Katra Sebine

Ounce Felicitas's page

68 posts. Alias of Clebsch73.


Race

Human

Classes/Levels

Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Gender

Map Female

About Ounce Felicitas

Background and Appearance:
Ounce was orphaned by the Coalition/magic using community conflict, raised in an orphanage and by various foster parents in or around Newtown. She discovered a derelict but mostly intact library where she made her home growing up, feeding local cats and reading voraciously. She went by various names growing up (such as Grace, Cat, Wren, Wyrd, and Andromeda), depending on her foster guardians, but eventually she chose the name Ounce, an archaic word for snow leopards. Her library had a book that showed pictures of this remarkable animal and she dreamed of having one as a companion. In the meantime, she took care of local feral cats, who gradually became tame and kept her company as she read in her library hideaway.

She has had religious visions all her life, instructing her in how to use magic to help heal the earth and protect those endangered by the hostile governments and D-Bees, making her an informal priestess of the Earth Goddess Gaia. Sometimes, someone in the community would recognize her potential and teach her more about the craft (in secret of course).

She came of age around the time of the Newtown Uprising, where she did what she could to help innocent bystanders survive. After that, she began working her way toward Castle Refuge to offer her services to the Tomorrow Legion. Along the way, she used her abilities to help people locate needed resources (developing the Scrounger edge).

During her early adventures, she encountered a dragon hatchling being attacked by a gang of Coalition losers. She drove them away and saved the hatchling. It was badly wounded and she nursed it back to health, earning its undying devotion to her. She named the dragon Gummitch, after a story she read in her youth about a very intelligent cat. She was inspired to use such a name because the dragon was a Cat's Eye dragon, with a distinctly feline head with black and white tufts of fur around the head, feet, and tail areas. He had other feline qualities such as playfulness, curiosity, and somewhat self-centered.

Over time, the dragon got bigger and learned how to change his shape to look like a person or another animal. He learned from Ounce how to cast magic spells. He also had some innate psionic powers. She fitted him with a saddle so she could ride him, which he generally only allowed her to do. (See Gummitch's profile for more.)

She is single and has only had some necessarily brief romantic encounters (with both men and women, for what it's worth). Her religious zeal keeps her from settling down with anyone special.

She is 5'9" tall, with features suggesting she has indigenous ancestry and perhaps some other ancestries, both Asian and European, thrown in. She has thick straight black hair, brown eyes with a hint of gold, and some subtle and faint facial tattoos. She wears clothing appropriate for her rugged outdoor lifestyle, decorated with colorful feathers, semi-precious gemstones like turquoise, jasper, hematite, and quartz as bracelets, necklaces, and sewn into her clothing.

Her features are attractive, with a pretty face, full figure, and a winning smile that tends to put people at ease. She is fit but not particularly athletic. She loves to sing and play musical instruments, owning a violin, harmonical, and flute. Sometimes she dances to her own music or joins in dances others are doing, demonstrating creative graceful moves.

Image of Ounce
Derived
Pace: 6"
Parry: 5 (4 armor)
Toughness: 7 (4 armor)
Active Power: Protection for +6 to toughness
Total: 13 (4 armor)

Attributes
Agility d6
Smarts d6
Spirit d10
Strength d4
Vigor d10

Attribute Dicebots:

[dice=Agility]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Smarts]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Spirit]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Strength]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Vigor]1d10[/dice]
[dice=Wild]1d6[/dice]


Creation Details:
Agility d6 (0 at start + Advance 4)
Smarts d6 (1 at start)
Spirit d10 (2 at start + Advance 1)
Strength d4 (0 at start)
Vigor d10 (2 at start + Advance 8)

Core Skills
Athletics (Agility) d4
Common Knowledge (Smarts) d6
Notice (Smarts) d8 + 2 (Alertness)
Persuasion (Spirit) d10 +1 (Attractive) + Free Reroll (Charismatic)
Stealth (Agility) d4

