Mystery Cult Initiation (• to •••••)
  1. Abilities

Mystery Cult Initiation (• to •••••)

Advantage

Cults are far more common than people would like to admit. “Mystery cult” is the catch-all term for a phenomenon ranging from secret societies couched in fraternity houses, to scholarly cabals studying the magic of classical symbolism, to mystical suicide cults to the God-Machine.

Mystery Cult Initiation reflects membership in one of these esoteric groups. The dot rating dictates standing. One dot is an initiate, two a respected member, three a priest or organizer, four a decision-making leader, and five is a high priest or founder. If you wish your character to begin play in a cult, work with your Storyteller to develop the details.

Designing a Mystery Cult requires three things, at bare minimum. First is a Purpose. This is the defining reason the cult exists. Usually it’s tied in with the cult’s history and recent background. Second is a Relic. This is an item that grounds members’ faith. For example, a piece of the God- Machine, an ancient text bound in human flesh, or the mummified flesh of a saint. The last is a Doctrine. Every cult is defined by its rules and traditions.

In addition to standing, a Mystery Cult Initiation Merit offers benefits at each level of influence. Develop these as well. The following are guidelines; use them to craft your cults:

A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.

•• A one-dot Merit.

••• A Skill dot, or a two-dot Merit (often a Supernatural Merit)

•••• A three-dot Merit, often supernatural in origin.

••••• A three-dot Merit, or a major advantage not reflected in game traits.