Welcome To The Occult

Rules

General

Attack Banes

General
  • Half covered: 1 bane.
  • Three-quarters covered: 2 banes.
  • Totally covered: automatic failure.
  • Partially obscured: 1 bane.
  • Heavily obscured: 2 banes.
  • Totally obscured: 3 banes and you must guess the target's location.
  • Worn or carried object: 2 banes and the GM decides whether the object can be damaged.
  • Weather or difficult firing conditions can impose 1 or more banes.

Attack Rolls

General
  • Attack rolls are used to harm, hinder, or influence a creature or object.
  • Melee weapon attacks normally use Str.
  • Ranged weapon attacks normally use Agi.
  • Finesse melee weapons can use Agi instead of Str.
  • Spell and stunt attacks use the attribute named by the effect or action.
  • On a success, the attack deals damage or applies its effect. On a failure, it misses or fails to take hold.

Boons & Banes

General
  • Each boon adds 1d6. Keep the highest boon die and add it to the d20.
  • Each bane adds 1d6. Keep the highest bane die and subtract it from the d20.
  • Boons and banes cancel one-for-one.

Challenge Rolls

General
  • Challenge rolls are used for uncertain tasks that are not directly opposed by another creature.
  • The default target number is 10.
  • Attribute or Perception modifiers apply based on the task.
  • A roll of 10 or more succeeds.

Damage

General
  • Add damage taken to your Damage total.
  • If Damage equals Health, you become incapacitated.
  • Damage never exceeds Health; excess damage is ignored.
  • If you ever take damage equal to your Health at once, you die.
  • Damage from one attack is rolled once and applied to each target it hits.
  • Half damage is rounded down.

Disabled

General
  • Disabled characters are defenseless.
  • At the end of each round while disabled, make a Fate roll.
  • On a 1, you start dying.
  • On a 6, you heal 1 damage and become impaired for 1 minute.
  • On 2-5, nothing changes.
  • After 3 consecutive disabled rounds, you become unconscious for 1d3 hours, heal 1 damage, and become impaired for 1 minute.

Dying

General
  • Dying characters are unconscious.
  • Fate rolls at the end of each round: 6 go back to disabled; 2-5 nothing; 1 die.

Fortune

General
  • Spend 1 point of Fortune to turn a failed roll into a success.
  • Or give another player 2 boons on their roll.
  • Or treat any d6 roll as a 6.

Free Attacks

General
  • If a creature willingly moves out of your reach, you can use a triggered action to make an attack against it with a melee weapon you are wielding.

Healing

General
  • Healing reduces your Damage total by the amount healed.
  • Damage can be healed by rest, talents, magic, or equipment.

Healing Rate

General
  • Healing rate equals one-quarter of your Health, minimum 1.
  • If Health increases, healing rate increases with it.

Incapacitated

General
  • A creature becomes incapacitated when its Damage equals its Health.
  • It falls prone immediately.
  • If an incapacitated creature takes any damage, it dies.
  • Most non-player creatures die or fall unconscious for 1d3 hours, at the GM's choice.
  • Player characters become disabled instead.

Injured

General
  • You are injured while your Damage equals or exceeds half your Health.
  • This state does not change your normal capabilities by itself, but other effects can key off it.

Minor Activities

General
  • Minor activities do not use an action, triggered action, or move.
  • Examples include dropping or picking up an item, drawing or stowing a weapon, and opening or closing a door.
  • You can usually do 1 minor activity on a fast turn or 2 on a slow turn.

Obscurement

General
  • Partially obscured areas impose 1 bane on rolls involving sight.
  • Heavily obscured areas impose 2 banes on rolls involving sight.
  • Totally obscured areas cannot be seen into; creatures there are blinded.
  • Invisible creatures count as totally obscured and can hide anywhere.

Range

General
  • You: yourself.
  • Reach: the target must be within your reach and you must be able to touch it.
  • Touching an unwilling target requires a Str or Agi attack roll vs Agi.
  • Short: 5 yards.
  • Medium: 20 yards.
  • Long: 100 yards.
  • Extreme: 500 yards.
  • Sight: whatever can be seen.

Resting

General
  • 8 hour rest: heal up to your healing rate.
  • 24 hour rest: heal up to twice your healing rate.
  • A rest cannot be interrupted for more than 1 minute.

Social

General
  • Social conflict uses attack rolls to alter behavior or belief outside combat.
  • Befriend: Will attack vs Will; on success the creature becomes friendly.
  • Deceive: Int attack vs Int; on success the creature believes the deception until it is shown false.
  • Intimidate: Will or Str when inflicting pain, vs Will; on success the creature behaves as desired.
  • Persuade: Will attack vs Will; on success the creature does as you wish.
  • Taunt: Int attack vs Will; on success the creature becomes angry and reacts as the GM deems appropriate.
  • If the total is 0 or lower, the attempt backfires and can worsen the target's attitude.

