vaelora/Rules/Ability Trees/Skills/Occult/Occultism (Wit).md
2025-08-01 09:16:36 +02:00

1.8 KiB
Raw Blame History

Knowledge of the supernatural—enough to get you in trouble, and maybe out again.

Tier 1 (Occultism 1+)

  • Forbidden Lore Mark a die as Effectful; on success, recall a useful detail about a magical entity, curse, or artifact. Failure = +1 Corruption die.
  • Grim Token You may create a minor protective talisman during downtime. +1 die vs. 1 supernatural threat, then it burns out.
  • Identify Weakness When facing a spirit or magical hazard, mark a die as Lucky to uncover its vulnerability.

Tier 2 (Occultism 2+)

  • Void Whisper You may ask a dangerous question of the void; mark one die as Corrupted. Success = true answer, failure = +2 Corruption dice.
  • Exorcism Hint (Occultism/Meditation) Once per scene, grant +1 die to allies trying to expel or ward off a spirit.
  • Tome Reader You can safely skim void-touched tomes, avoiding the first Corruption die they would normally inflict.

Tier 3 (Occultism 3+)

  • 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.
  • 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).
  • Sunder Sigil Mark one die as Risky to disrupt a glyph or ritual circle; on success margin 2+, backlash is redirected at the caster.

Tier 4 (Occultism 4+)

  • Void Scholar You may reroll one failed Corruption die per scene (success or not, the die remains in your pool).
  • Cleansing Rite Once per session, you may guide a group cleansing: each participant removes 1 Corruption die (yourself included).
  • Taboo Mastery You may safely hold up to 3 Corruption dice before they count for Boon Track thresholds.