ATTRIBUTES:
AGLITY: d8
SMARTS: d8
SPIRIT: d6
STRENGTH: d4
VIGOR: d6
CHARISMA: +2
PACE: 6
RUN: +1d6
LOAD LIMIT: 20 lbs, MAX: 60 lbs
PARRY: 7
TOUGHNESS: 8(3)
RANK: Novice
ADVANCEMENTS: 1
RACE: Human, 1 Free Novice Edge
SEX: Female
SKILLS: 19 Points
Mysticism(Faith) (Spirit): d10 - 2
Psionics (Smarts): d6 - (Free)
Notice (Smarts): d6+2 - 2
Stealth (Agility): d8 - 3
Survival (Smarts): d6 - 2
Tracking (Smarts): d4 - 1
Shooting (Agility): d10 - 5
Persuasion (Spirit): d4+2 - 1
Fighting (Agility): d8 - 3
EDGES:
Attractive:
Requirements: Novice, Vigor d6+
It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
Acrobat:
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.
Arcane Background (Miracles):
Mystics begin with four starting powers (from the list on SWRIFTS 39) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).
Arcane Background (Psionics):
As a minor psionic, a Mystic begins with three powers (from the list on SWRIFTS 40) and 10 ISP. He also has a beginning Psionics skill of d6.
Cosmic Confluence:
Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
Master of Magic:
Requirements: Seasoned, Arcane Background (any but Psionics), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
Rapid Recharge (PPE):
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Alertness:
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense:
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see SWD 65)
Mystic Awareness:
Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.
Spiritual Channel:
Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
HINDRANCES:
Enemy (Minor): Coalition States
The Coalition has shoot on sight orders for me.
Enemy (Minor): The True Federation of Magic
The Federation of Magic has orders to kill or capture me.
Code of Honor (Major):
Treat everyone with kindness.
Show your enemies respect.
Always try to find a way to help.
Never mistreat those under your care.
Show mercy to those that can change.
If you must kill, do so without malice.
Phobia (Major):
I am deathly afraid of tight spaces. I get nervous in small rooms and if I can't stretch one of my arms out without hitting a wall, I begin to panic.
Effect: -4 to all trait rolls when in or threatened to be put in tight, enclosed spaces.
Quirk (Minor):
Whenever I find myself with nothing to do, I start arranging things in some order or pattern. If there's nothing available, I start to fiddle with whatever I have in my pockets or onhand as I start counting whatever is in sight or passing by.
Quirk (Minor):
I cannot pass up an opportunity to pet a dog, cat, or other furry critter. Only if I know the thung is harmful or we're in full blown combat will I be able to resist the temptation. (But in the latter case, I will go back to see if the poor thing's okay and pet it then if I'm able.)
POWERS:
General Trappings:
Powers are activated by drawing runes in the air.
PPE: 15
ISP: 10
Mystic Powers: 4
Psionic Powers: 4
Detect Arcana At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
Divination At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
MYSTIC POWERS
Boost/Lower Trait
PPE: 2
Duration: 3 (1/round)
Range: Smarts (8" or 16 yards/14.9 meters)
Trappings: Courage
Effects: Raise/Lower a Trait by 1 die type on a success or 2 on a raise. Raising a trait beyong a d12 adds +1 to the Trait total. Lowering a Trait is opposed by target's Spirit. Cannot lower beyond a d4.
Greater Boost/Lower Trait (Mega-Powered Boost/Lower Trait)
PPE: 4
Duration: 3 (1/round)
Range: Smarts x 2 (16" or 32 yards/29.9 meters)
Trappings: Courage
Effects: This Mega Power doubles the power’s effect; two die types for a success,
four with a raise.
Communion (Mega-Powered Divination)
PPE: 10
Duration: 1 minute
Range: Self
Trappings:
Effects: Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.
Invisibility
PPE: 5
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects: A Success renders the target transparent with a faint outline. Notice and attack rolls against target are at -4. On a raise, the penalty is -6 since there isn't even an outline. Anything picked up after the power was cast remains visible.
