Wednesday, August 3, 2016

New Template: the Mystic

I find it difficult to build a "generic" Psion template for Psi-Wars because it's so tied to the Action genre, so we need to know what role the psion would serve on the Action team.  A telepath or electrokinetic might make a good spy, an ESPer might make a good military officer, a psychokinetic might make a good combatant, and so on.  But the best way to handle those sort of concepts is to attach the power-set to a given template (that is, a psychokinetic soldier becomes the Commando + Psi with Psychokinesis).

What we need for a "generic" Psion template is a characters whose role is dealing with psionic power in general. Unlike Monster Hunters, though, we don't have much call for a role of a character who investigates psionic power just to investigate psionic power.  We usually do it in a specific context, and those contexts, here, are understanding Communion, finding relics, grasping what Path someone is on, and thus how to defeat him.  And, of course, having a character who schooled and powerful in the ways of Communion and psi is, itself, worthwhile.

Thus, the result is the following template: the Mystic.  The mystic embodies the sorts of characters we see in Yoda, Obi-Wan (eventually) and Emperor Palpatine.  The mystic's focus is purely on psionic powers and communion.  These characters have a few additional traits, meant to allow them to behave in an appropriately action-esque way, but they tend to be extremely non-physical, with a greater focus on IQ, Will, mental strength and mental powers.  These characters are also extremely well-situated to begin walking a Path.

Mystic 1.0: 250 points

Attributes: ST 10 [0], DX 10 [0]; IQ 14 [80]; HT 10 [0]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Per 14 [0]; Will 16 [10]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]

Advantages: Luck [15], Hard to Kill +2 [4]; Choose one of Communion 7 [35], Dark Communion 7 [35], Broken Communion 7 [35];  Choose 15 points from +1 HT [10], Will [5/level], Appearance [Varies], Combat Reflexes [15], Charisma +1 to +4 [5/level], Destiny 1-3 [5/level] Empathy [15], Fearlessness [2/level] or Unfazeable [15], Hard to Kill [2/level], Intuition [15], Rapier Wit [5], Religious Rank [5/level], Learned Prayers [varies], Legendary Reputation +1 or +2 [7/level], Serendipity 1 [15], Signature Gear [varies], or improve Luck to Extraordinary Luck for 15 points [30].

Disadvantages: Choose up to -15 from Curious [-5*], Discipline of Faith (Ritualism, Monasticism or Mysticism) [-5 to -10], Duty (Religious organization, 9, 12 or 15 or less) [-5, -10 or -15], Fanaticism (Faith) [-15], Obsession (Uncover a specific mystery of Communion, find specific ruin, find specific relic) [-5], Sense of Duty (Team or Members of a Faith) [-5 or -10], Truthfulness [-5*], Vow (Any) [-5 to -15]. Divide 35 points among the previous, or among the following: -1 to -2 ST [-10 or -20], Unfit or Very Unfit [-5 or -15], -1 DX [-20], Klutz [-5] or Total Klutz [-15], Overweight or Fat or Very Fat [-1, -3 or -5], Skinny [-5], or among the packages below; characters following a path should take Discipline of Faith (Ritualism) [-5] and an appropriate [-10] point disadvantage; characters following Communion are required to take either an appropriate Discipline of Faith or a Code of Honor.
  • Communion: Charitable [-15*], Code of Honor (Any) [-5 to -15], Easy to Read [-10], Guilt Complex [-5], Honesty [-10*], Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10], Selfless [-5*], Sense of Duty (Any community) [-10], Workaholic [-5], Vow (Refuse no request for aid) [-15];
  • Dark Communion: Bad Temper [-10*], Berserk [-10*], Bully [-10*], Compulsive Carousing [-10*], Gluttony [-5*], Greed [-15*], Impulsiveness [-10], Jealousy [-10], Laziness [-10], Lecherousness [-15*], Overconfidence [-5*], Selfish [-5*], Trickster [-15*]
  • Broken Communion: Appearance (Unattractive or Ugly) [-4 or -8], Bloodlust [-10*], Callous [-5], Compulsive Lying [-15*], Delusion (Any) [-5], Disturbing Voice [-10], Flashbacks [-5 or -10], Nightmares [-5*], No Sense of Humor [-10], Odious Personal Habits (Any) [-5 to -15], On the Edge [-15*], Paranoia [-10], Stuttering [-10], Weirdness Magnet [-15], Xenophilia [-10*],
Primary Skills: Philosophy (Any) (H) IQ [4]-14; Meditation (H) Will [4]-16; Savoir-Faire (Any) (E) IQ+1 [2]-15;

Secondary Skills: Stealth (A) DX [2]-10; ●Either Brawling (E) DX+2 [4]-12 or Karate (H) DX [2]-10; ●Either Wrestling (A) DX+1 [4]-11 or Judo (H) DX [4]-10; ●Choose four of Hidden Lore (Communion), Research, Teaching, or Writing all (A) IQ [2]-14, Diplomacy, Expert Skill ( Psionics), History, Linguistics, Literature, Religious Ritual all (H) IQ-1 [2]-13, or Mental Strength (E) Will+1 [2]-15.

Background Skills: Computer Operation (E) IQ [1]-12; Either Pilot (Contragravity or Starship) (A) DX-1 [1]-11, Either Navigation (Land or Hyperspace) both (A) IQ-1 [1]-12 and 20 points chosen from a background lens.

