DESIGNATION: PSYCHIC TYPE — BEASTCALLER CLEARANCE: PUBLIC ARCHIVE: BASILICA PURGATORY

Beastcaller

Gifted — Psychic

Animal Psychic & Survival Attunement — The Wild That Remembers Them

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Overview

Beastcallers combine an Animal Psychic connection — communicating with and influencing animals — with a deep survival attunement to the natural world, effective both in the lethal outside world and the wild spaces within the Basilica. In a post-apocalyptic world where feral animals are everywhere, the Beastcaller's gifts are more practically valuable than they might first appear.

Starting Attribute Priority

Category Priority Starting Points
Physical Primary 7 points
Mental Secondary 5 points
Social Tertiary 3 points

Masking Practice

Beastcallers typically mask as Druid Sorcerers — using animal-associated materials, speaking to animals aloud as ritual, and framing their influence as a Sorcerer-bond with a nature spirit.

Abilities

Choose one option at each level as you advance. The choice at each level is permanent.

●○○○○ Level 1 — Choose One

Option A — Animal Speech: Communicate with and understand any animal with a functioning brain, limited by the animal's own intelligence. Always active.

Option B — Survival Sense: Passively aware of environmental threats within a wide radius. +2 dice to Survival rolls. Always active.

●●○○○ Level 2 — Choose One

Option A — Calm the Beast: Soothe an animal to a calm, cooperative state. Doesn't compel obedience. Roll Charisma + Animal Ken (diff 6).

Option B — Wilderness Navigation: Navigate any terrain, find water and shelter, avoid hazards with supernatural accuracy. Roll Perception + Survival (diff 5).

●●●○○ Level 3 — Choose One (1 Willpower)

Option A — Animal Command: Issue a complex instruction to one animal — scout, guard, follow, retrieve. Roll Charisma + Animal Ken (diff 7).

Option B — Sense Pack: Perceive the world through a communicated-with animal's senses in real time, up to an hour. Own body unresponsive during.

●●●●○ Level 4 — Choose One (1 Willpower)

Option A — Animal Bond: A permanent psychic bond with one Familiar — always aware of the Beastcaller's state, can find them at any distance. Feels the Familiar's death.

Option B — Pack Communication: Communicate with all animals of the Familiar's species within a wide radius simultaneously.

●●●●● Level 5 — Choose One (2 Willpower)

Option A — Apex Command: Command any animal regardless of species or aggression for a scene, including supernatural animals (+2 difficulty), but not spirit-animals.

Option B — Astral Hunt: Fully inhabit the Familiar's senses and body for up to 24 hours; own body in a coma state during.

Strength & Weakness

Strength: The World as an Ally Weakness: The Animal in Them
Effectively immune to getting lost; the Familiar bond provides constant environmental awareness no technology replicates. -1 die on rolls requiring complex human political maneuvering or layered social deception. Too straightforward for it.

See also: Gifted overview · Character Creation Guide