CULTS
For game purposes, cults are usually small, secret, religious organizations with affiliations to archaic or obscure mythos and the various cultural or fictional pantheons of the Palladium Megaversal Game System. Cults don't have to be evil, though they may be categorized as dangerous or destructive. An example of a cult would be a group that worships the Old Ones, or the Church of Light and Dark. Note: This is designed to be a generic cult generator, for use with After the Bomb, Beyond the Supernatural, Heroes Unlimited, Nightspawnbane, Ninjas & Superspies, Palladium Fantasy, and Rifts, so some features may not be available in a particular setting. Of import, is that the priestly abilities available are from Palladium Fantasy (the main book) and Dragons & Gods primarily, so having those books will make this generator more useful.

To create a strong, believable cult or religious organization, answer for yourself the following questions:

1. What is the name of the cult, what is it’s insignia and symbol?
This question is one of the most important tools in creating an cult. While there may be an idea for the cult, without a name and symbols, it’s just an idea. This step allows you to begin the basis for all steps for all other aspects of the cult. However, sometimes it’s difficult to come up with a name, or symbol for the cult without defining some other aspects of the cult, so don’t fret if you can’t think of one immediately. Also, many cults have nicknames that are used to identify the cult and/or its cultists. In addition, many cults have apotropaics (holy symbols, fetishes, amulets, talismans and the like) which represent them and are worn by most or all members. Specific vestments or costumes, along with other accouterments may also be worn.

2. When was the cult started, by who, and why did they start the cult?
Not everyone is going to care about this little section of information on the cult, however, by answering the question, you can get a good feel for the cult’s various policies and history and the how and why of the cult.

3. Is it a known cult, or is it secret? If secret, why?
Secrecy plays an important part in deciding several factors of the cult. Cults that are secret tend to keep their activities hidden and the cultists are more constrained by the need for secrecy. Known cults do have secret operations and activities, but they also perform a more visible role in achieving their policies and goals.

4. Does the cult have any notable Holy Books, Artifacts, Holy Places, or other paraphernalia?
Holy Books can include a canon or bible, hymnal, prayer books, scrolls, magical manuscripts, ancient codex, pictoral incunubulum, accounting ledgers, astronomical almanacs, technical manuals, and advertising brochures or flyers or informative pamphlets. Artifacts can include relics, magical items, magical weapons or armor, or other items of interest or special meaning to the cult. Holy Places include locations of sacred lands, places of power, and strongholds of the cult.

5. What are its goals, and how does it go about achieving them?
Identifying the goals and methods of accomplishing those goals can help focus the cult toward a particular cult size (see below).

6. What is the basic nature of the cult?
Along with the cult’s goals, the basic nature of the cult will help determine what the type and size of the cult is.

7. How large is the cult?
This is the key factor in choosing what type of cult is being created by giving the guideline of points that can be spent on the cult’s features.

8. What are the activities of the cult?
A wide variety of activities are performed by different cults. Overall the cult will have one activity which is it’s primary mission or function. Typical activities of cults include the following: Celebrate, Eliminate Foes, Enlightenment, Proselytize, Provide Spiritual Guidance, Rule, Summon, and Worship.

9. What are some of the cult’s activities?
Identifies the cult’s spectacular mission successes or failures, ongoing activities, past activities, and other activity.

10. Who are the Non Player Characters worth note within the cult?
This is a final step after all other areas of the cult have been considered and the cult has been designed. Several NPCs should be created to help breathe life into the cult. The cult’s creator (if still alive), cult master or leader, character’s immediate superior, and several supporting characters should be created. Support characters include clergy, security, men of magic, and psychics as well as other cult leaders, and possibly some NPCs for remote areas of the cult. The latter types of NPCs can be created for individual adventures, rather than at the start of cult creation.

With these questions answered, let’s move on to selecting a cult type and designing that cult.

Size
1. Small Denomination
. This is a very small organization, usually consisting of about half a dozen cultists. These cults are usually run on a shoestring and will have very few resources and even less power (virtually none; considered charlatans and quacks by most). 10 points to spend.
2. Large Denomination. A smallish organization with about a dozen cultists. Funding, if any, will generally be through alms acquired from the mendicancy of the cultists. 25 points to spend.
3. Small Faith. A faith is a smaller organization devoted to a particular practice or institution. They generally have about 1D4x10 cultists. 50 points to spend.
4. Large Faith. A larger version of the Small Faith with 1D6x10 members. 75 points to spend.
5. Small Cult. A cult is generally regarded as a cohesive group of people whose religious beliefs or practices are far outside the mainstream of society. These organizations are mostly founded by private individuals or through word of mouth marketing of their beliefs. Generally covers about 2D4x10 cultists. 100 points to spend.
6. Large Cult. A larger version of the Small Cult with 2D6x10 cultists. 200 points to spend.
7. Small Sect. A sect is an offshoot of another religion which has one or more disparate beliefs which set them apart from the rest of the religion. Small sects tend to have about 3D6x10 members. 250 points to spend.
8. Large Sect. Larger than a small sect, but still not big enough to qualify as a church or religion. Large Sects will have 1D4x100 members. 300 points to spend.
9. Church. A small, albeit mainstream, religious group with 1D6x100 worshipers. 400 points to spend.
10. Religion. These organizations tend to be the major national or regional religious group, often the officially recognized religion of the nation or region. 500 points to spend.
Note: The points listed are the total available points for all the different cult features. Even with 500 points, selecting a cult can be difficult. Remember that if no points are spent on a particular feature, say Allies, then the cult automatically has the worst level, 1. None, in that feature.

CULT FEATURES
Note
: For Rifts, convert all dollar amounts on a one-for-one basis for credits. In PF convert on a one-for-one basis to gold.

