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The Dark Art

Introduction scenarios. The GM determines the decision as to


The Dark Art is a skill normally reserved for whether or not a feat may require other knowledge.
creatures that live outside of the laws of the Illusion, or
for those who have mastered it. It represents a control As an example, a Conjurer of Madness finds
over the forces that have created our world, and allows himself cornered in a warehouse by several
the wielder to manipulate the Illusion to form the shape assailants, and decides that he must create a
of his will. This practice can allow the caster to wield firearm to defend himself with. He succeeds his
great amounts of power, however it can also be at a great Lore of Madness roll, and his Dark Art roll,
cost. signifying that he knows rudimentarily how to
The Dark Art in Kult represents a creature’s create the object, and that he is capable of it.
ability to form the Illusion to his needs, but is capable of However, in order for the firearm to work
achieving other feats as well. The Dark Art may allow a mechanically, the GM decides that the caster
caster to create portals to other worlds, enter into the must make a firearms or motor mechanics roll
Dreamworlds, affect the very will of another being, and successfully, or the fashioned firearm is as
change the writ of fate itself. The skill score represents useful as a paperweight.
the harmony of the character’s natural willpower, his raw
understanding of the true world, and his knowledge of
how the Illusion fits into the truth of existence. The Dark Art as a Skill
These things alone are unfortunately not The Dark Art represents the marriage of your
enough. As a person might be aware of the existence of innate strength of will and your personal understanding
chemicals, and possesses an eager will to make them, a of precisely what you can achieve with it. Your Ego is
practical understanding of the concepts behind their the very strength of the nature of your being, and
creation is necessary before he can produce anything of provides a characteristic for how much you are capable
substance. To use the Dark Art, the practitioner must of imposing your strength of purpose on other people and
have a rudimentary understanding of what he is objects. A strong will is useless though without the
attempting to accomplish. Usually this is covered by the understanding of how to use it. Your actual skill level
Lores the character knows, but there may be for the Dark Art is a derivative of your Ego score, altered
circumstances when the mechanics behind a particular by your Mental Balance. To determine your character’s
casting may require knowledge in a field before the feat Dark Art skill, multiply his Ego by the character’s
may be successfully attempted. This may occur when Mental Balance as a real number percentile (i.e. a MB of
the character attempts to create complex mechanical -50 would be 50%, a MB of 125 would be 125%, etc.).
machines, alter the physiology of an individual, create For example, a character with an Ego of 12 and a Mental
electronic devices, and a myriad of other possible Balance of –75 would have a Dark Art skill score of 9, or
75% of 12.
Application direct changes in the Illusion in front of Witnesses may
Several variables come into play when result in dire consequences for the conjurer.
determining how successful a conjurer is. The most The Veil has become nearly an entity of its
important, due to the nature of the world and the Illusion, own, a simple intelligence born of the sheer desire of the
is whether or not the caster had any Witnesses to his humanity within to deny change and maintain a mundane
casting. The very nature of the Illusion presupposes that existence. Because of the near sentient nature of the
everyone contained within has the same common Veil, conjurers who attempt to shape it to their will and
concepts about fail will likely suffer the consequences of a Backlash.
reality, and it is A Backlash could occur from a failed attempt to use
the sheer the Dark Art. This may result in a variety of
strength of unfortunate occurrences, including mild effects
these concepts such as exhaustion and dizziness for the caster to
that maintain physical damage and a rending of the veil for a
the Illusion in period.
its status. The more powerful effect that a conjurer
Were humans attempts to create with his casting increases the
as a whole to likelihood and strength of a Backlash. Additionally, the
begin to change more Witnesses aware of the casting attempt the worse
their the Backlash results will be. Thus, a powerful Observed
understanding Vulgar attempt that fails may result in the violent death
of the nature of of the Caster, as the Illusion seeks to fix whatever
the world, the changes the Caster is attempting.
Illusion would
begin to falter.