Surprise

General
  • If one side is hidden, appears suddenly, or catches the other side off guard, surprise is possible.
  • Creatures on the side that could be surprised make a Perception challenge roll.
  • On a failure, the creature is surprised until the end of the first round.

Triggered Actions

General
  • You also get one triggered action each round.
  • A triggered action can be used when its trigger condition is met, if you have not already used one this round.
  • Triggered actions resolve immediately, even if they interrupt another creature's turn.

Turn Order

General
  • Each round, choose a fast turn or a slow turn.
  • Players resolve fast turns first, then enemy fast turns.
  • Players resolve slow turns next, then enemy slow turns.
  • End-of-round effects resolve last.
  • A fast turn lets you move or use an action, not both.
  • A slow turn lets you move and use an action.

Weapons

General
  • Cumbersome: attack with 1 bane.
  • Defensive +X: add X to Defense while wielding it.
  • Finesse: choose Str or Agi to attack.
  • Misfire: if the attack roll is 0 or less, roll d6; odd explodes for 2d6 damage, even needs 1 minute of repair.
  • Range (Short, Medium, Long): weapon range length.
  • Reach +X: add X to your reach.
  • Reload: can attack only if loaded.
  • Size 1+: must be at least that Size to wield.
  • Uses (ammunition): uses a listed ammo type, 1 ammo per attack.
  • Thrown: weapon can be thrown as a ranged attack.

Actions

Cast Spell

Actions
  • Cast a utility spell and resolve its effects.
  • Attack spells use the normal attack rules instead of this action entry.

Charge

Actions
  • Move up to your Speed and make one melee attack, Knock Down, or Shove.
  • All attack/challenge rolls you make have 1 bane until the end of the round.

Concentrate

Actions
  • Prolong certain spells and effects.
  • If you take damage or gain Insanity, make a Will challenge roll or lose concentration.

Defend

Actions
  • Until the end of the round, all attacks against you suffer 1 bane and all challenge rolls you make to resist attacks are made with 1 boon.
  • These benefits end if you are prevented from using actions.

Disarm

Actions
  • Make a Str or Agi attack roll against the higher of the target's Str or Agi.
  • On success they drop one object they are holding.
  • If you are unarmed, make the roll with 2 banes.

Distract

Actions
  • Make an Int attack roll against the Int of a target that can see you within short range.
  • On success the target makes its next attack/challenge roll before the end of the round with 2 banes.

End an Effect

Actions
  • End an ongoing effect from your spells or talents.

Escape

Actions
  • Make a Str or Agi attack roll vs target's Str to free yourself from a grab.
  • On success you are freed and can move up to half your Speed without triggering free attacks.

Feint

Actions
  • Make an Agi attack roll vs the Perception of a target within short range that can see you.
  • On success choose one: your next attack against the target before the end of the next round is made with 2 boons, or your movement does not trigger free attacks from the target for 1 round.

Find

Actions
  • Make a Perception challenge roll to search for a hidden object, or a Perception attack roll against the Agi of a hidden creature to reveal it to you and your allies.

Grab

Actions
  • You need a free hand and cannot already be grabbing another creature.
  • Choose a target within reach that has a physical body and make a Str or Agi attack roll vs the target's Agi.
  • If you choose a creature you are already grabbing, you automatically succeed.
  • On a success, the target is grabbed until the end of the next round.
  • The grab ends if you cannot use actions or can no longer reach the target.

Help

Actions
  • Make an Int challenge roll to provide 1 boon to a target within 5 yards on the next attack/challenge roll they make this round.

Hide

Actions
  • Make an Agi challenge roll to hide when not being observed and heavily obscured or in three-quarters cover or better.
  • You stay hidden until the conditions end or you reveal your position by attacking, casting, shouting, or otherwise exposing yourself.
  • While hidden, attack rolls with 1 boon against the Defense or Agi of targets from whom you are hidden.
  • A creature can guess your location; it attacks with 3 banes only if it guesses correctly.

Knock Down

Actions
  • Make a Str attack roll vs the target's Agi.
  • If you are larger, take 1 bane per size difference; if smaller, take 1 boon per difference.
  • On success the target falls prone.

Melee Attack

Actions
  • Make a melee attack vs the target's Defense.
  • Driving: 1 bane; on success both you and the target move yards equal to your Str modifier in the same direction.
  • Guarded: 1 bane; next attack against your Defense before end of round is made with 1 bane.
  • Lunging: increase reach by 1 yard and attack with 1 bane.
  • Shifting: 1 bane; on success your movement does not trigger free attacks from the target until end of round.
  • Unbalancing: 1 bane; if the target is your Size or smaller, it makes an Agi challenge roll or falls prone.

