any



Cultists

For a foaming-at-the-mouth cultist of Things Man Was Not Meant to Know, add the following:
  • Fervor: Cultists can whip themselves up into a religious fervor. This takes a Spirit roll and a normal action. Once in this frenzy, they get a +2 to all Fighting and Guts rolls, and a -2 to any Smarts, Shooting, or Notice rolls. This fervor lasts until the combat ends.



References: Original source from Butch Curry, Savage Beasts. Used by permission.