The Revised Arcanist
Modified BTS Mystic
BTS House Rules
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Re: BTS House Rules
Arcanist
Special Abilities
Sense Ley Lines and Nexus Points: The arcanist's senses enable him to see ley lines, which are invisible to normal humans. The character will "see" the faint traces of psychic energy running down the ley lines or seething at nexus points. Range: Line of sight or 1 mile, whichever is less.
Initial Spell Knowledge: The arcanist has the dedication, understanding and ability to focus and concentrate to cast magical invocations, read magic, and learn spells. At first level, the arcanist may select three spells from each spell levels one to four, for a total of twelve spells (three from each). Each additional level of experience, the character will be able to figure out/select one new spell equal to his own level of achievement/experience.
Learning New Spells: Additional spells and rituals of any magic level can be learned or acquired at any time regardless of the arcanist's experience level.
Base P.P.E.: 2D6+12 +P.E. +1D6 per level. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
P.P.E. Recovery: Spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
Perception: +5% to Perception Rolls at levels 1, 3, 5, 6, 8, 10, and 12.
Attribute Requirements: I.Q. 12, M.E. 10, M.A . 8
Bonuses:
Understanding the Principles of Magic: Base Skill: 70% +4% per level
Read Magic: Base Skill: 80% + 3% per level
The Practiced Use of Magic: character has the knowledge, training and energy to use any type of magic.
Sense Magic: automatically sense magic energy Range: 120', but can't be pinpointed.
Recognize Magic Enchantment: Base Skill: 50% +5% per level
O.C.C. Skills
Elective Skills: Select 10 elective skills; 2 must be from the science category. +2 additional skills at level 3, and +1 at levels 6, 9, and 12. All new skills start at level one proficiency.
Special Abilities
Sense Ley Lines and Nexus Points: The arcanist's senses enable him to see ley lines, which are invisible to normal humans. The character will "see" the faint traces of psychic energy running down the ley lines or seething at nexus points. Range: Line of sight or 1 mile, whichever is less.
Initial Spell Knowledge: The arcanist has the dedication, understanding and ability to focus and concentrate to cast magical invocations, read magic, and learn spells. At first level, the arcanist may select three spells from each spell levels one to four, for a total of twelve spells (three from each). Each additional level of experience, the character will be able to figure out/select one new spell equal to his own level of achievement/experience.
Learning New Spells: Additional spells and rituals of any magic level can be learned or acquired at any time regardless of the arcanist's experience level.
Base P.P.E.: 2D6+12 +P.E. +1D6 per level. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
P.P.E. Recovery: Spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
Perception: +5% to Perception Rolls at levels 1, 3, 5, 6, 8, 10, and 12.
Attribute Requirements: I.Q. 12, M.E. 10, M.A . 8
Bonuses:
- +4 to save vs magic.
- +4 to save vs possession.
- +2 to save vs mind control.
- +4 to save vs horror factor.
Understanding the Principles of Magic: Base Skill: 70% +4% per level
Read Magic: Base Skill: 80% + 3% per level
The Practiced Use of Magic: character has the knowledge, training and energy to use any type of magic.
Sense Magic: automatically sense magic energy Range: 120', but can't be pinpointed.
Recognize Magic Enchantment: Base Skill: 50% +5% per level
O.C.C. Skills
- Native Language - 98%
Literacy Native Language - 98%
Mathematics: Basic - 98%
Lore: Demon and Monsters (+30% bonus)
Lore: Ghosts and Faeries (+30% bonus)
Lore: Geomancy (+30% bonus)
Lore: Religion (+30% bonus)
Research (+30% bonus)
Select three science skills (+20% bonus)
Select two technical skills (+20% bonus)
Select four languages (+20% bonus)
Elective Skills: Select 10 elective skills; 2 must be from the science category. +2 additional skills at level 3, and +1 at levels 6, 9, and 12. All new skills start at level one proficiency.
- Communication: Any
Medical: Any (+5%)
Military: None
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: None
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
- Consumer
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- Joined: Sun Sep 13, 2009 2:26 pm
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Re: BTS House Rules
Modified BTS Mystic O.C.C.
A Mystic wields both magic and psionics, powers that both seem to be handed over by fate rather than serious study. They can sense different aspects and happenings on the physical and metaphysical levels of life, often making them acclaimed advisors and prophets who can glimpse the future and the supernatural . The intuitive nature of the Mystic's power means he simply accepts sudden flashes of insight and knowledge. All have learned to trust their feelings and hunches and to never completely dismiss any possibility. This also means most disregard formal education in favor of following their cosmic path. The typical Mystic believes that too much education creates walls that block one from the psychic emanations and deadens them to the true world around them. Likewise, most believe that too much reliance on technology will have the same deadening effect. They will use modern tools at least to some degree, but prefer natural talents. With this attitude, it is little wonder that many Mystics are renowned philosophers and love philosophical and metaphysical debates. It is said that an individual can be taught by an elder Mystic in the ways of mysticism after years of philosophical debate, meditation, and mental exercises to open one's mind and body to the larger, metaphysical world. However, most Mystics claim that a person is never really taught to be a Mystic, but is born with the gift. Thus, those who come seeking tutelage in mysticism are already chosen by fate and possess the gift, they just don 't realize it completely yet, and need to figure out how to tap and unleash their inner power. A Mystic's abilities are a combination of psychic and magic. Psychic powers are limited to the categories of Sensitive and Healing. Magic is limited to the more simple and sensory oriented spells.
