Mystique Mystique is a collection of Mysterious advantages, similar in fashion to Initiation from GURPS Voodoo. It is designed as an alternate system of magic - Karmic magic, and to allow greater flexibility in the creation of beings with esoteric powers. Mystique costs 10 pts per level, upto level 7. Your Mystique level determines what Mystical Rituals you can learn. Each Mystical Ritual has a Prerequisite Mystique Level, and a Point cost. Rituals with Levels can be taken no higher than Mystique level. Effective skill level is Mystique + IQ. Eidetic Memory gives +1/+2, Very Crafty gives +1. Mystical Air +5 points You look and act like a Mystick. You need not do anything to persuade people that you have deep Mystickal powers, most people you meet will react to you at +1 out of respect. If you feel that Mystique is too powerful, there are many ways to modify the point costs for example... Instead of charging 10 points per level of Mystique, it could be charged along the lines of Basic Attributes ( levels 1-3 10pts each, levels 4-5 15pts each etc), also levels gained after the start of play could cost twice as much. A high Unusual Background cost could be charged. The individual powers could cost twice as much to learn, if the Mystic doesn't have a teacher to teach them... this is the self taught penalty. Mystical Ritual Mods - 5 if the Mystic can't SEE the target - 8 if the Mystic has NEVER seen the target +1 if the Mystic is touching the target + 1 to + 4 if the Mystic has something of the Targets ( + 1 for Toenail clippings to + 4 for The Targets family & house ) - 2 to do it NOW + 0 to take 1 second + 1 to take 1dice seconds The rest of this table requires props and obvious ceremony + 2 to do it in 3d6 seconds + 3 to take a Minute + 4 to take 3d6 Minutes + 5 to take an Hour + 6 to take a Day + 7 to take a Week + 8 to take a Month + 9 to take a Season + 10 to take a Year Every time you fail in a Mystical task, every repeated attempt is at a cumulative -1. Mystical Critical Failures cause Fright Checks. Animal Rider (Pre: Mystique 3 ) 4 points The Mystic may mount and ride any animal that has a Good reaction to them, as though it were a trained riding animal. If the animal is a trained riding animal that has a good reaction to the Mystic then +4 to Riding skill. Arcane (Pre: Mystique 3 ) 10 points Arcane functions automatically, without regard to distance or even your awareness of its action or targets. Whenever another being attempts to locate you or information about you, or tries to discuss, describe or recognize you, they must subtract your Mystique from the skill they are using. Each character involved in this effort must make this roll. If no skill is normally required - for instance, in a simple conversation about you - a Will roll at the same penalty must be made; failure indicates that sufficient confusion to blur your identity has occurred. A critical failure on this roll leaves the character completely misinformed about you. This advantage only suits Hermit-like characters with no friends. Arcane also adds to stealth. Aspect (Pre: Mystique 2 ) 3 points/Level The Mystic radiates a charismatic aura that manipulates the emotions of others, making everyone they meet notice and respect them. Each level adds +1 charisma. You also radiate a subliminal impression or image related to your personality, this is a manifestation of the Mystics' personality and may change over time. To dim the aspect or project a false one, roll vs Mystique -2 per minute. Attraction (Pre: Mystique 5 ) 4 points The Mystic can attract objects, they'll move slowly towards them. This is slow and difficult, the objects creep at 12 inches per minute. Cost = 1dice fatigue per pound per minute. The Mystic must roll at -1 per full lb of weight & -1 per full yard of distance. And must reroll every yard. Aura (Pre: Mystique 2 ) 2 points Shows the Mystic a glowing aura around the subject. This aura gives the caster a general insight into the subjects personality - the better the skill roll ( minus Scry Guard), the better the insight. The aura can show if the subject is a Mystic and maybe how powerful they are. Banish Demon (Pre: Mystique 4 ) 5 points By winning a contest of Mystique + Will versus the Demons' ST + IQ, the Mystic can send the demon back