Cult Adjacent

Occultist and forbidden-knowledge broker.

The Cult Adjacent is the person who has read the Day One restricted arcHives, handled Akraan relics without gloves, and knows at least three versions of why Earth was abandoned -- and cannot prove any of them. They stand at the edge of forbidden knowledge: not a full cultist, but someone who has looked into the same texts and come back with their sanity mostly intact. In the Nine's corporatocracy, there are files that are not supposed to exist, experiments that are not supposed to have happened, and truths that would collapse stock prices if they became public. The Cult Adjacent has read those files. They know which chapel keeps which ledger and which rite is a front for a shipping lane, because they sat through both. The Kadiss grid flags Cult Adjacents with amber-tier surveillance: not enough to arrest, but enough to watch. They operate on the Creed chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor) because their survival depends on mental fortitude, not physical prowess. Light and medium armour. The Will good save is not optional; it is the difference between reading the forbidden text and being consumed by it. Prime requisites: WIS and CHA.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierthree-quarters
Base Skill Points4
Hdd8
Hd Sides8
Max Level20
Multiclass NotesCult Adjacents can multiclass with Chaplain and Fold Caller archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesWIS, CHA
Prime RequisitesWIS, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Ritual implements (1d6 melee)

Notes

Archetype Niche: The Cult Adjacent is the party's forbidden knowledge specialist. Forbidden Lore unlocks information gates that no other class can access -- the true secrets of the Fold, Day One, the families, and the Akraan. Dark Communion provides once-per-day access to information from truly dangerous sources, with WIS damage and psychological consequences on failure. Unravel Sanity is the combat weaponization of forbidden knowledge -- psychic damage and confusion from whispering truths that mortal minds cannot hold. The Cult Adjacent's niche is walking the edge: they know what no one should know and use it, at constant risk of falling in.

Level Table

Conspiracy Theorist

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleConspiracy Theorist
will2
xp0

Cult Watcher

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleCult Watcher
will3
xp2000

Cult Adjacent

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titleCult Adjacent
will3
xp4000

Forbidden Scholar

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleForbidden Scholar
will4
xp8000

Dark Acolyte

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleDark Acolyte
will4
xp16000

Master of Secrets

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleMaster of Secrets
will5
xp32000

Grand Acolyte

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleGrand Acolyte
will5
xp64000

Void Seer

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleVoid Seer
will6
xp125000

High Void Seer

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleHigh Void Seer
will6
xp250000

Truth-Speaker

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleTruth-Speaker
will7
xp500000

High Truth-Speaker

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleHigh Truth-Speaker
will7
xp750000

The Unburned

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleThe Unburned
will8
xp1000000

High Unburned

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleHigh Unburned
will8
xp1250000

Dark Oracle

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleDark Oracle
will9
xp1500000

High Dark Oracle

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleHigh Dark Oracle
will9
xp1750000

The Edge Walker

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleThe Edge Walker
will10
xp2000000

High Edge Walker

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleHigh Edge Walker
will10
xp2250000

The Thin Line

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleThe Thin Line
will11
xp2500000

High Thin Line

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleHigh Thin Line
will11
xp2750000

Supreme Cult Adjacent

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleSupreme Cult Adjacent
will12
xp3000000

Special Abilities

Forbidden Lore

FieldValue
level1
nameForbidden Lore

description: The Cult Adjacent gains Xenology, Deception, and Streetwise as class skills with a +2 competence bonus. The Cult Adjacent can attempt Lore checks on forbidden topics that others cannot even conceive of: the true nature of the Fold, Day One's deepest secrets, the Families' hidden sins, the Akraan's fate, and the real reason Earth was abandoned. The Cult Adjacent gains +4 to all Lore checks related to cults, conspiracies, forbidden technology, and the Fold's true nature. At level 6, the Cult Adjacent can read forbidden texts and operate proscribed technology without triggering psychological damage or memetic contagion (normal creatures take 1d4 WIS damage from exposure -- the brain rejecting what the eyes have seen). At level 12, the Cult Adjacent can identify the exact cult, faction, or conspiracy behind any mysterious event with a successful Lore check (DC 20). This is the ability that makes the Nine keep Cult Adjacents alive: they know things that the accountants need to know, and they have not gone mad yet.

Dark Communion

FieldValue
level3
nameDark Communion

description: The Cult Adjacent can perform a 10-minute ritual to commune with forbidden knowledge sources: Fold entities, Akraan relics, cult texts, or the psychic residue of atrocity sites. The ritual requires a Will save (DC 15 + entity/relic power). On success, the Cult Adjacent learns one piece of forbidden knowledge (GM provides a true and useful piece of information that cannot be obtained through normal research). On failure, the Cult Adjacent takes 1d4 WIS damage and is haunted by intrusive thoughts for 24 hours (-2 to Concentration and Will saves). Dark Communion can be performed once per day. At level 10, twice per day. At level 16, the Cult Adjacent can shield one ally from the psychological effects of forbidden knowledge (the ally takes no WIS damage from exposure for 24 hours). The ritual is not prayer; it is contact. The Cult Adjacent puts their mind against something ancient and alien and asks it a question. The cost is always paid in sanity.

Unravel Sanity

FieldValue
level5
nameUnravel Sanity

description: The Cult Adjacent can weaponize forbidden knowledge against a creature's mind. As a standard action, the Cult Adjacent targets one creature within 30 feet with a whispered truth about the Fold, the void, or the target's own buried sins. The target must succeed on a Will save (DC = 10 + Cult Adjacent level + CHA modifier) or suffer 2d6 psychic damage and become confused for 1 round (act randomly: attack nearest creature, flee, or do nothing). On a critical failure (fail by 5+), the target is affected by a short-term madness (GM chooses or rolls: phobia of the dark, paranoia about allies, catatonia for 1d4 rounds). Usable a number of times per encounter equal to CHA modifier (minimum 1). At level 13, the psychic damage increases to 4d6. At level 19, Unravel Sanity can target all enemies within a 15-foot radius. The Cult Adjacent whispers a truth that the target's mind cannot hold. The damage is not supernatural; it is the brain breaking against something it was not designed to contain.