Occult

Occult Reinforcement Rules: -Unless otherwise stated, auto skills that affect damage/AP cost cannot be applied to occult reinforcements. -An Occult reinforcement cannot be declared again until the count that the previous declaration will resolve. -You cannot declare an Occult reinforcement which would have its effect resolve at negative AP. -Only Salemites can take Occult reinforcements without a focus. Optional Rule: Psychedelics can have a single Occult and Enhancement as their starting reinforcements. If they do not have Salemite picked as a class or sub-class, they must take Focus.

Tier 1 Occult
'''

{| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Magic Missile {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Focus {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Light {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Helping Hand {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Inscribed Mind {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Crushing Grasp {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Mage Shield {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Curse Carrier {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Launch
 * Arms
 * Arms
 * Action
 * 2
 * 0-1
 * Effect
 * colspan="4" | Shooting Attack 1+Chain 2. The result of the attack check is 6, no other maneuvers may effect the result of this check. This can only be declared once per round.
 * Description
 * colspan="5" | A classic magical attack, even if its power is weak, there is value in the fact it always strikes true.
 * Description
 * colspan="5" | A classic magical attack, even if its power is weak, there is value in the fact it always strikes true.
 * Any
 * Any
 * Auto
 * None
 * Self
 * Effect
 * colspan="4" | This allows non-Salemite characters to acquire 2 Occult reinforcement parts. This does not grant the parts themselves, merely the ability to acquire them.
 * Description
 * colspan="5" |Those who lack ability can rely on charms like this to allow them to cast a few spells.
 * Description
 * colspan="5" |Those who lack ability can rely on charms like this to allow them to cast a few spells.
 * Any
 * Any
 * Check
 * 1
 * 0-2
 * Effect
 * colspan="4" | Hinder 1
 * Description
 * colspan="5" |A flash of light to distract a foe.
 * Description
 * colspan="5" |A flash of light to distract a foe.
 * Any
 * Any
 * Check
 * 1
 * 0-2
 * Effect
 * colspan="4" |Support 1
 * Description
 * colspan="5" |A ghostly hand lends its aid to an ally.
 * Description
 * colspan="5" |A ghostly hand lends its aid to an ally.
 * Any
 * Any
 * Auto
 * None
 * Self
 * Effect
 * colspan="4" |+1 Max AP
 * Description
 * colspan="5" |There are runes carved into your brain that improve cognition.
 * Description
 * colspan="5" |There are runes carved into your brain that improve cognition.
 * Any
 * Any
 * Check
 * 1
 * 0-2
 * Effect
 * colspan="4" |Unarmed 3. This maneuver takes effect 1 count after it is declared.
 * Description
 * colspan="5" |An invisible hand reaches forward and crushes a foe in its grip.
 * Description
 * colspan="5" |An invisible hand reaches forward and crushes a foe in its grip.
 * Torso
 * Torso
 * Rapid
 * 0
 * 0
 * Effect
 * colspan="4" |Defend 1 against the next attack that hits the target. This is resolved 1 count after it is declared.
 * Description
 * colspan="5" |A simple protection spell. It requires a bit of preparation and is weak, but can still help.
 * Description
 * colspan="5" |A simple protection spell. It requires a bit of preparation and is weak, but can still help.
 * Any
 * Any
 * Check
 * 1
 * 0-2
 * Effect
 * colspan="4" | The next time an attack hits the target, the attacker receives Stagger.
 * Description
 * colspan="5" |Bestow a rune upon your friend, cursing whatever strikes them.
 * Description
 * colspan="5" |Bestow a rune upon your friend, cursing whatever strikes them.
 * Legs
 * Legs
 * Action
 * 4
 * Self
 * Effect
 * colspan="4" |Move 1. If this move is hindered, you break one part.
 * Description
 * colspan="5" |A spell intended to launch its user forward with great force. Effective, but the act leaves you vulnerable to interference
 * Description
 * colspan="5" |A spell intended to launch its user forward with great force. Effective, but the act leaves you vulnerable to interference