Other Skills
Academics (Smarts) d4
Faith (Spirit) d10
Fighting (Agility) d6
Healing (Smarts) d8
Intimidation (Spirit) d4
Language (American) d8 (native)
Occult (Smarts) d4
Performance (Spirit) d8 (+1 Attractive)
Psionics (Smarts) d8
Riding (Agility) d6
Science (Smarts) d4
Shooting (Agility) d4

Skill Dicebots:

[dice=Athletics]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Common Knowledge]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Notice]1d8[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Alertness)

[dice=Persuasion]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +1 (attractive)

Free Reroll (Charismatic)
[dice=Persuasion]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +1 (attractive)

[dice=Stealth]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Academics]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Faith]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Fighting]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Healing]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Intimidation]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Occult]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Performance]1d8[/dice]
[dice=Wild]1d6[/dice]
Modifier: +1 (attractive)

[dice=Psionics]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Riding]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Science]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Shooting]1d4[/dice]
[dice=Wild]1d6[/dice]

Creation Details:
Skills 18 points (3 extra must be spent on Smarts skills, from Hero’s Journey Roll
Core
Athletics (Agility) d4 (0)
Common Knowledge (Smarts) d6 (1)
Notice (Smarts) d8 + 2 (Alertness) (2)
Persuasion (Spirit) d10 +1 (Attractive) + Free Reroll (Charismatic) (2 + advance 5)
Stealth (Agility) d4 (0)

Other
Academics (Smarts) d4 (1 HJ)
Faith (Spirit) d10 (Starts at d6, 1 + Advance 6)
Fighting (Agility) d6 (1 + Advance 5)
Healing (Smarts) d8 (3)
Intimidation (Spirit) d4 (1)
Language (American) d8 (native) (0)
Occult (Smarts) d4 (1 HJ)
Performance (Spirit) d8 (+1 Attractive) (2 + Advance 2)
Psionics (Smarts) d8 (starts at 6 + 1)
Riding (Agility) d6 (1 + Advance 6)
Science (Smarts) d4 (1 HJ)
Shooting (Agility) d4 (1)
HJ: Smarts skills that received 3 bonus skill points spent on Smarts information type skills

Powers
Miracles
•Bolt
•Darksight
•Detect Arcana (Innate, range Self Aspect limitations)
•Divination (Innate, no point cost but risk of fatigue)
•Environmental Protection
•Fly
•Healing
•Invisibility
•Protection
•Relief
•Stun

Psionic
•Empathy
•Illusion
•Speak Language

Power Creation Details:

Miracles
(3 initial powers at Novice level, +2 Novice advance 3, +4 Seasoned Advances 6 & 7, +2 Veteran Advance 9)
Detect Arcana (range Self Aspect limitations) (innate, part of Mystic Iconics) Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
Divination (innate power, part of Mystic Iconics) 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.
(relief cannot restore).
Darksight (initial)
Healing (initial)
Relief (initial)
Bolt (Advance 3)
Stun (Advance 3)
Protection (Advance 7)
Environmental Protection (Advance 9)
Fly (Advance 9)

Psionic
Empathy (initial)
Illusion (initial)
Speak Language (initial)

Power Details:

Bolt
Rank: Novice
Power Points: 1
Range: Smarts ×2 (12)
Duration: Instant
Trappings: light (like intense laser light) or for +1 Celestial Silver or for +1 to +3 Soul Blast
Bolt sends damaging bursts of energy, streaks of holy light toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
MODIFIERS
• DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
• CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses.
• SOUL BLAST (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.

Darksight
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: One hour
Trappings: Dilated pupils (almost no white visible)
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Detect Arcana
Rank: Novice
Power Points: 2
Range: Self
Duration: 5 (detect)
Trappings: Third eye region glows
Aspect Limitation: only detect
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, Enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Limitations
Each limitation placed upon the power reduces its total Power Point cost by one (to a minimum of 1). If this would normally reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.
PERSONAL: The power’s Range becomes Self (and has a Range of Touch or the Range
Limitation above).
ASPECT: The character can only access one aspect of a power (that has more than one choice), such as sloth/speed or boost/lower Trait.