to its origin (+ 4 if the Mysic knows the Demons' True Name) for at least a month. Otherwise the daemon can attack the Mystic or continue it's activities or whatever. Beast Speech (Pre: Mystique 4 ) 5 points The Mystic can speak with animals, though they aren't likely to know much of interest. This also gives +4 to animal handling rolls. Bind Demon (Pre: Mystique 2 ) 5 points By winning a contest of Mystique + Will (+ 4 if the Mysic knows the Demons' True Name) versus the Demons' ST + IQ, the Mystic can bind it into servitude for at least a month. Otherwise the Demon can attack the Mystic or escape into the world or whatever. Blessed (Pre: Mystique 1 ) 5 points The Mystic is a servant of some higher power. They get +1 RR from other followers of that power (and allies) and -1 from enemies. The reaction roll modifier is always positive in potential combat or Intimidation rolls; if nothing else, they can always inspire respect. They must have the Theology or Philosphy of their Power at (unspecialized) 12. They must follow the precepts of their higher power, or lose their Blessed advantages. The Power may give other boons, banes and duties. Body Control (Pre: Mystique 3 ) 4 points The Mystic can control their involuntary biological functions like heart rate, blood flow and digestion. A Mystic with this skill can enter into a deathlike trance; a doctor must win a Quick Contest (Physician -2 vs Mystique ) to realize that the Mystic is alive. This ritual can also be used to flush poisons out of the system, ( a successful Poisons or Naturaist roll is first needed), it also adds +2 on rolls to resist disease. Breaking Blow (Pre: Mystique 2 ) 4 points The Mystic can mystically find the weakest spot in any object. On a sucessful roll the Mystic can break the object if they inflict over 10% of its hit points. In combat only 20% of the targets DR is counted, if the Target has Scry Guard it hinders the roll. Bush Craft (Pre: Mystique 2 ) 3 points/Level Every Level adds +1 to the Mystics' skills in Survival, Naturalist, Tracking and Navigation. Charm of Protection (Pre: Mystique 1 ) 5 points/Level The Mystic can make a charm of Protection for someone (it's specific to that person), a mojo bag, fetish or such like. The charm will protect against hostile Mystic action at +1 per level. But the person recieving the charm must pay 3pts per level. Multiple charms don't add. If the charm is lost then the points are lost. If you have another persons charm you can use it against them. Curse (Pre: Mystique 3 ) 5 points Roll a contest of Mystique, the loser quickly suffers effects similar to the Unluckyness disadvantage. Distraction (Pre: Mystique 3 ) 3 points By spending 1 Fatigue the Mystic can summon a fortuitous distraction, a cat yowling nearby, a bird hooting, a bottle falling to the floor etc. This can be used for +1 to Stealth among other things. Dread (Pre: Mystique 3 ) 2 points/level For each level the Mystic becomes noticably more powerful, dangerous and intimidating. Each level adds +1 to intimidation within Mystique yards, +1 to underlings loyalty checks & +1 RR in combat situations. To hide this power roll Mystique -2 each minute. Dream Stealing (Pre: Mystique 3 ) 2 points On winning a contest of Mysitique, the Mystic can steal the victims dreams. The victim will be at -1 IQ the next day and will have an interrupted nights sleep. The dream stealer can learn about the victims hopes & fears or maybe steal a creative idea etc. Electrickery (Pre: Mystique 3 ) 6 points On a successful Mystique roll the Mystic can hinder the operation of Electrical & computer systems within Mystique yards. To affect systems under the direct control of an AI or robot requires winning a contest of Mystique vs the machines IQ + Complexity. Emotion Sense (Pre: Mystique 2 ) 4 points This is similar to the Empathy advantage, if the Mystic already has Empathy then it's at +2. Empathic Healing (Pre: Mystique 2 ) 8 points On a sucessful roll the Mystic can heal injuries, using 1 Hit of their own to heal 2 of someone elses. Endurance (Pre: Mystique 1 ) 2 points/Level Each level of endurance adds +1 fatique to the Mystic. Exorcism (Pre: Mystique 1 ) 4 points The Mystic must win a contest of Mystique + Will versus the Ghosts' ST + IQ to dispel the ghost. Extra