Animist O.C.C.
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  The Animist is a practioner of magic whose specialization is dealing with animal spirits.  The Animist is connected mystically to animals and animal spirits, and has developed some special abilities through this connection.
   The Animist is respected through his animal bond, and is able to surround himself with animal spirits and even normally deadly predators like the Sumatran Tiger, will not attack the Animist.  Most Animists have a high regard for life and will do what they can to help humans and animals coexist peacefully.
   Most Animists prefer to live life surrounded by nature, rather than the trapping of humankind.  Thus, they can be found in the wilderness living off the land surrounded by their animal compatriots.  They are not totally reclusive however and will often visit towns and villiages, if to visit their human brothers from time to time.

Special O.C.C. Abilities of the Animist:

1.  Sense animal spirits:  Whenever an animal Danjang is nearby, within 3000 feet (910 m) they will be able to sense it.  They can also sense ordinary animals within 1500 feet (455m) but only if the animal is of the same type as they worship (example:  snake or tiger).  Note that this sensory ability does not allow them to communicate or command the animal or animal spirit in any way.

2.  Metamorphosis: Animal:  This impressive ability allows the Animist to transform him or herself into the form of animal that they worship!   This ability costs no P.P.E. and can be performed at will with unlimited duration, however it has the following limitations:  the Animist can transform into only one specific animal (such as a Bengal Tiger, as opposed to Siberian Tiger, or Python Snake, as opposed to Cobra Snake).  This animal is specific to the character, and cannot be changed later.  The character can only metamorph into this one specific animal form, and that form is unchangable even with subsequent metamorphs.  All other abilities are possible in Animal form, even speech and spellcasting.

3.  Animal Kinship:  The Animist is comfortable amongst all the denizens of the jungle, and will not make a disturbance or cause a reaction when he enters the jungle and will walk around unmolested by animals, unless he does something excessively violent or destructive, which is a rarity.

4.  Control Animals:  This ability is limited to their worshipped animal focus.  They can command 1D6 animals of that general type per level, up to 5 minutes per level.  They will follow simple commands, but can not be forced to commit suicide or fight to the death.  Most animals will usually be commanded to make a noise if someone enters, or other simple commands.  P.P.E. cost for this ability: 10

5.  Communicate With Animal Spirits:  Animists can communicate with all animal spirits and can see and interact with them, except they must be in an animal physical manifestation.

6.  Impervious to Possession by Spirits (this includes Alien Intelligence Fragments, Possessing Entities, and all types of energy beings).   As well they are impervious to all natural poisons and diseases.  Synthetic and alien poisons and diseases have full effect.

7.  Spirit Magic: Select a total of 4 Spirit Spells. Spiritualists can NOT learn Wizard spell magic. They can learn new Spirit Spells as per a Wizard learns Wizard Spells.

8. P.P.E.:  The Animist gets 6D6+10 P.P.E. to start, plus 2D6 per level.

9.  Psionics:  The Animist is considered a minor psionic and possesses empathy and two minor sensitive powers of choice. 

10.  I.S.P. is 4D6, plus 1D8 per level of experience.

11. Other Bonuses: The Spiritualist is +2 to save against magic and psionic attacks from spirits, +1 to save against other types of magic and psionic attacks, +3 to save against mind control. 

Animist Base Numbers

Alignment Restrictions: None although seldom evil
Racial Restrictions: Cannot be a supernatural being
Attribute Requirements: I.Q. 8 and M.E. 12
Animist O.C.C. Skills:
     Lore: Spirits (+25%)
     Jungle Survival (+30%)
     Jungle Navigation (+15%)
     Wilderness Survival (+30%)
     Lore: Demons and Monsters (+10%)

     Horsemanship (+15%)
     Horsemanship: Exotic Animals (+15%)
     Swimming (+15%)
     Hand to Hand: Basic
Hand to Hand Basic can be changed to expert at the cost of one "other" skill. Can not choose martial arts or assassin.
O.C.C. Related Skills: Select 7 "Other" Skills, plus 1 at levels 3, 8, 10, and 13.
     Communication: None
     Domestic: Any (+20%)
     Electrical: None
     Espionage: None
     Mechanical: None
     Medical: First Aid, Paramedic, or Hollistic Medicine Only              (+20% on Hollistic Medicine)
     Military: None
     Physical: Any except acrobatics, gymnastics, boxing or              wrestling
     Pilot: Boat or Horsemanship Only
     Pilot Related: None
     Rogue: Any except Hacking
     Science: Any (+10%)
     Technical: Any except computers (+5%)
     Weapon Proficiencies: Any although modern will be             uncommon
     Wilderness: Any
Secondary Skills: Select 5 from the previous list.
Standard Equipment: Most Animists travel with minimal
possessions. They typically have two sets of travelling clothes, 3 containers for goods, 2 canteens, a set of healing herbs and food rations to last them a week. They have one S.D.C. weapon of choice and one Psionic Spirit Weapon.  As for transportation they usually will travel on foot although if they have an animal large enough they will often ride the animal.

Money: None. People in Indonesia don't use money and find the concept of units of exchange mostly unknown. If a town has a surplus, they usually give it to those who need it. It's this selfless exchange that has enabled them to survive for as long as they have. Thus, if the warrior needs something that's reasonable most townspeople will gladly give it to him. Of course this works both ways if a town is need of something (food, clothing, protection, etc) then the Animist will usually help out if he's in the position to do so.