Anyone who is Lores
not aware of the true nature of the Illusion is considered In order for a Conjurer to manifest some change
a Witness. to the Illusion, he must have an understanding of what he
This categorizes the attempts of the conjurer to wishes to change. As with any skill, attempting to
use his Dark Art skill into two primary groups: Observed perform some task that you are not really capable of can
and Shrouded. Magic that has been cast in front of result in dire effects. Therefore a solid understanding of
Witnesses is considered Observed, and can be very the realm you wish to master allows for greater and
dangerous. A Casting that was performed out of sight of greater feats with a lessening chance of danger to the
any Witnesses is considered Shrouded, and is much caster or those around him.
safer. However, just because magic has been cast Each of the Lores in Kult governs a realm of the
without Witnesses does not assume that it is simple. Illusion, distinguishing one field of study from another.
There are yet two more subclasses of magic, The Lores are independent of each other, and an
Coincidental and Vulgar magic. understanding of one does not assume an understanding
A conjurer may attempt to use his Dark Art skill of another. A student of the Occult may develop an
to very subtly manipulate the Illusion, in ways that may understanding of any of the Lores, although as the
not be apparent to those around him. This is considered character’s knowledge increases, he may find it to be
Coincidental magic. A conjurer uses his Dark Art skill more and more difficult to find new resources of
to will a stoplight to change to green as he approaches, or information. The Lores listed below are not the totality
to conjure money in his wallet as he reaches for it to pay of possible Lores to study, but are the most common
for a meal would be examples of Coincidental magic. fields studied by Conjurers.
Coincidental magic applies to situations where any Each of the Lores listed includes some possible
Witnesses present would not know that the activity could feats and their desired effect. The effect determines
not happen naturally. whether or not the character is capable of the feat, as
Vulgar magic assumes that the caster is well as how difficult it will be for them. The listed feats
blatantly altering the Illusion in a way that cannot be are not exclusive, however, and the player is only limited
considered coincidental, i.e. a conjurer wills candles to by the Lores their character knows and their own
alight, or changes his physical appearance. Any attempt imagination. Use the examples below to help judge
to affect another person directly, either physically or by whether it would be in your interest to even consider
forcing their will, is also considered Vulgar. Vulgar attempting a feat before asking the GM for a ruling on
magic is harder to perform than Coincidental magic, and the desired effect. Remember also that you can attempt a
Observed Vulgar magic is the most difficult of all, where
feat beyond your control, although failure may be 28 Enter Dreamworld
painful. 36 Pull others into Dreamworld
Lore of Death Lore of Madness
The Lore of Death is a very direct study of the This Lore is the study of the Illusion itself, and
human Avatar, and the connection of the how those within witness it. Using knowledge
physical body to the Soul. A student of this garnered though this path allows the conjurer to
Lore is able to affect the physical vessels of manipulate the very veil around them.
those around him, effecting the body without Although powerful, this Lore is also very
consideration of the Soul. dangerous, as it may lead to violent backlashes
if the caster fails.
Effect Result
3 Sense life and state of health; heal Effect Result
minor wounds on self. 3 True sight through the Illusion,
6 Alter minor variations of own 6 Mild Coincidental magic
appearance, such as hair and eye 10 Major coincidental effects,
color, pigmentation, etc, and may 15 Mild Vulgar effects to illusion,
affect other’s forms to the degree of creation of small objects
healing minor scratchs. 21 Major Vulgar effects, doors, cars,
10 Temporarily enhance a physical etc.
statistic by 10 points. Additionally, 28 Heroic Changes to the Illusion,
the character may alter his own localized earthquakes, lightning
form to within the limit of his mass. 36 Create tears in the Illusion.
15 The caster may now alter another’s
form within the limit of their mass, Lore of Passion
creating wounds and lesions, or This is a very powerful lore, although this is
altering appearance. often forgotten for its subtlety. The Lore of
21 The caster has near total control of Passion allows the wielder to affect the very
the physical form, causing corpses will of those around him, bypassing the physical
to animate, severing or connecting Illusion of the Veil and touching the Souls of
sections of flesh from bodies, etc… others.
28 A caster may attempt to force
someone’s Soul to leave their body, Effect Result
killing them instantly. 3 Affect personal charisma, sense
36 The caster may attempt to other’s moods, sense MB
reanimate a body by recalling the 6 Affect other’s moods/reactions,
soul to the form. sense other’s conscious thoughts
10 Affect other’s thoughts,
15 Thought control,
Lore of Dreams 21 Mind enslavement,
A student of the Lore of Dreams is has managed 28 Soul containment
to control the subconscious wanderings of his 36 Possession
soul and can harness the power of the confusion
generated from the bonds between mind and
Lore of Time and Space
soul.