A. Outfits. The standard clothing issued by the organization to its members. Replacement of any organization issued outfits is automatic.
1. None. The characters are responsible for their own clothing. No replacements of any kind are available. Cult Cost: None
2. Training clothes. The organization provides fairly cheap sweat and or exercise clothes with shoes. No replacements are available. Cult Cost: 2 Points
3. Basic Uniforms. The organization has a standard uniform for all its employees. This is typically the appropriate style of uniform (i.e. robes, vestments, etc.), with insignia patches and footwear also provided free. The organization has plenty of replacements, in standard sizes, and also provides free laundry service. Cult Cost: 3 Points
4. Uniforms Plus. A complete range of civilian clothes, including disguises and foreign uniforms, is available to any agent of the organization. Quality is comparable to the stuff found in a discount department store or in a cheap mail‑order catalog. Cult Cost: 4 Points
5. Quality Vestments. A complete range of civilian clothes, plus high quality vestments for wear by members. Cult Cost: 5 Points
6. Specialty Clothing. Standard armor, protective clothing, pilot outfits, SCUBA gear, plus any other standard outfits, are available. In addition, the civilian clothing is fairly classy, equivalent to what's available in expensive clothing stores. Cult Cost: 10 Points
7. Full Range of Ancient Armor. In addition to quality vestments, a selection of normal clothing, training clothing, and practice armor, the organization has access to a full range of ancient style armor. Cult Cost: 15 Points
8. Gimmick Clothing. A full range of clothes, including standard armor, plus up to $10,000 per outfit for clothing Gimmicks.
The quality is high‑fashion, with designer labels in the very latest styles. Cult Cost: 30 Points
9. Full Range of Modern Armor*. In addition to martial arts uniforms, a selection of normal clothing, gimmick clothing, training clothing, practice and ancient armor, the organization has access to a full range of modern style armor. Cult Cost: 35 Points
10. Unlimited Clothing**. The organization offers any and all clothing Gimmicks for any standard clothing, uniforms or specialty outfits. Any quality level is available, and the world's top designers are on call to specially make appropriate outfits for any agent. Cult Cost: 50 Points
*Magic Armor in Palladium Fantasy, excepting rune, holy, artifacts, enchanted (ala HU), and biowizardry armors.
**Magic Armor in Palladium Fantasy, including rune, holy, artifacts, enchanted, and biowizardry.

B. Equipment. This describes all the equipment and supplies provided free of charge by the organization. Replacement of any lost or damaged, organization‑issued equipment is automatic. Equipment covers the areas that clothing, armor, and weapons doesn't.
SPECIAL NOTE: Unlike some categories, it is possible to pay points to combine several of the following featured equipments. For example, by spending 17 Points, an organization would provide both Military Equipment (#5) and Medical Equipment (#7) equipment as described below.
1. None. The characters are responsible for buying and replacing their own equipment. Cult Cost: None
2. Cheap Gear. Each character has up to $500 worth of equipment available for each mission. Note that replacement costs, at the completion of a mission, are subtracted from the amount available for the next mission. Cult Cost: 2 Points
3. Martial Arts Equipment. An unlimited amount of Ninja and Martial Arts equipment is available. Cult Cost: 4 Points
4. Professional Tools. Up to $1000 worth of criminal, law enforcement, or regular tools is available to each agent. No other equipment is available. Cult Cost: 5 Points
5. Military Equipment. Up to $2000 worth of military equipment is available to each agent. No other equipment is available. Cult Cost: 7 Points
6. Electronic Supplies*. Up to $5,000 worth of sensory and communications equipment is available for each agent. No other equipment is available. Cult Cost: 10 Points
7. Medical Equipment. Up to $10,000 worth of medical equipment is available to each team or unit. No other equipment is available. Cult Cost: 10 Points
8. Surveillance Equipment**. Up to $20,000 worth of surveillance equipment is available to each unit or team. No other equipment is available. Cult Cost: 25 Points
9. Gimmicked Equipment***. Each agent has a budget of $30,000 for any and all equipment issued at any one time. Replacement of lost or damaged equipment is automatic, but the total amount of Cult supplied equipment can never exceed $30,000. Cult Cost: 30 Points
10. Unlimited Equipment. Characters can take any equipment, with any gimmicks included, without a budget limit. Note that this does not include clothing or weapons. Requests around half a million dollars or more may be subject to review and final approval. Cult Cost: 50 Points
*Magic Equipment in Palladium Fantasy
**Psionic Equipment in Palladium Fantasy
***Magic or Psionic Equipment in Rifts

C. Weapons. This includes all the weapons issued from the organization's armory. Any organization‑issued weapons come with an unlimited supply of ammunition. Any expended ammo or damaged weapons are replaced automatically. SPECIAL NOTE: Unlike some categories, it is possible to pay points to combine several of the following featured Weapons. For example, by spending 27 Points, an organization would provide Basic Ancient Weapons (#2) , Basic Contemporary Weapons (#5), and Simple Magic Weapons (#6) as described below.
1. None. The characters must buy their own weapons and ammunition. No automatic replacement. Cult Cost: None
2. Basic Ancient Weapons. The organization provides an unlimited number of custom made/hand crafted wooden and common metal melee weapons. Includes free ammunition for missile weapons. Cult Cost: 2 Points
3. Exotic Ancient Weapons. The organization provides an unlimited number of specialty or gimmicked ancient martial art, ninja, and assassination weapons. Cult Cost: 5 Points
4. High Quality Ancient Weapons. An unlimited amount of ancient weapons, including high quality (can be regular high quality, kobold, dwarven, superior manufacture, or high-tech versions) weapons. Cult Cost: 10 Points
5. Basic Contemporary Weapons. Each cultist is issued one (1) weapon, with a maximum value of $5,000. Ammunition is provided free. Cult Cost: 10 Points
6. Simple Magic Weapons. The cult has access to simple magic weapons, excluding rune weapons, holy weapons, artifacts, enchanted/ weapons of order/chaos, biowizardry, or millenium tree items. Cult Cost: 15 Points
7. The Arsenal. Each cultist is allowed to choose up to $50,000 worth of contemporary or ancient weapons, with all appropriate ammunition included. Cult Cost: 20 Points
8. Psionic Weapons. These include Techno-Wizardry specific to psychics, psionic devices, psionic crystal magic weapons and the like. Cult Cost: 25 Points
9. Advanced Magic Weapons. Includes rune weapons, holy weapons, artifacts, enchanted/ weapons of order/chaos, biowizardry, or millenium tree items. Cult Cost: 35 Points
10. Advanced Weapons. Each agent is allowed to choose up to $50,000 worth of all available weapons and gimmick or energy weapons, with all appropriate ammunition included. Cult Cost: 30 Points

