Occultist
Occultist
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.
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)
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.
◊ 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).
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.