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The Dukun
(pronounced Doo-koon) is an important position in Indonesia. Dukuns are the curers
and sorcerers of Indonesia (particularly Java) and have a number of important abilities
that help out the people who live there. They are also highly valued members of the
community, and are looked up to by many.
Whenever one has a problem with the supernatural, they
often seek out a dukun. Most of the time, they can reach one through word of mouth. Often
word of a possession or a mysterious illness will bring one of these men of magic to the
person. Of all the mystic
O.C.C.'s none are considered more powerful or influential than the dukun. The Dukun
is the Ley Line Walker of Rifts Indonesia and thus those who manage to become Dukun are
very much respected and are highly coveted and influential villiage members.
Special O.C.C. Abilities of the Dukun
1.Cure Others: Dukun are known to have the powers of curing. They can heal blindness (cost
in P.P.E.: four), joint pain (cost in P.P.E.: three per joint), hair loss (cost in P.P.E.:
one), coughs and colds (cost in P.P.E.: one), infections and lung problems (cost in
P.P.E.: two). Its up to the individual GMs to decide what other healing the
dukun is capable of, and what the P.P.E. cost is. However, dukuns can NOT actually
restore hit points and S.D.C.! At best, they can control blood loss and make the character
more comfortable but they cannot restore the lost damage points. The actual methods used
by the dukun will vary somewhat from practitioner to practitioner, as some will use metal
needles, and others will use their hands, etc.
2.Exorcism: the dukun is also capable of removing a spirit from a possessed person. Unlike
the West, the spirits ossessing someone in Java seldom resist being removed by the dukun.
This is mostly due to the fact that the spirits are often in awe of the dukun and his
abilities to communicate with them. Most dukun will not harm the spirit and simply take it
out and allow the spirit to once again roam free. Since dukuns are often quite
resistant to possession and psionic attacks, most spirits would think twice about
attacking them any ways; however, the occasionally malevolent spirit will attack a dukun
if angry enough. Cost in P.P.E.: 5
3.Divination: similar to many similar occupations, dukuns can have prophetic
visions. This is often the result of consulting spirits relating to ones deceased
family who often provide insight into what is likely to happen. As with any other method
of divination, this is not 100% accurate, and should be used sparingly, as most spirits
prefer not to be both bothered with such things, and to be removed from the spirit realm
for any length of time. What it does provide however, is a tool that the dukun can use,
especially if someone is going to be in great peril sometime in the near future. Cost
in P.P.E.: 8
4.Luck Charms: some dukun will occasionally bless an individual or a business. What this
amounts to can be a small bonus to save against anything (i.e. a +1 save versus
psionics or toxins), to keep away termites or spirits or demons, or over a piece of land
to ensure a good harvest. These bonuses tend not to have much combat application (they
cant provide combat bonuses) but to the average farmer or logger, the magic bonuses
can make the difference between disaster and bounty. The cost of creating a luck charm
varies: Cost in P.P.E.: 4 for each bonus for a saving throw, 4 to keep
away a specific variety of insects, 6 to keep away spirits, 10 to keep away a demon. The
duration of the keeping away abilities is one month per level of the dukun. It costs 20
P.P.E. to protect an acre of land from natural disasters, and 50 P.P.E. to make an area of
land produce a good harvest, which is a yield 300% greater than anticipated.
5.Communicate with Spirits: Dukun can see normally invisible spirits, as well as
communicate with them. It is as if the spirit is a flesh-and-blood being in their
presence. Most spirits speak Indonesian, so the dukun will often be seen as if they are
talking to someone who is not present. This is
unsettling to anyone who does not know what is happening.
6.Spirit Combat: Dukun can not only see and talk to spirits, but if necessary, they can
interact with them! Dukun engaged in combat with spirits are +3 to initiative, +4 to
strike, parry, and dodge, and are +6 on all saving throws
against magic and psionics leveled at them by spirits. Note however these bonuses only
apply against "spirits" and not humans, gods, or demons. Since spirits are
normally intangible and etheral, they can often escape combat by going through a wall,
something the dukun cannot do unless they have special spells.
7.Sorcery: Dukun are also known to cast spells. They can select 10 Spirit Spells, and 6
spells from Wizard levels 1-2. They can learn spells as per the Ley Line Walker.
8. Dukun Rituals: The Dukun possesses some Rituals
EXCLUSIVE to this O.C.C. See the Dukun Ritual Link. Note that each Dukun knows ALL
the rituals available to this O.C.C.
9. Base P.P.E.: Unlike most spell casters, the dukun has very
little P.P.E. This is why most of his spells are rituals, and he must draw on the P.P.E.
of those around him to create his magical effects. The base amount of P.P.E. is 3D6+20.
Add +2D6 P.P.E. per level of experience.
10. Other Bonuses: +2 to save versus magic, +2 to save versus
psionics, +5 to save versus possession, +4 to save versus horror factor.
Dukun Base Numbers:
Attribute Requirements: I.Q. 13 and M.E. 14
Alignment Requirements: None although most are good
Dukun O.C.C. Skills:
Speak and Read Indonesian (+30%)
Two other languages of choice (+20%)
Running
Fasting (+20%)
Meditation
Athletics (General)
Indonesian Mythology (+20%)
Feng Shui (Geomancy) (+15%)
Lore: Demons and Monsters (+20%)
Lore: Spirits (+30%)
Writing (+10%)
Dukun O.C.C. Related Skills: Select 7 from the following list, plus 1 at
levels 2, 5, 8, and 12..
Communications: None
Computer: None
Domestic: any (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: Any except M.D. Cybernetics (+5%)
Military: none
Physical: any except boxing, wrestling, acrobatics, and
gynmastics
Pilot: Boat or Horsemanship only
Pilot Related Skills: Navigation only
Science: any
Technical: Any except computer ( +10%)
W.P. Any although modern will be rare
Wilderness: Any (+5%)
Secondary Skills: Select four from the
previous list.
Standard Equipment: Most Dukun rarely travel. However, when they do
they 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. They almost
always travel on foot although they are not against riding in vehicles if it makes their
travel less difficult. Will occasionally have a riding animal of some kind, if they get an
appropriate skill.
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 Dukun will usually help out if he's in the
position to do so.
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