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Table of Contents
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.
Attributes
When you select this background, add seven points to your Wisdom score and five points to your Charisma score. In addition, you may distribute eight points among any of your other attribute scores. No single attribute may receive more than four points.
Features
Stamina: A Spirit Caller begins play with 30 stamina, plus an amount equal to your Strength bonus.
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.
Spellcasting
Your spellcasting attribute is Wisdom, and you learn your spells from the Realm of the Occult. Choose three Power 1 spells and one Power 2 spell from the Occult Realm, and add them to the list of spells you know.
Whenever you increase your Spellcasting skill training ranks, you may choose one additional Occult spell, and add it to the list of spells you know. The chosen spell cannot have a Power higher than the number of training ranks you have in your Spellcasting skill.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Basic traits, regardless of their base class.
The following traits are available to your character as Expert traits, regardless of their base class.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.