This lore is the most evasive of all, as those who
study its practices often no longer exist to the
Effect Result rest of us. Practitioners of this art can step
3 The Conjurer has learned to control around or outside of the boundaries of the
his own dreams, and is capable of Illusion, whether physically or temporally.
“watching” other’s dreams.
6 The caster can enter into another’s Effect Result
dream, although he has not learned 3 Spatial awareness
to control them yet.
6 Sense location of others and objects
10 Control other’s dreams
10 Speed up own time for 1 round
15 Create waking dream
15 Step outside of the Illusion
21 Create waking terror
21 Appear in another location
28 Stop time caster continues to attempt the feat, so long as the caster
36 Step into another time does not fail to roll under his modified Dark Art skill.
Mechanics
When a character attempts to apply his Dark Art Backlash Determination Table
skill during the game, many possibilities may result from 1-12 Veil Reflection
the chaotic release of power. The effects, however, may 13-19 Illusion Denial
not be within the realm of the caster’s desires. To gauge 20-25 Reality Lash
the level of success of the caster, first determine of the
feat is within one of the known Lores of the character. If Veil Reflection
so, tell the GM what you wish to perform, and get a 1-8 Caster begins to perspire with effort.
ruling for the desired effect and nature Effect was not exactly what the caster wants,
9-13
(vulgar/coincidental, etc) of the feat. Subtract the affecting someone or something else.
desired effect from the character’s associated Lore skill, The feat was cast, however the effect was
14-16
and add the result (even if it is negative) to the different from the caster’s desire.
character’s Dark Art score. This is the character’s The feat was cast, however the result affects
modified Dark Art score. The character now rolls 17-19
the caster.
against the modified Dark Art score, attempts to roll an 20-22 Caster suffers triple the endurance cost
effect higher than the desired effect of the feat. If the roll 23-25 Caster suffers quintuple the endurance cost.
generated is greater than the desired effect of the feat, the 26-27 Caster assaulted by rivulets of energy.
feat was a success. The amount the roll was over the 28-29 Caster suffers from Poltergeist.
desired effect determines the level of success. If the roll Caster cannot control forces, stunned with
did not meet the target effect, but was under the caster’s 30 power and loses END at normal rate until
modified Dark Art score, the feat was a failure, and will unconscious
incur a Backlash. If the roll was over the caster’s
modified Dark Art skill, the caster was not able to bend Illusion Denial
the Illusion to his will. In the latter two instances,
Caster is stunned for the duration of the
however, the caster may continue to try the feat into the 1-8
desired effect in minutes.
next round, at the cost of Endurance.
9-13 Caster suffers double normal endurance loss.
14-16 Caster suffers triple normal endurance loss.
17-19 Caster is knocked unconscious (END=0)
Backlash Caster is knocked into a coma for the # of
A Backlash occurs when the caster succeeds in 20-22
hours equal to the desired effect of the feat.
his modified Dark Art roll, but does not meet the desired
23-25 Caster suffers temporary amnesia.
effect for the feat. The caster has begun to channel
Caster is temporarily pushed outside the
magical energies for the task, but has not contained them
26-27 Illusion to a stasis state for duration equal to
yet to perform to his desires. When this occurs, a
the desired effect in hours.
Backlash roll is made, and
28-29 Caster’s soul is separated from body.
adjusted for the nature of
the casting. The caster 30 The caster doesn’t exist.
rolls against the Backlash
Determination Table, Reality Lash
adjusting the roll by the Caster is immersed in harmless mist-like
1-8
nature of the feat. If the ectoplasm.
casting is Vulgar, the roll Caster suffers 1 scratch for every round the
9-13
is modified by +5. The feat is attempted consecutively.
character then rolls on the Caster suffers 1 light wound for every round
14-16
proper Backlash table, and the feat is attempted.
modifies the roll by the Caster suffers 1 serious wound for every
17-19
number of witnesses that round the feat is attempted.
were present, adding 1 to the die roll for every 5 Caster erupts in white flame. 1 serious
20-22
witnesses, up to a maximum of +10. The Backlash is wound per round of conflagration.
then applied to the caster, and if the caster wishes and is 23-25 Caster undergoes physical change
able, he may attempt to continue the feat at a +1 bonus to 26-27 Caster absorbed into Illusion.
his effect. This +2 is cumulative for every round the 28-29 The caster explodes.
