Among the Nikto
there is a curious, dangerous institution known as the Blood Cult of
M'dweshuu. The beings who adhere to it practice the sacrifice of
sentient beings, all in the hope of appeasing the spirit that
inhabits the M'dweshuu Nova. While some of these groups are not
particular in selecting their victims, one uses the practice as a
means of making war against the Hutts and their minions.
The
Hideout
The
Blood Cult's hideout is located underneath a landing pad on Nal
Hutta. It is one reserved for use by Jer Tosek, a curator from the
Museum of Intergalactic Cultures. Unbeknownst to most, it is actually
operated by Golun Tosek, Jer's brother. In addition to handling
deliveries for the museum, it conceals a meeting place and base of
operations for the cult. Refer to the previous post,
1.
Turbolift
At
a glance, the turbolift just seems to run from ground level up to the
landing platform. Those who possess the keycard, however, can make it
go to the underground level. Failing that, one must make a hard
Skulduggery check to bypass the mechanism.
2.
Power Station
The
turbolift's main door, when it reaches the underground level, opens
onto this small chamber. The facility's fusion generator is located
here, along with a workstation for monitoring its operation.
3.
Main Room
Those
who possess the correct code can open the doors on the other side of
the car, providing access to the hideout. The main chamber is a
broad, open area, occupied only by a table and eight chairs in its
center. It is here that important meetings take place, especially
those in which victims are chosen. (The actually killings happen
outside the facility, of course, where their public nature brings
more attendtion and thus honor to M'dweshuu.) There are also eight
doors leading to the other parts of the facility.
4.
Kitchen
This
room has counters with cooking surfaces along one side, and sinks
along the other. The outside wall is filled with various implements
for food preparation. A door in one wall leads into the pantry, which
is filled with all manner of dried, pressure-contained and otherwise
preserved foodstuffs.
5.
Refreshers
All
of the usual amenities can be found here.
6.
Quarters
Each
of these small chambers boasts a double bunk, underneath which
individual storage lockers lie, along with a table and chairs.
Members of the cult take their ease in these rooms.
Personnel
Detailed
below are some of the beings who can usually be found here.
Golun Tosek, Blood Cult Leader
(Nemesis)
Brawn 4 Cunning
2 Presence 2
Agility
3 Intellect 1 Willpower 2
Soak:
5
Wound Threshold:
16
Strain Threshold:
10
M/R Defense:
0 / 0
Skills:
Astrogation 1, Athletics 2, Brawl 3, Cool 2, Coordination 2,
Discipline 2, Lore 2, Medicine 1, Melee 3, Perception 2,
Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 2,
Resilience 2, Skulduggery 2, Stealth 2, Streetwise 1, Survival 2,
Underworld 1, Vigilance 2
Talents:
Dodge, Grit, Lethal Blows, Outdoorsman, Precise Aim, Quick Draw,
Quick Strike, Stalker, Targeted Blow
Abilities:
One free rank in Resilience; one free rank in Outdoorsman talent
Equipment:
Heavy clothing, heavy blaster pistol, vibrosword, comlink
Golun Tosek is a
cold-blooded killer, nothing more or less. He believes without a hint
of doubt that sacrifices earn him the favor of M'dweshuu, and that he
will attain through it some kind of glorious standing in a sublime
supernatural hierarchy. He is insane.
Thus far his
brother Jer has assisted him by providing employment as a means of
support, along with a cover story and a base of operations. Jer also
keeps his eyes and ears open for potential recruits. For the brother,
the cult is a potential means of striking out against the Hutts who
enslave his people. Jer is worried about Golun's bloodthirsty nature,
however, and isn't sure how long the cult can continue to operate in
secret. For his part, Golun only seeks to find new victims and kill
them for the greater glory of his sovereign spirit.
Cultists—Use
stats for Slarr's servants, as detailed in a previous post.
Using the Blood Cult in an Edge
of the Empire Campaign
This organization can be incorporated in a campaign in many different
ways; a few of the possibilities are detailed here.
- Should the PCs find themselves in the wrong place at the wrong time, they could witness an attack on one of the cult's targets and have a chance to intervene.
- On the other hand, if they are loyal servants of the Hutts, they might be targeted as victims themselves.
- If the cult murdered a being favored by the Hutts, the PCs could be hired to investigate the matter and bring the culprits to justice.
- The Hutts could employ the PCs to eradicate the cult.
- On the other hand, if the PCs are planning a move against the Hutts, they might find erstwhile allies in the members of the Blood Cult.
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