Cult Survivor

(From Setting Document)

You were once part of a cult—perhaps the Church of the Silent Star, the Ash-Born Choir, or another group worshipping the Old Ones or stranger things. You escaped or were cast out, and now you carry the knowledge of their rituals, beliefs, and secrets. You know how they think, how they operate, and how dangerous they truly are.

Skill Proficiencies: Deception, Religion

Tool Proficiencies: One type of artisan's tools or gaming set

Languages: Deep Speech or one exotic language

Equipment: A cult symbol you've defaced or hidden, a set of common clothes, a hooded cloak, a ritual dagger, and a belt pouch containing 5 gp

Feature: Cult Recognition

You can recognize the symbols, practices, and hierarchies of various cults dedicated to the Old Ones, machines, or other entities. When you encounter cultists or their work, you can identify which group they belong to with a DC 10 Intelligence (Religion) check. Additionally, you can mimic cult behavior well enough to blend in temporarily, giving you advantage on Deception checks to pass as a cultist (though high-ranking members may see through your ruse).

Suggested Characteristics

Cult survivors carry deep scars—psychological, physical, or both. They may be deeply faithful people betrayed by corrupt leaders, or they may have lost their faith entirely. Most are haunted by what they witnessed or participated in.

Personality Traits (d8):
1. I'm paranoid that my old cult is hunting me.
2. I compulsively seek out information about other cults.
3. I react poorly to religious symbolism.
4. I speak in the formal, ritualistic language I learned in the cult.
5. I'm desperate to warn others about the dangers of false prophets.
6. I still perform small rituals from my cult days, unable to break the habit.
7. I'm searching for others who escaped the same cult.
8. I oscillate between fervent faith and angry atheism.

Ideals (d6):
1. Redemption: I'll atone for what I did as a cultist. (Good)
2. Exposure: I'll reveal the truth about cults to everyone. (Lawful)
3. Vengeance: I'll destroy the cult that wronged me. (Chaotic)
4. Freedom: No one should be enslaved by false beliefs. (Good)
5. Truth: I need to know if what the cult taught was real or lies. (Neutral)
6. Survival: I'll do anything to avoid going back. (Any)

Bonds (d6):
1. I left someone I loved behind in the cult.
2. The cult leader marked me, and I seek to remove the mark.
3. I stole something precious from the cult when I escaped.
4. I'm protecting others who escaped with me.
5. A friend died trying to help me escape.
6. I'm gathering evidence to bring down the cult's leaders.

Flaws (d6):
1. I sometimes miss the certainty and community the cult provided.
2. I trust no one, not even my allies.
3. I have nightmares about the rituals I participated in.
4. I'm drawn to charismatic leaders despite knowing better.
5. Part of me still believes the cult's teachings.
6. I'm violent toward anyone who reminds me of the cult.