Divination
Rank: Heroic
Power Points: Special Mystic ability. No ISP or PPE point cost, but chance of fatigue
Range: Self
Duration: A brief conversation of about five minutes.
Trappings: Meditation
Divination allows the caster to contact otherworldly beings or forces to gain information. Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.
After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen. Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.
Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
Mystic Iconics: 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 (relief cannot restore).

Elemental Manipulation
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: A few simple gestures. This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
Here are some ideas for what each element can do. Each is an action.
• AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
• EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
• FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
• WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.

Empathy
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: Concentration, a warm or sympathetic smile, exchanging a pleasantry.
The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.

Environmental Protection
Rank: Novice
Power Points: 2
Range: Smarts (6)
Duration: One hour
Trappings: Etheric or ectoplasmic exterior
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer
can function normally underwater, in space, within the cone of a volcano, etc. It fails
quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Fly
Rank: Veteran
Power Points: 3
Range: Smarts (6)
Duration: 5
Trappings: spiritual beings propel targets
Fly allows a character to soar at Pace 12”, or twice that with a raise (he may not Run).
MODIFIERS
• ADDITIONAL RECIPIENTS (+2): The power may affect more than one target for 2 additional Power Points each.

Healing
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
• GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
• CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
• NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

Illusion
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Miraculous divine intervention
One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4” or eight yards in diameter).
MODIFIERS
• SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
• STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.

Invisibility
Rank: Seasoned
Power Points: 5
Range: Smarts (6)
Duration: 5
Trappings: Spiritual cloaking and light deflection
With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
MODIFIERS
• ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.

Protection
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: Ectoplasmic armor
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead.
Whether the protection is visible or not depends on the Trapping.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
• MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
• TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).

Relief
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: Instant
Trappings: Prayer
Relief allows the caster to recover from a negative condition or the effects of Fatigue.
Recover: The caster removes one of the following conditions: Shaken, Distracted, or Vulnerable. A raise on the arcane skill roll removes two conditions. If affecting more than one target (via the Additional Recipients modifier), the caster may choose which condition(s) to remove for each ally.
Relief can’t remove conditions caused by ongoing effects (Bound or Entangled, Stunned, etc.) unless the source of the effect is removed.
Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by one with success, or two with a raise. An Exhausted (−2) hero with three Wounds (−3), for example, reduces her total −5 penalty to −4 with success, and −3 with a raise.
This effect lasts one hour. It doesn’t actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties. If the target would be Incapacitated by Wounds or Fatigue, she’s still Incapacitated as usual.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
• STUNNED (+1): If using the Recover option, the caster may also affect the Stunned condition. This completely removes the effects of being Stunned.

Speak Language
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 10 minutes
Trappings: Spiritual translator
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Stun
Rank: Novice
Power Points: 2
Range: Smarts (6)
Duration: Instant
Trappings: burst of blinding ethereal light.
Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).
MODIFIERS
• AREA EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.

Hero's Journey and Narrative Hook results:
Experience & Wisdom, 5: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge. (Original result was 8, Danger Sense edge, rerolled as Mystics get this already.)

Education, 18: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.

Narrative Hook, 9: The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.

Iconics Sourcebook Information:

HERO’S JOURNEY (TWO ROLLS)
Mystics gain one roll on any of these tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism.
They gain one additional roll on any table except Cybernetics.

In addition to their inherent gifts, Mystics may take the Champion and Holy Warrior Edges, provided they meet the normal requirements.