30 The caster explodes equivalent to C4.
Effect wears off once winner ends
concentration.
Detection
When a caster attempts to use the Dark Art to
perform a task, there is always the possibility that the Duration
attempt will be detected by other powers if the attempted Depending on the type of casting the Conjurer
feat is Vulgar. The chance that an attempt will be performs; he can expect some of his feats to last only for
detected is equivalent to the desired effect score, as a so long until fading away into wisps of his imagination.
percentage, thus the more intense the feat the more likely Although not a sentient entity, the Illusion does have a
that something will have sensed it. Note that Shrouded form, and a quasi-conscienceness that will allow it to
feats are not detected, as they don’t cause “ripples” in the “know” when it has been warped. Generally, effects that
belief of the Illusion. have been directed onto inanimate object within the
Illusion are fairly permanent in nature, so long as any
changes made are within reason. Attempts to alter
Protection another person’s will or form will generally be
When a conjurer attempts to use his Dark Art temporary changes, and effects that change things
skill to perform magic, there will be times when others beyond the Illusion or the relationship of the Illusion to
near the caster may be able to sense the conjuring, and other worlds (Lore of Dreams, gateways, etc.) will
desire to stop it. This may become crucial to the usually only last for as long as the caster concentrates on
character himself, as he may find himself on the wrong them. The ultimate decision as to how long any
end of a conjuring. In a case such as this, the feat is particular effect lasts relies on the Gamemaster.
attempted as normal. Anyone sensitive to magic in the
area may attempt to sense the forces of the Illusion
beginning to shift, and may attempt to will against it. At Endurance loss
this point begins a classic battle of wills, with the caster Whenever a caster attempts to use magic to
and his adversary fighting a mental battle for domination perform any feat, the effort will be taxing on the caster.
of the other. Note that this may occur even if none of the The more difficult the task is, the more tiring the effort
participants can see each other. will be. Because a character it limited to the properties
To resolve such a conflict, each combatant must of his physical body, the body will begin to weaken with
roll an EGO roll, and may include any applicable the stresses of the caster’s efforts. The caster looses one
bonuses (meditation, Iron Will). The effects are point of Endurance for every point of desired effect for
compared against each other, and the mage with the the desired feat. Therefore, if a caster were attempting a
highest effect has won the round. At this point, the feat with a desired effect of 10, the caster would expend
difference between the effects is referenced on the Force 10 endurance points for every round he attempted to
of Will table, and the applicable result is applied to the complete the feat.
loser. The battle of wills may continue to the next round
if both participants are able and willing. Ritual
Either combatant may concede in a battle of Attempting to use the Dark Art to impose your
wills at the end of any attack phase. Each round in the will on the world can be a very dangerous and taxing
battle takes up one action for each participant. If a task to undertake.
combatant is forced from the battle or yields, his There have been
opponent has succeeded in either foiling his conjuration more than a few
or may complete his casting. Each round in a battle of Conjurers who found
wills costs each participant 5 Endurance points. that they could not
handle the power
Difference Result they were wielding,
1-4 Loser may continue at a –2 penalty and were ultimately
5-8 Loser may continue at a –4 penalty consumed by it.
9-12 Loser may continue at a –6 penalty There are ways to
13-15 Loser must roll vs. CON or be stunned for alleviate some of the
1-6 rounds; may continue at – 6 penalty danger of a casting,
16-17 Loser is stunned for 1-6 rounds through ritual.