D. Vehicles. Transportation provided by the organization to the characters. Also includes information on the organization's fleet of vehicles.
1. None. Can you run? Fly? Swim? We sure hope so, because you're not going to get any kind of ride from the organization. Cult Cost: None
2. Public Transportation. The organization has no vehicles of its own and sends all agents out via commercial transit facilities. In other words, the characters can take buses, regularly scheduled airlines, trains and ships. It's also possible for the characters to hire taxicabs and rent vehicles, but they have to use their own money. Cult Cost: 2 Points
3. Instructor's vehicle. The instructor owns a private vehicle which can be used to transport a number of members, depending on the size of the vehicle. In PF, the vehicle is a cart. Cult Cost: 3 Points
4. Single vehicle. The instructor or organization provides a single large van or small bus (wagon or carriage in PF) to transport the members. Cult Cost: 4 Points
5. Individual Student Vehicles. Most, if not all of the students or members has a vehicle, those without vehicles are given a lift with one of the other students. These are horses in PF. Cult Cost: 5 Points
6. Fleet Vehicles. The organization maintains a fleet of standard, unmodified vehicles. Small cars, minivans, small boats and small aircraft are available. All vehicles are the most common and cheapest kind available. In PF, the vehicles available include carts, wagons, and small boats. Cult Cost: 10 Points
7. Souped Vehicles. Aside from an unlimited selection of unmodified vehicles (valued at $20,000‑$30,000), each cultist has $20,000 available for customizing or upgrading his or her own vehicle. The vehicles are of high quality, but are limited to standard production line versions. In PF, these include a magic vehicle (like a flying carpet) or small selection (1D4) of exotic mounts (including flying or aquatic mounts) in addition to the full range of regular ground and water vehicles. Cult Cost: 20 Points
8. Specialty Vehicles. Unmodified vehicles are available in unlimited quantity and can be fairly expensive. Currently available sports cars and luxury cars are also available. Each martial artist's car may have up to $200,000 worth of modifications. In PF this includes a small selection (1D4) of magic vehicles or a large selection (3D4) of exotic mounts. Cult Cost: 30 Points
9. Super Vehicles. Unmodified vehicles are available in unlimited quantity and can be fairly expensive. Currently available sports cars and luxury cars are also available. Each martial artist's car may have up to $1,000,000 worth of modifications. This includes a fleet of magic vehicles and/or exotic mounts in PF. Cult Cost: 40 Points
10. Unlimited Vehicles. Any existing vehicle is available, including rare and expensive models (I'll take a 1928 Duesenberg, Model SJ.) Any and all modifications, including one "conversion" per vehicle, are available. This option adds magical transportation (teleportation, scrolls or spells of magical movement like flight or swimming) and rare magical vehicles like Demon Black Ships or Bizantium Stone Ships. Cult Cost: 50 Points

E. Distribution. Just how widespread is the cult and its cultists?
1. None. All cultists, including the director, work out of her homes. There are no real offices connected with the Cult. Cult Cost: None.
2. Rural. All the cult’s offices are crowded into one building in the country. No remote offices. Cult Cost: 1 Point
3. Urban. All the cult's offices are crowded into one building in one city. No remote offices. Cult Cost: 2 Points
4. Local. The cult has offices and field agents in one area of one country. Offices are in every major city of the area (typically a political sub-division of the country, such as a state, prefecture, county, etc.) with field agents in every town, city, and strategic area. Cult Cost: 5 Points
5. National. The cult has offices and field agents in only one country. Offices are in every major city of that country, with field agents in every medium-sized community. Cult Cost: 10 Points
6. Regional. The cult has offices in all the cities of its own country, and in all the major cities of all neighboring countries. Field agents cover all strategic areas in the home country and in any bordering countries. Cult Cost: 15 Points
7. International. Cult maintains major offices in every major city in the world. Has field agents in every capital city, and in most strategic locations. Cult Cost: 20 Points
8. Continental. The cult has offices in all the cities of its own country, and in all major cities on the continent. Field agents cover all strategic areas on the continent. For PF, this covers the Known World. Cult Cost: 25 Points
9. Hemispherical. The cult maintains major offices in every major city in one part of the world with field agents in most strategic locations. This can represent cults covering areas such as the Pacific Rim, Atlantic Ocean, Indian Ocean, Eurasia, Europe and Africa, North and South America, etc. In PF, this cult will have coverage of all cities and towns of the Known World. Cult Cost: 35 Points
10. Ubiquitous. Every city in the world has an office or a field agent representing the cult. This cult is everywhere, with their people covering every population center of 50,000 or more. This applies to communities of 100 or more in PF. Cult Cost: 50 Points

F. Location. A somewhat advanced addendum to the Offices and Distribution Feature, this feature determines where the headquarters of the Cult is located. Note: Unlike any of the other features, this one is entirely dependent on the level of certain other features purchased.
1. None. The unofficial headquarters of the Cult would be the director’s personal home. This level is mandatory if the Offices and Distribution is None. Cult Cost: 0 Points
2. Single Office. The headquarters of the Cult is a single office within a building containing other offices. This can be either the master’s office in a building containing the rest of the Cult’s facilities or a single office among other offices in a building unrelated to the Cult. This level is unavailable to Regional or better Offices and Distribution. Cult Cost: 2 Points
3. Multiple Offices. The headquarters of the Cult is several offices within a building containing other offices. This can be either the master’s office suite in a building containing the rest of the Cult’s facilities or an office suite among other offices in a building unrelated to the Cult. This level is unavailable to Regional or better Offices and Distribution. Cult Cost: 5 Points
4. Hidden Office. The headquarters of the Cult is a single office or office suite hidden from public access, within a building containing other offices. This can be either the master’s office in a building containing the rest of the Cult’s facilities or an office among other offices in a building unrelated to the Cult. This level is unavailable to, Known or better Cult Credentials, and Regional or better Offices and Distribution. Cult Cost: 10 Points
5. Small Building. The headquarters of the Cult is contained with in a small (1D6 level) building. This level is unavailable to Ubiquitous Offices and Distribution. Cult Cost: 10 Points
6. Large Building. The headquarters of the Cult is contained within a large building (2D6 levels). This level is unavailable to Urban or worse Offices and Distribution. Cult Cost: 25 Points
7. Hidden Building. The headquarters of the Cult is a completely concealed building (1D6 levels) either disguised as another building, underground or underwater, or disguised as a large object (typically a hill or mountain). This level is unavailable to Known or better Cult Credentials. Cult Cost: 35 Points
8. Small Facility. The Cult headquarters is a small facility composed of several buildings (1D6). There may or may not be a wall or other enclosure around the facility. This level is unavailable to Urban or worse Offices and Distribution. Cult Cost: 35 Points
9. Large Facility. A large sprawling complex of buildings (2D6) houses the headquarters of the Cult. An enclosure may or may not be present. This level is unavailable to Urban or worse Offices and Distribution. Cult Cost: 50 Points
10. Hidden Facility. This headquarters is a complex of buildings or spaces that is hidden. Typically such a facility is disguised as a different facility, hidden completely underground, within a mountain, underwater, or even as a space station. Another option is a secret island facility that covers a small, little known island. This level is unavailable to Urban or worse Offices and Distribution and Known or better Cult Credentials. Cult Cost: 60 Points