True Invisibility (Mega-Powered Invisibility)
PPE: 10
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects: Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana s uffer a − 4 p enalty t o see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
Quickness
PPE: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects: A Success grants the target 2 turns on their card. Each turn is independent of the other. A Raise allows the target to redraw initiative cards lower than an 8.
Exalted Quickness (Mega-Powered Quickness)
PPE: 8
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects: In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
Smite
PPE: 2
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects: A success increases a weapon's damage by +2, +4 on a raise.
Greater Smite (Mega-Powered Smite)
PPE: 4
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects: This Mega Power version of smite confers two effects:
The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
PSIONIC POWERS
Clairvoyance
ISP: 3+
Duration: 3 (1/round)
Range: Varies
Trappings:
Effects: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
Healing
ISP: 3
Duration: Instant
Range: Touch
Trappings: Gift of Life
Effects: Removes 1 wound on a success or 2 wounds on a raise when cast on wounds less than 1 hour old. Roll with a penalty equal to the number of wounds. Can also cure poison or disease when cast within 10 minutes of contagion.
Mind Reading
ISP: 3
Duration: 1
Range: Smarts (8" or 16 yards/14.9 meters)
Trappings:
Effects: Arcane roll opposed by target's Smarts. Get 1 truthful answer on a success, but target knows of the intrusion. The target is unaware on a raise. GM may apply modifiers for mental Hindrances/current state of mind.
Telepathy
ISP: 2
Duration: 3 (1/round)
Range: 1 Mile
Trappings: Courage
Effects: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
GEAR: 49 lbs (-2 to Strength and Agility), 19 lbs w/o NG-S2 Survival Pack (No Penalty)
- Ley Line Walker Light Armor
-- Armor: 3, Weight: 4, +4 Vigor vs. Airborne toxins and diseases
- NG-33 Laser Pistol
-- Damage: 2d4+1, AP: 2, RoF: 1, Shots: 20, Range: 15/30/60, Weight: 4, Semi-Auto
- Iceblast Shotgun
-- Damage: 1-3d6, AP: -, RoF:1-2, Shots: 8, Range: 12/24/48, Weight: 11, 1 PPE to reload, Halves Target movement on raise, Shotgun (Double-barreled) Rules
- NG-S2 Survival Pack
-- Weight: 30
-- Items:
--- 1x 2-Person Tent: Insulated against -40 degrees F, +20% to water supplies
--- 1x Sleeping Bag: Insulated against -40 degrees F
--- 1x Flashlight w/ Concealed Pocketknife
--- 1x Biometric Compass/Inertial Mapper: +2 to Survival for land navigation, mirrored back for signaling
--- 1x Radio: 5 mile range.
--- 1x First Aid Kit: 3 uses, +1 Healing rolls
--- 1x Hunter/Fisher Kit: +1 to Survival for food gathering
--- 3x Saw Wires: good vs. all non-MDC
--- 1x Fire Starter: solar-powered ignition cell, flint sparker w/ 7 flints.
--- 1x Survival Knife
--- 1x Small Hatchet
--- 1x Wooden Cross
--- 4x Signal Flares
--- 1x Climbing Kit: 30 foot cord, climbing gloves, 4x ceramic spikes, small mallet
--- 1x Bar of Soap
--- 1x Sterilized Cloth
--- 1x Canteen
--- 14x Survival Rations
- 7,000 credits.
ADVANCEMENTS:
Start:
- Human Free Edge: Attractive
- Hindrance Points:
-- Increase Smarts die type.
-- Increase Shooting from a d8 to a d10
- HJ Rolls:
-- Enchanted Items & Mystic Gadgets: 5 - Iceblast Shotgun
-- Experience & Wisdom: 20 - Pick any result on the table. Picked: Gain 1 Professional Edge w/ GM approval. Picked Acrobat.
-- Magic & Mysticism: 1 - Soul Drain Edge
-- Psionics: 10 - 1 free power from the Mystic list or 1 free novice power. Picked Greater Healing.
-- Ranged Weapons: 5 - +1 to shooting with 1 starting gun. Picked Iceblast Shotgun.
Novice 1:
- +2 Skill Points, Spent on increasing Mysticism to d10.