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Occultist

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0% found this document useful (0 votes)
47 views4 pages

Occultist

Uploaded by

aptima.survey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Occultist OCCUPATION

Antiquarian, Medium, Exorcist, Linguist, Theologian,


NAME
Come up with a name according to your background
Professor, Morgue employee, Student, Bureaucrat, and setting:
Disability collector, Librarian, Recent convert, Thelemic.
The Occultist seeks the answers to life’s mysteries through occult theories. Ancient
tomes, mad sect leaders, and obscure internet forums speak of different dimensions, DARK SECRET
magical rituals, and powers that can turn men into gods. The Occultist has discovered
Choose 1 or more Dark Secrets:
enough information to begin experimenting with these forces, but not nearly enough to
LOOKS
give them any degree of control. Magic always comes at a high price, and The Occultist’s ◊ Forbidden Knowledge Select or come up with your own distinguishing
account is coming due.
◊ Guardian features for your character. Some suggestions:
◊ Occult Experience
Clothes: All black, suit and trenchcoat, hippie, occult
◊ Pact with Dark Powers symbolism, casual, spiritual, flashy, shimmery,
◊ Visitations tattered, new age, peculiar or spectacular clothes.

Face: Big bushy beard, long black hair and pale skin,
DISADVANTAGES bony, disfigured, worn, pretty, tense, pallid,
Choose 2 Disadvantages. Suggestions: indifferent, scornful, bored, wrinkled or aged face.

◊ Guilt Eyes: Hollow, lucid, mad, piercing, arresting,


◊ Haunted interrogating, distant, tired, defeated, power-hungry,
or sad eyes.
◊ Involuntary Medium
◊ Nightmares Body: Emaciated, scarred, broken, towering,
trembling, tattooed, burned, wispy, hunched, lanky,
◊ Repressed Memories obese, stiff, or inviting body.
◊ Stalker
RELATIONS
ADVANTAGES Everyone introduces their character by name, looks,
Choose 3 Advantages from the list below. and personality. Take your turn. Write down the

◊ Crafty (Intuition) other player characters’ names. Go around the table


again to establish your Relations.
◊ Occult Library (Reason)
◊ Dabbler in the Occult (Soul) ◊ One of the characters participated in one of your
rituals.
◊ Dreamer (Soul)
◊ Enhanced Awareness (Soul) ◊ One of the characters is related to someone you
lost. Take +1 Relation with them.
◊ Exorcist (Soul) ◊ One of the characters is your friend. Take +1
◊ Magical Intuition (Soul) Relation with them.
◊ Thirst for Knowledge (–) ◊ One of the characters assists you with acquiring
books, information, and artifacts. Take +1 Relation
ATTRIBUTES with them.
Assign the modifiers +2, +1, and +0 to the three passive ◊ One of the characters hates you for doing
attributes: Fortitude, Reflexes, and Willpower. something to them, despite your love for them.
Take +2 Relation with them.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the
seven active attributes: Charisma, Coolness, Intuition, Decide the nature of three additional Relations: One
Perception, Reason, Soul, and Violence. neutral (0), one meaningful (+1), and one vital (+2).
Attributes Stability DARK SECRET
& Personal Drives
 Composed

 Uneasy −1 to Disadvantage rolls


 Unfocused

 Shaken −1 Keep it Together


Willpower  Distressed −2 to Disadvantage rolls
Keep it Together  Neurotic

 Anxious −2 Keep it Together


Fortitude Reflexes  Irrational −3 to Disadvantage rolls
Endure injury Avoid Harm
 Unhinged +1 See Through the Illusion

 Broken GM makes a Move

Dramatic Hooks
Reason
Investigate
Intuition
Read a Person
WOUNDS
Serious Wounds (−1 ongoing) Stabilized
Perception
Observe a Situation 


Coolness Violence 
ADvancement
Act Under Pressure Engage in Combat
 When you accumulate 5 xp, choose an advancement option:
Charisma Critical Wound (−1 ongoing) Stabilized Increase one active Attribute by +1 (max +3) 
Influence Other
 Increase one passive Attribute +1 (max +3) 