G. Agenda. Just what are the goals and purpose of the cult?
1. Tax Break. The purpose of the cult is to gain tax breaks by forming a recognized religious organization. Cult Cost: 0 points
2. Worship. This may include a single deity or pantheon of deities. Cult Cost: 0 points.
3. Altruistic. To help mankind understand the glory of the religion is the focus of this cult. Cult Cost: 2 points
4. Fraternal. A cult which promotes brotherhood. Cult Cost: 2 points
5. Racial. Establishing racial superiority of the cult’s members is its goal. Cult Cost: 5 points
6. Anarchy. The goal of this cult is to promote anarchy or nihilism. Cult Cost: 5 points
7. Sexist. Establishing sexual superiority of the cult’s founder or members is the cult’s purpose. Cult Cost: 10 points
8. Revenge. The cult seeks vengeance in exchange for a real or perceived insult, injury, or offence. Cult Cost: 10 points
9. Criminal. A cult motivated to illegally gain profit. Cult Cost: 15 points
10. Mind Control/Personality. A solitary or small group of "leaders" are the focus of these cults, often through a variety of 'mind control' techniques. Cult Cost: 15 points
11. Profit Gathering. This cult desires to legally gain money. Cult Cost: 20 points
12. Utopia. To achieve their own ideal of perfect lifestyle is the goal of this cult. Cult Cost: 20 points
13. Doomsday. For whatever reason, the cult believes that an apocalypse is coming, and they either want to help bring it about, or they want to focus on coming through the event better off than they were. (These cults would be somewhat less likely in post‑apocalyptic settings, since there has already been an apocalypse in the setting...however, they're still not ruled out entirely, because the cult could believe that the previous apocalypse is just the start of their awaited apocalypse.) Cult Cost: 25 points
14. Gain Political Power. Self-explanatory. Cult Cost: 25 points
15. Gain Magical Power. Self-explanatory. Cult Cost: 30 points
16. Gain Psionic Power. Self-explanatory. Cult Cost: 30 points
17. Theocratic Control. This cult desires to make the world a theocratic state under its control. Cult Cost: 50 points
18. Sect. A sect is an offshoot of another religion which has one or more disparate beliefs which set them apart from the rest of the religion. The goal of the cult is to convert the whole religion to the views of the offshoot. Cult Cost: 50 points
19. Jihad. The goal of this cult is to convert everyone to the same religion Cult Cost: 60 points
20. World Domination. This cult’s goals are total, non-religious domination of the world. Cult Cost: 60 points

H. Leadership & Organization. Who is in charge of the cult and how is the cult organized?
1. Cell Structure. This cult is organized as a collection of compartmentalized sub-groups to limit the harm to the whole cult if one group is caught or exposed. Due to this, it’s rare for cult members to know who the true leader (or leaders) is (are). Cult Cost: 0 points
2. Religious Hierarchy. The cult is organized along the lines of a standard religious hierarchy with lay-bretheren (the low level workers) under priests who are under an pyramidal structure with a single leader or council of leaders at the top of the hierarchy. Cult Cost: 2 points
3. Military Hierarchy. Military organization is slightly different than a religious hierarchy, as there can be multiple occupants of any particular level of the hierarchy and the customs of the group are more strictly defined in terms of relationships within the hierarchy. Cult Cost: 5 points
4. Business Hierarchy. This organization is much looser than either the religious or military hierarchial structures, while still allowing a group or single leader to control the cult. Cult Cost: 10 points
5. Feudal Hierarchy. The main difference between this form of organization is that each level of the hierarchy is pledge to a particular member of the next higher level of the hierarchy, all the way up to a single leader. Cult Cost: 15 points
6. Autocracy. This cult is controlled by one single person, and may be organized in any manner that person sees fit. Cult Cost: 20 points
7. Oligarchy. A small group of elite control this cult with whichever organizational method they want. Cult Cost: 25 points
8. Republic. The laws of the cult rule this group and all organization is based on the laws rather than a single person or group of people. Cult Cost: 30 points
9. Anarchy. No one person or group controls this cult, there is no organization, and things are done as each cult member sees fit. Cult Cost: 50 points
10. Democracy. The majority of the cult leads through a voting system, and may or may not elect representatives or leaders to further their views on the goals and methods of the cult. Cult Cost: 60 points

I. Credentials (Level of Secrecy) Just what is the reputation and authority of the cult? The credentials determine just how much respect the characters' agents can command.
1. Widely Hunted. The cult is known by the public to be a group of criminals, outlaws, vigilantes, or terrorists. Authorities respond enthusiastically to hunting down, capturing, imprisoning, and/or killing the group. Cult Cost: None
2. Hunted. The cult is assumed by the public to be a group of criminals, outlaws, vigilantes, or terrorists. Cult Cost: 1 Point
3. Unknown. No one has even heard of the cult. They get no cooperation and receive no attention. Cult Cost: 3 Points
4. Unpopular. The group is regarded as a bunch of religious wackos sponging off people and generally being annoying. Cooperation from authorities will be non-existent and they receive unfavorable attention. Cult Cost: 5 Points
5. Faceless. The group is regarded as just church preaching to people. Cooperation from authorities, particularly police, will be slow and reluctant. Cult Cost: 8 Points
6. Known. The cult is known as an effective and loyal church. Police and local authorities will help in matters that are in their jurisdiction. Cult Cost: 10 Points
7. Well Known. The cult is well known as a major religion. Police, local authorities, and even foreign authorities will help in matters that are in their jurisdiction. Cult Cost: 15 Points
8. Recognized. Cultists are known as "good guys" who deserve all the help they can get. Police, foreign governments, and bureaucrats will all help and cooperate fully with any investigations and operations. Cult Cost: 25 Points
9. Popular. Cultists are well known and liked as “good guys’ who deserve all the help they can get, and all the attention. Police, foreign governments, and bureaucrats will all help and cooperate fully with any investigations and operations. The media will respond favorably to requests, and fan letters pour in. Cult Cost: 35 Points
10. Heroes. Cultists are known as bigger-than-life heroes fighting against evil. Any official, and any citizen, will jump at the chance to risk their lives helping the character's cult. They always receive favorable press and have their own fan club. Cult Cost: 50 Points

