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