Cult Cards Rules en
Cult Cards Rules en
Cult Cards Rules en
- White die: The group has earned the respect of the cult
RESPECT
The group earns respect through their deeds: If they save a Chroni-
cler from a pack of Anabaptists, the game master will turn the white
die on the Chronicler card up one number, but the characters might
lose the respect of Cathedral City: The white die on the Anabaptist
card could be replaced by a black one. This only happens if one of
the Anabaptists gets away to tell about the treason.
POSITIVE RESULTS
The number on a white die has several effects:
- When dealing with members of this cult, the characters can use
the number on the die as bonus to social rolls (+D)
- They can cash in a favor. The game master has to gauge the risk
for life and reputation of the cultist they turn to: A big favor reduces
the number of the die by 3, a small one by 1. If the number on the die
isn’t high enough, the cultist refuses
NEGATIVE RESULTS
The black die means trouble:
- The cult doesn’t trust the characters. Social action rolls against
cultists get a penalty equaling the number on the die (+ diff.) How-
ever, this only happens if the characters are recognized:
PSY+Deception can help disguising your identity
FACTIONS
The cult carts are only the beginning. Upcoming publications will
contain additional cards representing factions or important char-
acters. Some of them could have a positive or negative disposition
towards the characters from the beginning.