J. Entrance Requirements/Internal Security. This is the level of internal infiltration that the Cult is vulnerable to. Note that this is the only thing that prevents spies from already having been placed in the organization. It varies according to the cult's security measures. Enemy cultists, government agents, "deprogrammed" employees, and other heretics can only be prevented with high levels of internal security.
Note: In settings where both technology and magical/psionic methods are available, add 5 points to cost of the list electronic security methods for magical OR psionic protections in addition to the electronic methods (and vice-versa...you can have one of technological, magical, or psionic, but each additional protection costs another 5 points to the listed cost).
1. None. No security. Anyone can walk in or out, and employees are not screened or given security background checks. 25% chance of each and every cultist being an infiltrator. Cult Cost: None 2. Lax. A security guard at each entrance checks visitors in and out. Identification is simply printed and signed (no pictures or fingerprints). 15% chance of each cultist being an infiltrator. Cult Cost: 3 Points
3. Firm. Security guards at the entrances check picture I.D.s of employees and sign in/out all visitors with a temporary security badge. Prospective cultists are given a basic background search and drug test. In PF, substitute picture IDs and security badges for apotropiacs (holy symbols) and secret recognition signs (hand shakes, salutes, tattoos/brands or other distinguishing marks, etc.) 12% chance of each member being a heretic Cult Cost: 5 Points
4. Tight. Alert security guards, electronic alarms, and electronic picture I.D. cards are all part of the cult's security system. A rigid check of prospective cultists reduces the chance of infiltrators to 10%. In PF, substitute electronic alarms for magic alarms. And electronic IDs for magical recognition of apotropaics. Cult Cost: 10 Points
5. Watertight. Security guards and metal detectors at entrances, electronic alarms, electronic picture I.D.s, combination locks on doors to secure areas, and video surveillance of sensitive areas. Substitute magical or psionic scans (likely aura scans) for detectors and magical or psionic scrying for video surveillance in PF. 7% chance of finding a heretic within the group. Cult Cost: 15 Points
6. Iron-Clad. Every entrance and exit is under constant video monitoring. Everyone entering is checked for fingerprints signature, subjected to a metal detector and must be personally recognized. Security guards now operate from protected stations. Only a 5% chance of finding a heretic in any office. In PF, substitute fingerprinting for magical or psionic recognition signs. Cult Cost: 20 Points
7. Secure. Every entrance, exit, and secure area is under constant video monitoring, backed by electronic pass-card access (in addition to an electronic I.D. card containing finger print or retinal scan data), metal detectors, security guards and electric eye beams in secure areas. A roving security patrol and armored security stations are also included. Security is controlled from a central point. Wards will now be added to the security methods in PF. 4% chance of finding an intruder. Cult Cost: 25 Points
8. High Security. External video surveillance, roving patrols, and everything found under Secure. In addition, secure areas now require finger print, retinal scan, voice code authorization, and personal recognition. Add magical or psionic passwords to the security checks in PF. 3% chance of finding a heretic.Cult Cost: 30 Points
9. Paranoid. Everybody entering is strip searched, and no one can so much as enter a bathroom without surveillance. Multiple checkpoints and constant personnel checking reduce infiltrations to less than a 3% chance in each office. Yeah, in PF, this is equivalent to constant psionic and/or magical surveillance. 2% chance of any member being an outsider. Cult Cost: 40 Points
10. Impregnable. An insanely complicated barrage of tests, signs and countersigns, searches, and (choose one) either X-ray Checking (comparing skeleton/dental patterns to make positive ID), Retinal Scans, or Biochemical (checking a person's blood type and genetic markers for positive identification) for each and every person entering any office of the Cult. Only a 1% chance of an infiltrator being found anywhere in the cult. In PF the options are Magical or Psionic Checking (comparing the data to the previously assigned and checked data, also, magical or psionic methods of interrogation will be used to check to see if the person is under magical, psionic, or other influence (including possession and regular methods of persuasion or influence). Cult Cost: 50 Points