Mystic O.C.C. Psionic Powers
Psionic Powers of the Mystic: Starts with Clairvoyance (4), Commune with Spirits (6), Exorcism (10), Sixth Sense (2) and Suppress Fear (8).
Additional Psychic Abilities Include: Select three additional psychic abilities from the Sensitive category and another two from the Healer category. At levels four and eight the Mystic can select one additional ability from the Super category.
I.S.P. Base: Roll 2D4+4 plus the character's M.E. number to determine the base Inner Strength Points. The Mystic is considered a Major psychic so he receives another 1D4+1 I.S.P. per each additional level of experience. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
Saving Throw Versus Psionic Attack: As a Major psychic, the character needs a 12 or higher to save vs psionic attacks. However, the Mystic also receives a bonus of + 1 to save vs psionics, mind control and possession at experience levels 2, 4, 8 & 1 2.
Mystic O.C.C. Magic Powers
Initial Spell Knowledge: The mystic's spell knowledge, like everything else, comes from within the character himself, on an intuitive level. The character spends years pondering about life, his place in it, and how magic might help him find that place in the world. Then, when he is ready to find or make his place in the world, the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells. The nature of the spell magic will, generally, reflect the Mystic's current view of life and the world. If that view is happy and optimistic, the spells are likely to be of a helpful and defensive nature. If his life view/goal is power, wealth, and/or prestige, the spells are likely to be of a more aggressive and offensive nature and certainly lean toward the flamboyant. A dark view of the world may result in spells that are defensive and revealing, as well as a few offensive ones. If the Mystic is arrogant or mild mannered, the spells are likely to reflect that too.
At first level select a total of eight spells from the magic spell levels of one and two.
These are part of the Mystic's permanent spell casting capabilities. Once selected, they cannot be changed.
Learning New Spells: The Mystic will intuitively sense when he has reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find the time to meditate on life, his goals, and magic.
At second level of experience the Mystic can select a total of four additional, new, magic spells from levels one, two, and three. Upon reaching the third level of experience, the Mystic can select three, new, spells from magic levels one through four. At fourth level and each additional level of experience, the Mystic can select two additional, new, spells from any of the levels, up to his corresponding experience level. Thus a sixth level Mystic can select two new spells from any of the levels 1-6. An eighth level Mystic can select two new magic spells from levels 1 -8, and so on. Unlike the other magic O.C.C.s, the Mystic cannot be taught nor purchase additional spell knowledge. In fact, the character never even tries to learn additional spells, he simply does not have the mastery of magic to go beyond this point. The Mystic accepts this without question or regret as he does most things. Note: A Mystic may use Techno-Wizard devices and, if literate, the occasional rare, magic scroll.
P.P.E.: Like all men of magic, the Mystic is a living battery of mystic energy. He draws on that energy reserve to cast spells.
Permanent Base P.P.E.: 2D6+6 plus P.E. attribute number. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
Supplemental P.P.E.: Add 1D6 P.P.E. per additional level of experience. The Mystic can also draw P.P.E. from ley lines (10 points per melee round), nexus points (20 points per melee round), and other people through blood sacrifice and when freely given. It's all explained in the section entitled The Pursuit of Magic.
P.P.E. Recovery: For the Mystic, spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
O.C.C. Magic Related Bonuses: +4 to save vs Horror Factor, +2 to save vs possession, + 1 to save vs magic at levels 1, 3, 6, 9, and 1 2, +1 to Spell Strength (the number others must save against when you cast a spell) at levels 2, 4, 8 and 12, +5% on Perception Rolls at levels 1, 3, 6, 8, 10, 12, and 14; double when on a ley line.
Mystic O.C.C. Stats
Alignment: Any, but tends toward good: Principled, Scrupulous or Unprincipled.
Attribute Requirements: I.Q. 9, M.E. 9, and M.A. 9 or higher.
Occupation: Standard, tend towards scholarly occupations.
