18 lines
No EOL
1.8 KiB
Markdown
18 lines
No EOL
1.8 KiB
Markdown
Knowledge of the supernatural—enough to get you in trouble, and maybe out again.
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## Tier 1 (Occultism 1+)
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* Forbidden Lore – Mark a die as Effectful; on success, recall a useful detail about a magical entity, curse, or artifact. Failure = +1 Corruption die.
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* Grim Token – You may create a minor protective talisman during downtime. +1 die vs. 1 supernatural threat, then it burns out.
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* Identify Weakness – When facing a spirit or magical hazard, mark a die as Lucky to uncover its vulnerability.
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## Tier 2 (Occultism 2+)
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* Void Whisper – You may ask a dangerous question of the void; mark one die as Corrupted. Success = true answer, failure = +2 Corruption dice.
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* Exorcism Hint (Occultism/Meditation) – Once per scene, grant +1 die to allies trying to expel or ward off a spirit.
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* Tome Reader – You can safely skim void-touched tomes, avoiding the first Corruption die they would normally inflict.
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## Tier 3 (Occultism 3+)
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* Counter-Sign – Mark one die as Persistent; on success, you may nullify a single magical effect in progress (ward, curse, illusion). Failure = +1 Corruption die.
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* Living Glossary – Once per scene, you may declare that you know the true name of a lesser spirit or magical entity, forcing it to hesitate (skip 1 action).
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* Sunder Sigil – Mark one die as Risky to disrupt a glyph or ritual circle; on success margin 2+, backlash is redirected at the caster.
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## Tier 4 (Occultism 4+)
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* Void Scholar – You may reroll one failed Corruption die per scene (success or not, the die remains in your pool).
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* Cleansing Rite – Once per session, you may guide a group cleansing: each participant removes 1 Corruption die (yourself included).
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* Taboo Mastery – You may safely hold up to 3 Corruption dice before they count for Boon Track thresholds. |