Occultism

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Income Skill
The Skill to understand the world and the hidden mysteries that exist. The character understands the spirit world, and the many levels that exist to the realms. This Skill does not give the character access to Sorcery, but it does assist in understanding the principles of magic, the psychic arts, faith, and superstition. Most people in Kith Kanaan have some understanding of the spirit world, and know simple rites to keep spirits at bay or to attract helpful spirits.

Cheval
From the Carcasian word for ‘horse’, the character opens themselves up for possession by a spirit or ghost. The character makes a Results Roll and spends an amount of Essence equal to the Base Difficulty. If successful, the character draws in a spirit who possesses them. Possession takes a number of minutes equal to the Difficulty, and lasts for a number of minutes equal to the Potency. Those present may speak with the spirit, and can attempt to gain information or negotiate with the spirit. The spirit uses the Attributes of the person possessed and has the memories of the possessed individuals. A spirit will demand a tithe for any services or information the spirit provides, and as long as the group keeps their end of the bargain, the spirit will keep its oaths. This practice is discouraged by the Joshuite Faith.

Divination
The character spends 1 Essence and makes a Results Roll using the character’s Spiritual + Occultism. The divination takes a number of Full Rounds equal to the Difficulty. The character may ask a number of ‘yes’ or ‘no’ questions equal to the Potency. The game master can make the answers as precise or as vague as they wish, and do not need to answer ‘yes’ or ‘no’, but the character should get some form of accurate answer.

Exorcism
The opposite of cheval, the character attempts to undo a possession or to banish a spirit or ghost. The character spends 1 Essence and rolls their Spiritual + Occultism against the target’s Resolve. Each roll takes one minute of time, during which the target is quite aware of the attempt and may try to stop the character. Each Success on the roll reduces the spirit’s Mana trait by one. A character with Faith may use a sacred symbol or escudo to gain bonus dice as equipment. The character must be within a number of yards equal to the character’s Might to perform the Exorcism.

Touch Piece
The character creates a ‘lucky object’, usually a coin with the depiction of the nation’s ruler or some other similar object. The character spends 2 Essence and makes a Results Roll using the character’s Spiritual + Occultism. Creating a touch piece takes a number of minutes equal to the Difficulty. The Touch Piece has a Potency. The character may spend 1 Essence as a Free Action and sacrifice some of the Touch Piece’s Potency to gain a bonus to either Defence, Resistance, or Resolve equal to the amount of Potency sacrificed. When the Touch Piece loses the last of its Potency, it is no longer of use and the character must make another one. Touch Pieces can be given away or stolen and usually have a Resource Cost equal to half the Potency.

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