Occult

Occult encompasses all the lores of supernatural power, most especially those that derive from formal studies, experimentation and treaties (and hence beyond Hearth Wisdom). Occult generally provides a more focused body of knowledge, with a somewhat higher ratio of truth to error and distortion, but inevitably one field bleeds into the next. Occultists can and do acquire smatterings of information about a great many subjects. The higher a character’s Occult score is, the more generally reliable the results of his Occult rolls are. There is a certain overlap between Occult and Theology when it comes to a knowledge of the powers of saints or recognizing the miraculous.

• Novice: You know the general framework of the good and evil (and neutral) powers at work in your area.
•• Practiced: You understand many things about the supernatural world. You may have had some direct expirience with supernatural beings, though you likely misunderstood at least some of what happened to you.
••• Competent: You’re known as a scholar of the mysterious, regarded with a hopelessly tangled mixture of fear and respect by those who need you to explain the supernatural to them. You may have regular contact with some sort of supernatural being.
•••• Expert: The mysteries of the night society lie open before you. If you possess any significant social rank, some secular or religious authority probably wants you as an advisor.
••••• Master: The demon named Legion may seek you out for a second try at defeating the age’s holiest man, but it won’t win.

  • Possessed by: Heretics, Inquisitors, Judges, Magicians, Pagans, Priests, Satanists, Witch-hunters.
  • Specialties: Ancient Secrets, Paganism, Qabbala, Sufism, Vampires, Witches.