The Pseudo-Mystic
Posted: Sun Mar 20, 2016 7:27 pm
[EDIT: I had a chance to work on this class and here are the updates]
Please let me know what you think...
The Pseudo-Mystic
(I designed this O.C.C. with a variation of Chaos Earth in mind, but any magical setting could see the development of a Pseudo-Mystic.)
How does one discover that he or she possesses psychic abilities? If one discovers these abilities without other psychics around, how does he or she know the abilities are psychic? The abilities could be magical in nature, super-powers, or even divine gifts! Without a point of reference, how would one know?
The Pseudo-Mystic is one of these individuals, a Natural or Genius, but his abilities are not psychic in nature, they are magical! Like mystics, the Pseudo-Mystic intuitively develops the ability to perform magic. However, unlike other Mystics, the Pseudo-Mystic does not (and cannot!) possess psychic abilities. Instead, the Pseudo-Mystic’s psychic potential (some would say genius) is focused entirely into a supreme magical understanding and talent.
Pseudo-Mystics are almost unheard of in societies, realms, and dimensions where magic is common. In these places, the raw natural talent of these individuals is usually discovered, cultivated, and focused, instead of being able to develop on its own. However, when these rare individuals are left to develop naturally, they eventually realize the abilities of a Pseudo-Mystic.
Because magic is rare, or even unheard of, where Pseudo-Mystics originate, the individual does not know what to think of his new abilities. The individual’s environment will influence his or her interpretation of the new abilities. One that is extremely religious might view the abilities as a gift from the gods! A comic book fan might think they are super-powers! However, the most common outlook is that these abilities are some sort of psychic ability. If he or she ever learns the truth (see #3 below), his world is shaken and his powers irrevocably changed, and some would say diminished.
The belief that the Pseudo-Mystics abilities are psychic molds their development. The Pseudo-Mystic intuitively develops spells that resemble classic psychic powers! In addition, instead of casting the spells like a mage, he learns to cast them simply by concentrating (ie, sans words or gestures, see #2 below).
Initially, the spells developed by the Pseudo-Mystic are limited to invocations, but eventually he or she becomes capable of developing spells from any flavor of magic.
Special Abilities of the Pseudo-Mystic (IQ bonuses apply to all)
1) Sense Ley Line and Magic Energy: The Pseudo-Mystic sees this as another one of his "Psychic-Powers". Identical to the Ley Line Walker ability except all ranges are halved.
2) "Psychic Powers": Actually, all the Pseudo-Mystic's "Powers" are magical in nature. He does not realize that he is using magic and might not even know what magic really is. Because of this, he has developed the unique ability to cast low-level spells (levels 1-4) without using any words! This is the equivalent of the Sorcerous Proficiency Cast by Thought Alone except it is limited to lower-level spells. After 4th level this applies to spells of the Mystic’s level or lower. He can cast higher level spells, but he needs to "talk himself through it" while doing so.
Like other geniuses, some of the first “powers” to develop are magical equivalents of Total Recall and Mind Block. These are identical to the psionic powers, but require P.P.E. to trigger them instead of I.S.P.
Initial Spell Knowledge: Pick 6 spells from the following list to represent his beginning "Psychic Powers":
Armor of Ithan(10), Astral Projection(10), Befuddle(6), Blind(6), Charismatic Aura(10), Cure Minor Disorders(10), Death Trance(1), Decipher Magic(4), Electric Arc(8), Energy Bolt(5), Energy Field(10), Enhanced Memory(12)(BTS 1), Extinguish Fire(4), Fear(5), Fist of Fury(10/50), Float in Air(5), Fuel Flame(5), Ignite Fire(6), Impervious to Fire(5;self), Impervious to Poison(5), Impression(5)(BTS1), Instill Knowledge(15), Levitation(5), Ley Line Transmission(30), Life Source(2+special), Light Healing(6), Manipulate Objects(2+), Memory Bank(12), Mental Shock(30), Mind Fog(24), Mind Over Matter(22), Mystic Fulcrum(5), Paralysis: Lesser(5), Repel Animals(7), See Aura (6), See The Invisible(4), Sense Evil(2), Sense Traps(7), Spoil Concentration(15), Spoil Memory(20), Spoil the Mind with Numbing Madness(25), Telekinesis(8), Trance(10), Turn Dead(6)
Also, choose 2 Chaos Magic Spells. These should be spells easily explainable as Psychic Powers. (If the character is not being played in a Chaos Earth setting, choose 2 more spells from the list above instead.)
