Lux Aeterna
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      • The Berserker
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      • The Hunter
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      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment

THE OCCULTIST

I have seen too much. For my curiosity and desperation, I am bound in covenant to a dark and pitiless being in exchange for phenomenal arcane power. Cursed yet driven, I will see my soul freed and my ends achieved. I am an Occultist.
Your power comes from an unholy pact made with a mysterious (and likely malevolent) being. Through the power of your patron, you are able to cast Spells customized to your needs and situation, guided by your whims and emotions. While versatile, such magic can be...unstable.

Stats At Level 1

Hit Points: 8 + (Brawn)d4
Resolve: d6
Strain: 5
Actions: 2.5
Speed: 5
Attack: 1
Defense: 1
Save: 2
Spellcraft: 3

HERMETIC Training

25 Lux for Starting Equipment
​10 Supply
​
Pick ONE of the following Features: 
Academic
Devil's Own
​Mystic
Nose for Trouble
Wheeler Dealer

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Ability

Action Type - Tags
The Occultist starts the game with this ability at Notch 1.
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Expanded options
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Ability

Action Type - Tags
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Ability

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Ability

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Perk

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Perk

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Perk

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Perk

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Perk

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Perk

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  • Home
  • How to Play
  • Setting
    • AfterLight
    • Belhaven
  • Character Creation
    • Species
    • Backgrounds
    • Assets
    • Features
    • Foils
    • Class >
      • The Berserker
      • The Cantor
      • The Dread
      • The Engineer
      • The Esper
      • The Exorcist
      • The Hallowed
      • The Hunter
      • The Magus
      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment