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  Spirit Psychic O.C.C.
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   The Spirit Psychic is similar to the Psychic Knight and Psychic Lord in that his abilities are gained via a union with a Spirit, but unlike those two classes, the Spirit Psychic isn't linked to a particular Spirit.  No, the Spirit Psychic can link with several different spirits!   This makes the character less powerful, but more versatile in his abilities. 
   Spirit Psychics are similar in ideals to the Psychic Knight, in that they travel Indonesia, defeating pirates, monsters, and other despoilers, and also work at the local level, giving a helping hand whenever they can.  They are different, however, in that they are not as physically powerful, so they often give guidance to the people in form of divine prophecies, messages, and other words to guide the people when action alone will not do.
   Spirit Psychics are fairly uncommon, and those who possess the unique attributes to link with many spirits are often cherished.  For the Spirit Psychic is the one who chooses which spirits it links with, not the other way around.

Special O.C.C. Abilities of the Spirit Psychic

1. Link With Spirits: The Spirit Caster can draw a Spirit into his body and use that Spirits psychic abilities!  Note that if the spirit possesses magic abilities, those are not known or usable by the Spirit Psychic.  This ability can be done at any time at no I.S.P. cost.  The Spirit gets a standard save against psionic attacks, but the Danjang, Demit and Lelembut are +4 to save (as a master psionic, they only need a 6 or higher).  Once linked with, the Spirit will stay with the Spirit Psychic until released, the character falls asleep/unconcious, or 12 hours have expired.
NOTE:  Tujul can NOT be linked with.  This is because they are already linked with the Spiritualist.  See the Spiritualist for details.

2.  Link With Multiple Spirits:  The Spirit Psychic is able to link with muliple spirits at once!  However, Spirits hate sharing the same physical space, so this ability really strains the Spirit Psychic.  It costs the psychic 1 I.S.P. per melee per spirit within his physical space, to hold it together.   As well, each spirit gets a save versus psionics once per melee, to try and escape.   There is no limit to the number of spirits the psychic can link with, but it's usually very hard and taxing to control more than three.  The advantage of linking with multiple spirits is that besides a greater range of powers, all psychic abilities common to the spirits can be cast at a multiplier of how many Spirits there are! (Example: if the character has two Gendrunos and one Memedis linked, his empathic transmission, empathy, and all other common powers have three times the duration, range, effect, etc!   However, Sense Evil and Telepathy aren't affected because they are not abilities possessed by Gendrunos.  In this example, the Spirits would get a save each melee round and would cost the Psychic 3 I.S.P. per melee round to maintain control.

3.  Supernatural Transformation:  While linked with a Spirit, the Spirit Psychic will see his S.D.C. and Hit Points transformed into M.D.C., and his strength will become supernatural, allowing him to do mega-damage with his punches and kicks!

4.  Impervious to Possession:  The Spirit Psychic is completely impervious to all forms of possession.

5.  Other Psionic Abilities:  The Spirit Psychic has these natural abilities:  Telepathy, Alter Aura, See Aura, Sixth Sense, Clairvoyance, Object Read, Mind Block Auto Defence, and Mind Bond.  Considered a Master Psionic.  At Levels 3, 6, 10, and 14 select two minor powers and one Super Psionic ability.

6.  I.S.P.:  The character has 1D6x10+12+M.E. number.  The psychic gains 1D8 I.S.P. per level of experience.

7.  Other Bonuses:  +2 to save versus psionics, +1 to save versus magic and mind control, and +6 to save versus horror factor.

Spirit Psychic Base Numbers

Alignment Restrictions: None
Attribute Requirements: None, although a high M.E. and MA. are extremely desirable
Spirit Psychic O.C.C. Skills:
     Lore: Spirits (+15%)
     Jungle Survival (+10%)
     Read and Write Indonesian (+10%)
     Swimming (+15%)
     Hand to Hand: Basic

Hand to Hand can be upgraded to Expert at the cost of one "Other" skill, or Martial Arts at the cost of 2 "Other" Skills.
O.C.C. Related Skills: Select 5 "Other" Skills, plus 1 at levels 4, 7, 9, and 13.
     Communication: None
     Domestic: Any (+10%)
     Electrical: None
     Espionage: Detect Ambush, Detect Concealment, and
          Intelligence only
     Mechanical: None
     Medical: First Aid Only
     Military: None
     Physical: Any except acrobatics, gymnastics, or wrestling
     Pilot: Boat Only
     Pilot Related: None
     Rogue: Any except Hacking
     Science: Math only
     Technical: Any except computers
     Weapon Proficiencies: Any although modern will be
     Wilderness: Any (+15%)
Secondary Skills: Select 4 from the previous list.
Standard Equipment: Most Spirit Psychic 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 usually have one S.D.C. weapon and one Spirit Psionic Weapon. They almost always travel on foot although
they are not against riding in vehicles if it makes their travel
less difficult.
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 Spirit Psychic will usually help out if he's in the position to do so.