Lives (Pre: Mystique 5 ) 20 points/Level The Mystic gains an extra life. If the Mystic dies the body will disappear and the Mystic will be reborn to full health nearby, but at 25 points less. Faith Healing (Pre: Mystique 5 ) 12 points The Mystic can heal a crippled limb or disease or other major body disfunction. It costs 5 fatigue per attempt. Mods: +1 to heal the common cold -8 to neutralize snake venom -15 to heal full blown AIDS -5 to heal a crippled limb -12 to help regrow an arm. Familiar (Pre: Mystique 2 ) 5 points The Mystic may have a familiar, this is an intelligent animal servant that the Mystic can communicate with (range = Mystique yards). If the familiar dies the Mystic recieves no points for the game session and loses the points put into the familiar. The Familiar can be any normal animal and is IQ 7. Far Hearing (Pre: Mystique 2 ) 3 points The Mystic can attempt to listen to any conversation he can see. Mods: Subtract the speakers Scry Guard. Subtract distance ÷ Mystique rounded down. Add any Alertness, hearing or vision bonuses. Fasting (Pre: Mystique 1 ) 2 points / Level Each level of fasting adds a day to how long it takes to lose fatigue due to the Starvation & Dehydration rules in Basic pg.128 Feats of Strength (Pre: Mystique 2 ) 5 points On a sucessful roll the Mystic can add his Mystique to his ST. This costs 1 fatigue. If the roll's made by 4, the Mystic can add 2x Mystique at a cost of 2 Fatigue. Fire maker (Pre: Mystique 2 ) 3 points On a sucessful roll the Mystic can set fire to a readily flammable object. Mods: Flammable liquid +0 paper, tinder -1 Candle, Cigarette -2 Loose Cloth -3 Kindling, clothes -4 Coal -6 Leather, Heavy Wood -8 Fleet Foot (Pre: Mystique 3 ) 5 points On a sucessful roll the Mystic doubles his long-distance travel rate. This costs 1 fatigue per hour that can only be regained by a nights sleep (Unsleeping doesn't count here). If the Mystic is riding an animal then roll vs the lower of Mystique or straight riding skill. Fumble (Pre: Mystique 2 ) 3 points Roll a contest of Mystique, to put the target on an immediate critical failure, on any relevant table. Genius (Pre: Mystique 6 ) 20 points Once per Game session the Mystic may use a skill they haven't studied at Mystique, without incurring any default penalties. This does not apply to skills that normally have no default and Tech level penalties do apply. Gift of Confusion (Pre: Mystique 2 ) 2 points Roll a contest of Mystique, to make the target stunned for as many seconds as they lost by. IQ rolls to recover. Gift of Fear (Pre: Mystique 3 ) 5 points Roll a contest of Mystique, the loser gets an immediate fright check. Gift of Nightmare (Pre: Mystique 3 ) 4 points If the Mystic wins a contest of Mystique, the victim gets no rest from the nights sleep, and instead loses 1d fatique. Successive nights are cumulative, if the victim reaches 0 ft they fall into a coma, losing 1d HT per day until they die. Another Mystic with Remove Curse or Gift of Nightmare, can attempt to save the victim, by winning a contest of Mystique. Gift of Sleep (Pre: Mystique 4 ) 6 points If the Mystic wins a contest of Mystique, the victim immediately falls asleep for 1d6 x 10 minutes. The Victim can get +1 to +4 depending on circumstances ( from expecting an attack, to fighting to stay alive) Great Haste (Pre: Mystique 5 ) 20 points On a sucessful roll the Mystic speeds up a lot, the game effect is that the Mystic gets 2 turns per second and loses 1 fatigue per 2 seconds. The Mystic also adds +2 to active defenses. Hands of Death (Pre: Mystique 3 ) 10 points The Mystics' hand strike attacks do double damage after DR. Hear Name (Pre: Mystique 4 ) 4 points If someone says the Mystics name, roll vs Mystique to hear the phrase. A sucess of 2 or more gives a clue as to the speakers identity. Mods: Subtract the speakers Scry Guard. - 1 per power of 10 meters away (ie. 12k = -5) Inconspicuousness (Pre: Mystique 4 ) 4 points The Mystic can avoid being noticed by winning a contest of Mystiqe with an observer, adds 1 to Scry Guard. Invisible to machines (Pre: Mystique 6 ) 12 points The Mystic will not be seen, or detected in any way, by a machine, AI, Robot, video camera, bionic eye etc unless the Mystic wishes it. No rolls required. Light Walk (Pre: Mystique 3 ) 5 points See Martial Arts page 33. Skill level = Mystique. Material Protection (Pre: Mystique 4 ) 15 points / Level Each level of Material Protection adds +1 PD to the Mystics combat Defenses. Messenger (Pre: Mystique 4 ) 4 points With a sucessful Mystique roll the Mystic can send a message to the subject. Mystic Healing (Pre: Mystique 1 ) 6 points The Mystic must make a sucessful Physician healing roll, if made the victim will gain Mystique number of extra HT+1 healing rolls per day, for as many days as the roll was made by. Mystic Luck (Pre: Mystique 1 ) 3 points The Mystic gains the advantage of luck once per game session. Mystic Protection (Pre: Mystique 1 ) 3 points / Level Every level of Mystic Protection adds +1 to your Mystique for resisting a Mystical attack. This does add to Charm of Protection. Plant Speech (Pre: Mystique 4 ) 2 points The Mystic can speak with plants. Plants aren't very smart so there's not a great deal to be learnt from them, +4 to gardening, +4 to tracking rolls thru forests etc. Porter (Pre: Mystique 4 ) 8 points The Mystics' encumbrance levels are doubled. Pressure Points (Pre: Mystique 1 ) 4 points The Mystic has the Martial Arts skill Pressure points (see MA pg.33) at Mystique + IQ skill. Psychic Possession (Pre: Mystique 5 ) 2 points / level On a Mystique roll the Mystic can possess the body of one of their Psychic Slaves, range = 10 to the power of level meters away (ie. level 5 = upto 100k = 100,000m). Psychic Slaves (Pre: Mystique 5 ) 10 points / level The Mystic acquires totally loyal NPC servants to a value of 10 points of will per Level. Psychic slaves with a will below 3 can only function while the Mystic is possessing them. Psychic Surgery (Pre: Mystique 4 ) 6 points / level The Mystic can attempt to permanently affect the victims mind, the victim resists with will + Mystique + Mystical Protection. Level 1: Can make the victim forget one fact or incident. Level 2: Can implant one false fact or memory. Level 3: Can make the victim forget one Skill. Level 4: Can modify one of the victims quirks. Level 5: Can inflict Amnesia or give the victim a minor Geas (M p.59) Level 6: Can add or modify the victims mental disadvantages (the victim will resist at +1 per 5pts of change), major Geases act as Vows. Level 7: Can make the victim into a Low willed Psychic Slave, a Psycho Killer (Horror p.75), or radically mess with the victims brain. Remove Curse (Pre: Mystique 2 ) 2 points By winning a contest of Mystiqe you can cancel out a Mystical attack. Resist Cold (Pre: Mystique 3 ) 4 points The Mystic becomes immune to the effects of cold and frostbite. Costs 1 fatigue per 10 minutes if the temperature is below -40, or 1d to resist absolute Zero. Resist Fire (Pre: Mystique 3 ) 4 points The Mystic will only take minimum damage from fire or extreme heat, and can handle climates upto nearly boiling point. Resist Pain (Pre: Mystique 4 ) 8 points/ 4 pts if High Pain Threshold The Mystic becomes impervious to pain. They cannot be stunned in combat, lose DX when wounded, or slow down when Hits are reduced to 3. Resurrection (Pre: Mystique 6 ) 12 points The Mystic can breathe life back into a corpse, each attempt costs 10 fatigue. Mods: -1 per minute since death -1 per full -20 hits it's taken Sacred Symbols (Pre: Mystique 2/4/6 ) 5 points/Level to Level 3 The Mystic gains a consecrated Object of Power, if it's ever lost the points are also lost. They can be bought at +1 at level 2, +2 at level 4 and +3 at level 6. These add directly to Mystique for purposes of conducting rituals and resisting attacks. If you have another Mystics Sacred Symbol then you can use it against them. Scry (Pre: Mystique 3 ) 4 points A sucessful roll gives you a vision of the target, lets you know what they look like, a vague idea of their surroundings and their present activities. Scry Guard (Pre: Mystique 1 ) 3 points / Level Every level of Scry Guard subtracts 1 from another Mystics' ability to Mystically sense them or find out information about them. This adds to Arcane. Seance (Pre: Mystique 3 ) 4 points On a Mystique roll the Mystic can summon a ghost and ask it as many questions as the Mystic made the roll by. Roll a reaction by the Ghost. Second Sight (Pre: Mystique 1 ) 5 points The Mystic can "see" all ghosts, astral