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==Leaders of the Cult== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Cult Leadership Type (1D100) |- !1-35 | '''Central Figure''': A single important individual holds leadership of the cult. |- !36-50 | '''Council of Inner Mysteries''': The cult is ruled by a group of a decent size. This group may all work together towards a common goal or more likely, constantly plagued with in-fighting and backstabbing. |- ! 51-55 | '''Diumvirate/Triumvirate''': The cult has two or three main leaders. Sometimes they work in harmony and sometimes they are in conflict with each other. |- ! 56-70 | '''Strict Military Hierarchy''': The cult bases its structure on an imitation of the Imperium's military ranking systems. |- !71-80 | '''Religious Figurehead, Secular Commander of the Faithful''': The cult leader is either a messianic figure or a philosopher king of some sort; in this situation, they will usually have a powerful second-in-command who carries out most of the cult's temporal workings. |- ! 81-90 | '''None: Cell Structure''': The cult is heavily decentralized with no person or persons who singly lead the cult. Having so many heads to cut off makes precision elimination a long and tedious affair. |- ! 91-95 | '''Hive Mind''': The members of the cult have linked their minds together into a singular collective being. All actions taken are as like a body moving its limbs. |- ! 96-100 | '''Esoteric''': The leadership structure of this cult is odd. |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |The Cult Leadership (1d20) Nature |- !1-2 | '''Demagogue:''' The cult is held together by the personal magnetism of a central figure. He may be a particularly driven madman or a charming orator, but in either case, it is his words that hold his power. |- ! 3 | '''Thug:''' The cult’s leader is a simple, brutish figure whose tactics are often simple but effective. Such cults rarely last long or grow to great size, but each can be a dangerous threat nevertheless. |- ! 4 | '''Military Figure:''' Some figure with experience in one of the Imperium’s military organizations, from a local warlord to an officer of the Adeptus Arbites or Imperial Guard, heads the cult. A leader of this sort is most common among cults with ties to war or violence, but his force of personality and unflappable nerve made him capable of commanding anywhere. |- ! 5 | '''Noble:''' A scion of one of the Imperium’s noble bloodlines has taken charge of the cult. Raised from birth to accept leadership, an Imperial noble often has a commanding air that serves him well in such a role. |- ! 6 | '''Religious Authority:''' The direst sort of heresy follows the cult’s leader, who is initiated in the mysteries of one of the central religious groups of the Imperium. Whether his knowledge of spiritual matters originated from the Ecclesiarchy or the Red Priesthood of Mars, he now perverts his gifts to twist the minds of his followers with deviant philosophies. |- ! 7 | '''Imperial Official:''' The cult’s influence is extended greatly by their leader, who holds a position within the Imperial Adeptus. He may be a powerful and influential Adept, or a minor functionary with great ambition, but his place at the heart of power makes him dangerous in either case. |- ! 8 | '''Mutant:''' A monstrous taint marks the leader of the cult, twisting his flesh into something inhuman. He may conceal his deformity or use it as a sign of his supposed greatness, but his position outside the human race shapes his perspective more than anything else. |- ! 9 | '''Psyker:''' Whether an unnaturally-born wyrd or a scholar in the profane arts of sorcery, the cult’s leader is able to maintain his position through his psychic prowess. Operating without the safeguards offered to sanctioned psykers, he is a terrible threat to all around him even when he does not use his power. |- ! 10 | '''Multifaceted''' (roll again twice) |- ! 11-13 | '''Xenos:''' (if part of 'Multifaceted,' the more mundane nature is a guise) The cult is lead by a xenos of some sort. The most common type are the tyranid genestealer cults but it can also be led by creatures such as the foul slaugth, manipulative eldar, megalomaniac necrons or tau spies. |- ! 14-18 | '''Daemon:''' (same as above, but include 'Xenos' as a possible mundane guise) The cult is led by a daemonic entity, usually tied to one of the chaos gods. |- ! 19-20 | '''Something Else:''' (same as above) Whatever the leadership is, it is neither human-derived, xenos, nor daemonic, but a rare (and often unique) other. Known examples have included Abominable Intelligences (from the Dark Age of Technology or newer) and cosmic phenomena. The Inquisition is liable to label the entity itself as an Obscuro-type threat. |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Leadership Style (1d10) |- ! 1 | '''Figurehead:''' The cult’s apparent leader is actually a stand-in for another, hidden figure operating behind the scenes. Generate this secret mastermind separately. |- ! 2 | '''Hands-on:''' Even the lowliest dregs of the cult are familiar with their leader, who personally involves himself in every aspect of its operation. |- ! 3 | '''Dark Camaraderie:''' However vile their heresy, the cult masters have earned their flock's respect. Even more shocking, this respect appears mutual. Commands are given more like requests to brothers-in-arms, punishments are mostly nonlethal, and losses are mourned genuinely. |- ! 4 | '''Charisma:''' Through force of personality or sheer charm, the cult leader is universally revered by his followers. His influence is felt even when he is physically absent. |- ! 5 | '''Force of Arms:''' Using his own personal strength or even psychic powers, the leader rules all around him with displays of brute force and physical intimidation. |- ! 6 | '''Dread Aura:''' The cult leader uses terror to control his minions, all of whom fear his wrath above any other threat. |- ! 7-8 | '''Shadowy:''' Little is known of the cult’s leader, who surrounds himself in a shroud of mystique. He avoids appearing in person whenever possible, and hides what he can about his nature even from his lieutenants. |- ! 9 | '''Puppetmaster:''' The cult leader favors elaborate schemes of manipulation, sending chosen pawns to act in his name for inscrutable ends. Some are elevated to the upper ranks of the cult, while others are reviled for failure, but the true meaning of his actions is always reserved to the leader alone. |- !10 | '''Direct Control''': The cult leader uses mind control to keep his followers under command. This can be either psychic or technological in nature. |}
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