3) Learning the “Truth”: Sooner or later the character may or may not learn that his powers are magical. How this might happen is up to each GM and player. If this happens, the character’s abilities change as indicated below. It is important to note that the truth may become evident at any point, even at character creation (although this makes the character much less fun to play)
4) Learning New Spells: Every level beyond the first, the Pseudo-Mystic will intuitively develop new powers/spells. At second level pick 2 spells from the list above and 1 Chaos Magic spell.
At second level and above, the character’s mastery of his powers begins to grow. Instead of choosing a spell from the above list, the character can choose to take the magical equivalent of a psychic power! The Pseudo-Mystic intuitively devises a new spell that mirrors a know psionic power. At first, only minor powers are available, but at higher levels, Super-Psionic powers can be learned this way as well.
The new “spell” has the same duration, range, and effect as the psionic power. The P.P.E. cost of the new spell is the same as the psionic power. For example, if the character learned a magical equivalent of Mind Block, it would have a range of “self”, the duration would be ten minutes per level, and the cost would be 4 P.P.E. per casting.
For spell level purposes, take the I.S.P. cost of the psionic ability, divide by 5 (round up), and add 2 for super-psionic powers. The minimum spell level is 2. For variable costs powers, use the highest cost for calculations (Mind Bolt would be a tenth level spell: max 40 I.S.P. cost, plus 2 for being a super-psionic power). For powers with a cost per a certain number of units (like Telekinesis), calculate the level based on two units (Telekinesis is a second level spell, Telekinesis (Super) is a sixth level spell). The Pseudo-Mystic can only devise spells with an equivalent level of the character’s level or lower.
At any point, the character may realize that he is casting spells (see #3, above). This changes the character's outlook and hinders his ability to develop new spells. Each level AFTER the character learns the truth, he will be able to figure out TWO new spells. Spells are limited to spells of equal or lower level, but he can develop spells from any magical discipline, much like a Mystic.
After learning the truth, the Pseudo-Mystic can learn spells like other full mages. However, his natural magic genius allows him to learn spells taught by another in less time. Instead of the normal 2 days per spell level, the Pseudo-Mystic requires a mere hour per spell level to learn a spell! In addition, the Pseudo-Mystic is capable of learning spells from ANY caster, even other Mystics. The caster must be willing to describe the casting of the spell and demonstrate casting the spell so the Pseudo-Mystic can witness the casting (meaning some spells cannot be learned in this way, like ones requiring huge amounts of P.P.E. or Sorcerous Fury which requires the death of the caster…). This is a draining endeavor requiring the expenditure of 15 P.P.E. per spell level by the Pseudo-Mystic, and the Pseudo-Mystic will be physically drained requiring a full night’s rest after learning the spell.
5) Intuitive Knowledge of Mystic Symbols: The Pseudo-Mystic intuitively understands all mystic symbols and writings. The character usually attributes this knowledge to some sort of psychic ability. Mystic symbols are used in all forms of ancient and modern magic, including wards and circles. Base Skill: 10% +5% per level (+15% after the truth is learned, see #3 above) (note: this does include the ability to read Runes, but not to use Rune Magic, also, although the Pseudo-Mystic can most likely discern what the function of a circle or ward is and use an activated circle, he cannot create or active a circle or create wards without first being instructed how to do so by a practitioner of those arts (and then only after he learns the truth, see #3 above)
6) Magic Lore and Principles of Magic: The Pseudo-Mystic possesses intuitive knowledge equal to the Lore: Magic skill. As his knowledge grows, it becomes harder and harder to deny his true nature. He suffers a -10% penalty until he learns the truth. He then enjoys a 15% bonus. Also, after he learns the truth (see #3 above), he intuitively “learns” the Principles of Magic skill (see Nightbane: Through the Glass Darkly) with a +20% bonus (starts at 1st level proficiency when the mystic finally learns the truth).
