From the moment we awake until the moment we fall asleep, the vast majority of us spend our time silently talking to ourselves. A few individuals whom we call mystics have mastered the difficult art of shutting off this habitual interior dialogue. This inner silence that mystics cultivate cannot develop unless the individual first learns how to tightly focus his or her attention so that the mind and imagination no longer wander aimlessly from one subject, thought, or feeling state to another. When this mental background noise ceases as a consequence of the mystic's successful endeavours to focus his or her attention, a dramatic change in the mystic's mode of consciousness takes place, a metamorphosis that is just as radical (sometimes even more so) as that transformation that occurs during the shift from the waking state of awareness to the dream state. This dramatic metamorphosis of the waking consciousness caused by simultaneously focusing the attention and quieting the mind, together with the responses in both thought and deed that it generates, is called mysticism.
The Mystic can actually enter into the short lived pocket dimensions created by a person's dreams and nightmares. These dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer's imagination. Each dreamworld is unique to the specific dreamer and retains no existence except during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveller can enter one dreamworld and exit one of someone else's. They have the unique ability to look into and manipulate people's dreams whether for good or ill. They can physically hamper a person by playing on their fears in their nightmares.
After the fall of the Roman empire Mystics became feared and misunderstood, and were hunted with unbridled hatred throughout the middle ages. It is only in the last century that their magic has resurfaced, coming to them in their dreams.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Dreamscape Knowledge Geomancy Knowledge Magic Knowledge Planar Knowledge Sociology Science Psychiatry |
||
| Step 3: Abilities | ||
| Mystics gain all the
following free; Spellcast - The first sphere the Mystic learns from is free and must be from Dreamspeak, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Dreamspeak, Illusion, Common and Psionic. Mystics can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 9, 10, 13, 16 and 19. +1 Sanity save at levels 2, 5, 9, 11, 13 and 17. +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Mystics start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
||
| Ability | Cost | Notes |
| Astralwalk | 5 | The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Dreamwalk | 5 | This is the ability to actually enter into the short lived pocket dimensions created by a person's dreams and nightmares. These Dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer's imagination. The Dreamtraveller must be within line of sight of the dreamer in order for the power to function. The Dreamtraveller has no direct control over the conditions within the Dreamworld. He can interact with things within that world by performing "physical" actions much as he would in the real world. If the hero has other powers these exist in equivalent forms. The Dreamtraveller can suffer real damage as a result of events that affect him within the Dreamworld. He might even die. The equivalent of the damage appears in the hero's real body. Normally the hero's real body retains its solidity during Dreamwalking. Each Dreamworld is unique to the specific dreamer and retains no existence except during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that Dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveller can enter one Dreamworld and exit one of someone else's. |
| Empathic | 5 | The ability to detect the emotional state of any one person within his line of sight or 15 metre radius (+5 metres per level) and further refine that knowledge to discover the target's physical state, surroundings, and location, insofar as these have an influence on the emotions. It can be used to detect lies or sense a nearby presence. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +6 HP instead of 4, +6 per level. |
| Meditate | 5 | Once per day per 5 INT per level the Mystic can meditate for one hour and recover all his mana. |
| Medium | 5 | This character can see and talk to spirits and ghosts. Specifically he can; 1) Listen to and relate conversations with the departed. 2) Go into a trance and allow a spirit to enter his body in order to speak through it. 3) Sense the emotional state of the departed and whether they are being truthful. |
| Nightmare | 5 | Equal to the Minor power but additionally can induce a nightmare so severe that victim must save vs. psi or go into a coma. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Psychiatrist, Sociologist, Counsellor, Tarot Reader, Social Worker, Police Negotiator and Academic Researcher (specialising for instance in Dreams, etc). | ||