This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc. Note that an occultist does not have to believe in the material he studies! In worlds where everyone knows that paranormal powers exist, Occultism covers lore about these powers and their users. A good roll might provide insights into phenomena that aren’t related to known powers. However, Occultism provides no details on how talented individuals invoke their powers. For instance, a fantasy occultist would know what magic can accomplish, and could provide advice on slaying demons, but without Thaumatology skill (p. 225), he could not explain the gestures, words, and symbols used by wizards. In campaigns where many supernatural forces coexist, the GM may require occultists to specialize in such fields as Demonology (the study of demons, possession, and pacts), Pneumatology (the study of spirits), and Vampirology (the study of vampires).
Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity. Extracting the brain instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can cast any spells it knows well enough to cast without ritual. Remember that the brain has no senses of its own and is therefore casting blindly. Extracting the heart demands a HT-6 roll each turn from the victim; on a failure he falls unconscious and dies five seconds later. Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute.
Cost: 10. Time to cast: 5 seconds. Prerequisites: Magery 3, Apportation, and Steal Vitality
Trims the subject’s hair (beard, mustache, fur, etc.) as the caster sees fit. To determine the aesthetic quality of the job, roll against Barber skill (a DX/Average Professional Skill). Can also be used to shear sheep, pluck chickens, or to trim the subject’s nails. The spell will not blunt the subject’s claws or horns (although it may give them a manicure).
Duration: The trim is instantaneous, the cut matter falling at the subject’s feet. Cost: 2. Time to cast: 2 seconds. Prerequisites: Hair Growth.
Item (a) The effect may be made permanent (preventing hair from growing back) for 10 times casting cost. (b) Headgear. The item trims the hair of whoever puts it on, to the style specified by the creator. Energy cost to create: 150. (c) Staff or wand. Energy cost to create: 300.
Saytama. A man rumoured to know of a wordplay so powerful, it can defeat his opponents immediately. In hushed tones, his enemies know him as... One Pun Man.
I'm trying to figure out the logic behind those colors, since none of the colors are anywhere near the characteristic colors of each character (except white for Mami).
Are they switched between pairs of characters that get shipped by the fandom? First four seems like they are.
"You have plagued me long enough!" snarls the semilich. It raises its arms in the air, and dark portals, black as pitch, surround it. The air of the crypt grows thick and clammy. In the portals you see creatures, pushing their way through, from whichever dread dimension from whence they came. There is a clattering as one finally makes its way through the gate, its fur slick with ichor, and its beak dripping.
You gasp in horror. It is worse than you could have ever begun to imagine. The semilich is summoning Furbys!
If a blood golem successfully hits an opponent with both of its slam attacks in a single round, that opponent suffers catastrophic blood expulsion, taking 2d4 points of Constitution damage (DC 15 Fortitude save for half). A blood golem gains 5 hit points per point of Constitution damage it deals. The save DC is Constitution based and includes a +2 racial bonus.
You can split into two or more bodies (“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies’ FP and HP at that time. Your combined self remembers everything experienced by any Dupe. Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication, p. 91). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink (p. 70) with your Dupes, in which case you are in constant telepathic contact – no die rolls required. If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points. Alternatively, an Extra Life (p. 55) will let you bring back any one dead Dupe. Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe.
Special Enhancements
Duplicated Gear: Your Dupes appear with copies of Signature Gear (p. 85) that you are carrying or wearing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment’s HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%.
No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%.
Special Limitations
Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets (p. 78). You may only take this limitation if you have both Digital Mind (p. 48) and Possession (Digital) (p. 75). -60%.
Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP and 15 FP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.
You can take this limitation only on a switchable advantage. While in use, it places undue stress on your heart; you must roll against HT immediately (14+ always fails) and then continue to make periodic rolls. Failure means loss of 1d FP; critical failure means a heart attack (p. B429). Cost depends on how often you need to make the HT roll:
Frequency Modifier Every second -50% Every 10 seconds -40% Every minute -30% Every 10 minutes -20% Every hour -10%
Comments
IQ/Average
Default: IQ-5.
This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc. Note that an occultist does not have to believe in the material he studies! In worlds where everyone knows that paranormal powers exist, Occultism covers lore about these powers and their users. A good roll might provide insights into phenomena that aren’t related to known powers. However, Occultism provides no details on how talented individuals invoke their powers. For instance, a fantasy occultist would know what magic can accomplish, and could provide advice on slaying demons, but without Thaumatology skill (p. 225), he could not explain the gestures, words, and symbols used by wizards. In campaigns where many supernatural forces coexist, the GM may require occultists to specialize in such fields as Demonology (the study of demons, possession, and pacts), Pneumatology (the study of spirits), and Vampirology (the study of vampires).
Melee; Resisted by HT or IQ
Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity. Extracting the brain instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can cast any spells it knows well enough to cast without ritual. Remember that the brain has no senses of its own and is therefore casting blindly. Extracting the heart demands a HT-6 roll each turn from the victim; on a failure he falls unconscious and dies five seconds later. Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute.
Cost: 10.
Time to cast: 5 seconds.
Prerequisites: Magery 3, Apportation, and Steal Vitality
Regular; Resisted by HT
Trims the subject’s hair (beard, mustache, fur, etc.) as the caster sees fit. To determine the aesthetic quality of the job, roll against Barber skill (a DX/Average Professional Skill). Can also be used to shear sheep, pluck chickens, or to trim the subject’s nails. The spell will not blunt the subject’s claws or horns (although it may give them a manicure).
Duration: The trim is instantaneous, the cut matter falling at the subject’s feet.
Cost: 2.
Time to cast: 2 seconds.
Prerequisites: Hair Growth.
Item
(a) The effect may be made permanent (preventing hair from growing back) for 10 times casting cost. (b) Headgear. The item trims the hair of whoever puts it on, to the style specified by the creator. Energy cost to create: 150. (c) Staff or wand. Energy cost to create: 300.
RAM
HOMURA
SAYAKA
MADOKA
MAMI
KYUBEY
Are they switched between pairs of characters that get shipped by the fandom? First four seems like they are.
and homura and madoka are usually paired and they are purple and pink respectively
mami is normally yellow and kyubey is mostly white
You gasp in horror. It is worse than you could have ever begun to imagine. The semilich is summoning Furbys!
furby
35 points/copy
You can split into two or more bodies (“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies’ FP and HP at that time. Your combined self remembers everything experienced by any Dupe. Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication, p. 91). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink (p. 70) with your Dupes, in which case you are in constant telepathic contact – no die rolls required. If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points. Alternatively, an Extra Life (p. 55) will let you bring back any one dead Dupe. Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe.
Special Enhancements
Duplicated Gear: Your Dupes appear with copies of Signature Gear (p. 85) that you are carrying or wearing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment’s HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%.
No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%.
Special Limitations
Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets (p. 78). You may only take this limitation if you have both Digital Mind (p. 48) and Possession (Digital) (p. 75). -60%.
Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP and 15 FP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.
You can take this limitation only on a switchable advantage.
While in use, it places undue stress on your heart; you must roll against HT immediately (14+ always fails) and then continue to make periodic rolls. Failure means loss of 1d FP; critical failure means a heart attack (p. B429). Cost depends on how often you need to make the HT roll:
Frequency Modifier
Every second -50%
Every 10 seconds -40%
Every minute -30%
Every 10 minutes -20%
Every hour -10%
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