Cult Business

**Cult business** is a catch-all term for the main task that differentiates Followers of each Principle from each other. By Talking with them and using your Society as the topic, a Follower will attempt an action determined by their principle. Hirelings and Pawns can be sent on cult business, but Spirits cannot; talking to a spirit about your Society will have no effect.

Cult business takes 90s total to complete; 60s initially and then 30s to carry out the action. Success rate is determined by the follower's strength in their Principle. At magnitudes 1-4 there is a 30% chance of success; at 5-9, there is a 70% chance of success; and at 10 or more there is a 90% chance of success.

## Types of cult business

### Lantern: Augury

**1 < Lantern < 5**: *My Believer might be able to determine times and places where power will be available for our uses: but in matters of the Mansus, there is always danger.*
**5 <= Lantern < 10**: *My Disciple can probably determine times and places where power will be available for our uses: but in matters of the Mansus, there is always danger.*
**10 <= Lantern**: *My Seer can determine times and places where power will be available for our uses. There is a small risk.*
#### Success

*My follower has found one more way to align our work with the greater work of the Hours.*
Rewards an Erudition; and either a random Influence of 2nd or 6th order, or an Erudition, Glimmering or Vitality. (Unlike most random draws in the game, the Augury deck has several copies of each option, so the results are more random than usual.)

#### Failure

*Beneath the World's Skin: My follower has committed a dangerous error. Their mind is still intact, but the light of the Mansus has touched the world here.*
*My follower has committed a dangerous error. The light of the Mansus has touched the world here. Their psychic defences crumble to chaos, and we had to restrain them before they could do themself further harm. They will recover their senses in time, but they are badly hurt.*
Failure produces Fascination and has a 30% chance of Wounding your Follower.

### Forge: Craftsmanship

**1 < Forge < 5**: *My Believer might be able to earn funds in illegal laboratories and shadowy manufactories... if they're lucky.*
**5 <= Forge < 10**: *My Disciple can probably earn funds in illegal laboratories and shadowy manufactories - but there is a risk of accidents.*
**10 <= Forge**: *My Reshaper can earn funds in illegal laboratories and shadowy manufactories. Occasionally, something may go awry.*
#### Success

*There are devices in this city that defy the law of the land. There are a few that defy the laws of nature. Some are very dangerous. My follower has returned with the rewards of their labour.*
Success draws two items from the Robbery deck.

#### Failure

*There are devices in this city that defy the law of the land. There are a few that defy the laws of nature. Some are very dangerous... My follower has returned empty-handed. Today's tasks were beyond them.*
*...There has been an accident.*
Failure has a 30% chance of Wounding your Follower; otherwise, there are no consequences.

### Edge: Abduct a stranger

**1 < Edge < 5**: *My Believer will struggle to abduct a victim, but they may be lucky.*
**5 <= Edge < 10**: *A skilled Disciple can probably abduct an unwary victim.*
**10 <= Edge**: *An Assassin can snatch a victim off the streets with ease.*
#### Success

*My minion has returned, with a carefully packaged prisoner.*
Success provides Funds, a Prisoner, and Notoriety.

#### Failure

*My minion has returned, empty-handed.*
*...and grievously wounded. Their victim showed pluck.*
On failure, Notoriety is produced. There is a 30% chance of your Follower being Wounded.

### Winter: Murder a stranger

**1 < Winter < 5**: *My Believer may very easily fail.*
**5 <= Winter < 10**: *A skilled Disciple can probably bring back a fresh corpse.*
**10 <= Winter**: *This one nearly always returns with a death in their pocket.*
#### Success

*My minion has returned, with a fresh corpse and its former belongings.*
Success provides Notoriety, A Human Corpse, and two draws from the Robbery deck.

#### Failure

*My minion has returned, empty-handed.*
*My minion has returned to report failure. They can barely stand. Their victim put up a fight.*
Failure produces Notoriety and has a 30% chance of Wounding your Follower.