K. Practices. This sections covers the ceremonies, customs, doctrine, restrictions, rites, rituals, sacrifices, and other functions of the cult.
NOTE: Unlike other cult features, Practices may cost the cult or may actually give the cult additional points to use.
Restriction: Apotropaic. This restriction requires a holy symbol, fetishes, amulet(s), talisman(s), or something similar to perform the rites and rituals of the cult. Cult Cost: -2 points
Restriction: Armor Selection. Yeah, with this restriction, only certain types, or no armor may be worn by the cultist. Cult Cost: -5 points
Restriction: Auspice. Cultists with this restriction are driven by interpretation of good & bad omens for performing any action. (see also portents, divination, superstitions, & augur) Cult Cost: -2 points
Restriction: Bowing. The requirement of a standard bow the presence of the worshiped item or deity, or superiors in the cult. Cult Cost: -2 points
Restriction: Can’t drink alcohol (teetotalism) Cult Cost: -5 points
Restriction: Celibacy. No marriage. Cult Cost: -5 points
Restriction: Chastity. No sex. Cult Cost: -5 points
Restriction: Clothing. Most cults have specific limitations on what clothing can be worn by members, and includes the specifics of the vestments worn by the clergy of the cult, as well as the appropriate accouterments and paraphenalia. Cult Cost: -2 points
Restriction: Color. While this can be a simple restriction against wearing or requirement to wear a certain color (or colors), it can also include a restriction against any use, or specific-only use of a certain color or colors. Cult Cost: -2 points
Restriction: Contamination. The cultist must avoid a physical or spiritual type of contamination. Typically the contamination would be something like contact with blood, bones, dead bodies, dirt or filth, gems or jewels, iron, ivory, jade, salt, specific animals or groups of animals, specific or all precious metals (silver, gold, copper, etc), specific plants (such as garlic, wolfsbane, bamboo, peach, etc) or groups of plants, the opposite sex, unpurified foods or drink, water or certain bodies of water, etc. Cult Cost: -5 points
Restriction: Contrition. This means that the cults must make retribution of some sort for breaking with the beliefs or violating the laws of the cult.) Cult Cost: -5 points
Restriction: Dance. This is a restriction against dancing. Cult Cost: -2 points
Restriction: Diet. The cult has a specific diet of foods and drink or the food/drink must be ritually purified. Cult Cost: -5 points
Restriction: Dogma. A doctrine, or code of beliefs/teachings/laws to which the cult must adhere. Cult Cost: -5 points
Restriction: Exact Language. This may mean the cultists must refrain from lying, always tell the truth, or make specific lawyerese statements only. Cult Cost: -5 points
Restriction: Forbidden to harm. Cult Cost: -2 points
Restriction: Forbidden to kill. Cult Cost: -5 points
Restriction: Games. A restriction against playing any, or certain games. Cult Cost: -2 points
Restriction: Genuflection. A bow consisting of going to one knee in the presence of the worshiped item or deity, or superiors in the cult. Cult Cost: -5 points
Restriction: Hand Gestures. This restriction covers the necessary gesticulations required to perform rites and rituals of the cult. These include any or all of the following: benediction, blessing, sign of the cross, mudra, warding gesture, jinx neutralization, salutes, etc. Cult Cost: -2 points
Restriction: Jihad/Holy War. A restriction which requires the cult to engage in total war against all other cults, religions, and faiths. Cult Cost: -5 points
Restriction: Mendicancy. Cultists with this restriction must collect alms. Cult Cost: -2 points
Restriction: Metanoia. A bow to waist in the presence of the worshiped item or deity, or superiors in the cult. Cult Cost: -2 points
Restriction: Not to steal anything Cult Cost: -2 points
Restriction: Numerical. A certain number or group of numbers are restricted from being used in the cult’s rites and rituals as well as being present in the cult’s holy places. Cult Cost: -2 points
Restriction: Oath of Allegiance. A standard oath to be true to the item or deity worshiped. Cult Cost: -5 points
Restriction: Prostration. Bowing to floor in the presence of the worshiped item or deity, or superiors in the cult. Cult Cost: -5 points
Restriction: Refrain from cutting one's hair and/or beard Cult Cost: -2 points
Restriction: Rigid Obligation. A specific promise or vow which must be adhered to. Cult Cost: -5 points
Restriction: Tonsure (special hair cut) Cult Cost: -2 points
Restriction: Vow of Poverty Cult Cost: -2 points
Restriction: Vow of Silence Cult Cost: -5 points
Restriction: Vow of Obedience. Agreement to listen to and obey the superiors of the cult. Cult Cost: -5 points
Restriction: Weapons Selection. Cults with this restriction will avoid specific types of weapons. The classic version of this is the old restriction on priests using edged weapons. Cult Cost: -2 points
Rite: Blessing of Healing. A simple prayer to “get better.” Cult Cost: 2 points
Rite: Blessing of Death. Said upon the death of a cult member or believer of the faith. Cult Cost: 2 points
Rite: Blessing of Fertility. Some cults are quite happy to have more children. Cult Cost: 2 points
Rite: Blessing of Purity (food or water). Not quite how you create holy water, but is generally used for cults with dietary limitations. Cult Cost: 5 points
Rite: Blessing of Increased Rank. This covers secular rank gained by a cult member. Cult Cost: 2 points
Rite: Blessing of Birth. Remember the fertility blessing? Well this a prayer said for the result from that. Cult Cost: 2 points
Rite: Blessing of Clergy Status. As the cult member increases in the cult’s hierarchy, this prayer is generally performed. Cult Cost: 5 points
Rite: Blessing of Warrior Status. Generally applies to secular warriors rather than religious fighters. Cult Cost: 2 points
Rite: Blessing of Adulthood. A coming of age blessing. Cult Cost: 2 points
Rite: Blessing of Marriage. This, rather than the performance of the ceremony, is the cult’s seal of approval on the intent for members to get married. Cult Cost: 2 points
Rite: Blessing of Baptism. Pretty much self-explanatory. Cult Cost: 2 points
Rite: Blessing of Illness. No, the person doesn’t want the recipient to get ill, this blessing is to prevent illness. Cult Cost: 5 points
Rite: Devotions: Ordinary prayers and rituals conducted on a regular basis. They consist of some or all of the following prayer hours: Matins (early morning or night prayer), Lauds (early morning or dawn prayer), Prime (6 a.m. prayer), Terce (9 a.m. prayer), Sext (noon prayer), None (3 p.m. prayer), Vespers (evening or sunset prayer), and Compline (final prayer, at bedtime). This rite is a special case, since it has two costs depending on the amount of devotions done by the cult. For five or less devotions, the cost is 5 points, for 6 or more devotions, the cost is 2 points. Cult Cost: 2 points or 5 points
Rite: Dowsing. More than just the ability to find water, this is the ability to find places of power, sacred sites, and consecrated ground. Cult Cost: 5 points
Rite: Feast. A celebration which involves eating lots of food and drink. Cult Cost: 2 points
Rite: Geomancy. This rite covers the ability to find ley lines and nexuses. Cult Cost: 5 points
Rite: Hymn. Pretty much a singing form of prayer. Cult Cost: 2 points
Rite: Ordination. This rite grants the recipient the rights of a priest in the cult. Cult Cost: 5 points
Rite: Prayer. A rite representing special spells, prayers, or miracles specific to that cult. Cult Cost: 2 points
Rite: Psychopomp. Essentially a rite in which newly dead souls are guided to the afterlife, as well as communication with spirits of the afterlife (mediumship). Cult Cost: 2 points
Rite: Veneration. This is a prayer to a ‘holy’ image representative of the cult’s worship. Cult Cost: 2 points
Ritual: Anathematize. This ritual allows the cult to completely banish a person from the religion. Cult Cost: 25 points
Ritual: Banishment. A lesser version of anathematize, this ritually simply acts to symbolically banish the person from the physical area of the religion. Cult Cost: 15 points
Ritual: Celebration of Deity’s Marriage. A special holy day. Cult Cost: 10 points
Ritual: Celebration of Deity’s Birth or Death. Another special holy day or days which are celebrated by the cult. The cost is the same for either or both of the celebrations. Cult Cost: 10 points
Ritual: Communion. A ritual which provides the ability to communicate with a deity or the deity’s avatar (which may be an animal or type of animal). Cult Cost: 30 points
Ritual: Consecration. Covering the religious purification of a place. Cult Cost: 30 points
Ritual: Cross-Quarter Day Rites. Celebration of certain days falling approximately halfway between one of the four main solar events (two solstices and two equinoxes) and the next one. Includes Beltane (Between Midspring and Midsummer), Imbulc (Between Midwinter and Midspring), Lughnasadh (Between Midsummer and Midautumn), and Samhain (Between Midautumn and Midwinter)) Cult Cost: 10 points
Ritual: Curse Invocation. Gives the cult the ability to put curses on a victim. Cult Cost: 35 points
Ritual: Curse Removal. Provides the standard priest ability of the same name. Cult Cost: 30 points
Ritual: Dance. A physical celebration of the worshiped item or deity. Cult Cost: 10 points
Ritual: Dedication. A holy vow to perform some task, quest, action, or activity in the name of the deity or item worshiped by the cult. Cult Cost: 10 points
Ritual: Exorcism. As per the standard priest ability of the same name. Cult Cost: 20 points
Ritual: Incubation. This is a ritual consisting of sleeping in a special area. Likely this will be for meditative, purity, or magical purposes. Cult Cost: 15 points
Ritual: Judgement. A special ability commonly granted to priests is this ability to judge criminal trials, especially when they involve members of the cult. Cult Cost: 15 points
Ritual: Laying on Hands. As per the Healing Touch priest ability. Cult Cost: 20 points
Ritual: Lunar Rites. Covers such events as the Lunar Eclipse, Solar Eclipse, New Moon, and Full Moon. Cult Cost: 10 points
Ritual: Marriage Ceremony. Pretty self-explanatory Cult Cost: 10 points
Ritual: Magic. As per ritual magic invocations. Cult Cost: 35 points
Ritual: Omen-Reading. Various forms of divination. See psionic powers, druid special powers, or other notes on divinatory abilities for descriptions on how to handle this. Cult Cost: 35 points
Ritual: Pilgrimage Cult Cost: 10 points
Ritual: Purification Ritual(s). Rituals required when a cultist has been contaminated as per the Contamination Restriction. Cult Cost: 15 points
Ritual: Resurrection. As per the priest ability of the same name. Cult Cost: 50 points
Ritual: Quarter Day Rites. Celebrations or ceremonies covering the Autumnal Equinox, Summer Solstice, Vernal Equinox and Winter Solstice) Cult Cost: 10 points
Ritual: Sanctification. This ritual is used for religious purification of an object) Cult Cost: 20 points
Ritual: Ship Rites. Includes christening (ship naming & launching...not to be confused with baptism of baby), crossing the line (for the equator, International Date Line, arctic/antarctic circles, and the tropics as well possibly), Casting Off, 47 Day Ceremony (see D&G, page 102 for the latter two). Cult Cost: 15 points
Ritual: Solar Rites. Celebration of certain sun-related events, including Midnight Ritual and Noon Ritual, dusk and dawn ceremonies, etc.) Cult Cost: 10 points
Ritual: Summoning. As per the summoner/shifter magic class. Cult Cost: 35 points
Ritual: Undead Repulsion. The standard “Turn Dead” ability. Cult Cost: 20 points
Ritual: Undead Creation. As per the Necromancer’s Animate & Control Dead ability. Cult Cost: 45 points
Ritual: Weather. Weather control as per the Druid’s magic power. Cult Cost: 50 points
Sacrifice: Abstinence. This is the avoidance of sex or alcohol consumption. Cult Cost: -10 points
Sacrifice: Animal Sacrifice. Requires the sacrifice of specific or groups of animals at certain given times. Cult Cost: -40 points
Sacrifice: Atonement. This is a quest or task for cultists who have failed or angered their deity. Cult Cost: -15 points
Sacrifice: Effigy or Burnt Offering. A somewhat advanced version of human or animal sacrifice. Essentially the offering acts as a ritual focus for the cult, generally providing more PPE than non-life taking sacrifices. Cult Cost: -30 points
Sacrifice: Enslavement. In this slaves are donated to the church for a variety of reasons, usually not death though. Cult Cost: -15 points
Sacrifice: Fasting. Going for a period without food, or with only simple food. Cult Cost: -10 points
Sacrifice: Human Sacrifice. Popular among evil cults. Cult Cost: -50 points
Sacrifice: Incense or Oil Sacrifice. One of the more simple sacrifices, consisting of burning/donating incense or oil. Cult Cost: -20 points
Sacrifice: Labor. This generally involves physical services to the cult, such as tending shrines/temples, construction, cooking for the cult, etc. Cult Cost: -10 points
Sacrifice: Libation. A sacrifice consisting of the ritual drink pouring, which acts as a sacrifice of drink to the worshiped deity or item. Cult Cost: -10 points
Sacrifice: Money Sacrifice. Most commonly seen as an offering for the souls of the dead (for instance the Greek custom of placing money for the ferryman with the corpse, or the Chinese custom of burning Hell Money) this is also generally known as “tithing” in which the cult member must give a portion (10-90% of their income) to the church. Cult Cost: -10 points for every 10% of income which members must devote to the cult.
Sacrifice: Penance. This is a ritual repenting of sins. Cult Cost: -15 points
Sacrifice: Self Mutilation. Pretty self-explanatory, the cultist must mutilate themselves in some fashion (branding, some forms of tattooing, body piercing, flagellation, dismemberment, etc. in order to be a member of the cult. Cult Cost: -25 points
Sacrifice: Self Sacrifice. Yeah, also known as martyrdom, generally dying for the cause. Cult Cost: -35 points
Sacrifice: Votive Deposit. This covers the various other offerings sacrificed to the item or deity of worship in a cult. Cult Cost: -15 points

