BTS House Rules

Come and visit the Appalachian Mountains, full of darkness and mystery, where the dark and the green battle for the fate of the world. Set in 1925; Tennessee Valley.
BTS2 house rules, character creation, etc.
3-6 players; This game setting unlocked at 70 supporters.
DM: Consumer

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BTS House Rules

Post by Consumer »

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Re: BTS House Rules

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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

  • +4 to save vs magic.
  • +4 to save vs possession.
  • +2 to save vs mind control.
  • +4 to save vs horror factor.
Arcanist Special Training & Skills:

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)
Hand to Hand: Basic can be selected as 1 "other" skill, hand to hand: expert at the cost of 2 "other" skills, and martial arts (or assassin if an evil alignment) at the cost of 3 "other" 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.
  • 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
Secondary Skills: The character also gets to select six secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. +1 additional skill at levels 4, 7, 10, and 15.
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Re: BTS House Rules

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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
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present.
Range: Senses any supernatural evil within a 300 foot radius, +20 feet per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force, and can recognize magic enchantment.
Base Ability: 50% +5% per each additional level of experience.

The Mystic can open himself to the supernatural, with dramatic effects. The mage can become a medium through which Entities and other forces can temporarily communicate by speaking through him. The Mystic temporarily (1D6+1 minutes) becomes their vessel and cannot think or speak on his own, but others present can ask questions and the spirit may answer (truthfully or not). The Mystic barely remembers the incident when it's all done. The Mystic is also receptive to all forms of telepathic and empathic communication, including +10% to receive a Ley Line Transmission when in the "opened" state. An open state trance requires that the Mystic focus all of his thoughts and essence on becoming one with the supernatural energies. In this state, the mystic cannot speak or take any action. He simply sits motionless, like a statue. While in the trance, the character becomes completely invisible to all psionic probes (sort of a cosmic mind blank) and even becomes physically invisible to those around him as he seems to melt into the environment. One might think of this as a psychic Prowl or magic Chameleon, only the Mystic does not move. Success ratio for invisibility (unseen by all) is 50% +5% per each additional level of experience and is only seen if the person is actively looking for him. Even if detected, the character is +8 to save vs psionic attack and +4 to save versus magic attacks while in the trance state.
In an open state, the character can continue to Sense Supernatural Evil as described previously, but now he can get a picture of what it is (lesser, greater, demonic lord, dark god, etc.) and approximately where it is (near, far, and general direction). The Mystic can also "feel" large fluxes of energy, magic power, P.P.E. (20 P.P.E. or more), the opening of dimensional portals, the arrival of Ancient Evil, the flow of ley line energy, a Ley Line Storm brewing, the presence of Entities and what types, and similar. If so desired, the Mystic who is open to supernatural evil can follow the energy and sensations of the evil and trace them to the creature ' s exact location, provided it is within range. However, the creature will also sense him and know where he is located!
Range: 600 foot radius +100 feet per additional level of experience starting with level two. No I.S.P. cost.
Note: The character loses any chance for initiative and forfeits one attack/action per melee when in sensing mode. However, he is +8 to save vs psionic attack and possession, +4 to save vs magic, and +15% on Perception Rolls involving the supernatural while in the trance state.

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
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