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.
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.
- - 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.
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.
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.
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
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.
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.
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)
The Mystic can avoid being noticed by winning a contest of Mystiqe
with an observer, adds 1 to Scry Guard.
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.
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.
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.
Mystical Air (No Prerequisite) +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.
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.
The Mystic has the Martial Arts skill Pressure points (see MA pg.33)
at Mystique + IQ skill.
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).
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 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 and energy weapons do minimum 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.
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.
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.
The Mystic gains a ghostly ally. Points = 1/10th the Ghosts point
value.
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