Prepare

Actions
  • Prepare an action to go off as a triggered action when a specified event occurs this round.
  • Attack or challenge rolls during the triggered action are made with 1 boon.
  • If the trigger never occurs before the end of the round, nothing happens.

Pull

Actions
  • Make a Str attack roll vs the Str of a target you are grabbing if it is smaller than you.
  • On success, move up to half your Speed while taking the target with you.

Ranged Attack

Actions
  • Make a ranged attack vs the target's Defense.
  • Called Shot: choose a body location with 2 banes for an additional effect set by the GM.
  • Distant Shot: attack up to double your weapon's range with 1 bane.
  • Staggering Shot: attack a target your Size or smaller with 2 banes; on success it makes an Agi challenge roll or falls prone.

Reload

Actions
  • Reload a weapon.

Retreat

Actions
  • Move up to half your Speed without triggering free attacks.

Rush

Actions
  • Move up to twice your Speed.

Shove

Actions
  • Make a Str attack roll vs the target's Str.
  • If you are larger, take 1 bane per size difference; if smaller, take 1 boon per difference.
  • On success, move the target 1 + your Str modifier yards, minimum 1 yard.

Stabilize

Actions
  • Make an Int challenge roll on an incapacitated, disabled, or dying creature.
  • If the creature is dying, make the roll with 1 bane.
  • On a success, it heals 1 damage.

Two Weapons

Actions
  • You can only attack with two weapons if neither weapon is cumbersome.
  • If you attack with a shield, the shield loses its defensive property until the end of the round.
  • Same target: 2 banes on the main-hand attack; on success deal normal damage plus off-hand modifier damage.
  • Different targets: attack main-hand then off-hand; both attacks are made with 3 banes.

Use an Item

Actions
  • Interact with an item you are holding or wearing, or with an object you can reach.
  • Examples include picking a lock, retrieving an item from a pouch or backpack, or lighting a torch.

Afflictions

Asleep

Afflictions
  • A sleeping creature is prone and unconscious.
  • Another creature can use an action to wake it.
  • Unless otherwise noted, taking damage removes this affliction.

Blinded

Afflictions
  • The creature cannot see and treats its surroundings as totally obscured.
  • Other creatures make attack rolls with 1 boon against its Defense or Agi.
  • Perception challenge rolls relying on sight automatically fail.
  • Speed becomes 2 unless the normal Speed is lower.

Charmed

Afflictions
  • The creature sees the source of the affliction as a trusted friend and ally.
  • It cannot choose the source of the affliction as the target of its attacks.

Compelled

Afflictions
  • The creature cannot use actions or move.
  • During each fast turn, the source of the affliction can force it to move up to its Speed or use an action.
  • The source makes all decisions on the compelled creature's behalf.

Dazed

Afflictions
  • A dazed creature cannot use actions.

Deafened

Afflictions
  • A deafened creature cannot hear.
  • Perception challenge rolls made to listen automatically fail.

Defenseless

Afflictions
  • Defense becomes 5.
  • The creature cannot use actions.
  • It automatically fails challenge rolls involving attributes.
  • It still perceives its surroundings and can make Perception challenge rolls as normal.

Diseased

Afflictions
  • A diseased creature makes all attack/challenge rolls with 1 bane.

Fatigued

Afflictions
  • A fatigued creature makes all attack/challenge rolls with 1 bane.

Frightened

Afflictions
  • A frightened creature makes attack rolls and challenge rolls with 1 bane.
  • A frightened creature cannot take fast turns.

Grabbed

Afflictions
  • If the grabbed creature's Size is equal to or smaller than the grabber's, it cannot move away from the grabber.
  • If the grabbed creature's Size is larger than the grabber's, the grabber moves with it by clinging on or ends the grab.

Immobilized

Afflictions
  • Speed is 0 and the creature cannot benefit from bonuses to Speed.
  • Other creatures make all attack rolls against it with 1 boon.

Impaired

Afflictions
  • An impaired creature makes all attack/challenge rolls with 1 bane.

Multiple Afflictions

Afflictions
  • Gaining the same affliction again usually adds no new immediate effect.
  • You must remove each instance of the affliction to end it completely.

Poisoned

Afflictions
  • A poisoned creature makes all attack/challenge rolls with 1 bane.

Prone

Afflictions
  • A prone creature lies on the ground.
  • It can crawl or use its move to stand.
  • The prone creature makes Str and Agi rolls with 1 bane.
  • Creatures that can reach the prone creature make attack rolls against it with 1 boon.
  • Creatures that cannot reach it make attack rolls against its Defense with 1 bane.

