Difference between revisions of "Occultist (FiD)"
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=== Special Abilities === | === Special Abilities === | ||
− | # '''Ground Spirit:''' You can Attune to the ether to force a nearby spirit to materialize and be unable to dematerialize for a few minutes. | + | # '''Ground Spirit:''' You can Attune to the ether to force a nearby spirit to materialize and be unable to dematerialize for a few minutes. |
− | # '''Iron Will:''' Take +1d to resistance rolls against | + | # '''Iron Will:''' Take +1d to resistance rolls against drugs, tests of will, Powers, supernatural creatures. |
# '''Medium:''' You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so. | # '''Medium:''' You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so. | ||
− | # '''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. | + | # '''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. See p 222. |
− | # '''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. | + | # '''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 about the supernatural. |
# '''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 wards of different types. | # '''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 wards of different types. | ||
− | # '''Strange Arts:''' When you invent or craft a | + | # '''Strange Arts:''' When you invent or craft a ritual or alchemical item (p 224), take +1d to your roll. You can make new inventions. You begin with one arcane design already known. |
# '''Warded:''' You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces. | # '''Warded:''' You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces. | ||
Revision as of 14:16, 26 September 2024
Starfox's Blades in the Dark fan page |
The Occultist delves into forbidden knowledge, unraveling arcane mysteries and communing with mysterious powers. They study rituals, decipher ancient texts, and manipulate the hidden forces that others fear. Through their mastery of the occult, they can summon creatures, 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 from Blades in the Dark. This is a player-worth spin on the adept, shaman, and witch doctor from D&D's past.
Special Abilities
- Ground Spirit: You can Attune to the ether to force a nearby spirit to materialize and be unable to dematerialize for a few minutes.
- Iron Will: Take +1d to resistance rolls against drugs, tests of will, Powers, supernatural creatures.
- Medium: You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.
- 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. See p 222.
- 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 about the supernatural.
- 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 wards of different types.
- Strange Arts: When you invent or craft a ritual or alchemical item (p 224), take +1d to your roll. You can make new inventions. You begin with one arcane design already known.
- Warded: You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.
Strange Encounters
- ˄ ˅ Flint, a spirit trafficker.
- ˄ ˅ Nyryx, a spirit.
- ˄ ˅ Quellyn, a power user.
- ˄ ˅ Scurlock, a monster.
- ˄ ˅ Viss, a rich client.
Items
- ■ Charm against summoned monsters.
- ☐ Fine spirit mask.
- ☐ Oil than renders five weapons potent ☐, ☐, ☐, ☐, ☐.
- ☐ Bandolier concealing alchemical creations ☐, ☐, ☐, ☐, ☐.
- ☐ Spirit bottles (2).
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