CHARACTERS & PROGRESSION

How characters grow, specialize, and define their identity in Occult.

Learn how tiers, classes, and talents shape a character's journey.

Classes and Character Progression

This section provides an overview of how characters grow and develop in Occult.

For a step-by-step guide to creating a starting character, see the Character Creation Guide.

Here we explain the philosophy and structure behind character progression, classes, and the design choices that shape them.

Character Levels

Like many tabletop RPGs, characters in Occult gain levels as they progress through the game.

Each level represents a character's growing competence, experience, power, and skill mastery.

Competence

Experience

Power

Skill mastery

As characters survive danger, overcome challenges, and continue their adventures, they become more capable in every respect.

A character's level represents the total experience they have accumulated throughout their life and adventures.

Player Level vs Class Level

In Occult, player level and class level are closely related but conceptually distinct.

Player Level: Represents the overall growth and experience of your character.

Class Level: Represents your character's current training and focus.

Whenever your character gains a level, their current class level also increases.

Classes represent what your character is currently studying, practicing, or dedicating themselves to.

Tiers of Play

Characters in Occult are divided into three tiers of play.

These tiers represent major shifts in power and capability.

TierCharacter LevelsDescription
Tier 1Levels 1-5Early game, fragile and dangerous
Tier 2Levels 6-10Established adventurers
Tier 3Levels 11-15Powerful and specialized

Level 15 is not the absolute maximum, but it is the recommended endpoint for most campaigns.

Each tier dramatically changes the scale and tone of play.

Tier 1 - The Struggle for Survival

Levels 1-5represent the earliest portion of a character's journey.

Characters are inexperienced and comparatively weak. The world is dangerous, and success is never guaranteed.

Scrappy

Risky

Dangerous

Surviving these early levels is an achievement in itself.

Tier 2 - The Path of Mastery

Characters who reach Level 6 enter Tier 2.

At this stage, characters have proven themselves capable and begin to specialize in meaningful ways.

Tier 2 represents a significant increase in power, largely through:

New class paths

More specialized talents

Greater mechanical impact

Characters become more defined in their role and abilities.

Tier 3 - True Expertise

Characters reaching Tier 3 (Levels 11-15) represent masters of their craft.

Their abilities are powerful, specialized, and often dramatic.

At this stage, characters have fully developed identities and can shape the world around them in meaningful ways.

Talents and Tiers

Talents are also divided by tier. Characters can only select talents from tiers they have reached.

A Level 7 character (Tier 2) may choose Tier 1 or Tier 2 talents

A Level 12 character (Tier 3) may choose Tier 1, Tier 2, or Tier 3 talents

This system provides a simple but effective form of power progression.

Campaign Structure

Because of these tier divisions, a full campaign of Occult naturally unfolds in three phases:

Early Survival (Tier 1) - dangerous beginnings

Growing Power (Tier 2) - specialization and strength

Mastery (Tier 3) - powerful and refined characters

Groups may choose to focus on one particular tier depending on the type of story they wish to tell.

A grim survival campaign might remain in Tier 1

A heroic fantasy campaign may focus on Tier 2 or Tier 3

Class Structure

Classes in Occult are also divided into three tiers, mirroring the tier structure of characters.

Each class contains five levels.

A character progresses through three classes during their career:

TierClass TypeCharacter Levels
Tier 1Starting ClassLevels 1-5
Tier 2Path ClassLevels 6-10
Tier 3Final ClassLevels 11-15

Starting Classes

A Starting Class is chosen at Level 1.

Starting classes provide:

Your initial abilities

Starting equipment

Your early talents

The foundation of your character's identity

They are intentionally broad and flexible, allowing characters to grow in many different directions.

Path Classes

At Level 6, your Starting Class is complete. You must now choose a Path Class (a Tier 2 class).

Path classes represent the direction your character has chosen to develop.

A Novitiate, a religious initiate capable of performing miracles, may develop in several ways during their journey.

When they reach Level 6 they might become:

An Inquisitor, hunting heresy and uncovering secrets

A Paladin, taking up arms in divine service

A devoted miracle worker, deepening their mastery of divine power

These choices represent a major increase in power and specialization.

Increasing Specialization

Class design in Occult intentionally follows a pattern:

Early classes are broad. Later classes are precise.

Tier 1 talents are flexible and general

Tier 2 talents are more focused and powerful

Tier 3 talents are highly specialized and impactful

As characters grow stronger, their abilities become more refined and more intentional.

Final Classes

After completing their Path Class at Level 10, characters select their Tier 3 Final Class.

Just as Starting Classes determine which Path Classes are available, your Path Class determines which Final Classes you may choose.

This progression creates a clear lineage of development for every character.

Multiclassing

Occult does not use traditional multiclassing.

Once you begin a class, you must complete it before progressing to the next.

However, this does not mean characters lack variety. The system is designed so that class identity emerges from the combination of multiple classes.

Class Synthesis

Many classes can be reached through different starting points.

For example, both a Novitiate and an Enforcer might become a Paladin.

An Enforcer-turned-Paladin may be more martial and weapon-focused

A Novitiate-turned-Paladin may possess stronger divine abilities and miracles

The result is two characters with the same class fantasy but different strengths and playstyles.

Identity Beyond Classes

Not all abilities are tied strictly to classes.

Some abilities, such as domain mastery, may come from classes, ancestry, or other character options.

This means the identity of certain archetypes (such as divine casters) is not confined to a single class.

Instead, identity emerges from the combination of choices a player makes.

Build Variety

A central design goal of Occult is build freedom. Even two characters with the same class should feel different.

The large number of talents, weapons, abilities, and progression paths means that players can shape their characters in many different ways.

Even a party composed entirely of the same starting class can still be diverse.

For example, four Enforcers might specialize in completely different combat styles:

A ranged combatant

A sword-and-shield defender

A heavy weapon bruiser

A dual-wielding skirmisher

Weapon choice alone significantly affects how a character approaches combat.

Creative Characters

The system is designed to encourage experimentation. If you have an unusual idea for a character, you should try to build it.

Perhaps you want:

A gun-slinging paladin

A shadow-wielding cleric with a scythe

A cryomancer who freezes enemies before shattering them with their fists

An alchemy-empowered brawler fueled by potions and arcane power

All of these ideas, and many more, are possible within the system.

The Spirit of Character Creation

Use your Starting Class to explore the possibilities available to you.

Experiment with talents, weapons, and abilities.

Let your imagination guide your choices.

Occult is designed to support creativity, experimentation, and the creation of characters that feel truly your own.