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Dragon Cultist (NPC Template)

GM-Only NPC Template
Dragon Cultists are people who have chosen accommodation over resistance.
They are not fanatics by default. They are participants.

This template represents a baseline cultist: not leadership, not expendable fodder, but the connective tissue that lets dragon influence persist.


Role & Use

Role: Recruiter, informant, logistic support, local advocate
Threat Layer: Intentional → Persistent
Encounter Style: Social pressure, indirect conflict, escalation by proxy

Dragon Cultists are most dangerous outside of combat.


Core Belief

A Dragon Cultist believes at least one of the following:

  • Resistance is futile.
  • Dragons bring stability.
  • Survival requires alignment.
  • Someone must manage the transition.
  • Others are too afraid to act pragmatically.

They do not think of themselves as villains.


Attributes

Attribute total reflects a competent but unexceptional adult.

Attribute Value
Vigor 2
Finesse 1
Will 2
Cunning 2
Charisma 1
Influence 2
Sorcery

Cultists are mentally and socially resilient, physically average.


Skills

Only skills relevant to cult activity are listed.

Core Skills

  • Society (Charisma): Apprentice (+4)
  • Negotiation (Influence): Novice (+2)
  • Con (Influence or Cunning): Novice (+2)
  • Discipline (Will): Novice (+2)

Optional Skill (pick one)

  • Skullduggery (+2)
  • Strategy (+2)
  • History (+2)
  • Performance (+2)

Untrained skills: +0


Defenses

Static Defense (Default)

Use static defenses in most situations to maintain pacing.

  • Evasion: 12 + Finesse 1 + Evasion 2 = 15
  • Endurance: 12 + Vigor 2 + Endurance 2 = 16
  • Resolve: 12 + Will 2 + Resolve 2 = 16

Roll only when: - directly contested by PCs, - exposed publicly, - surprised or panicked.


Health

Uses standard wound rules.

Dragon Cultists: - avoid physical conflict, - surrender early if isolated, - flee when outmatched.

They are assets, not martyrs.


Equipment

  • Everyday clothing
  • Concealable weapon or tool (knife, club, vial)
  • Letters, symbols, or coded marks
  • Coin, favors, or minor trade goods

Nothing that proves guilt on its own.


Behavior Doctrine

Default Behavior

  • polite,
  • reasonable,
  • careful with language,
  • avoids absolutes.

They test opinions before revealing intent.


Under Pressure

  • deflect responsibility,
  • appeal to inevitability,
  • minimize their own role,
  • redirect blame.

They rarely lie outright.
They reframe.


In Combat

  • disengage immediately,
  • use allies or crowds as cover,
  • shout for help or authority,
  • never fight alone if they can help it.

A dead cultist is a failure.
A living one adapts.


Morale

Cultists do not fight to the death.

They break morale when: - isolated, - publicly exposed, - threatened with consequences they cannot redirect, - dragon protection feels distant.

They regroup socially, not militarily.


Cult Interaction

A base cultist: - knows other members, but not all, - believes dragons notice loyalty, - exaggerates how protected they are.

They do not command monsters.
They know who might.


Scaling the Template

Recruiter

  • +1 Influence
  • Performance (+2)
  • Strong social pressure, low secrecy

Handler

  • +1 Cunning
  • Strategy (+2)
  • Coordinates proxies and assets

True Believer

  • +1 Will
  • Discipline (+4)
  • Harder to shake, slower to escalate

GM Guidance

  • Cultists should feel familiar.
  • Let players talk to them.
  • Let violence feel costly.
  • Let exposure matter more than death.

Most cultists think they are doing the least terrible thing available.


Core Principle

Dragon Cultists are not enemies you fight.

They are choices made flesh.

If the players keep encountering them, the world is already changing.