Cults of the Arisen
The existence of the Arisen is a confusing staccato journey through time. Precious context and basic comprehension of the world around them is denied the Arisen by the rigors of the Rite of Return. Most Arisen are fortunate enough to have a cult to draw upon for a connection to the living world.
ANATOMY OF A CULT
As described in Mummy: The Curse¸ there are three core components that describe a cult.
- Foundation describes the cult's identity¸ organizational style¸ and how it interacts with the world in general.
- Reach describes the legal¸ public face of the cult. This includes how widespread the cult is as well as how influential they are within society at large.
- Grasp describes a cult's illicit activities and connections as well as their willingness and ability to employ illegal¸ immoral¸ and undesirable tactics to achieve a goal.
Reach and Grasp examines and expands upon those components to give the Storyteller and players more tools to create fleshed out cults that can have a heavy narrative impact on your Mummy: The Curse story. This book contains more tools for representing your Arisen's cult¸ or for players who take the roles of cultists in a campaign.