|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Occult Rules
/
Running an Occult Game
/
Occult Elements
Strange Rules and Peculiar Patterns
Source
Occult Adventures pg. 220
The behavior of occult denizens often falls into unusual patterns. As discussed above, these patterns often manifest in architecture, but they also show up as odd coincidences that have significance for occult investigators, such as corpses discovered in symbolic patterns. Occult creatures themselves are beings of eccentric habits, and PCs may exploit their patterns of behavior to expose or confront them, perhaps discovering the celestial alignments that must happen in order for some diabolical plan to finally come to fruition.
Knowledge of these strange rules and peculiar patterns often holds the key to an antagonist’s defeat. In a typical mystery adventure, the GM might keep secret the means of causing a monster’s demise. But occult knowledge could give investigating player characters unusual opportunities to learn more about their foes. Perhaps divinations or phrenological readings reveal multiple weaknesses characters could exploit, though not all of them are real, and some may even empower the antagonist. Ultimately, the only way to find out may be to encounter the antagonist directly, but putting the acquired knowledge to the test may be a more dangerous affair than the PCs initially realized.