Occultist (FiD)

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The Occultist delves into forbidden knowledge, unraveling arcane mysteries and communing with dark powers. They study rituals, decipher ancient texts, and manipulate the hidden forces that others fear. Through their mastery of the occult, they can summon spirits, cast powerful curses, and bend reality to their will. What they do not do is to directly use powers, tough they can multiclass to do so.

An adaptation of the Whisperer. This has no corresponding class in D&D.

Special Abilities

  1. Ground Spirit: You can Attune to the ether to force a nearby spirit to appear and obey a command you give. You get +1 stress box.
  2. Iron Will: Take +1d to resistance rolls against powers and supernatural creatures.
  3. Master of Secrets: You know secret ways to Study supernatural creatures. Once studied, you get +1d to interact with it and anyone who interacts with it.
  4. Medium: You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.
  5. Ritualist: You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.
  6. Spirit Sight: You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural. Add 1d to engagement rolls after a successful gather information.
  7. Spirit Ward: You know how to Attune an area with arcane substances and methods so it is either anathema or enticing to creatures linked to any one power. This takes about one minute to affect an area based on your tier (p 221). You can stack several wards of different types.
  8. Strange Arts: When you invent or craft a creation with arcane or alchemical features (p 224), take +1d to your roll. You begin with one arcane design already known.
  9. Warded: You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.

Strange Encounters

˄ ˅ Nyryx, a spirit.
˄ ˅ Scurlock, a monster.
˄ ˅ Quellyn, a power user.
˄ ˅ Flint, a spirit trafficker.
˄ ˅ Viss, a rich client.

Items

☐ Fine spirit mask.
☐ Spirit bottles (2).
☐ Oil than renders five weapons potent ☐, ☐, ☐, ☐, ☐.
■ Demonbane charm.
☐ Sash concealing three alchemical or arcane creations ☐, ☐, ☐.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with knowledge or arcane power.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Study 1
4 points by choice, no higher than 2 in any one