7) Sorcerous Proficiencies and limitations (optional): Feel free to ignore this ability (but not the ability to cast by thought alone mentioned above) if you do not allow Sorcerous Proficiencies in your game.
As mentioned under #2, above, the Pseudo-Mystic has advanced magical talent, but also believes these talents are psychic and not magical. He naturally develops some talents that he attributes to psychic abilities in addition to the psionic-like spells mentioned above. The first manifestation of this is Cast by Thought Alone as described above. In addition, at first level the Pseudo-Mystic can pick a Sorcerous Proficiency (pulled from Through the Glass Darkly and Rifter #27).
Here are some examples with sample explanations:
“Truly Psychic” (Invisible to Magic): Gaining this proficiency prevents others from knowing the truth as well!
“Prodigy” (Incantation Specialist)
“Black Sheep” (Magical Lineage): Being the only “non-mage” in a magical family must be rough.
“Magically Sensitive Third-Eye” (Sensitive to Magic): He may not understand that he is sensing magic, but he will!
“Supernaturally Sensitive Third-Eye” (Sensitive to the Supernatural): as above, but to beasties
“Anti-Magical” (Magic Resistance): His strong mind makes him resistant to magic?
“Paragon” (Artistic): Believes psionics simply make him better
“Strong Mind” (Great Mystical Strength)
“Psychokinetic Muscles” (Supernatural Strength)
Most Sorcerous Proficiencies can be chosen. The exceptions are Group Casting, Illusionist, Necromantic Specialist, Servant, and Summoner.
The Pseudo-Mystic can choose to gain any Sorcerous Proficiency besides Granted Memories instead of a gained Secondary Skill, but no more than one per level.
In addition, the Pseudo-Mystic can choose to take Sorcerous Limitations. Each limitation taken allows the Pseudo-Mystic to take another Sorcerous Proficiency. Some combinations do not make sense (ie Sensitive to the Supernatural and Blind to the Supernatural). Also, some limitation may not work for this class, like Forgetful.
Limitations can be added as often as once per level in exchange for a new Proficiency, and can be removed instead of gaining a new Proficiency or Secondary skill (per the rules in Through the Glass Darkly)
After discovering the truth, any proficiency or limitation may be chosen, without limitation.
8) Psionics: The Pseudo-Mystic cannot have Psionic powers! He is considered a non-psychic and requires a 15 or better to saves versus psionic attack (and see bonuses below).
9) Base P.P.E.: P.E. x2 +6D6. He gains an extra 3D8 per level starting at level two. The Pseudo-Mystic can draw P.P.E. from other sources (i.e. ley lines, nexuses, etc.) but only after learning the truth (see #3 above).
10) Pseudo-Mystic O.C.C. Bonuses: +1D4 to any mental attribute, + 2 to save vs. Magic and Psionics, +1 vs. Magic, Possession, and Psionics at levels 4, 8, and 12, +2 to save vs. Horror Factor, +1 vs. Horror Factor at levels 3, 6, 9, 12, and 15. +1 to Perception at levels 2, 5, 8, 11, and 14. Spell Strength is 12 until he discovers the truth. +1 spell strength at levels 3, 6, 10, and 14 (does not get bonuses until truth is learned. Apply all bonuses retroactively if truth is learned after 3rd level)
Pseudo-Mystic O.C.C.
