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legacy:characters:background:spirit_caller

Spirit Caller

Some are born with sight beyond sight—-an uncanny sense that something walks beside the living, unseen but ever present. A Spirit Caller is one such soul, marked from birth or awakened by trauma, who can perceive and commune with the spirits of the dead, the echoes of emotion in places of power, and the whispered secrets of things long forgotten. Where others feel only unease, the Spirit Caller hears voices, sees flickers, and sometimes glimpses the truth behind the veil.

This gift is a double-edged blade. Spirits are not always benign, nor are their messages always clear. A Spirit Caller must learn to interpret the otherworldly and survive the toll it takes. Some see the Caller as a bridge to ancestors or divine insight; others fear them as cursed meddlers or bearers of ill omen. Whether revered or reviled, the Caller walks a lonely road, half in shadow, half in light.

Not all spirits are dead. The Spirit Caller may also perceive the animating essence in rivers, trees, and stones—-spirits of place and nature, ancient and slow to stir, yet potent allies or terrible foes. With care, respect, and wisdom, a Caller may gain their favour, drawing on blessings no mortal blade can win. But with arrogance or cruelty, they risk more than they know.

A Spirit Caller is a seer, medium, and occasional exorcist—able to glean hidden truths, call upon spirits for aid, and even influence the ethereal. They excel in social or investigative roles, especially where the living intersect with the dead. But theirs is a perilous path, and every gift comes with a cost.

Features

Stamina: A Spirit Caller begins play with 12 stamina, plus an amount equal to your Wisdom bonus. Your connection to the spirits allows you to call upon their protection.

Recovery Dice: When you select Spirit Caller as your background, you gain two eight-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.

Defences: Add two training ranks to your Will defence.

Skills

Place one training rank in the Lore skill, with a specialty in Spirits. In addition, choose any three additional skills from the following list: Animal Handling, Blunt Weapons, Crafting, Deception, Diplomacy, Insight, Perception, Society, Unarmed Combat, Unbalanced Weapons Place one training rank in each of the selected skills.

The Spirit's Touch

A Spirit Caller does not draw upon their own strength alone. Instead, they open themselves to the voices of the unseen — allies, mentors, and powers that dwell beyond mortal reach. Each Spirit Caller must decide how to shape this bond. Choose one of the two paths listed below.

Avatar

A single powerful spirit has chosen you as its vessel, merging its essence with your own. Gain the Empowered Magic trait and the Gift of Empowerment trait.

Medium

You remain in constant communion with the spirits around you, who eagerly lend their aid. Every spell that you cast is actually performed by one of the local spirits. Gain the Channeling Magic trait and the Increased Mana trait.

Traits

Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits.

Starting Equipment

You begin play with the following equipment:

  • 100 silver coins.
legacy/characters/background/spirit_caller.txt · Last modified: by tailkinker