GOTTA HAVE FAITH
As channelers of spiritual energy, Mystics have Arcane Background (Miracles), and the following powers (Rank permitting): arcane protection, banish(V), barrier(S), beast friend, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, darksight, deflection, dispel(S), divination(H), entangle, elemental manipulation, environmental protection, farsight(S), fear, fly(V), havoc, healing, intangibility(H), invisibility(S), light/darkness, protection, relief, resurrection*(H), shape change, slumber(S), smite, sound/silence, speak language, sloth/speed(S), stun, summon ally, wall walker, and warrior’s gift(S).
Mystics can choose any Trappings for their powers except Necromantic, and gain access to a few special Trappings and Power Modifiers listed here:

MYSTIC POWER MODIFIERS
CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast with Celestial Silver on a weapon and it is a blessed silver weapon for the Duration— extremely effective against vampires and demons.

GIFT OF LIFE (+1): For one Power Point the Mystic's healing restores Wounds up to 24 hours old, but she gains a Fatigue level which can only be restored with an hour of rest (relief cannot restore). May be combined with Mass Healing.

SOUL BLAST (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.

A BEAUTIFUL MIND
Opening up the spirit seems to open up the mind for Mystics, who are also psionics with access to the following very particular power list (Rank permitting): empathy, healing, illusion, mind link, mind reading, object reading(S), puppet(V), relief, speak language, and telekinesis(S).

MYSTIC ABILITIES AND BONUSES
Combining spiritual awareness and commitment to a higher purpose, a Mystic’s gifts are generally welcome wherever they go.

Arcane Background (Miracles): Mystics begin with Arcane Background (Miracles) choosing three powers from the list above, the Master of Magic and Power Points (PPE) Edges, as well as a d6 Faith skill. Mystics begin with 15 PPE (10 PPE base, plus 5 from Power Points).

Arcane Background (Psionics): Mystics are psionics and begin with Arcane Background (Psionics) and Major Psionic, choosing three powers from the list above, as well as a d6 Psionics skill and 20 ISP (10 ISP base, doubled by Major Psionic).

Cosmic Confluence: Mystics enjoy the unique ability to exchange their ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored. For example, if a Mystic shifts 2 PPE to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.

Mystic Senses: Extrasensory perception and attunement grant Mystics the Alertness (applies to Spiritual Awareness) and Danger Sense Edges.

Spiritual Awareness: Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.

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 (relief cannot restore).

MYSTIC COMPLICATIONS
Mystics must maintain strong ethics and behavior in a dangerous, violent world.

Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.

Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 113). Except for them the disruption affects two skills (−1 to both Faith and Psionics skills per point of Strain).

Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.

Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval). If the Mystic violates his chosen Hindrance in a minor way, give the character a −2 to his Faith rolls for one week. A Major abrogation of his Hindrance robs him of all miracle powers for one week. Egregious violations or repeated minor violations cause the character’s Faith-based abilities to be forsaken until the penitent hero completes a great quest or task of atonement.

Power Activators: Like all other casters, Mystics must have their hands free to perform gestures and have the power of speech to cast miracles (see Power Activators on page 119). Entangled, Bound, silenced or otherwise muted Mystics cannot activate new miracle powers until they are free.

MYSTIC STARTING GEAR
Mystics begin with standard Starting Gear, but substituting Adventure Survival Light Armor.

Hindrances
Code of Honor (Major):
Heroic (Major)
Also Vow (Major)

Details:
Code of Honor (Major)
Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Fight fair, use nonlethal means when possible, take prisoner in preference to kill, treat prisoners well, no torture, forgive rather than seek revenge.

Heroic (Major)
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Part of Oath (see below) is to defend the defenseless against violence and other crimes.

Vow (Major) (Iconics)
The character has sworn an oath to someone or something he believes in. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Minor Vow might be to serve an order with a broad mandate that rarely conflicts with the party’s goals. A Major Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
Oath sworn to Gaia: To fight against oppression wherever it exists.

