11 thoughts on “Occult plans?”

  1. We’ve only run one occult plan. It was part of a two-part score: first, and occult plan to rile up a bunch of pissed off ghosts and use them as a distraction while the rest of the crew assaults a warehouse. The detail for the occult part of the plan was to go around town spiritually aggravating as many ghosts as possible, and then kite them to the front door of the warehouse.

  2. As best as I’ve been able to determine, an occult plan is essentially any other sort of plan, where the method of approach is occult/mystical/magical.

  3. Michael Hill , Shadows, if that helps.

    We understand what they are, but like I said we just blanked. I want to arm my nugget with a few suggestions others might’ve used. I like the “gang o’ ghosts” idea and it’s perfect for an upcoming score.

  4. seducing a demon of fire with a gallon of Livayatan blood.

    voyaging into the deadlands to find an ancient place where people were buried and not burned, to summon the first minister of transport and using him as blackmail material.

    jerry-rigg a soul sucking machine to create impromptu husk and shoving the ghost of your dead boss inside (< -- actually happened in my game)

    shooting down a few death-seeker crows to cover some murders

    * ritual sacrifice some folks for a dead god, and conjure a lesser incarnation of it from blood and pain (bonus points if you do it in other people fancy mansion and run away really fast afterward)

    * transfer an ancient curse from one artifact into another and give the new one as a gift to your worse enemy.

    * pass the dimmer sisters test by creating contained hole in the universe inside their secret lab and banish the byproduct abomination (

    * get a ghost, send it to hunt a house, and then offer your service as a ghost buster (< also actually happened, good times, good times...)

  5. Arr.. not sure what you mean. If you can think of a good plan, but not sure what is the “power source” (which is suppose to be the detail for occult plan) just go with the good plan and forget about the detail. If you can’t find a good plan, go with “use X and\or it’s cultists to destroy my enemy” – X is a ghost for a ‘normal’ occult score, demon if you’re suicidally reckless, and ancient god if you’re insane. Mix and match for extra madness 🙂

  6. Anything involving ghosts or the ghost field as the main part of your opening gambit (the example that clarified it for me was essentially a stealth plan using ghosts as guides). Similarly, any score that opens with the use of a demon or ritual magic.

    So the detail would be: “thing we’re going to get a ghost or ghosts to the do”, “ritual that will be cast to commence the operation”, “thing we’re going to get a demon to do”.

    More than other plans, the detail is more reliant on the scoundrels’ capabilities and imagination than the physical facts on the ground.

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