Alignment: Any, but most (70%) are selfish.
Attribute Requirements: I.Q. 12, M.E. 12, and P.E. 10 or higher.
Race: Any race that can utilize both magic and psionics.
O.C.C. Skills: (Chaos Earth) Mainly common skills known to most people of Chaos Earth.
Speak, Read, and Write (Literacy) Native Language at 86% (typically English, Spanish, or French)
Basic Math (+25%)
Computer Operation (+15%)
Lore: Any (+10%)
Pilot: Automobile or Motorcycle (+10%)
Pilot: Vehicle of Choice (conventional: +10%)
Two Domestic skills of choice (+15%)
Two Technical or Science skills of choice (+15%)
Two Electrical, Mechanical, or Medical skills of choice (+10%)
Hand-to-Hand Basic (can be upgraded to Expert for one other skill, Martial Arts for two, or Assassin (if Anarchist or Evil) for three)
NOTE: GM may allow Hand-to-Hand Commando in place of Assassin
O.C.C. Related Skills: The people of Chaos Earth were members of an advanced civilization and culture before the ley lines erupted and Armageddon ensued. Consequently, most are highly educated with a high school education and some college or trade school type training for most adults. As a result, pick one Skill Category in which the character is a “skilled professional” and choose THREE skills from it, with each getting a +20% skill bonus. Then, select an additional eight skills from any of the available categories listed below, and 1 additional skill at levels 3, 5, 8, 10 and 13 (one every 2.5 levels). All new skills start at the base skill level. Note: Skills should conform to the character' s background, age and history. Geniuses are more likely to "bend the rules" and somehow learn (even
by book reading) highly unlikely skills, but some limits should apply. Game masters are the final arbiters of whether
or not a skill is appropriate for a player.
Communications: Any, +5 % for Language and Literacy.
Domestic: Any (+10%)
Electrical: Any (+5%)
Espionage: Any
Mechanical: Any (+5%)
Medical: Any
Military: Any
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Starts with 4 secondary skills, and gets two more secondary skills at levels 2, 4, 6, 8, 10, 12, and 14. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parenthesis above. All new skills start at the base skill level and normal restrictions apply.
Note for non-Chaos Earth settings: Use skills appropriate to the character’s world of origin, but make sure to include the bonuses from above (listed with O.C.C. and Other skills). Also, the character should continue to gain skills at the rates listed above as this is part of his “Genius” nature.
Starting Equipment: Most survivors of the initial cataclysm have only the clothes on their backs and a few items they have salvaged or scavenged. Pseudo-Mystic gear includes an air filter or gas mask, worn but rugged overalls, a knit cap, work gloves, water-proof workman’s boots, three pairs of socks, goggles or sunglasses, 1D4 +1 changes of clothes, a heavy jacket or coat, belt, satchel or duffle bag, back pack, Multi-function tool or Swiss Army Knife, First Aid kit, pocket computer, 1D4 notebooks, 1D4 permanent markers, 1D4 mechanical pencils, 1D4 pens, flashlight, disposable lighter, some rope or cord (20-50 feet), canteen, 1D6 plastic water bottles.
Also has one S.D.C. weapon per weapon proficiency but does not have a vehicle or armor.
This character, perhaps more than any other, will seek out and use magical equipment.
Money: Has 1D6 x 1000 credits (which are all but worthless now) and 1D6 x 100 credits worth of tradable goods. May or may not find employment or have a job that still provides some sort of pay (room and board, food, protection, etc.).
Cybernetics: None and avoids them like the plague (cybernetics interfere with psionics and magic).
XP:
1 0,000-2,120
2 2,121-4,240
3 4,241-8,480
4 8,481 - 16,960
5 16,961-24,960
6 24,961 - 34,960
7 34,961 - 49,960
8 49,961 - 69,960
9 69,961 - 94,960
10 94,961-129,960
11 129,961 - 179,960
12 179,961 - 229,960
13 229,961 - 279,960
14 279,961 - 329,960
15 329,961 - 389,960
Please let me know what you think...