L. Wealth. What money does the cult have available?
1. None. No money. Better hope the cult can collect alms. Cult Cost: None
2. Nickels and Dimes. Up to $5,000 or even $10,000. Cult Cost: 5 Points
3. Small Potatoes. Cult can dig up $50,000. Cult Cost: 10 Points
4. Large Potatoes. The Cult can afford up to $100,000. Cult Cost: 15 Points
5. Small Loans. The Cult has $500,000. Cult Cost: 20 Points
6. Large Loans. Cult has up to $1,000,000. Cult Cost: 25 Points
7. Decent Bucks. Cult can get up to $10 million. Cult Cost: 30 Points
8. Bling-Bling. Cult can get up to $50 million. Cult Cost: 35 Points
9. Big Bucks. Cult can get up to $100 million. Cult Cost: 40 Points
10. Mega Bucks. Cult has up to $5 billion available. Cult Cost: 50 Points

M. Allies. Pretty self-explanatory. Note: Like some, but not all of the cult features,, it is possible to pay points to account for multiple groups of allies. For example, by spending 25 Points, an organization would provide both a Small Minor Group (#3) and a Small Major Group (#6) allies as described below. Additionally, each level of allies can be purchased multiple times, up to a total of 10 for each level of ally.
1. None. Cult Cost: 0 points
2. Individual. Includes Wandering Martial Artists**. Cult Cost: 2 points
3. Small Minor Group. Includes Supernatural/Paranormal Private Agencies (BTS), Small‑Time Gangs (VU), Small‑time mercenary companies or squads (Mercs), Side Shows (VK), Martial Arts Schools (N&S), Private Investigation Agencies***, Martial Art Instructors**, Private Crime Buster Agencies*** , and Small and Large Denomination Cults*. Cult Cost: 5 points
4. Medium Minor Group. Includes Paranormal Investigation Agencies (BTS), Crime Gangs (VU), Minor Mercenary Companies (Mercs), Freak Shows (VK), Crime Buster Agencies (N&S), Small Martial Art Schools**, Private Crime Buster Agencies***, and Small and Large Faith Cults*. Cult Cost: 10 points
5. Large Minor Group. Includes Secret Clubs/Societies of Magic (BTS), Secret Clubs/Societies (VU), Free Mercenary Companies (Mercs), Medicine Shows (VK), International Espionage Agencies (N&S), Large Martial Art Schools**, National Espionage Agencies***, and Small Cults*. Cult Cost: 15 points
6. Small Major Group. Includes Crime & Supernatural Busting Agencies (BTS), Super Agencies (VU), Large Mercenary Companies (Mercs), Travelling Troubadours (VK), Superspy Agencies (N&S), Martial Art Training Centers**, International Espionage Agencies***, and Large Cults*. Cult Cost: 20 points
7. Medium Major Group. Includes International Crime & Supernatural Busting Agencies (BTS), Super Networks (VU), Mercenary Armies (Mercs), Small Circuses & Carnivals (VK), Mega-Spy Agencies (N&S), Martial Arts Organizations**, Superspy Agencies*** and Small Sects*. Cult Cost: 25 points
8. Large Major Group. Includes International Psi‑Espionage Agencies (BTS), Mega‑Organizations (VU), Large Mercenary Armies (Mercs), and Large Circuses (VK), Ultraspy Agencies*** and Large Sects*. Cult Cost: 35 points
9. Small Worldwide Group. Includes Small Nations & Governments (generic), Elite Spy Agencies*** and Churches*. Cult Cost: 50 points
10. Large Worldwide Group. Includes Large Nations & Governments (generic), Mega‑Spy Agencies*** and Religions*. Cult Cost: 60 points
*From the Cult Generator.
**From my Martial Arts Organization Generator.
***From my revised N&S Agency Generator.

