Original Occult

From Nechronica Wiki Translation Project

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[edit]

Location Name Timing Cost Range
Arms Magic Missile Action 2 0-1
Effect 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 A classic magical attack, even if its power is weak, there is value in the fact it always strikes true.
Location Name Timing Cost Range
Any Focus Auto None Self
Effect 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 Those who lack ability can rely on charms like this to allow them to cast a few spells.
Location Name Timing Cost Range
Any Light Check 1 0-2
Effect Hinder 1
Description A flash of light to distract a foe.
Location Name Timing Cost Range
Any Helping Hand Check 1 0-2
Effect Support 1
Description A ghostly hand lends its aid to an ally.
Location Name Timing Cost Range
Any Inscribed Mind Auto None Self
Effect +1 Max AP
Description There are runes carved into your brain that improve cognition.
Location Name Timing Cost Range
Any Crushing Grasp Action 3 0-1
Effect Unarmed 3. This maneuver takes effect 1 count after it is declared.
Description An invisible hand reaches forward and crushes a foe in its grip.
Location Name Timing Cost Range
Torso Mage Shield Rapid 0 0
Effect Defend 1 against the next attack that hits the target. This is resolved 1 count after it is declared.
Description A simple protection spell. It requires a bit of preparation and is weak, but can still help.
Location Name Timing Cost Range
Any Curse Carrier Check 1 0-2
Effect The next time an attack hits the target, the attacker receives Stagger.
Description Bestow a rune upon your friend, cursing whatever strikes them.
Location Name Timing Cost Range
Legs Launch Action 4 Self
Effect Move 2. If this move is hindered, you break one part.
Description A spell intended to launch its user forward with great force. Effective, but the act leaves you vulnerable to interference
Location Name Timing Cost Range
Arm Color Spray Action 2 0-1
Effect The next attack every enemy in the target zone makes suffers a -1 to their next check. This effect cannot add up with itself.
Description Unleash a dazzling spray of colors, disorienting your foes in the area.


Tier 2 Occult[edit]

Location Name Timing Cost Range
Head Vortex Rapid 2 1
Effect Select up to 2 targets in range and move them into your zone. This counts as a move maneuver.
Description Pull friend or foe into close proximity to yourself. While it has its advantages, it is also very risky
Location Name Timing Cost Range
Any Barrier Damage 2 0-1
Effect Defend 2 + Negate "Explosive"
Description A stronger defensive spell that can both protect and contain force. While faster to cast, it takes some energy to use.
Location Name Timing Cost Range
Head Witch's Hat Damage 0 Self
Effect Defend 2
Description The hat of a witch is iconic, and by necessity, very durable.
Location Name Timing Cost Range
Arms Arcane Beam Action 2 1-2
Effect Shooting Attack 2 + Chain 1, this maneuver resolves 2 count after it is declared.
Description Beams of energy are a tried and true method of mystical mayhem.
Location Name Timing Cost Range
Any Ethereal Sword Action 3 0
Effect Melee Attack 4
Description A blade of magical might. Each swing brings crashing ruin.
Location Name Timing Cost Range
Torso Gust Action 3 0
Effect Move 1
Description A powerful wind carries the target away.
Location Name Timing Cost Range
Head Repeat Action 2 0
Effect 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 A strange technique that makes the victim repeat their last move. There's certainly value in it, but care must be taken.
Location Name Timing Cost Range
Arms Mend Action 3 0
Effect Repair 2 basic parts, chosen by the target, on the target. This is resolved 2 count after it is declared.
Description 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.
Location Name Timing Cost Range
Head Misfortune Action 2 0-2
Effect The next failed Attack maneuver made against something in the same Area as the target of this maneuver will instead strike this maneuver's target. Treat the attack as though it had been a critical failure. This maneuver resolves 2 Count after it is declared.
Description Those cursed with this affliction do not have to wait long before ruin comes.


Tier 3 Occult[edit]

Location Name Timing Cost Range
Any Tar pit Action 2 0-1
Effect 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 A sticky solution for sticky situations
Location Name Timing Cost Range
Head Occult Strength Auto None Self
Effect +1 damage to attack maneuvers made with Occult reinforcements.
Description A stronger mind allows stronger spells, it's simple logic.
Location Name Timing Cost Range
Arms Symphony Action 3 0-2
Effect Shooting Attack 2. On the next two counts, you make declare Shooting Attack 2 against a target in range.
Description Summon a symphony of guns to sing for you.
Location Name Timing Cost Range
Head Haste Action 1 0-1
Effect 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 Give your self or your sister the chance to act swiftly. The rush lasts but a moment, but some of it lingers for longer.
Location Name Timing Cost Range
Any Phase Out Action 2 0-1
Effect 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 Banish a target to another plane where they can neither harm nor be harmed. Be careful as repeated use has diminishing effect.
Location Name Timing Cost Range
Any Flight Rapid 1 0
Effect -1 to melee/unarmed attack checks directed at the target for the rest of the round.
Description Take to the sky to avoid the attacks of short-ranged foes.
Location Name Timing Cost Range
Arms Meteor Action 5 0-1
Effect Blast 4 + Explosive + Area. This maneuver does not resolve until 3 count after it is declared.
Description The most destructive spell one can hope to pick up. Its power cannot be understated.
Location Name Timing Cost Range
Torso Swift Rot Rapid 2 0-1
Effect The target breaks 4 parts.
Description Magic keeps our limbs moving, but it can also cause them to wither away.
Location Name Timing Cost Range
Torso Bless Action 1 0
Effect 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 Relatively uncommon among the occult arts, but generally better appreciated by the target.
Location Name Timing Cost Range
Torso Gate Action 1 1-3
Effect 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 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