The Pseudo-Mystic
(I designed this O.C.C. with a variation of Chaos Earth in mind, but any magical setting could see the development of a Pseudo-Mystic.)
How does one discover that he or she possesses psychic abilities? If one discovers these abilities without other psychics around, how does he or she know the abilities are psychic? The abilities could be magical in nature, super-powers, or even divine gifts! Without a point of reference, how would one know?
The Pseudo-Mystic is one of these individuals, a Natural or Genius, but his abilities are not psychic in nature, they are magical! Like mystics, the Pseudo-Mystic intuitively develops the ability to perform magic. However, unlike other Mystics, the Pseudo-Mystic does not (and cannot!) possess psychic abilities. Instead, the Pseudo-Mystic’s psychic potential (some would say genius) is focused entirely into a supreme magical understanding and talent.
Pseudo-Mystics are almost unheard of in societies, realms, and dimensions where magic is common. In these places, the raw natural talent of these individuals is usually discovered, cultivated, and focused, instead of being able to develop on its own. However, when these rare individuals are left to develop naturally, they eventually realize the abilities of a Pseudo-Mystic.
Because magic is rare, or even unheard of, where Pseudo-Mystics originate, the individual does not know what to think of his new abilities. The individual’s environment will influence his or her interpretation of the new abilities. One that is extremely religious might view the abilities as a gift from the gods! A comic book fan might think they are super-powers! However, the most common outlook is that these abilities are some sort of psychic ability. If he or she ever learns the truth (see #3 below), his world is shaken and his powers irrevocably changed, and some would say diminished.
The belief that the Pseudo-Mystics abilities are psychic molds their development. The Pseudo-Mystic intuitively develops spells that resemble classic psychic powers! In addition, instead of casting the spells like a mage, he learns to cast them simply by concentrating (ie, sans words or gestures, see #2 below).
Initially, the spells developed by the Pseudo-Mystic are limited to invocations, but eventually he or she becomes capable of developing spells from any flavor of magic.
Special Abilities of the Pseudo-Mystic (IQ bonuses apply to all)
1) Sense Ley Line and Magic Energy: The Pseudo-Mystic sees this as another one of his "Psychic-Powers". Identical to the Ley Line Walker ability except all ranges are halved.
2) "Psychic Powers": Actually, all the Pseudo-Mystic's "Powers" are magical in nature. He does not realize that he is using magic and might not even know what magic really is. Because of this, he has developed the unique ability to cast low-level spells (levels 1-4) without using any words! This is the equivalent of the Sorcerous Proficiency Cast by Thought Alone except it is limited to lower-level spells. After 4th level this applies to spells of the Mystic’s level or lower. He can cast higher level spells, but he needs to "talk himself through it" while doing so.
Like other geniuses, some of the first “powers” to develop are magical equivalents of Total Recall and Mind Block. These are identical to the psionic powers, but require P.P.E. to trigger them instead of I.S.P.
Initial Spell Knowledge: Pick 6 spells from the following list to represent his beginning "Psychic Powers":
Armor of Ithan(10), Astral Projection(10), Befuddle(6), Blind(6), Charismatic Aura(10), Cure Minor Disorders(10), Death Trance(1), Decipher Magic(4), Electric Arc(8), Energy Bolt(5), Energy Field(10), Enhanced Memory(12)(BTS 1), Extinguish Fire(4), Fear(5), Fist of Fury(10/50), Float in Air(5), Fuel Flame(5), Ignite Fire(6), Impervious to Fire(5;self), Impervious to Poison(5), Impression(5)(BTS1), Instill Knowledge(15), Levitation(5), Ley Line Transmission(30), Life Source(2+special), Light Healing(6), Manipulate Objects(2+), Memory Bank(12), Mental Shock(30), Mind Fog(24), Mind Over Matter(22), Mystic Fulcrum(5), Paralysis: Lesser(5), Repel Animals(7), See Aura (6), See The Invisible(4), Sense Evil(2), Sense Traps(7), Spoil Concentration(15), Spoil Memory(20), Spoil the Mind with Numbing Madness(25), Telekinesis(8), Trance(10), Turn Dead(6)
Also, choose 2 Chaos Magic Spells. These should be spells easily explainable as Psychic Powers. (If the character is not being played in a Chaos Earth setting, choose 2 more spells from the list above instead.)
