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The Occultist

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Robert Arndt
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0% found this document useful (0 votes)
196 views4 pages

The Occultist

Uploaded by

Robert Arndt
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

OCCULTIST

OCCULTIST
The
Notes: The
Name:
Look:

Description:
You have spent your life on big
old, dusty books written in
languages no one speaks anymore
and you have learnt everything
there is to know about the occult.
Every creature, type of magic, or
ritual is no secret to you. Your
thirst for knowledge, however,
has pushed you beyond a limit
Please remember to print double-sided for best results.
that should never be crossed by
mere mortals, and you have paid
the bitter price. Now you use
your knowledge to reverse the
effects of your mistakes. Will
you succeed? Or will you make the
same mistakes again?

1 2 3

8 1
The OCCULTIST The OCCULTIST
Background: Advancements
◊ How did you learn about the
occult and why you wanted to From the start you can choose the
study it? following advancements:
◊ +1 Experience (Max +3).
◊ +1 Influence (Max +3).
◊ How long have you been in the ◊ +1 Faith (Max +3).
city? ◊ A Move from the Occultist
playbook.
◊ A Move from the Occultist
playbook.
◊ You performed a kind of magic ◊ A Move from the Occultist
that was strange, dangerous playbook.
or outside your capabilities. ◊ A new sanctum option.
Something went terribly wrong ◊ A new sanctum option.
that night. Why did you do it ◊ A new sanctum option.
and what did you lose? ◊ A Move from another playbook.
◊ A Move from another playbook.

◊ You weren’t alone that night.


Who was with you? And how did
Once you have taken all previous
they suffer the consequences
advancements you can choose from
of your actions?
the following list:
◊ +1 to any characteristic (Max
+3).
◊ How are you trying to make
◊ +1 to any characteristic (Max
things right?
+3).
◊ Advance a basic move.
◊ Advance a basic move.
◊ Change playbook (keep moves and
Bonds: advances already unlocked).

Bond +1: no bonus Once you have taken all the


Bond +2: remove an additional level of Guilt when using the Ask advancements from both lists try
for Forgiveness move. to Break the cycle.
Bond +3: when using the Bond for the Ask for Forgiveness move,
also remove a scar.

PCs: XP:
The PC on your left is helping
you fix your mistakes. Ask
them why they do it.
Then mark a bond with them.

2 7
The OCCULTIST The OCCULTIST
Moves from other Playbooks: Bonds:

NPCs: Create and describe 2 NPCs


you have formed a bond with.
Then tick 2 boxes for one
and one box for the other.

1. Someone who acts as your


assistant and guinea pig
for your experiments and
researches.

2. Someone who’s got the


potential to become a great
occultist. Describe how
you’re helping them achieve
their potential and how
you’re guiding them to avoid
them making your very same
mistakes.

Add 1 on one of the following:


Faith Influence Experience Rage

Traits: 0 1 1 -1

Conditions: Scars:

6 3
The OCCULTIST The OCCULTIST
Gulit: Sin: Moves:
Then choose one:
Surpass limits and break During character creation
tabus no matter the choose your sin from the list. Academy of the Occult: Dark Grimoire: You’re creating your
You will not be able to change You’ve spent time with a secret own grimoire. When you or someone
consequences.
it. society of individuals who you you can see casts a spell or ritual
When you do it, take 1 XP you can attempt to transcribe it on
share the same passion for forbidden
and 1 Guilt. knowledge. When you use the Ask for your grimoire. When you do it, roll
Hubris Gluttony
Help Move you can choose to ask +Experience.
a member of this society for help
When you reach Guilt 4 for the instead of one of your bonds. When you ◊ On a 10+ you do it flawlessly. You
first time during a session, do it, say who they are and what kind can cast this spell or ritual as
mark a Condition related to of experiments you’ve done together. if you’ve got a 10+ on Pierce the
your sin, the MC will tell you Then roll to Ask for Help but choose Veil as many times you want.
what it is. When you act upon from the following outcomes instead. ◊ On a 7-9 you do it but the spell is
somehow incomplete or imperfect,
this Condition, remove it and
◊ On a 10+ they’re an old friend, choose 1:
take 1 XP. • You get the 10+ effect of this
admirer or fan of yours. They will
do anything in their power to help Move, but you have to lose a
you. spell from the book.
◊ On a 7-9 they’re snobby, they could • You do it but it’s incomplete,

Moves: help you, but they want something


from you.
when you cast this spell or
ritual you take +1 Next for the
◊ On a 6- they’re an enemy or move Pierce the Veil to cast it.
You start with: adversary of yours. Say what you ◊ On a 6- something went wrong,
did that sparked bad blood between the spell is confused or outright
Sanctum: you two. They’re your only option wrong and there will be unexpected
You built your own sanctum to keep +Experience. and they’ll help you but it’ll be effects. The MC will tell you what
you away from dangers and to allow dangerous. happens when you attempt to cast it.
you to conduct your studies in peace. ◊ On a 10+ you get exactly what you
When you make your character choose want.
2. You can advance this move to pick ◊ On a 7-9 you get something somewhat
more later. similar but unpredictable, Keen eye: You’ve mastered your
incomplete or it takes more time perception. Once per scene you can
Sanctum options: than expected to find it. The MC ask the MC for a detail that only YOU
will tell you what’s wrong with it. Glyphs of Protection: You’ve learned
◊ It’s safe and only you or those can see. Additionally you take +1 a protection ritual. When you spend
you’ve invited can access it. ◊ On a 6- you get something bad, evil, Ongoing for the Anamnesis Move.
or extremely dangerous, the MC will time to trace protective marks on
◊ It has a vast library full of yourself roll +Experience.
ancient knowledge. tell you what it is.
◊ It’s got portals allowing you to ◊ On a 10+ you hold 3.
travel to any place instantly. Additionally, you take +1 Ongoing to Familiar: Choose a small creature
cast spells or rituals inside your ◊ On a 7-9 you hold 1.
◊ It’s got a stash of ingredients and like a cat, a crow or an imp, it ◊ On a 6- you still hold 1 but the
reagents for performing rituals. sanctum. becomes your familiar. The creature MC tells you something that you’ve
◊ It’s got a collection of relics and can do anything a creature its size become extremely vulnerable.
artefacts of any kind of use. Experienced conjurer: Due to your can. Additionally it can speak, share
studies and experience you honed your its senses with you and communicate
conjuring skills. When you use the You can spend holds to ignore a
When you enter your sanctum you can telepathically. If you wish you can Condition that you just received.
use one of its features, tell the MC Pierce the Veil Move you can roll also cast spells through it.
which one and what you want then roll +Experience instead of Faith.

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