18-19 Loser knocked unconscious for d10 Ritual has
rounds been used for as long
20 Loser’s mind becomes enslaved to winner. as memory persists,
and is a staple in human spirituality. The process of Dark Art for this attempt is 13, meaning that Bob would
ritual is normally meant to bring someone closer to their have to roll a 3 or less to succeed. Noting that the
deity, bind protective forces to the caster, strengthen the Backlash probability is fairly high (50% chance), Bob
caster’s power, and to disperse some of the workload of a determines that he had best create a ritual to safely
casting among many participants. One more role of perform this task. As steeped in sacrificial traditions as
ritual, and perhaps the most important role or ritual, is to Bob is, he creates a complex ritual that involves the use
transform the environment around a conjurer into of a victim with features similar to those he desires, and
something surreal or celestial, in an attempt for the caster practices the machinations of his plan with discarded
to ignore many of the imprinted laws the Illusion binds CPR mannequins for several months. Through the
us all to. If a caster can forget the limitations of his form investment of time, Bob manages to increase his skill
within the Illusion, he will find an easier time trying to level in this ritual to 17, making him fairly confident in
perform tasks with his Dark Art. successfully completing the ritual. One fateful night,
Ritual can take many forms, from the ingestion Bob gathers the necessary ingredients (including one
of hallucinogenic drugs, to the consecration of a temple, attractive female victim, as his ritual is closely related to
and may include many props, such as incense, daggers, his sexual identity crisis), and successfully completes the
crystals, blood, chalices, and a variety of sacrifices. The hour-long ritual. At the end of the ritual, Bob rolls a 7
essence of the ritual does not matter so much as the need against his ritual skill, and adds the effect of 10 to his
for the caster to believe in it. The protective circles, modified Dark Art skill for the casting, giving him a total
runes, and tokens will have no real effect unless the modified Dark Art for the feat of 23. At this point, Bob
conjurer has faith that they will serve their task. The only has to roll a 13 or less to successfully complete the
character may make up his own rituals, or use those feat, giving him a 65% chance of success where
developed by others, so long as the character believes in previously he only had a 15% chance.
the principal of their nature.
Rituals take many forms, from the Hermetic Summary of Use: The character determines what he
traditions of protective circles and ceremonial swords to wants to perform. If the activity is within the realm of a
the totemic nuances of developing tribal societies. The known lore, a target effect is determined. The effect is
content of the ritual is less important than the conviction then compared to the Lore skill, and the Dark Art skill is
of its practice, and the consistency of its iteration. A modified by the difference. The player then rolls against
practicing conjurer should be able to define his system of his modified Dark Art score. If the resulting effect is
magic, be it a study of an existing tradition or an greater than the desired effect, the feat is successful. If
independently crafted conception. Through the the effect is below the desired effect, but at one, the feat
repetition of key elements of rituals, the caster grants the fails, and the character rolls on the Backlash table, but
procedures coherence and meaning that bestow them the may continue attempting the feat if he can maintain his
endowment of faith, a necessary entity in any ritual. concentration. If the roll is above the character’s Dark
Ritual adds strength to a conjurer’s power, but Art skill, the feat fails, although the character may
only though practice and patience. Once a ritual has attempt to continue the feat.
been defined, the caster may develop the ritual as a skill,
adding experience points to it as he practices its complex Arcane Powers
nuances for minute precision. Once the caster is Although called by different names, spirits,
confident that he has the ritual well practiced, he may celestial beings, divine powers, demons, arcane powers
attempt to perform it to completion. have consistantly played a role in the history of magic.
When a ritual is performed, it does not mete
results until it has been completed. At the time of its Artifacts
completion, the caster should roll his ritual skill, and Artifacts may be used or created by ritual
determine the effect. This number becomes a modifier
for the effect of the Dark Art roll for the actual feat. In
this way a ritual can greatly enhance the power of the
Mediation
caster, and expand his realm of power, providing the Throughout religion meditation has played a
caster is willing to invest the time necessary to perfect part in bringing a worshiper closer to his god. Prayer,
the ritual. vigils and incantations may all be forms of meditation
that serve the single purpose of putting the user in the
Example: Bob has determined that he is capable of proper frame of mind for worship. When considering
changing his physical appearance using the Dark Art and ritual as an observance of faith, where unbelievable
his Lore of Death knowledge. Bob’s GM assigns him a things may occur solely because of the participant’s
target effect of 10 for this feat, however Bob has a Lore belief that they will, it is fairly simple to see meditation’s
of Death of 15 and a Dark Art of only 8. Bob’s modified role in magical ritual.
Because much of magic relies on the
concentration of the caster, it is essential that he be
prepared mentally and physically for his feat, be it with a
spirit cleaned with confession or a body cleansed by
fasting. There is no requirement to mediation or what its
practice must by, save the simple governing principal
that it help the caster to focus on the task at hand, and be
better prepared in mind, spirit, body, or any combination
of the three.
To derive benefit from mediation, the caster
must successfully make a mediation roll before the
attempted feat. For each consecutive hour of mediation
the caster benefits from a +1 effect to whatever the task
may be, up to a maximum of +5.

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