3) Learning the “Truth”: Sooner or later the character may or may not learn that his powers are magical. How this might happen is up to each GM and player. If this happens, the character’s abilities change as indicated below. It is important to note that the truth may become evident at any point, even at character creation (although this makes the character much less fun to play)
4) Learning New Spells: Every level beyond the first, the Pseudo-Mystic will intuitively develop new powers/spells. At second level pick 2 spells from the list above and 1 Chaos Magic spell.
At second level and above, the character’s mastery of his powers begins to grow. Instead of choosing a spell from the above list, the character can choose to take the magical equivalent of a psychic power! The Pseudo-Mystic intuitively devises a new spell that mirrors a know psionic power. At first, only minor powers are available, but at higher levels, Super-Psionic powers can be learned this way as well.
The new “spell” has the same duration, range, and effect as the psionic power. The P.P.E. cost of the new spell is the same as the psionic power. For example, if the character learned a magical equivalent of Mind Block, it would have a range of “self”, the duration would be ten minutes per level, and the cost would be 4 P.P.E. per casting.
For spell level purposes, take the I.S.P. cost of the psionic ability, divide by 5 (round up), and add 2 for super-psionic powers. The minimum spell level is 2. For variable costs powers, use the highest cost for calculations (Mind Bolt would be a tenth level spell: max 40 I.S.P. cost, plus 2 for being a super-psionic power). For powers with a cost per a certain number of units (like Telekinesis), calculate the level based on two units (Telekinesis is a second level spell, Telekinesis (Super) is a sixth level spell). The Pseudo-Mystic can only devise spells with an equivalent level of the character’s level or lower.
At any point, the character may realize that he is casting spells (see #3, above). This changes the character's outlook and hinders his ability to develop new spells. Each level AFTER the character learns the truth, he will be able to figure out TWO new spells. Spells are limited to spells of equal or lower level, but he can develop spells from any magical discipline, much like a Mystic.
After learning the truth, the Pseudo-Mystic can learn spells like other full mages. However, his natural magic genius allows him to learn spells taught by another in less time. Instead of the normal 2 days per spell level, the Pseudo-Mystic requires a mere hour per spell level to learn a spell! In addition, the Pseudo-Mystic is capable of learning spells from ANY caster, even other Mystics. The caster must be willing to describe the casting of the spell and demonstrate casting the spell so the Pseudo-Mystic can witness the casting (meaning some spells cannot be learned in this way, like ones requiring huge amounts of P.P.E. or Sorcerous Fury which requires the death of the caster…). This is a draining endeavor requiring the expenditure of 15 P.P.E. per spell level by the Pseudo-Mystic, and the Pseudo-Mystic will be physically drained requiring a full night’s rest after learning the spell.
5) Intuitive Knowledge of Mystic Symbols: The Pseudo-Mystic intuitively understands all mystic symbols and writings. The character usually attributes this knowledge to some sort of psychic ability. Mystic symbols are used in all forms of ancient and modern magic, including wards and circles. Base Skill: 10% +5% per level (+15% after the truth is learned, see #3 above) (note: this does include the ability to read Runes, but not to use Rune Magic, also, although the Pseudo-Mystic can most likely discern what the function of a circle or ward is and use an activated circle, he cannot create or active a circle or create wards without first being instructed how to do so by a practitioner of those arts (and then only after he learns the truth, see #3 above)
6) Magic Lore and Principles of Magic: The Pseudo-Mystic possesses intuitive knowledge equal to the Lore: Magic skill. As his knowledge grows, it becomes harder and harder to deny his true nature. He suffers a -10% penalty until he learns the truth. He then enjoys a 15% bonus. Also, after he learns the truth (see #3 above), he intuitively “learns” the Principles of Magic skill (see Nightbane: Through the Glass Darkly) with a +20% bonus (starts at 1st level proficiency when the mystic finally learns the truth).
