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Skip Navigation LinksHere There Be Monsters>Playable Origins>Mystic>Occultist
Occultists
Briana Blake is an example Occultist.
Michael Blaise is an example Occultist.
Occultists know a kind of magic which is mechanically built around one or two very flexible open-ended HERO System base Powers that can be bought once and then used to do many different effects. For instance rather than buying a lot of different effects with the SFX of "Illusions" a Character could reasonably just buy Images and configure it in such a way that it can be used for just about any sort of "Illusion". Similarly a viable Conjurer could be designed that simply has a very flexible and powerful Summon power.
In theory an Occultist can learn any type of Occult ability. In practice, the vast majority know only one or two sorts that they are usually born with a proclivity for. Such proclivities are hereditary, running in family lines.
Power Skill: Occultism (Ego)
An Occultist must have Power Skill: Occultism (Ego), which they use to learn, understand, and know of the ancient magics of Occultism as well as to use the abilities they already know. Though it has some Knowledge Skill-like functions related to the knowing of facts and details this is a secondary attribute, it is not a Knowledge Skill and does not benefit from the Scholar enhancer. Bonuses to the roll cost 2 points per +1, but +1 for rolls with a specific Occult ability cost 1 point; for instance +3 w/ Stormcalling costs 3 points.
3/2 Power Skill: Occultism (EGO): This skill is used by Occultists to learn, understand, and know of ancient magics as well as to use the abilities they already know. Though it has some Knowledge Skill-like functions, it is not a Knowledge Skill and does not benefit from the Scholar enhancer.
RESTRICTIONS
In a Here There Be Monsters campaign, Occultists have the following restrictions:
  • Each Occultism Power has an Active Point limit of ((Base Points + Max Complications + Experience Points) / 2)
  • Each Occultism Power has a Real Cost limit of ((Base Points + Max Complications + Experience Points) / 3)
  • RSR: Power Skill: Occultism (Ego) is required on all Occult abilities.
  • An Occultist that has three or more Occult abilities can choose one of the following:
    • Combine them into a single Multipower (5e / 6e)
    • Combine them into a single Occult Elemental Control (5e)
    • Apply Unified Power to them (6e)
  • The following Limitation restrictions are in effect:
    • Must Cost END
    • Cannot take Charges
    • Cannot be Independent
    • Cannot require a Foci
TYPES OF OCCULTISTS
The following types of Occult abilities are available in a Here There Be Monsters campaign. Others might be available as "lost lores" with GM permission; anything that seems plausible and isn't unbalancing is fair game.
Generally speaking, Occult abilities tend to be more on the subtle and difficult to perceive side. If a player suggests an ability the GM should cut it some slack the more subtle and difficult to perceive it is.
Occult abilities are typically more willpower oriented and seldom require the sort of elaborate gyrations and "spell casting" trappings associated with the more technique oriented Magi magics. The exception is that some of the most powerful Occult abilities are oriented as elaborate rituals that take time and preparation and possibly multiple participants to use; conceptually these formalized rituals are the middle ground between the raw talent willing of "pure" Occultism and the learned / formulaic abilities of Magi.
  • Seer: Clairsentience Power
  • Conjurer: Summon Power
  • Stormcaller: Change Environment Power
  • Illusionist: Images and or Mental Illusions Powers
  • Transmuter: Transform Power
  • Healer: Healing and or Aid Powers
  • Skinshifter: Multiform and or Shapeshift Powers
  • Nullifier: Dispel and or Suppress Powers
  • Dominator: Mind Control and or Possession (APG) Power
  • Hexers: Hex Power
CONJURERS
Conjurers require special explanation to avoid confusion stemming from the many different ways in which the Summon Power can be used in a Here There Be Monsters campaign. Conjurers literally conjure items and creatures composed of pure magical force...magical constructs, essentially.
"Organics" summoned by a Conjurer, such as a pack of wolves or a human-seeming servant, should be built as Automatons, but for convenience sake write ups in the Bestiary or other sources can be used as is by just ignoring the STUN total and remembering that this makes them more durable in combat and technically more expensive than their point totals indicate.
Conjurers cannot summon specific individuals or truly living creatures at all, and conjured things fade away after a period of time roughly equal to the Conjuror's (INT + EGO + PRE) / 3 in minutes, though the degree of success of the Occultism roll made to conjure the item might effect this.
Due to the fact that they are really creating mystical constructs and not acutally summoning preexisting things, Conjurers cannot summon real Daemons or extradimensional entities. Thus they can conjure a construct that looks and in most ways acts like a Daemon, but its not really a Daemon.
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The Morrigan
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Baraerazil
Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
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Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
Tears of Tierrasola
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We Too Unto DarknessExpand We Too Unto Darkness
Be At Ease, Hunters
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Jon BreggExpand Jon Bregg
Miles HendricksExpand Miles Hendricks
Ebon BelaskoExpand Ebon Belasko
Jonas MailerExpand Jonas Mailer
Clark Dugard
Arc 1Expand Arc 1
Arc 2Expand Arc 2
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Shticks
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Best Served Cold
On The Road Again
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