Occultist (FiD)

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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 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

  1. 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.
  2. Ground Spirit: You can Attune to the ether to force a nearby spirit to materialize and be unable to dematerialize for a few minutes.
  3. Iron Will: Take +1d to resistance rolls against drugs, tests of will, Powers, supernatural creatures.
  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 and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
  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 that finds signs of the supernatural.
  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. Magic Item.
  • 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, choose one of your custom-made formulas or a Common alechemical with complexity no more than 1 higher than your tier. 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? Magic Item.
  • Warding Charm ◯: Magic Item made to ward against a specific type of creature, usually defined by a Power, but sometimes against all Summoned creatures or all Spirits. Keeps the creature at bay and improves position in a conflict. Each warding charm uses a separate formula. Common. 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