Tier 2 Occult
'''

{| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Vortex {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Barrier {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Witch's Hat {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Arcane Beam {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Ethereal Sword {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Gust {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Repeat {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Mend
 * Head
 * Head
 * Rapid
 * 2
 * 1
 * Effect
 * colspan="4" | Select up to 3 targets in range and move them into your zone. This counts as a move maneuver.
 * Description
 * colspan="5" |Pull friend or foe into close proximity to yourself. While it has its advantages, it is also very risky
 * Description
 * colspan="5" |Pull friend or foe into close proximity to yourself. While it has its advantages, it is also very risky
 * Any
 * Any
 * Damage
 * 2
 * 0-1
 * Effect
 * colspan="4" | Defend 2 + Negate "Explosive"
 * Description
 * colspan="5" |A stronger defensive spell that can both protect and contain force. While faster to cast, it takes some energy to use.
 * Description
 * colspan="5" |A stronger defensive spell that can both protect and contain force. While faster to cast, it takes some energy to use.
 * Head
 * Head
 * Damage
 * 1
 * Self
 * Effect
 * colspan="4" | Defend2
 * Description
 * colspan="5" |The hat of a witch is iconic, and by necessity, very durable.
 * Description
 * colspan="5" |The hat of a witch is iconic, and by necessity, very durable.
 * Arms
 * Arms
 * Action
 * 2
 * 1-2
 * Effect
 * colspan="4" | Shooting Attack 2 + Chain 1, this maneuver resolves 2 count after it is declared.
 * Description
 * colspan="5" | Beams of energy are a tried and true method of mystical mayhem.
 * Description
 * colspan="5" | Beams of energy are a tried and true method of mystical mayhem.
 * Any
 * Any
 * Action
 * 3
 * 0
 * Effect
 * colspan="4" | Melee Attack 4
 * Description
 * colspan="5" | A blade of magical might. Each swing brings crashing ruin.
 * Description
 * colspan="5" | A blade of magical might. Each swing brings crashing ruin.
 * Torso
 * Torso
 * Action
 * 3
 * 0
 * Effect
 * colspan="4" | Move 1
 * Description
 * colspan="5" | A powerful wind carries the target away.
 * Description
 * colspan="5" | A powerful wind carries the target away.
 * Head
 * Head
 * Action
 * 3
 * 0
 * Effect
 * colspan="4" | Make the target repeat their last action timing maneuver at the end of the count with the same target and the cost is reduced by 1. If their previous maneuver is no longer valid, this maneuver does nothing. This can only be used once per round.
 * Description
 * colspan="5" | A strange technique that makes the victim repeat their last move. There's certainly value in it, but care must be taken.
 * Description
 * colspan="5" | A strange technique that makes the victim repeat their last move. There's certainly value in it, but care must be taken.
 * Arms
 * Arms
 * Action
 * 3
 * 0
 * Effect
 * colspan="4" | Repair 2 basic parts, chosen by the target, on the target. This is resolved 2 count after it is declared.
 * Description
 * colspan="5" | A ritual that repairs the body after it has run its course. Such an ability is only more valuable now that pain is no longer an issue.
 * Description
 * colspan="5" | A ritual that repairs the body after it has run its course. Such an ability is only more valuable now that pain is no longer an issue.

Tier 3 Occult
'''

{| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Tar pit {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Occult Strength {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Symphony {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Haste {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Phase Out {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Flight {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Meteor {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Swift Rot {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Bless {| class="wikitable" ! Location ! Name ! Timing ! Cost ! Range ! Gate
 * Any
 * Any
 * Action
 * 2
 * 0-1
 * Effect
 * colspan="4" | Target an Area. For the next 5 Count, the first Move maneuver applied to each character in the target Area has a Hinder Move 1 applied to it automatically. This effect may only apply once per character per round.
 * Description
 * colspan="5" |A sticky solution for sticky situations
 * Description
 * colspan="5" |A sticky solution for sticky situations
 * Head
 * Head
 * Auto
 * None
 * Self
 * Effect
 * colspan="4" | +1 damage to attack maneuvers made with Occult reinforcements.
 * Description
 * colspan="5" |A stronger mind allows stronger spells, it's simple logic.
 * Description
 * colspan="5" |A stronger mind allows stronger spells, it's simple logic.
 * Arms
 * Arms
 * Action
 * 3
 * 0-2
 * Effect
 * colspan="4" | Shooting Attack 2. On the next two counts, you make declare Shooting Attack 2 against a target in range.
 * Description
 * colspan="5" |Summon a symphony of guns to sing for you.
 * Description
 * colspan="5" |Summon a symphony of guns to sing for you.
 * Head
 * Head
 * Action
 * 2
 * 0-1
 * Effect
 * colspan="4" | This maneuver may be declared once per Phase. The target's next maneuver has its AP cost reduced to 0. Additionally, the target's Maximum AP is increased by 1 for the remainder of the Phase.
 * Description
 * colspan="5" |Give your self or your sister the chance to act swiftly. The rush lasts but a moment, but some of it lingers for longer.
 * Description
 * colspan="5" |Give your self or your sister the chance to act swiftly. The rush lasts but a moment, but some of it lingers for longer.
 * Any
 * Any
 * Action
 * 3
 * 0-1
 * Effect
 * colspan="4" | During the next three Count, the target may not declare or be targeted by any maneuvers. If declared more than once upon a single target or if the target is immune to the Stagger property, any AP that it would lose is treated as if the target had used Spine. This maneuver cannot be declared on a Count lower than 5.
 * Description
 * colspan="5" | Banish a target to another plane where they can neither harm nor be harmed. Be careful as repeated use has diminishing effect.
 * Description
 * colspan="5" | Banish a target to another plane where they can neither harm nor be harmed. Be careful as repeated use has diminishing effect.
 * Any
 * Any
 * Rapid
 * 2
 * 0
 * Effect
 * colspan="4" | -1 to melee/unarmed attacks directed at the target for the rest of the round.
 * Description
 * colspan="5" | Take to the sky to avoid the attacks of short-ranged foes.
 * Description
 * colspan="5" | Take to the sky to avoid the attacks of short-ranged foes.
 * Arms
 * Arms
 * Action
 * 5
 * 0-1
 * Effect
 * colspan="4" | Blast 4 + Explosive + Area. This maneuver does not resolve until 3 count after it is declared.
 * Description
 * colspan="5" |The most destructive spell one can hope to pick up. Its power cannot be understated.
 * Description
 * colspan="5" |The most destructive spell one can hope to pick up. Its power cannot be understated.
 * Torso
 * Torso
 * Rapid
 * 2
 * 0-1
 * Effect
 * colspan="4" | The target breaks 4 parts.
 * Description
 * colspan="5" |The most destructive spell one can hope to pick up. Its power cannot be understated.
 * Description
 * colspan="5" |The most destructive spell one can hope to pick up. Its power cannot be understated.
 * Torso
 * Torso
 * Action
 * 1
 * 0
 * Effect
 * colspan="4" | Support 3 to the target's next Check. This maneuver may be used up to twice per Round, but not on yourself, and may only be used once on any individual target per Round.
 * Description
 * colspan="5" |Relatively uncommon among the occult arts, but generally better appreciated by the target.
 * Description
 * colspan="5" |Relatively uncommon among the occult arts, but generally better appreciated by the target.
 * Torso
 * Torso
 * Action
 * 2
 * 1-3
 * Effect
 * colspan="4" | For the next 5 Count, all participants in the battle may treat the Area you occupy and the target Area as adjacent for the purpose of Move maneuvers. This effect does not alter the range of any maneuver and is always based upon the location you currently reside in, not the location where it was first declared.
 * Description
 * colspan="5" |A secret ritual to allow one to cross great distances as if they were next to each other, however nothing stops what's on the other side from crossing as well
 * Description
 * colspan="5" |A secret ritual to allow one to cross great distances as if they were next to each other, however nothing stops what's on the other side from crossing as well