7) Sorcerous Proficiencies and limitations (optional): Feel free to ignore this ability (but not the ability to cast by thought alone mentioned above) if you do not allow Sorcerous Proficiencies in your game.
As mentioned under #2, above, the Pseudo-Mystic has advanced magical talent, but also believes these talents are psychic and not magical. He naturally develops some talents that he attributes to psychic abilities in addition to the psionic-like spells mentioned above. The first manifestation of this is Cast by Thought Alone as described above. In addition, at first level the Pseudo-Mystic can pick a Sorcerous Proficiency (pulled from Through the Glass Darkly and Rifter #27).
Here are some examples with sample explanations:
“Truly Psychic” (Invisible to Magic): Gaining this proficiency prevents others from knowing the truth as well!
“Prodigy” (Incantation Specialist)
“Black Sheep” (Magical Lineage): Being the only “non-mage” in a magical family must be rough.
“Magically Sensitive Third-Eye” (Sensitive to Magic): He may not understand that he is sensing magic, but he will!
“Supernaturally Sensitive Third-Eye” (Sensitive to the Supernatural): as above, but to beasties
“Anti-Magical” (Magic Resistance): His strong mind makes him resistant to magic?
“Paragon” (Artistic): Believes psionics simply make him better
“Strong Mind” (Great Mystical Strength)
“Psychokinetic Muscles” (Supernatural Strength)
Most Sorcerous Proficiencies can be chosen. The exceptions are Group Casting, Illusionist, Necromantic Specialist, Servant, and Summoner.
The Pseudo-Mystic can choose to gain any Sorcerous Proficiency besides Granted Memories instead of a gained Secondary Skill, but no more than one per level.
In addition, the Pseudo-Mystic can choose to take Sorcerous Limitations. Each limitation taken allows the Pseudo-Mystic to take another Sorcerous Proficiency. Some combinations do not make sense (ie Sensitive to the Supernatural and Blind to the Supernatural). Also, some limitation may not work for this class, like Forgetful.
Limitations can be added as often as once per level in exchange for a new Proficiency, and can be removed instead of gaining a new Proficiency or Secondary skill (per the rules in Through the Glass Darkly)
After discovering the truth, any proficiency or limitation may be chosen, without limitation.
8) Psionics: The Pseudo-Mystic cannot have Psionic powers! He is considered a non-psychic and requires a 15 or better to saves versus psionic attack (and see bonuses below).
9) Base P.P.E.: P.E. x2 +6D6. He gains an extra 3D8 per level starting at level two. The Pseudo-Mystic can draw P.P.E. from other sources (i.e. ley lines, nexuses, etc.) but only after learning the truth (see #3 above).
10) Pseudo-Mystic O.C.C. Bonuses: +1D4 to any mental attribute, + 2 to save vs. Magic and Psionics, +1 vs. Magic, Possession, and Psionics at levels 4, 8, and 12, +2 to save vs. Horror Factor, +1 vs. Horror Factor at levels 3, 6, 9, 12, and 15. +1 to Perception at levels 2, 5, 8, 11, and 14. Spell Strength is 12 until he discovers the truth. +1 spell strength at levels 3, 6, 10, and 14 (does not get bonuses until truth is learned. Apply all bonuses retroactively if truth is learned after 3rd level)
Pseudo-Mystic O.C.C.
Alignment: Any, but most (70%) are selfish.
