Difference between revisions of "Occultist (FiD)"

From Action
Jump to navigation Jump to search
 
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}
 
{{FiD}}
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.
+
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 occultists do not do is directly use powers, though they can pick up another playbook to do so.
  
An adaptation of the Whisperer from Blades in the Dark.  
+
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.  
+
This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past.
 +
 
 +
'''Touchstones'''
 +
Occultists normally operate in low-magic settings, and so are a bit of an oddity for [[Fox in the Dark]]. 
 +
They are a less flashy mage that wields the powerful but slow magic of alchemy and rituals.
 +
 
 +
Rosemary's Baby (1968),
 +
Rupert Giles the Watcher, Buffy the Vampire Slayer TV (1997),
 +
The Witch (2015),
 +
Hereditary (2018),
 +
Celine (''Flesh and Blood 1985'').
  
 
=== 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.  
+
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
# '''Iron Will:''' Take +1d to resistance rolls against drugs, tests of will, Powers, supernatural creatures.
+
# '''Aware:''' You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. Add +1d to engagement rolls after a successful gather information that finds signs of the supernatural.
# '''Medium:''' You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.  
+
# '''Enchanter:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.
# '''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.
+
# '''Iron Will:''' Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
# '''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.
+
# '''Medium:''' You can perceive spirits within Range and can use Attune to force them to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action when doing so.
# '''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.
+
# '''Ritualist:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
# '''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.  
+
# '''Spirit Quest:''' You can go into a trance to enter the ether as a [[Spirit_(FiD)#Trauma_Condition.E2.80.94Immaterial|Spirit]], leaving your body behind in a trance. Anything that affects your body also affects your spirit and vice-verso.
# '''Warded:''' You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.
+
# '''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 [[Powers (FiD)|Power]]. This takes about one minute to affect an area based on your tier (p 221). You can stack wards of different types.
 +
# '''Warded:''' You may expend your Special Armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.
  
 
=== Strange Encounters ===
 
=== Strange Encounters ===
Line 22: Line 33:
 
: ˄ ˅ Viss, a rich client.  
 
: ˄ ˅ Viss, a rich client.  
  
=== Items ===
+
=== Inventory ===
: ■ Charm against summoned monsters.
+
: ◯ Athame.
: ☐ Fine spirit mask.
+
: ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
: ☐ Oil than renders five weapons potent ☐, ☐, ☐, ☐, ☐.
+
: ☐ Mystic Compass.
: ☐ Bandolier concealing alchemical creations ☐, ☐, ☐, ☐, ☐.
+
: Spirit mask.
 
: ☐ Spirit bottles (2).
 
: ☐ Spirit bottles (2).
 +
: ◯, ◯, ◯ Warding Charm.
 +
 +
* '''Athame''' ◯: A ceremonial [[Magic Items (FiD)|Magic]] iron dagger with inscriptions of occult symbols. The athame insulates the wielder, protecting from corruption, while also allowing the wielder to affect both the physical and ethereal worlds. It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves position when rolling for rituals and functions as a fine, potent dagger. '''Playbook'''.
 +
* '''Bandolier of Alchemicals''' ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, pick any one available to you. See [[Inventions_(FiD)#Alchemy|Alchemy]] page 226 for more on alchemicals.
 +
* '''Mystic Compass''' ☐: A compass with a [[Magic Items (FiD)|Magic]] loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone. '''Gadget'''.
 +
* '''Spirit Bottle (2)''' ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. Other variants can be made of wood or ceramics and often in the form of statuettes of the intended target. '''Gadget'''.
 +
* '''Spirit Mask''' ☐: An [[Magic Items (FiD)|arcane item]] that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against possession. ''Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see?'' '''Playbook'''.
 +
* '''Spirit Ward''' ◯: A [[Magic Items (FiD)|Warding Charm]] made to ward against Spirits. Improves position in a conflict. '''Magic Item'''.
  
 
=== XP ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
* ''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.
+
''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 addressed a challenge with knowledge or arcane power.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
+
   
 
=== Starting Actions ===
 
=== Starting Actions ===
 
: Attune 2
 
: Attune 2
 
: Study 1
 
: Study 1
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Latest revision as of 13:56, 21 December 2024

Fox in the DarkFox in the Dark logo
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 occultists do not do is directly use powers, though they can pick up another playbook to do so.

An adaptation of the Whisperer from Blades in the Dark. This is a player-oriented spin on the adept, shaman, and witch doctor from D&D's past.

Touchstones Occultists normally operate in low-magic settings, and so are a bit of an oddity for Fox in the Dark. They are a less flashy mage that wields the powerful but slow magic of alchemy and rituals.

Rosemary's Baby (1968), Rupert Giles the Watcher, Buffy the Vampire Slayer TV (1997), The Witch (2015), Hereditary (2018), Celine (Flesh and Blood 1985).

Special Abilities

When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.

  1. Aware: You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. Add +1d to engagement rolls after a successful gather information that finds signs of the supernatural.
  2. Enchanter: When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.
  3. Iron Will: Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
  4. Medium: You can perceive spirits within Range and can use Attune to force them to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action when doing so.
  5. Ritualist: You can use occult Ritual to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
  6. Spirit Quest: You can go into a trance to enter the ether as a Spirit, leaving your body behind in a trance. Anything that affects your body also affects your spirit and vice-verso.
  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 wards of different types.
  8. 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.

Inventory

◯ Athame.
☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
☐ Mystic Compass.
☐ Spirit mask.
☐ Spirit bottles (2).
◯, ◯, ◯ Warding Charm.
  • Athame ◯: A ceremonial Magic iron dagger with inscriptions of occult symbols. The athame insulates the wielder, protecting from corruption, while also allowing the wielder to affect both the physical and ethereal worlds. It allows the wielder to draw glowing lines on any surface or even in the air, usually to create wards or as a part of a ritual. Improves position when rolling for rituals and functions as a fine, potent dagger. Playbook.
  • Bandolier of Alchemicals ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, pick any one available to you. See Alchemy page 226 for more on alchemicals.
  • Mystic Compass ☐: A compass with a Magic loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone. Gadget.
  • Spirit Bottle (2) ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. Other variants can be made of wood or ceramics and often in the form of statuettes of the intended target. Gadget.
  • Spirit Mask ☐: An arcane item that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see? Playbook.
  • Spirit Ward ◯: A Warding Charm made to ward against Spirits. Improves position in a conflict. Magic Item.

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