Occultist (FiD)

From Action
Revision as of 15:46, 20 December 2024 by Starfox (talk | contribs) (→‎Special Abilities: deleted old special abilities.)
Jump to navigation Jump to search
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 multiclass 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.

Rupert Giles the Watcher, Buffy the Vampire Slayer TV (1997), Father George from 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. 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 alchemical 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