Increase any one Attribute +1 (max +4) 

Select a new Advantage from your Archetype 


Gear
Soul After 5 Advancements You May Also Choose:
See Through the Illusion
 A set of bone “runes” but not the Norse ones. Increase any one Attribute +1 (to max +4) 

Membership card of a gentlemen's club that serves as the Select a new Advantage from any Aware archetype  

cover for an occult society.
Relations 
End your character’s story arc as you see fit, and
create a new Aware character, who starts with 2

Advancements.

Change Archetype to another Aware Archetype and 
erase one of your starting advantages.

 After 10 Advancements You May Also Choose:


Advance your character to an Elightened Archetype. 
Advantages
 Dabbler in the Occult  Exorcist
You know a little of occult rituals, but have never gone beyond Whenever you perform an exorcism to banish a spirit or
 Crafty
performing written instructions. Whenever you attempt to extradimensional creature, explain what the ritual looks like and
Whenever you manipulate an NPC in a longer conversation, roll perform a ritual from a set of instructions, roll +Soul: roll +Soul: On a success the creature is banished. On 15+ choose 2
+Intuition: On 15+ choose 2 options, on 10-14 choose 1. on 9- options, on 10-14 choose 1. On 9- the creature resists banishment
they're on to you. The GM makes a move. (15+) You perform every step correctly; the ritual works as intended.
and something goes terribly wrong (like the creature possessing
(10–14) You make a minor error. The GM chooses one complication: you). THe GM makes a move.
Options:

◊ They become suspicious of someone else of your choosing. ◊ You do not have working protection against the forces or Options:
entities the ritual summons.
◊ They view you as their ally, for as long as you don’t betray ◊ Nobody is harmed during the ritual.
them (+1 to all rolls against them).
◊ The effects of the ritual are slightly different than what you
◊ The entity will not reappear later.
had imagined.
◊ They willingly do a favor for you. ◊ The ritual summons unexpected entities or forces. ◊ The entity will not become hostile toward you.
(–9) You misunderstand the scripture and perform the ritual with
no control whatsoever over the resulting outcome. The GM makes  Magical Intuition
a Move.
 Occult Library You have an innate ability to perceive auras and sense the
presence of magic. Whenever you do it, roll +Soul:
Whenever you are in your library researching the supernatural,  Dreamer
roll +Reason: (15+) Choose up to three options. Two may be saved until later
You are a talented, self-taught dream wanderer. Whenever you this scene.
(15+) Ask the GM two questions from the list below. want to meet someone or find out the truth about something in
(10–14) Choose up to two options. One may be saved until later this
(10–14) Ask the GM one question from the list below. the Dream, roll +Soul: scene.
(–9) Ask the GM one question from the list below, but you have (15+) You meet the intended person or arrive at the specific place (–9) Choose one option, but you also get an unexpected vision or
missed or overlooked something crucial. The GM takes 1 Hold, in the Dream. attract attention. The GM makes a Move.
which can be spent at any time to make a hard or soft Move.
(10–14) You meet the intended person, or arrive at the specific
Questions: place. However, some element has changed, or something ◊ Learn something about a creature’s true nature.
followed you or the person in question.
◊ Which higher power does this have connections to? ◊ Learn if something has a magical nature.
(–9) You are lost in the Dream and cannot wake up until you find
◊ What do I need, or need to do, to exorcise or control this being? your way back. ◊ Learn where the Illusion is weakest towards other dimensions
◊ Which dimension is this associated with?
◊ What must I do to protect myself from this?  Enhanced Awareness  Thirst for Knowledge
When you focus your senses at a location where the Illusion is Whenever you learn new information about alternate planes of
weak, roll +Soul. On a success, you have visions about the place existence, a supernatural entity, or a Higher Power, gain
and may be able to speak to entities tied to it: Stability (+1).

(15+) You can discern clear details regarding the location.