travellers and daemons within Mystique yards. Although not if walls etc are in the way. Seeker (Pre: Mystique 2 ) 5 points A sucessful roll lets you know where the target is. Not their address, but you can describe their surroundings. Send Sickness (Pre: Mystique 4 ) 4 points/Level The Mystic can infect someone with a disease (B pg.133) from a distance. The Victim must roll daily HT - Level rolls, or lose 1 Hit. Mods: Levels may be traded for extra symptoms like ... Increased Virulence IQ, ST, DX, HT, Fatigue or Will Loss Sneezing, Coughing, weeping sores etc 2 Levels may be traded for more debilitating effects. Alternativly a sharp weapon may be enchanted to infect the next person it cuts, or a weapon that has drawn blood in the last Levels x Hours may be used as a focus to infect the wound ( at +2 for having the victims blood). Sensitive Touch (Pre: Mystique 2 ) 4 points On a Sucessful Mystic roll the Mystic can sense subtle clues from the target object, To find the identity of an owner or user of the object, roll a contest of Mystique, adding the defenders Scry Guard level. A sucess of 2 or more gives a clue as to the Mystics identity. Age Mods... -1 for a day, -2 for a week, -3 for a month, -4 for a year , -5 for 10 years etc. Shadow Body (Pre: Mystique 7 ) 20 points On a sucessful Mistique roll, the Mystic can become a two-dimensional shadow. Able to slip along walls or floors at a move = + Mystique. They can slip thru' the smallest crack wide enough to let their shoulders thru. They can defy gravity, slipping up the side of buildings. All attacks except fire do + damage, but the shadow can do no physical attacks, though they can "touch" and cast rituals, but must do them instantaneously (NOW,1 or 1d6 seconds). Objects totalling Mystique/lbs may be carried. Shadow Warriors (Pre: Mystique 5 ) 8 points / Level On a sucessful Mystique roll a Mystic can bring a shadow to life to attack their enemies. The Mystic can create 'Level' number of shadow warriors a day. Each one lasts for as many minutes as the roll was made by. Their DR = Level, Dodge = Mystique + Level, Hits = Mystique x Level (They vanish at Hits 0), Move = Mystique, They attack at 12 + Level skill, and do + 'Level' (rounded up) dice damage. They are at an extra -4 to hit, unless you've got Night Vision or better, or Second Sight. Shadow Warriors can't exist in the bright light of the day or in deep night; dawn, dusk, and around camp fires or city streets are fine. Sixth Sense (Pre: Mystique 2 ) 12 points The Mystics Danger Sense, Common Sense, Empathy and Intuition are now based on IQ + Mystique. The Mystic also gets an automatic Mystique roll (modified by range mods, Mystic Protection & Arcane etc) to detect any Mystical activity nearby, and a similar roll if any Mystic or Spirit comes within Mystique yards of her. The Mystic can also sense a surprise attack from behind, all attacks from behind count as side attacks and are only -2 to the Mystics active defenses. Smell Signature (Pre: Mystique 2 ) 4 points The Mystic can sense the signs that Mystical rituals have been used in/on the target. Roll a contest of Mystique, adding the defending Mystics' ¤Scry Guard«Topic0099+ level. A sucess of 2 or more gives a clue as to the Mystics identity. Age of Scent Mods... -1 for a day, -2 for a week, -3 for a month, -4 for a year etc. Snake eyes (Pre: Mystique 3 ) 6 points The Mystic can catch someones eye in a Hypnotic gaze and freeze them. The Mystic must make eye contact, and roll a contest of Mystique. If sucessful the victim will be frozen stunned staring into the Mystics eyes. The gaze will be broken if eye contact is broken or if the victim takes damage. Speak with dead (Pre: Mystique 5 ) 8 points The Mystic can speak with the dead. Each question is a seperate attempt and costs 2 fatigue, you need the head fairly intact. Mods: -1 per hour since death. Spirit Body (Pre: Mystique 5 ) 8 points The Mystic can leave their physical body behind and travel thru' the world in spirit form. Their move is their Mistique. While in Spirit form they are invisible to most people unless they choose to show themselves, they can't be injured with any physical attacks and they can't touch or manipulate reality. They can cast rituals but must do them instantaneously (NOW,1 or 