N. Enemies. This is the opposite side of the coin from allies. Note: Yes, it is possible to have multiple groups of enemies, however, by selecting multiple enemies you can actually increase the number of points available for the cult. Additional Individual enemies provide 1 point each time they are selected, Minor Groups provide 2 points each time they are purchased, Major Groups provide 3 points each time they are selected, and Worldwide Groups provide 5 points each time they are purchased. There is a limitation on the number of enemy groups which can be purchased this way however, a cult can NOT have more than twice as many enemies as it has allies. The initial enemy point cost still counts toward the total number of points, based on the highest cost of enemy purchased.
1. Large Worldwide Group. Cult Cost: 0 points
2. Small Worldwide Group. Cult Cost: 2 points
3. Large Major Group. Cult Cost: 5 points
4. Medium Major Group. Cult Cost: 10 points
5. Small Major Group. Cult Cost: 15 points
6. Large Minor Group. Cult Cost: 20 points
7. Medium Minor Group. Cult Cost: 25 points
8. Small Minor Group. Cult Cost: 35 points
9. Individual. Cult Cost: 50 points
10. None. Cult Cost: 60 points

O. Magic Amount of the group which uses magic, including priestly abilities.
1. Anti-Magic. 0% of the group has magical or spell-casting abilities. Cult Cost: 0 points
2. Rare. 1% of the group has magical or spell-casting abilities. Cult Cost: 5 points
3. Uncommon. 5% of the group has magical or spell-casting abilities. Cult Cost: 10 points
4. Familiar. 10% of the group has magical or spell-casting abilities. Cult Cost: 15 points
5. Common. 20% of the group has magical or spell-casting abilities. There is a 25% chance of having two magical disciplines present. Cult Cost: 20 points
6. Notable. 25% of the group has magical or spell-casting abilities. There is a 50% chance of having two magical disciplines present. Cult Cost: 30 points
7.Somewhat prominent. 50% of the group has magical or spell-casting abilities. There is a 75% chance of having two magical disciplines present. Cult Cost: 40 points
8.Prominent. 75% of the group has magical or spell-casting abilities. There is 50% chance of having 1D4+1 magical disciplines present. Cult Cost: 50 points
9.Pervasive. 90% of the group has magical or spell-casting abilities. There is 75% chance of having 1D6 magical disciplines present. Cult Cost: 75 points
10. Masters of Magic. 100% of the group has magical or spell-casting abilities. There is 50% chance of having 2D4 magical disciplines present. Cult Cost: 100 points

P. Psionics. Amount of the group which has psionic powers.
1. Psi‑Haters. The members of this cult hate and persecute all psychics. Cult Cost: 0 points
2. No Psionics. For whatever reason, no member of this cult has any psionic ability. Cult Cost: 2 points
3. Limited Psionics. There are a few psychics in this group, but the total percentage of people with any form of psychic powers is less than 10%. Of those, perhaps 1% are master psychics. Cult Cost: 5 points
4. Uncommon. The total percentage of people in the cult with any form of psychic powers is 20%, about 5% are Major Psionics and 1% are Master psychics. Cult Cost: 10 points
5. Average. This cult sits right at the "Average" for psionic powers. In other words, everyone in the cult rolls on the character creation chart in the Main Book for psychic powers. Approximately 25% of the entire town has at least a couple psychic abilities. Cult Cost: 20 points
6. Common. For whatever reason, this cult has a higher than average number of psychics. Roughly 50% of the population has some form of psionics, with 20% being Major or Master psychics. Cult Cost: 30 points
7. Somewhat Prominent. Roughly 60% of the cult has some form of psionics, with 25% having major or master psychic abilities. Cult Cost: 40 points
8. Prominent. Roughly 75% of the cult has at least minor psionics, with 35% being major or master psionics. Cult Cost: 50 points
9. Pervasive. Roughly 90% of the cult has minor or major psionics, with 50% having master psionics. Cult Cost: 75 points
10. Mind Masters. 100% of the cult are master psionics. Cult Cost: 100 points

CULT EXAMPLE
The Church of Light and Dark
. As the CoL&D is a pre-established organization (see Dragons & Gods, pages 133-137), it does exceed the standard point allotment from the generator. However, since this is only a very rough example of a very complex religion (remember, the CoL&D has MANY sub-sects included in its umbrella of coverage), we can ignore that.
Religion
A. Outfits: Full Range of Ancient Armor 15 points
B. Equipment: Magical Supplies 10 points
C. Weapons: Exotic Ancient Weapons 05 points
D. Vehicles: Fleet Vehicles 10 points
E. Distribution: International 20 points
F. Location: Large Facility 50 points
G. Agenda: Worship 00 points
H. Leadership & Organization: Religious Hierarchy 02 points
I. Credentials: Popular 35 points
J. Entrance Requirements: Iron‑Clad 20 points
K. Practices:
Restrictions: Apotropiac, Armor Selection (see priests and armor), Clothing, Color (must wear the color white), Dogma, Oath of Allegiance, Tonsure (males only), Vow of Obedience. ‑28 points
Rites: Blessing of Death, Blessing of Fertility, Blessing of Purity, Blessing of Clergy Status, Blessing of Marriage, Feast Rite, Hymn, Ordination, Prayer, Psychopomp. 31 points
Rituals: Consecration, Curse Removal, Exorcism, Laying on Hands, Marriage Ceremony, Resurrection, Undead Repulsion. 180 points
Sacrifices: Animal Sacrifice, Atonement, Effigy, Fasting, Incense Sacrifice, Labor, Money Sacrifice (30%), Penance. ‑170 points
L. Wealth: Mega Bucks 50 points
M. Allies: 5x Medium Major Group and 5xLarge Major Group 300 points
N. Enemies: 10x Medium Major Group and 10x Large Major Group 5 points -57 points
O. Magic: Notable 30 points
P. Psionics: Average 20 points
Total Points: 523 points

GENERAL NOTES: Unlike the standard Palladium format of six items for each selection, I prefer to use ten, it provides more options and is a much easier to use number. However, due to the unique intent of this particular generator, a few options have more (in one case MANY more) options than just ten.

BTW, I only included 100 Practices because it was a round number, I'm sure there are several restrictions, rites, rituals, and sacrifices possible which are NOT included in the generator. If you want to have additional selections available, fine, the existing practices provide enough examples to help you craft and implement additions.

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