(10–14) You get some basic impressions regarding the location.

(–9) The Illusion tears. The veil is lifted temporarily, revealing an


alternate dimension – the GM determines which one. The PC could
be sucked into it or something may cross over into our reality.
Disadvantages
 Involuntary Medium  Represssed Memories
You are an open vessel for any spirits or demonic entities who You have repressed an unpleasant event from your past, but the
 Guilt desire a medium to speak through or need a corporeal body to memory of it sometimes rises to the surface. It could be a crime or
use for their purposes. Whenever you encounter spiritual entities
some horrible thing you have done, been subjected to, or
You carry heavy guilt for your past sins, having harmed one or or haunted places, roll +0:
witnessed. The GM decides the nature of your repressed memory,
several people through your actions or inaction. In the first
based on your Dark Secrets. In situations associated with your
game session and whenever everything appears okay, roll +0: (15+) You resist the possession.
repressed memories, roll +0 to determine if the memories
(10–14) The entity gains influence over you. The GM takes 1 Hold. resurface:
(15+) Your guilt isn’t on your mind at the moment.
(–9) The entity gains control over you. The GM takes 3 Hold.
(10–14) You are reminded of your guilt. The GM takes 1 Hold. (15+) You continue to suppress the memories.
(–9) Your guilt catches up to you. The GM takes 3 Hold. The GM can spend Hold to make Moves for the being possessing (10–14) The memories partly resurface, taking the form of flashbacks
you. For example, the entity may give you a vision, make use of and/or hallucinations. You must Keep it Together.
The GM can spend Hold to make Moves for your guilt. For your body, communicate with or through you, try to harm
someone else through you, follow you unseen, demand (–9) You are overwhelmed by your repressed memories,
example, relatives of the people you’ve hurt seek you out, completely losing yourself to them. The GM makes a hard Move
something from you, or drag you into another dimension.
demons and other creatures are attracted by your guilt, the and you reduce Stability (−2).
dead haunt you with nightmares or visions, or you fall victim to
anxiety and self-doubt.

 Nightmares
 Stalker
 Haunted You suffer from recurring nightmares, probably connected to
your Dark Secrets. During any scene when you sleep, roll +0: You are hunted by a faceless enemy. Anyone you meet could be
You are haunted by supernatural forces. With the GM’s one of their minions – or even the stalker themselves. No one can
assistance, determine the nature of what you believe is haunting (15+) You sleep in peace. be trusted. You must constantly change your address and be
you. In the first session and whenever you are distracted or (10–14) The nightmares torment you. The GM may make a Move for vigilant at all times to avoid leaving any tracks they can follow. In
weakened, roll +0 to see if the entity gains power over you: your nightmares. For example, you are unable to sleep at all the first game session and whenever you expose your current
during the night (−1 ongoing until you sleep), something location, roll +0:
(15+) The entity leaves you alone.. follows you back into reality, the nightmares provide you
insight into the Truth, or you are forced to process some trauma
(10–14) The GM takes 1 Hold. (15+) You are safe for now.
(Keep it Together) when you wake up.
(–9) The GM takes 3 Hold. (–9) The nightmares take over completely. You are trapped in the (10–14) Your enemies are on to you. The GM takes 1 Hold.
dream until you find a way to wake up, and everything that (–9) Your enemies have caught up to you. The GM takes 3 Hold.
The GM can spend Hold to make a Move for the entity. For happens there also directly affects your sleeping body.
example, it requests a service from you and threatens retribution if The GM can spend Hold to make a Move for your pursuers. For
you refuse, the entity possesses your body for the night, or the example, a trusted associate has been paid off by them, one of
entity reveals a clue of what it is and what it wants from you. your loved ones or allies disappears, something you are trying to
do is undermined by your enemies, or they try to actively hurt you.

Design by Lessavini with art assets from Helmgast and contributions by Auburney,
Jrmariano, Julle, Crystal, Victor the Villain and Mechanoreceptor. KULT is a
trademark of Helmgast.

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