1d6 seconds). While in spirit form, their physical bodies lie in a state close to death ( physician roll needed to distinguish ) and are very vulnerable losing 1 HT / day. If the physical body dies then the Mystic becomes a Demon or Ghost. While in Spirit Form they are vulnerable to attacks by Ghosts and Demons. Spirit Shield (Pre: Mystique 5 ) 8 points/Level Each level subtracts 1 from a foes attempt to hit the Mystic with any physical attack. Spiritual Advisor (Pre: Mystique 2 ) varies The Mystic gains a ghostly ally. Points = 1/10th the Ghosts point value. Spirit Empathy (Pre: Mystique 1 ) 4 points Ghosts and Daemons like you. +4 Reaction from them. Steal Soul (Pre: Mystique 4 ) 10 points The Mystic can on a contest of Mystique steal some of the subjects Mystique. The victims level of Mystic Protection helps them, and if the attcker loses the contest they take an immediate fright check. The Attacker is at -1 per level of Mystique they want to drain. If the Attacker wins, the victim loses 1 or more levels of mystique ( and the rituals that go with it), the attacker gains 5 character points per level drained to add to Mystique or Mystic rituals. Suggestion (Pre: Mystique 3 ) 6 points This allows the Mystic to use the Hypnotism Skill (B pg.56). Their skill level is their Mystique Level. Victims resist with Will or Mistique whichever is higher, ¤Mystic Protection«Topic0085+ aids in defense. Summon Animal (Pre: Mystique 2 ) 4 points The Mystic can call an animal of a named type, if sucessful the animal will move towards the Mystic as fast as it can (with a +1 RR to the Mystic). Mods: -1 for every power of 10m away (ie, 5k = -4 ) Summon Demon (Pre: Mystique 2 ) 4 points On winning a contest of Mystique + Will versus the Demons' ST + IQ the Mystic can summon a demon ( +4 if the Demons' True Name is known). Then normally follows either an attempt to bind the daemon, an attempt to make a deal or a fight. Trance (Pre: Mystique 1 ) 2 points Once in a Trance state, the Mystic can concentrate on one Mental Skill at +2, whilst being at -2 on all other skills and senses. Unaging (Pre: Mystique 6 ) 15 points The Mystic stops aging. Unfazable (Pre: Mystique 4 ) 15 points The Mystic never needs to make fright checks and cannot be intimidated. Unsleeping (Pre: Mystique 2 ) 6 points The Mystic never needs to sleep. All rituals longer than a day can be completed in half the time. Very Blessed (Pre: Mystique 2 ) 5 points A stronger version of ¤Blessed«Topic0047+. With a +2 RR from other followers of that power (and allies) and -2 from enemies. The reaction roll modifier is always positive in potential combat or Intimidation rolls; if nothing else, they can always inspire respect. They must have the Theology or Philosphy of their Power at (unspecialized) 15. The Power will give more boons, banes and duties. Visions (Pre: Mystique 2 ) 4 points The Mystic poses a question and on a sucessful Mystique roll the Mystic will have a vision containing an "answer" in allegorical form. The GM will assess penalties depending on how hard the question is to answer. War Shield (Pre: Mystique 2 ) 2 points/Level This ritual empowers a small amulet. As long as the subject wears the amulet next to his skin, he will be protected by it. The amulet will not work for anybody except the person it was made for. The amulet doesn't deflect weapons magically; instead, it reduces the chances a character will be hit by them. Since most war injuries are the result of random events (unaimed gunfire, explosions, shrapnel, etc.), the spell may be effective keeping people from being hurt in combat, but will do little in the way of defending the character from deliberate attacks. This amulet will modify battle survival rolls in favour of the wearer by its level. The amulet is effective for as many battles as the roll was made by. Weather Witch (Pre: Mystique 3 ) 7 points/Level Each level allows the Mystic to modify the weather patterns of their area by one level on the chart below (area = Mystique2 miles radius), and also add +1 to Meteorology. Clear and Scorching Totally Clear Partly Cloudy Cloudy Cloudy, Drizzle or Light Snow Steady Rain or Snow Hard Rain, Snow or Sleet Deluge, Monsoon, Blizzard or Heavy Hail Heavy Thunderstorms Gale Force Winds Hurricances and Tornadoes