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Experimental Subject
Join Date: Jan 2005
Location: saarbrόcken, germany
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This guy actually uses both psionics and magic. I'm not sure whether this is a cost-effective approach, but it's common in games (less so in fiction, which doesn't distinguish as much between Magic and Psi, mostly - though several Marion Zimmer Bradley characters - to name just one - seem to use both). Also, I always wanted to make "Disciplines of Faith: Mysticism" the starting point for a character.
So here you are: The Mystic Master. He uses meditation and contemplation to understand the Supernatural. This makes him less specialized than the Telluric Master, but certainly more capable than most. Mystic Master [+200] Advantages: Trust your feelings [+14]; The Art Of Magic [+24]; Mystical Energy [+9]; Detect Evil [+4]; One with the world [+29]; Let the spirits speak [+27]; Exorcism [+18]; Danger Sense [+14]; ESP Talent 1 [+5]; Healing Talent 1 [+5]; 50 CP in ESP (Psi 10%); 50 CP in Healing (Psi 10%) Prerequisites: Magery 0; Disciplines of Faith: Mysticism [-10] Taboo Traits: Magery 2 and up, Spells as Skills, Fanaticism (he's too much in balance for that) Recommended Skills: Philosophy, Theology, Thaumatology, Psionics, Meditation Recommended Disadvantages: Wealth (or rather the lack of Wealth), Pacifism, basically any Self Imposed Disadvantage a) Magic Powers Trust your feelings [+14] Intuition (Magical 10%) [+14] The Art Of Magic [+24] Cosmic Modular Ability 6 (Spells Only 20%; Prep Time 10 minutes 30%; Personality-Aspected 10%) [+24] Notes: The PrepTime is spent meditating, only then may the Modular Pool be spent. Since the Mystic Master draws heavily upon his "inner self" (whatever that may be), he is limited in his choice of spells. He may not choose spells which contradict his Mental Disadvantages. Frex, if the MM is Callous, he may not choose Healing Magic, if he is Overconfident, he may not choose Protection/Warning spells, if he has Code of Honor: Knight, he may not use Necromancy and so on. In general, the character should be forbidden from choosing at least one or two big spell categories. This requires GM supervision, obviously. Mystical Energy [+9] Energy Reserve 10 (Magic Only 10%; Recharges one point per day 60%) [+9] Taboo Trait: Magery 2 and up, Spells as Skills Notes: The MM can never learn a Spell as a Skill (as per the standard rules). He is limited to his Modular Ability, which he can freely spend CP on. He can never remove the Limitations on the Modular Ability, though. Except if you want him to. b) Psi Powers The following abilities belong to the Mystic-Master Power (Psi). The character can buy a Mystic Master Talent, if he so desires. The Power includes variations and extensions of the listed abilities. Most new abilities should somehow focus on introspection, meditation and the spirit world. The Power Modifier is "Mystic Master Psi", short: MMP Detect Evil [+4] Detect: Supernatural Evil (MMP 10%; Vague 50%; Reflexive +40%) [+4] Notes: This abilities works as a passive sense, so the character may get information without special concentration. One With The World [+29] Invisibility (TD: Sessile 50%; Link +10%; MMP 10%; Switchable +10%) [+24] + Zeroed (Divination Only 50%; Link +10%; MysticPsi 10%) [+5] Notes: Well. As long as you sit there meditating, you are invisible to the naked eye and all divination/information magic. You can still be touched, though. Let The Spirits Speak [+27] Channeling (MMP 10%) [+9]; Precognition (Passive Only 20%; MMP 10%) [+18] Exorcism [+18] Terror (Only vs Possessing Spirits 50%; Exposure Time 1 minute 30%; MMP 10%; Cosmic +50%) [+18] [+6/-1 Fright Check] This Exorcism affects creatures which are usually immune to fear (Unfazeable or whatever). After a possessing spirit (that is a Spirit with Possession, which is possessing someone) has witnessed the Mystic Masters preparations for a full minute, it may panic (and hopefully leave its host). The successful use of this ability should definitely give a bonus to the Exorcism skill (+1 per point the target failed its Fright Check by?). Danger Sense [+14] Danger Sense (MysticPsi 10%) [+14] The Mystic Master also has a Talent for the Healing Power (Psi -10%) and the ESP Power (Psi -10%). He may spend 50 CP on each Power (or, with GM approval, 100 CP one one of them). Further Notes: Again, this character is weak on offense and defense. You may want to spend CP in this area. I could also see the Gate Power (with Psi -10%) or Spirit Control Power (Magical -10%).
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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