### Heart: Charm

**1 < Heart < 5**: *Not everyone is sympathetic to our aims, but if we have problems with our reputation, our Believer might be able to smooth them over.*
**5 <= Heart < 10**: *Not everyone is sympathetic to our aims, but if we have problems with our reputation, our Disciple can probably smooth them over.*
**10 <= Heart**: *Not everyone is sympathetic to our aims, but my Tarantellist is popular everywhere. If we have problems with our reputation, they can almost certainly smooth them over.*
#### Success

*The standards of daylight society cannot apply to us. But perhaps we won't emphasise that point. Perhaps we'll rely on charm and good humour. I have supplied elegant platitudes about the high principles of our organisation. Optimism is the spice which saves.*
Charm grabs and attempts to destroy a Reputation card (Notoriety, Mystique, or a Human Corpse. On success, the card is destroyed.

#### Failure

*No-one understands us, or else they understand us too well.*
On failure, the reputation card is returned with a Peculiar Rumour.

### Grail: Seduce a stranger

**1 < Grail < 5**: *My Believer might be able to lure a victim back to us.*
**5 <= Grail < 10**: *A sufficiently persuasive Disciple can probably lure a susceptible companion back to us.*
**10 <= Grail**: *No-one refuses a Cyprian. Almost no-one.*
#### Success

*Out in the night, my follower is whispering words that sometimes they might mean. Even if their victim knows the words are lies, they might not care. My minion has returned, attended by a prisoner rendered docile with delight.*
Success provides Notoriety, Funds, and a Prisoner.

#### Failure

*My minion has returned, empty-handed.*
*My minion has returned, half-conscious, bleeding badly. It seems a rival suitor took exception to their efforts.*
Failure produces Notoriety and has a 30% chance of Wounding your Follower.

### Moth: Hoodwink

**1 < Moth < 5**: *My Believer might be able to part fools from their treasures... if they're lucky.*
**5 <= Moth < 10**: *My Disciple can probably use their talents to part fools from their treasures.*
**10 <= Moth**: *My Skintwister's cunning is enough to part fools from their treasure as easily as picking pears in an orchard. (Although even a pear orchard has the occasional hazard. Wasps, perhaps.)*
#### Success

*My follower is attempting a profitable deception. A successful deception! Here are the rewards.*
On success, Funds and two draws from the Robbery deck are provided, as well as Notoriety.

#### Failure

*My follower has returned empty-handed. Their scheme came unravelled.*
*I was beginning to worry that my follower had arranged their own disappearance. But it seems their deception was detected. The victim was outraged, and my follower barely escaped alive.*
Failure produces Notoriety and has a 30% chance of Wounding your Follower.

### Knock: Burglary

**1 < Knock < 5**: *My Believer might be able to harvest treasures from the unsuspecting... if they're lucky.*
**5 <= Knock < 10**: *My Disciple can probably use their talents to harvest treasures from the unsuspecting.*
**10 <= Knock**: *My Key should be capable of defeating any lock in this city.*
#### Success

*In cellars and in attics, in secret compartments and sealed closets, the rich and not-so-rich conceal their treasures. My follower has returned with their haul.*
On success, Funds and two draws from the Robbery deck are provided, as well as Notoriety.

#### Failure

*My follower has returned empty-handed. Today's tasks were beyond them.*
*In cellars and in attics, in secret compartments and sealed closets, the rich and not-so-rich conceal their treasures. There has been an accident.*
Failure produces Notoriety and has a 30% chance of Wounding your Follower.

## Robbery deck

*My minions will usually bring me back petty treasures; sometimes junk; rarely, something extraordinary.* -**The Wages of Sin**
* Funds (55%)
* Jumble (12%)
* Iron Spintria (14%)
* Bronze Spintria (7%)
* The Byzantine Tinct (2%)
* Bitterblack Salts (2%)
* Martensite Paste (2%)
* Rose Pearl Dust (2%)
* Vital Pigment (2%)
* Piebald Pigment (2%)

Refreshes on exhaust: True.