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Occult Investigator

Rather like the Private investigator except that he specializes in matters of a strange and occult nature. In one form or another, this archetype will work in pre-modern, modern, or post-modern.

Typical Goals and Motivations: Varied, may be out to disprove fraudulant occultists, may genuinely believe in his field and therefore trying to be a ligitimit investigator, or possibly trying to prove the existence of supernatural forces.
Typical Abilities: High PRE, Deduction, Occult knowledge are all useful. Also possible would be some type of mystic or occult powers, if only to aid in the locating same.
Suggested Disadvantages: Enemies are likely, frauds that have been bebunked, cultists who been disbanded, or perhaps police who don't trust your motives.
Roleplaying Tips: All sub-genres work equally well with this archetype, the only differences being superficial, differant timeframes have different occult nasties and therefore, different occult knowledges needed.

Skills and Talents

Cost

WF: Small Arms 2
Conversation 3
Cryptography 3
Deduction 3
Streetwise 3
KS: Astronomy 11- 2
KS: Occultism 11- 2
KS: Specfic Occult knowldge 11- 2
Perk: Private Investigator's License 2
   
Package Bonus -3
Hunted: Some past adversary (11-) -15

Package Cost

4


This archetype represents a standard career/job that can be found in a modern setting. It was deliberately made slightly generic so that it can be easily modified to cover a wide range of times, from Victorian to near future.

Modern and semi-modern settings games can take many forms from Horror to Pulp Science Fiction to Mysteries to Spy-vs-Spy (thank you Mad Magazine). The old Danger International and Justice Inc. games from Hero Games covered these genres very well, as well as games like Chaosium Inc's Call of Cthulhu and several of Steve Jackson Game's GURPs supplements.

 

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