Common Skills: All
Standard Equipment: WIP
A Mystic wields both magic and psionics, powers that both seem to be handed over by fate rather than serious study. They can sense different aspects and happenings on the physical and metaphysical levels of life, often making them acclaimed advisors and prophets who can glimpse the future and the supernatural . The intuitive nature of the Mystic's power means he simply accepts sudden flashes of insight and knowledge. All have learned to trust their feelings and hunches and to never completely dismiss any possibility. This also means most disregard formal education in favor of following their cosmic path. The typical Mystic believes that too much education creates walls that block one from the psychic emanations and deadens them to the true world around them. Likewise, most believe that too much reliance on technology will have the same deadening effect. They will use modern tools at least to some degree, but prefer natural talents. With this attitude, it is little wonder that many Mystics are renowned philosophers and love philosophical and metaphysical debates. It is said that an individual can be taught by an elder Mystic in the ways of mysticism after years of philosophical debate, meditation, and mental exercises to open one's mind and body to the larger, metaphysical world. However, most Mystics claim that a person is never really taught to be a Mystic, but is born with the gift. Thus, those who come seeking tutelage in mysticism are already chosen by fate and possess the gift, they just don 't realize it completely yet, and need to figure out how to tap and unleash their inner power. A Mystic's abilities are a combination of psychic and magic. Psychic powers are limited to the categories of Sensitive and Healing. Magic is limited to the more simple and sensory oriented spells.
Mystic O.C.C. Psionic Powers
Psionic Powers of the Mystic: Starts with Clairvoyance (4), Commune with Spirits (6), Exorcism (10), Sixth Sense (2) and Suppress Fear (8).
Additional Psychic Abilities Include: Select three additional psychic abilities from the Sensitive category and another two from the Healer category. At levels four and eight the Mystic can select one additional ability from the Super category.
I.S.P. Base: Roll 2D4+4 plus the character's M.E. number to determine the base Inner Strength Points. The Mystic is considered a Major psychic so he receives another 1D4+1 I.S.P. per each additional level of experience. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
Saving Throw Versus Psionic Attack: As a Major psychic, the character needs a 12 or higher to save vs psionic attacks. However, the Mystic also receives a bonus of + 1 to save vs psionics, mind control and possession at experience levels 2, 4, 8 & 1 2.
Mystic O.C.C. Magic Powers
Initial Spell Knowledge: The mystic's spell knowledge, like everything else, comes from within the character himself, on an intuitive level. The character spends years pondering about life, his place in it, and how magic might help him find that place in the world. Then, when he is ready to find or make his place in the world, the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells. The nature of the spell magic will, generally, reflect the Mystic's current view of life and the world. If that view is happy and optimistic, the spells are likely to be of a helpful and defensive nature. If his life view/goal is power, wealth, and/or prestige, the spells are likely to be of a more aggressive and offensive nature and certainly lean toward the flamboyant. A dark view of the world may result in spells that are defensive and revealing, as well as a few offensive ones. If the Mystic is arrogant or mild mannered, the spells are likely to reflect that too.
At first level select a total of eight spells from the magic spell levels of one and two.
These are part of the Mystic's permanent spell casting capabilities. Once selected, they cannot be changed.
Learning New Spells: The Mystic will intuitively sense when he has reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find the time to meditate on life, his goals, and magic.
At second level of experience the Mystic can select a total of four additional, new, magic spells from levels one, two, and three. Upon reaching the third level of experience, the Mystic can select three, new, spells from magic levels one through four. At fourth level and each additional level of experience, the Mystic can select two additional, new, spells from any of the levels, up to his corresponding experience level. Thus a sixth level Mystic can select two new spells from any of the levels 1-6. An eighth level Mystic can select two new magic spells from levels 1 -8, and so on. Unlike the other magic O.C.C.s, the Mystic cannot be taught nor purchase additional spell knowledge. In fact, the character never even tries to learn additional spells, he simply does not have the mastery of magic to go beyond this point. The Mystic accepts this without question or regret as he does most things. Note: A Mystic may use Techno-Wizard devices and, if literate, the occasional rare, magic scroll.
P.P.E.: Like all men of magic, the Mystic is a living battery of mystic energy. He draws on that energy reserve to cast spells.
Permanent Base P.P.E.: 2D6+6 plus P.E. attribute number. This number is affected by the threat multiplier the same as for Psychic O.C.C.s.
Supplemental P.P.E.: Add 1D6 P.P.E. per additional level of experience. The Mystic can also draw P.P.E. from ley lines (10 points per melee round), nexus points (20 points per melee round), and other people through blood sacrifice and when freely given. It's all explained in the section entitled The Pursuit of Magic.
P.P.E. Recovery: For the Mystic, spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
O.C.C. Magic Related Bonuses: +4 to save vs Horror Factor, +2 to save vs possession, + 1 to save vs magic at levels 1, 3, 6, 9, and 1 2, +1 to Spell Strength (the number others must save against when you cast a spell) at levels 2, 4, 8 and 12, +5% on Perception Rolls at levels 1, 3, 6, 8, 10, 12, and 14; double when on a ley line.
Mystic O.C.C. Stats
Alignment: Any, but tends toward good: Principled, Scrupulous or Unprincipled.
Attribute Requirements: I.Q. 9, M.E. 9, and M.A. 9 or higher.
Occupation: Standard, tend towards scholarly occupations.
Common Skills: All
Standard Equipment: WIP