Race: Human
Bonus Edge

Edges (Source)
Scrounger (Hero's Journey)
Arcane Background (Miracles) (Mystic)
10 PPE
Master of Magic (Mystic)
Power Points (PPE) (Mystic)
+5 PPE
Arcane Background (Psionics) (Mystic)
10 ISP
Major Psionic (Mystic)
Doubles ISP to 20
Alertness (Mystic)
Danger Sense (Mystic)
Detect Arcana (mystic)
Attractive (human)
Charismatic (Hindrance 1)
Sidekick (Hindrance 2) (Dragon Hatchling Gummitch)
New Powers 1 Bolt, Stun Advance 3
New Powers 3 Invisibility, Protection Advance 7
New Powers 4 Environmental Protection, Fly Advance 9

Edge Details:

Scrounger (version listed in RIFTS Players Guide)
Requirements: Novice, Streetwise
Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
• Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
• Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
• Procure food for 2d6 people for a week.
• Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
• Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).

Master of Magic
Requirements: Seasoned, PPE-based Arcane Background, Smarts d8+, Arcane Skill d8+, Occult d8+ [s]
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.

Major Psionics
Requirements: [s]Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+

A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.

Alertness
REQUIREMENTS: Novice
Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Applies to Spiritual Awareness.

[Spiritual Awareness (Mystic Ability): Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.]

Danger Sense
REQUIREMENTS: Novice
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.

Attractive
REQUIREMENTS: Novice, Vigor d6+
It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).

Charismatic
REQUIREMENTS: Novice, Spirit d8+
Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls.

Sidekick
REQUIREMENTS: Wild Card, Legendary (DNA to initial character creation edges)
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests.
The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, starts each session with two Bennies, may Advance, and has abilities that complement his mentor. The player character controls his sidekick just like any other ally, though he may occasionally cause trouble by getting captured, running into danger when he’s not supposed to, and so on. The player should be prepared for his Edge to occasionally become a Hindrance!
If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again. Fortunately, heroes may always spend Bennies for their sidekicks as if she had the Common Bond Edge. Sidekicks must actually take that Edge to do the same for their mentors.

New Powers
REQUIREMENTS: Novice, Arcane Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.

Gear
Adventure Survival Light Armor (TW) Armor +4, Tough +1, Weight 5
Notes: +2 vs all Hazards.
Wilk’s 320 Laser Pistol Range (15/30/60), dam. 3d6 ROF 1 AP 2 Shots 20 Str d4 Weight 2
Notes: The "Classic" is Shooting +1.
two E-clips
NG-S2 Survival Pack Weight 20
Communicator 1500
Holy Symbol 200 Weight 1
Infrared Distancing Binoculars 1200 Weight 2
Trauma Kit 2600 Weight 3
Cash: 0
Total Weight: 33 lb
Gummitch (Dragon Hatchling Sidekick) will carry her Survival Pack, so she is not encumbered.

Combat Dicebots:

[dice=Shooting]1d4[/dice]
[dice=Wild]1d6[/dice]
Modifier: +1 (Classic laser pistol bonus)

[dice=Wilk’s 320 Laser Pistol damage]3d6[/dice]

Gear Notes:

Laser Weapons
By far the most common type of energy weapon in the world, lasers are relatively easy to manufacture and maintain thanks to few complex moving parts. By the mid-21st Century, portable lasers became a mainstay on the battlefield, and the post-Rifts world sees them as the preferred firearm in every known military, police, and security force. Unlike industrial lasers and related forms, combat lasers emit their beams in short bursts. This allows for semi-automatic and automatic fire options (without any recoil issues). Lasers are also great for piercing armor, and they have excellent range. „ Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out. „ No Recoil: Lasers ignore the Recoil penalty.

Armor
Stylish and showy, these armors were popularized by arcanists of the Magic Zone and have become staples of personal protection used throughout North America.

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits).

Holy Symbol: A handheld holy symbol easily presented against supernatural evil. More often than not with crosses, the bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4). The listed price is for a holy symbol made of silver; a wooden one is free or incidentally cheap. (1 lb, 200 credits)

Infrared Distancing Binoculars: Highpowered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations (2 lb, 1,200 credits).

NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).