Designate the most charismatic person as the klan kultist and make him the spiritual leader of the community. I shall grant him visions of the future. I shall also capture people with magical or psychic capabilities and sacrifice them so I gain strength.
Sorry, I didn't see that in your ability list when I copied it, you can't actually gain stats after character creation, even from sacrificing cultists. You would need to drain one of your other stats to ensure you remain at 5 total stat points. Should've said that earlier, but better I say it now than bring it up after you try to sacrifice them.
Designate: [5] Your selection process is impeccable, you pick someone with such strong faith and give him visions that allow him to inspire the rest of your cult. Nothing of particular use, but it's convincing to the more doubtful among your peons that you are real. Your other cultists suggest that naming the group "Kszipasowiernik's Klan Kult" would be a bad idea, but you insist. (Cult master designated, Morale high)
Capture: [irrelevant] You can't do that because you're busy designating your head cultist. If only you'd planned better and told your cultists to do it instead.You already had actions this turn, so you get nothing
Archon: Actually create some beastfolk.
Beasts: Recruit some of the nearby animals. Preferably the large-ish ones, but nobody's discriminating against chipmunks.
Beastfolk: [5] You manage to summon a bunch of minotaurs, centaurs, and satyrs to serve you. They are too dumb to understand the rituals of the old gods beyond the most basic summoning ritual, but they are stronger fighters than equally equipped, equally skilled humans. (+25 minotaurs, +25 centaurs, +50 satyrs)
Recruit: [1] These guys are loyal because they're summoned, they quickly discover that the larger animals of the wild take advantage of docile creatures with no second thoughts. Perhaps next time you should use your mind control powers when you want to recruit wild animals, nature's a rough place for diplomacy after all. (-50 beasts)
ME: recruit
50 cultists : gain wood
other 50 : make a board walk to the orb production line style (build as they get the wood)
Recruit: [1] You try to get people to join you. Turns out a glorified tick isn't the boss most people want to work for. (+25 inquisitors)
Wood: [5] They harvest several trees in record time and send it back to the gathering field asap. Surely this will be useful, as long as those workers didn't get lazy. (gained wood, 50 cultists become lumberjacks)
Board walk: [2] They decide to nap until enough wood is collected to start the boardwalk, and oversleep.
Convince non-president cultists to move to Washington, DC. Locate suitably secret cult meeting place.
[2] The message gets lost in the mail so nobody comes. Stupid psionic postage, you could've sworn you put enough stamps.
Quarken: recruit Daragon's cultists to join your own cult!
100 scholar cultists: do research to find the location of the Orbs of Stalwart(and any other Orbs you feel like researching...).
Steal cultists: [5] You mend the broken minds of those poor souls and tell them of the horrible nature of the creature they were serving. They agree to help you instead. (50 cultists stolen from Daragon) ((apparently stealing cultists and inquisitors is a really successful venture this game))
Research? [4] They find rumors of the location of an orb of stalwart near the city. They have no idea is it's still there, but at least they didn't have to risk their lives hiking through the brush to find it. (found rumors of Orb of Stalwart 3)