Preternaturally Speaking #OccultDetectiveRPG

Let’s continue our exploration of KITH.

To refresh your memory, Kith, within the context of Occult Detective: The Roleplaying Game™, is what you are. Your Protagonist’s Kith provides you with a basic framework from which your occult detective will come to life through the unique powers, resistances, advantages, and abilities they add. More than that, your Kith establishes the first glimmer of background for which to build your Protagonist around.

There are three core Kith for you to choose from: Natural, Preternatural, and Supernatural.

In our first installment, we took a peek at the Naturals. Today, we’ll look at what it means to be a Preternatural.

First, the word itself. Merriam-Webster defines preternatural as existing outside of nature; exceeding what is natural or regular; inexplicable by ordinary means.

In Occult Detective, a Preternatural is a character with powers and abilities beyond what is normal or natural — the idea being they are naturals with special gifts, either by birth or by exceptional training.

There are three types of Preternatural:

Alchemists, who are scientifically gifted, are blessed with intelligence beyond the scope of ordinary men and women. As such, they begin with a minimum Brains score of 10, then roll a 1d10+2 to establish their ability. One can come at this from several different angles, be it from speculative philosophy or fringe science.

Examples: Victor Frankenstein, Walter Bishop, Herbert West

walter

Magicians, adept in the use of the Esoteric Arts, select their abilities from the Path and Major Arcana tables found in this manual. Their Sun and Moon Signs dictate which element those spells are expressed by. A Magician can choose a Light or Dark Path and the spells available to them are adjusted accordingly. Light Path Magicians begin with a minimum Brains score of 10, then roll 1d10+1 to establish their ability. Dark Path Magicians begin with a minimum Bravado score of 10, then roll 1d10+1 to establish their ability.

Examples: John Constantine, Harry Dresden, Diana Tregarde

Necromancing the Stone

 

 

Psychics are sensitive to nonphysical or supernatural forces and influences, marked by extraordinary or mysterious sensitivity, perception, or understanding, and in some cases, possess powers of telekinesis, pyrokinesis, levitation, and more. Psychics begin with a minimum Boon score of 10, then roll a 1d10+2 to establish their ability.

Examples: Odd Thomas, Vanessa Ives, Eleven

Episode 101

Coming up next — Supernaturals.

 

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