Slowed

Afflictions
  • A slowed creature can take only a slow turn.
  • Its Speed is halved and it cannot gain bonuses to Speed.

Stunned

Afflictions
  • A stunned creature cannot move or use actions.
  • It automatically fails any challenge roll it would make.
  • Other creatures make all attack rolls against it with 1 boon.

Surprised

Afflictions
  • A surprised creature cannot use actions and cannot move.
  • It automatically gets a failure on any challenge roll it would make.

Unconscious

Afflictions
  • An unconscious creature cannot act, move, or perceive its surroundings.
  • Defense is 5.
  • It cannot use actions or move, and all challenge rolls fail.

Overlay

Artifacts

Overlay
  • Artifact grades: Minor, Standard, Major, Sealed.
  • Using an artifact always triggers an Exposure check.
  • An artifact may also trigger Insanity gain, Corruption gain, or a conditional aftereffect.
  • Resolve in order: primary effect, immediate cost, Exposure check, aftereffect.

Corruption

Overlay
  • Corruption modifies NPC reaction, corruption affinity, and magic instability.
  • For every 2 Corruption, gain 1 boon on interactions with corrupted entities.
  • For every 2 Corruption, take 1 bane on interactions with non-corrupted NPCs.
  • At 3: subtle environmental reactions.
  • At 6: spell side effects begin.
  • At 9: passive aura with mechanical consequences.
  • At 12+: mutation risk enters play.

Death State

Overlay
  • "Dead" can be a mechanical state instead of permanent narrative death.
  • While marked dead, some enemies and effects cannot target you.
  • While marked dead, take 1 bane on all rolls and suffer interaction restrictions.
  • The state ends when the source condition is fulfilled.

Escalation

Overlay
  • On failed critical rolls, gain an Escalation token.
  • Each token adds 1 bane on the next related roll.
  • Escalation clears when the related task succeeds or the scene ends.

Exposure

Overlay
  • Tier 0 Stable: no effect.
  • Tier 1 Disturbed: minor perception distortion.
  • Tier 2 Fractured: mechanical penalties and hallucination bleed.
  • Tier 3 Unstable: loss of control risk.

Exposure Effects

Overlay
  • Tier 1 Disturbed: 1 bane on Perception challenge rolls.
  • Tier 2 Fractured: 1 bane on Perception and Intellect rolls; once per session the GM may alter a declared action interpretation.
  • Tier 3 Unstable: at the start of each turn, make a Will challenge roll; on failure the GM controls the action, forces inaction, or mis-targets it.

Exposure Gain

Overlay
  • Gain +1 Exposure tier when learning forbidden information.
  • Gain +1 Exposure tier when witnessing supernatural events beyond current Power.
  • Gain +1 Exposure tier when using abilities outside safe limits.
  • Gain +1 Exposure tier on GM-flagged failed sanity-based rolls.
  • Gain +1 Exposure tier when interacting with artifacts.

Exposure Relief

Overlay
  • A full rest in a safe location reduces Exposure by 1 tier.
  • Specific abilities, artifacts, or stabilizing events can also reduce Exposure.

Insanity

Overlay
  • Insanity is a scaling instability modifier tied to knowledge and power usage.
  • For every 3 Insanity, take -1 on Will challenge rolls.
  • For every 3 Insanity, increase Exposure trigger frequency by 1 step when the GM flags it.
  • At 3: minor behavior distortion.
  • At 6: persistent delusion with mechanical impact.
  • At 9: gain +1 Exposure tier.
  • At 12+: gain a permanent instability trait.

Invulnerability

Overlay
  • Some enemies ignore damage unless a condition is met.
  • If the condition is not met, damage is 0.
  • If partially met, damage is halved, rounded down.
  • Conditions can be knowledge-based, environmental, timing-based, or resource-based.

Knowledge Gate

Overlay
  • Some actions require prior knowledge unlocks.
  • Unknown: cannot interact properly.
  • Partial: limited interaction.
  • Known: full access.
  • Without the needed knowledge, an action auto-fails or resolves at reduced effect.

Repetition

Overlay
  • Repeating the same action consecutively is penalized.
  • Second time: 1 bane.
  • Third time: 2 banes.
  • Fourth time and later: 3 banes.
  • The penalty resets when the action changes.

Spell Consequence

Overlay
  • Trigger on Rank 3+ spells, forbidden traditions, or repeated casting in a short timeframe.
  • Roll 1d6: 1 no effect; 2-3 minor anomaly; 4-5 Exposure +1; 6 Corruption +1 and anomaly.
  • Each additional cast in the same scene adds +1 to the result.