Animism
***REQUIREMENT - Take the Stunt: Animist ***
Animism is the belief that all plants, animals, and natural phenomena possess a spirit that can be called forth and communed with. The science is still out on that assertion. The most common theory one heats from skeptics is that somehow the human mind is projecting itself outward and using some sort of magical echo to represent the spirit. But those skeptics can’t deny that practitioners of Animism can accomplish some amazing things and don’t seem to suffer the ill effects of Sorcery. Many major religions condemn the practise of Animism because the most powerful Animists can conjure and commune with what appear to be human spirits, or ghosts. Souls that should have moved on to the afterlife.
To call forth a spirit and make use of its power, the Animist must succeed at a series of rolls over a number of turns. First, as an action, a successful Rapport roll is needed to coax the spirit into manifesting. The difficulty of this roll is determined by the type of spirit the Animist wants to communicate with. The more stable and unmoving, or ‘mindless’ a spirit is, the easier it is to convince them to speak to you...until you get to those of human level intelligence. The spirits of rocks, earth and minerals require only a Mediocre (+0) result. Plants have an Average (+1) and Animals a Fair (+2). Transient natural phenomena, those that don’t last long, like a storm or a fire can require a Good(+3) or Great(+4) result. Spirits of human intelligence range all over the place, from Mediocre (+0) to Superb (+5) depending on how much they want to talk to the Animist.
Once called, a Spirit must be convinced to help the Animist. This is a simple social challenge that requires three success before three failure. An Animist may use any social skill they wish, Empathy, Rapport, Provoke, or Will to convince the spirit to help. This challenge is like having a conversation, so a character can do other things while speaking to the spirit, only the initial calling requires a full action.
If the Animist succeeds, the spirit will act on their behalf in a manner that makes sense for the natural phenomena they represent. Rocks might fling themselves at an enemy, or roll into position to hinder movement. Plants can rapidly grow to provide a way to climb a wall. A forest fire could be encouraged to turn in a certain direction maybe, but not to put itself out. Animals could manifest and attack or lend you their traits for a time.
The Animist uses their skills to roll, but gain the ability to effect the world in vastly different ways depending on what they ask of their spirit allies. Once that particular task is complete, the spirit will remain for a moment, and can be convinced to act on the Animist’s behalf again with a single successful social challenge roll. But if the Animist fails or call on another Spirit, the first one will return to their normal realm.