Attribute Requirements: I.Q. 12, M.E. 12, and P.E. 10 or higher.
Race: Any race that can utilize both magic and psionics.
O.C.C. Skills: (Chaos Earth) Mainly common skills known to most people of Chaos Earth.
Speak, Read, and Write (Literacy) Native Language at 86% (typically English, Spanish, or French)
Basic Math (+25%)
Computer Operation (+15%)
Lore: Any (+10%)
Pilot: Automobile or Motorcycle (+10%)
Pilot: Vehicle of Choice (conventional: +10%)
Two Domestic skills of choice (+15%)
Two Technical or Science skills of choice (+15%)
Two Electrical, Mechanical, or Medical skills of choice (+10%)
Hand-to-Hand Basic (can be upgraded to Expert for one other skill, Martial Arts for two, or Assassin (if Anarchist or Evil) for three)
NOTE: GM may allow Hand-to-Hand Commando in place of Assassin
O.C.C. Related Skills: The people of Chaos Earth were members of an advanced civilization and culture before the ley lines erupted and Armageddon ensued. Consequently, most are highly educated with a high school education and some college or trade school type training for most adults. As a result, pick one Skill Category in which the character is a “skilled professional” and choose THREE skills from it, with each getting a +20% skill bonus. Then, select an additional eight skills from any of the available categories listed below, and 1 additional skill at levels 3, 5, 8, 10 and 13 (one every 2.5 levels). All new skills start at the base skill level. Note: Skills should conform to the character' s background, age and history. Geniuses are more likely to "bend the rules" and somehow learn (even
by book reading) highly unlikely skills, but some limits should apply. Game masters are the final arbiters of whether
or not a skill is appropriate for a player.
Communications: Any, +5 % for Language and Literacy.
Domestic: Any (+10%)
Electrical: Any (+5%)
Espionage: Any
Mechanical: Any (+5%)
Medical: Any
Military: Any
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Starts with 4 secondary skills, and gets two more secondary skills at levels 2, 4, 6, 8, 10, 12, and 14. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parenthesis above. All new skills start at the base skill level and normal restrictions apply.
Note for non-Chaos Earth settings: Use skills appropriate to the character’s world of origin, but make sure to include the bonuses from above (listed with O.C.C. and Other skills). Also, the character should continue to gain skills at the rates listed above as this is part of his “Genius” nature.
Starting Equipment: Most survivors of the initial cataclysm have only the clothes on their backs and a few items they have salvaged or scavenged. Pseudo-Mystic gear includes an air filter or gas mask, worn but rugged overalls, a knit cap, work gloves, water-proof workman’s boots, three pairs of socks, goggles or sunglasses, 1D4 +1 changes of clothes, a heavy jacket or coat, belt, satchel or duffle bag, back pack, Multi-function tool or Swiss Army Knife, First Aid kit, pocket computer, 1D4 notebooks, 1D4 permanent markers, 1D4 mechanical pencils, 1D4 pens, flashlight, disposable lighter, some rope or cord (20-50 feet), canteen, 1D6 plastic water bottles.
Also has one S.D.C. weapon per weapon proficiency but does not have a vehicle or armor.
This character, perhaps more than any other, will seek out and use magical equipment.
Money: Has 1D6 x 1000 credits (which are all but worthless now) and 1D6 x 100 credits worth of tradable goods. May or may not find employment or have a job that still provides some sort of pay (room and board, food, protection, etc.).
Cybernetics: None and avoids them like the plague (cybernetics interfere with psionics and magic).
XP:
1 0,000-2,120
2 2,121-4,240
3 4,241-8,480
4 8,481 - 16,960
5 16,961-24,960
6 24,961 - 34,960
7 34,961 - 49,960
8 49,961 - 69,960
9 69,961 - 94,960
10 94,961-129,960
11 129,961 - 179,960
12 179,961 - 229,960
13 229,961 - 279,960
14 279,961 - 329,960
15 329,961 - 389,960