CALLER OCC
Based on a character in Final Fantasy II, this lesser practitioner
of magic can do some amazing stuff.
REQUIREMENTS: ME 16, IQ 15, must start training as a child (All Callers start
at Level 2 except in a few special cases. For example, in Final Fantasy II,
Rydia would start at Level 1 because of the Mist Dragon's defeat).
ALIGNMENT: Contrary to popular belief, most are Unprincipled or good. Many
tend to perceive them as Miscreant or Diabolic, as the most famous (and nasty)
are evil.
BONUSES: Add 1d6 to all mental attributes
SPELLS: Choose 1 from Level 1 (no spells yet in the case of a Level 1 Caller.)
Add two per level of XP, up to a level equalling that of the Callers. At
every 1,000,000 XP above Level 15 may choose 1 Spell of Legend or 5 normal
spells or 2 temporal spells. May learn spells normally, but do not like
summoning magic (would rather use their own powers.) PPE 2d20 plus IQ plus
ME. (only 1d20 for Level 1.) Add 2d12 per level.
PSIONICS: Telepathy and Empathic Transmission (only works on animals and
monsters.) Good, Unprincipled, or Aberrant Callers also have Healing Touch
while evil or anarchist have bio-manipulation. ISP 50, add 10 per level
(starts with 25 if at Level 1)
TATTOOS: Choose 3 animal and 1 monster. These are bestowed by the Caller's
parent, who can only bestow the tattoos that he or she was given and will not
bestow them upon anyone else unless they are to become Callers. May get any
new tattoos later, but double effects and duration of damage to the Caller for
Weapon (simple or Magic) and Power tattoos.
SKILLS:
Language: Dragonese (96% plus literate at 80%, drop literacy if at Level
1.) plus 1 other at 90%
HTH: Expert (may become Martial Arts at cost of 1 other skill or
Assassin (evil only) at the cost of 2 other skills)
Horsemanship
(+20%)
Acrobatics and Gymnastics
WP: Blunt +2 other
Streetwise (drop if at Level 1)
Athletics General
Sing at Professional quality (often used to calm animals, which it can
do at a percentage equal to 3/4 the normal percentage. Can also calm people at
full percentile chance) MD, but only works on animals (veterinarian, so to
speak.)
OCC Related: Choose 2 more plus 1 at Level 5, 10, and 12
Radio: Basic
Domestic: Any
Espionage: Escape Artist only (+20% if a tattoo can be reached, but must make
a roll to use the tattoo and another to get the animal do get the Caller out,
and it only works
on things the creature can break)
MILITARY: NONE
PHYSICAL: No types of fighting other than OCC skill, but WPs and athletic
skills like running are allowed)
Rogue: So long as it doesn't involve computers, any
PILOT: Forget about Robots, PA, and APC's, but anything else.
Same story for Pilot Related (no robot, PA, or APC stuff allowed)
Science: Any but MD in Cybernetics Technical: Same story as for
Rogue, no computers, but anything else
WP: Any, but tends to use ancient weapons
Wilderness: NO hunting or fishing (the nature of Callers causes them to
absolutely HATE eating meat; they won't comment on others eating meat though)
but anything else.
POWERS: Can tame any animal (and, if caught at a VERY early age, like just
born or hatchling, monsters) at a proficiency of 60% plus 2% per level. Can
summon any creature or monster PPE: total possible damage in m.d.c./2+M.D.C
armor/10=p.p.e.cost to call the creaturetechnique for calling monsters is
learned the same way as spells, with a different technique for each creature.
The Caller MUST
defeat that type of creature at least once before it can be summoned. only
need a memento or a tattoo of the creature {more often a memento} . the
monster if sentient must be of that alignment or gave consent . they start
with 3 animals ,1 monster and, 2 lesser monster below . calls May have a
familiar link like a Shifter . speaking of shifters a caller and a shifter can
open a rift to an unknown plane or planet [in case someone is making some
thing on espers and FF3] witch people other can people can go though. There's
many creatures on this place {plain or planet} that know about callers and are
willing to help. [note:there could be a natural rift open to that place.]
LIMITATIONS: If a called monster or creature dies, so does the Caller who
summoned it. THERE ARE NO EXCEPTIONS TO THIS RULE! Same story for familiars,
but the familiar will otherwise live as long as the Caller A caller must be a
human or true atlantean.
ENHANCEMENTS: NO CYBERNETICE OR BIO-SYSTEMS! Bio-wizardry is allowed, but a
Caller will still only get this when ABSOLUTELY necessary, and ONLY to replace
something that was lost, NO enhancements. Even trying to get an enhancement
will kill the Caller, though new things like arms may be added safely if used
to replace a lost one. Also, something peculiar: If an enhancement is added
against the Caller's will (such as being turned into a Slave-Borg for the
Coalition) the Caller will survive.
MONEY: 2d20x1000 credits, 20d6x100 in black market items
GEAR: light armor (most often Crusader), 1 ancient weapon, one energy pistol,
several sets of travelling clothes, rations for 2 weeks, and a pet (most
often a bird which may be used as a familiar.)
XP: Xp of a shifter
Chocobo: Calls a Chocobo, who bites and kicks 1 person, doing 2D6 damage.
10m.d.armor Costs 7 P.P.E. Level: 1
Mist: Calls a Mist Dragon, who blows a cold wind at 1 person doing 5D6 damage.
50m.d.armor Costs 20 P.P.E. Level: 6
Titan: Calls Titan, quake 5d6 to 3 ground things , on water it can be
used to make a tsunami wave 1d4+1m.d. 100m.d.armor Costs 55 P.P.E.
Shiva: Shiva comes and casts a cold wind on up to 2 people. Does 6D6 damage
90m.d.armor and costs 45P.P.E. Level: 7
Indra: Indra hits up to 4 people with lightning, doing 3d6 m.d. 90m.d.armor
Costs 45 P.P.E. Level: 7
Jinn: Jinn comes and creates a fire, doing 12d6m.d. 90m.d.armor Costs 45
P.P.E. Level: 7
Special Calls:
Asura: By defeating Asura, Queen of the Summoned Monsters, a Caller can call
Asura for a healing a group of nine on up to repairing 60m.d.armor.
200m.d.armor Costs 50 P.P.E.
Levia: By defeating Leviathan, King of the Summoned Monsters, a caller can
call Leviathan, who creates a huge wave doing 1D6x5 damage to 5 people. Costs
80 P.P.E.
Odin: By defeating Odin, a caller can call Odin 50% of the time, who comes and
kills enemies by cutting through them.200m.d.armor Costs 70 50+per extra enemy
P.P.E.
Sylph: By doing a favor for the Sylph fairies, a Caller can call 3 Sylphs, who
do 1D6x10 points to 1 person and give the points back to 1 person. 50m.d.armor
per sylph. 17 P.P.E.
Bahamut: By defeating Bahamut, the most powerful summoned monster, Caller can
Call Bahamut, who does 3d6x10 600m.d.armor.
An OCC for RIFTS by Beecher Greenman
E-mail me with any questions. Enjoy!