Cultist Simulator – The Types & Uses of Followers
There are several actions your Followers can carry out:
-They can be sent to explore via the Explore Verb;
-They can be sent to break into that one location to find books (this will eventually cause the location to be destroyed in a fire), also via the Explore Verb; this might produce Notoriety, which the Bureau will try to use against you if they can get their hands on it;
-They can be used as assistants or sacrifices in rites, using the Work Verb;
-They can carry out their specific action using the Talk Verb and your Cult’s card.
The specific action a cultist can do is related to their Principle:
–Moth followers can attempt to destroy Tentative Evidence (but not Damning Evidence), effectively providing you with a good way to stall the Bureau’s progress on your case; your follower might however fail and disappear in the process. They can also earn loot and Funds the same way as Forge and Knock followers, along with Notoriety.
–Heart followers are your diplomats and can attempt to smooth public opinion of your Cult by getting rid of Mystique/Notoriety, which will also help stall the Bureau’s progress on your case; Heart followers can fail, but they cannot die or go insane because of that failed action: you will only get Peculiar Rumour, which is harmless, and the Mystique/Notoriety will not be destroyed, but your follower will always stay in your service,
–Knock followers can be sent to attempt burglaries, which provide you with a variety of tools and ingredients if successful, along with Notoriety, and sometimes Funds; your follower may be lost. They are also often used as assistants in rites because a lot of rites require some Knock to be added to the mix;
–Forge followers can be sent to work. This is another way to obtain tools and ingredients, along with Notoriety; your follower may be lost,
–Winter followers can be sent to roam the streets. They can provide you with tools, ingredients, and corpses, along with Notoriety; your follower may be lost,
– Lantern followers are seers and can engage in Augury: if successful, this will grant you Erudition and an Influence card (usable in rites). In case of failure, you will either receive a Fascination card, or your Follower will go insane and eventually be lost,
–Grail followers can be sent to enthrall prisoners which you can then use to further your twisted ambitions. They might net you Funds as well. They will produce Notoriety in the process, and may be lost,
–Edge followers are your henchmen and assassins and serve two purposes. If used with your Cult card in the Talk Verb, they will act similarly to Grail followers (ie, capture prisoners and produce Notoriety and sometimes Funds). However, they have a second action they can carry out with good chance of success : if you use your Hunter’s card (for example, Inspector Wakefield) in the Talk Verb, you can then direct a follower to try and assassinate/capture him. All followers can try to do this, but only Edge followers have a decent chance to succeed. They still might fail and be lost, however.
All cultists that could provide you with tools and ingredients will also occasionally gain you a book.