Psionic Abilities: Choose 50 points worth of Psionic Abilities, talent, skills and perks.  See the Psionic Powers Package for suggestions.

Mystic Specialization: Choose one of the following lenses:

Priest Lens: 50
The Priest uses his Communion to lead and guide others to enlightenment. He almost always has a congregation and, if he lacks one, he can quickly build one. If a Priest follows a path, it's usually one that focuses on charismatic paths that can assist others, including the Bound Princess, the Beautiful Fool, or the Other. Priests rarely follow solipsistic paths, such as the Rebellious Beast or Death.

Advantages: Charisma +2 [10], Devotion +4 [20], Penetrating Voice [1], Religious Rank 0; Spend an additional 5 points on Religious Rank +1 [5], Contact Group (Religious Community, Somewhat Reliable, 6 or less) [5], or on additional Learned Prayers.

Skills: Leadership IQ+2* [2]-16, Public Speaking (A) IQ+2* [2]-16, Religious Ritual (H) IQ+3* [2]-17; Choose four of Administration, Teaching, Propaganda or Streetwise all (A) IQ [2]-14, Psychology (H) IQ+3* [2]-17, or Diplomacy (H) IQ-1 [2]-13, or improve Leadership, Public Speaking or Savoir-Faire by one level for 2 points or two levels for 4 points.
Note: Improve Meditation, Mental Strength, Philosophy and Psychology +4.

 Inquisitor Lens: 50
The Inquisitor seeks to enforce conformity among a congregation, to police both people and Communion itself. If an Inquisitor follows a path, it focuses on ferreting out, and dealing with, wickedness and building power, including the Righteous Crusader, the Mystic Tyrant, or Death; inquisitors rarely follow paths that defy rules or order, including the Exiled Master or the Beautiful Fool.

Secondary Traits: Will +2 [10]

Advantages: Truth Seeker +4 [20] Religious Rank 0; Spend an additional 5 points on Religious Rank +1 [5], Contact Group (Religious Community, Somewhat Reliable, 6 or less) [5], or on additional Learned Prayers.

Skills: Detect Lies (H) Per+3* [2]-17, Interrogation (A) IQ+3* [1]-17, Observation (A) Per [2]-14; Choose five of Current Affairs (Headlines News, Politics) (E) IQ+1 [2]-15, Research (A) IQ+4* [2]-18, Electronics Operation (Security or Surveillance), Intimidation, Propaganda, or Shadowing all (A) IQ [2]-14, Expert Skill (Conspiracy Theory), Intelligence Analysis both (H) IQ+3* [2]-17, Psychology (H) IQ-1 [2]-13, Mental Strength (E) Will+1 [2]-19, or Intimidation (A) Will [2]-18.

Note: Improve Meditation, Mental Strength, Philosophy and Psychology +4.

Occultist Lens: 50The occultist explores Communion for his own enlightenment. He cares nothing for the science behind psionics, but for the symbolism inherit in communion. If an Occultist follows a path, it is likely one that encourages intellectual self-empowerment, such as the Exiled Master, the Mystic Tyrant or Madness, and typical avoid paths that are primarily physical, such as the Righteous Crusader or the Rebellious Beast.

Advantages: Occultist +3 [30]; Choose 5 points from among Contacts (Witch Coven or Occult Circle, Somewhat Reliable, 6 or less) [5] or learned prayers or additional psionic powers.

Skills: Occultism (A) IQ+3* [2]-17, Research (A) IQ+3* [2]-17, Mental Strength (E) Will+3* [1]-19; Choose five of Hidden Lore (Communion) (A) IQ+3* [2]-17, Architecture, Connoisseur (Relics or places of power), Teaching or Writing all (A) IQ [2]-14, or Archaeology, History, Linguistics, Literature all (H) IQ+2* [2]-16.

 Disciple: 50
Like the Occultist, the Disciple studied Communion for his own purposes, but accepts the religious tones and attempts to live in connection with communion for his own purposes. He is the mad prophet or the devoted ascetic, asocial and unbound by cultural norms. Disciples tend to follow solipsistic paths of enlightenment such as the Exiled Master, the Rebellious Beast or Death. They tend to avoid paths that require social interactions, such as the Bound Princess or the Beautiful Fool.

Attributes: HT +1 [10]

Advantages: Devotion +4 [20]; Choose 10 points from among Will [5/level], Contacts (Religious order, Somewhat reliable, 6 or less) [5], Hard to Subdue [2/level], High Pain Threshold [10], Rapid Healing or Very Rapid Healing [5 or 15], Resistant to Disease +3 or +8 [3 or 5] or Learned Prayers [Varies].

Skills: Choose five of Escape (H) DX-1 [2]-9, First-Aid (E) IQ+1 [2]-15, Acting, Hidden Lore (Communion), Navigation (Hyperspace or Land) (A) IQ [2]-14, Naturalist (H) IQ-1 [2]-13, Scrounging (E) Per+1 [2]-15, Survival (Any) or Urban Survival (A) Per [2]-14, Hiking or Running both (A) HT [2]-11, or improve Stealth by one level for 2 points.

Note: Improve Meditation, Mental Strength, Philosophy and Psychology +4.

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