Mysticism
Mysticism is the implementation of phenomenal abilities by the force of one’s willpower, either via contemplative concentration, or by summoning or suppressing strong passions. The effects of mysticism can be great if used wisely, but despite being modest in comparison to other disciplines in terms of flexibility and raw power, it drains the psychic strength of the user quickly. However, the path of mysticism encourages a philosophy of self improvement, as it augments the natural skills and capabilities of the user. Mystics do not study spells; instead they learn to channel their energies into enhancing their personal capabilities, sometimes far outstripping those of their fellows. Through a combination of meditative technique and applied knowledge, mystics can increase their likelihood of success with skills, invoke seemingly supernatural powers, and develop incredible reactions to direct threats and other hostile situations. None of this is achieved through overt magic, but by understanding the true nature of his capabilities, focusing on the energies needed, and channelling them in the right way and at the right time to achieve what is needed. By necessity, a mystic’s powers are self-centred: they cannot be conferred on others. Mysticism is a very personal journey that only the individual can experience. What he learns on that journey elevates him far above the norm.
Seeking the Truth Within
The two key skills of mystics are Meditation and Mysticism. Meditation is used to train the mind of a mystic, enabling it to achieve a state of relaxation and perfect self-belief. It also enables them to be able to concentrate on several activities at once. Mysticism represents the depth of knowledge concerning a particular mystical path, granting knowledge of the esoteric abilities - disciplines known as talents - available to that philosophy.
Meditation (INT+CON)
Meditation is the ability to reach a state of concentration by removing all extraneous distractions. Once achieved, this higher mind state permits the mystic to tap their inner powers, and perform feats of parallel thought impossible to non-mystics. Increasing competence in Meditation improves the mystic’s ability to concentrate on several mystical abilities simultaneously. A mystic may maintain a cumulative level of Intensity of active talents equal to their Meditation skill divided by 10. Thus, a mystic with Meditation 66% can manifest a maximum Intensity of 7. This intensity could be applied to a single active talent – in which case no other talents could be used – or split between several talents: Augment X to Intensity 2, Invoke Y at Intensity 1, and Enhance Z to Intensity 4 for example. When a talent becomes inactive, its intensity is immediately released, and can be used for something else.
Mysticism (POW+CON)
Mysticism is the knowledge concerning the secret techniques and abilities taught to a particular Path of Mystic enlightenment. It not only controls the maximum Intensity at which any particular talent can be implemented, but may also govern how quickly the mystic masters each of the talents available to that path. Mysticism is used to achieve the following effects:
- Augment specific skills by shifting their difficulty grade
- Enhance the mystic’s attributes (Damage Modifier, Healing Rate, and so on)
- Invoke particular traits or abilities
A mystic is limited to using each individual talent at a maximum Intensity of one twentieth of the Mysticism skill from which it originates. Thus a mystic with 34% in the Path of the Awakening Dragon would be limited to implementing any of its talents at an Intensity of 2 at most. However, using Meditation he may be able to maintain several of these talents at the same time.
Meditations on Power Of all the magic disciplines available in Mythras, mysticism is perhaps the least magical. To an external observer, much of what a mystic is capable of achieving seems the result of incredible skill or training, rather than some supernatural force. The source of a mystic’s power, at least the Magic Points with which he performs his acts of excellence, lends itself primarily to self generation (see Where Do Magic Points Come From, page 115). This may contradict or undermine the principles behind the magical ecology of the setting if the Games Master does not wish a more exotic form of mysticism. As an alternative, mystics may provide their own Magic Points by performing long hours of meditation, dance, creating art or even choral singing, thus keeping the restoration of their power both in check, and also in keeping with the philosophy of mysticism.
Paths and Talents
Each incidence of the Mysticism skill must be tied to a specific foundation of mystical knowledge, known as a path. These paths are often based on ancient hermetic teachings, passed down in sacred books or by esoteric gurus or secret mountain-top schools. A path contains knowledge of multiple mental disciplines called talents – namely skill augmentations, trait invocations, and attribute enhancements – which are defined later on in this chapter. There is no preset limit to the number of talents a path can contain, although the mystical school that has developed the path will have imposed its own limitations based on its particular doctrine. Furthermore the talents contained within a path tend to be linked, and these natural relationships will impose their own limitations. For example, the Path of Abjuration might include: Augment Endurance, Augment Survival, Invoke Denial (Food), Invoke Denial (Water), Invoke Denial (Sleep), Enhance Fatigue and Enhance Hit Points. Conversely the Path of Shadows might offer Augment Perception, Augment Stealth, Augment Ranged Combat Style, Invoke Adhesion, Invoke Astral Projection, Invoke Dark Sight and Enhance Fatigue. Paths are therefore the mystical equivalent of Combat Styles: diverse talents and abilities folded into the umbrella skill of Mysticism. A path is usually tied to a profession or philosophy, and depending on the setting it might be rare for an adept to learn more than one. These different combinations of talents can lend a character some quite remarkable capabilities in a very wide variety of unusual situations that differ from theism and animism.
Starting Mystics
If a character begins the game as a mystic he must choose one path to follow that is built from talents either designed by the Games Master, agreed between the player and Games Master, or chosen from the examples given in the Cults and Brotherhoods chapter. Only one path can be chosen at this stage but others can potentially be learned and developed during the course of play. It should be noted that some talents are potentially very powerful, and should be considered carefully before being made accessible to characters. Games Masters may wish to limit the availability of certain talents according to cult rank, ensuring that characters learn the secrets of their path in a particular order, and withholding the most potent abilities until the cult deems them responsible enough to be trusted with such knowledge. Mystic characters begin play with knowledge of a number of talents equal to one twentieth of their Mysticism skill. These will generally be the least potent of the talents available to that path, as suited to a low ranking or novice student.
Learning Talents
Learning new talents is not just a case of handing over cash as if a financial transaction. Rather it necessitates an investment of time and Experience Rolls as described in the Magic chapter on page 118. Even if a character has a sufficient number of Experience Rolls available, consent to learn a new talent must be sought first since knowledge of these arts is carefully restricted by the masters of a path. Gaining permission to learn new talents usually requires the mystic to demonstrate a certain base competence in skill, loyalty to the master who teaches them, and possibly proof of their readiness by undertaking a difficult or dangerous test. There are countless ways for a mystical order to winnow out those unworthy of learning their most powerful secrets. Roleplaying the interaction between the mystic and his teachers builds the depth of their relationship to that path, and can form the basis for adventures.
Using Mysticism
Mysticism permits some extraordinary powers which can produce dramatic results. Although less inherently flexible than sorcery, and less crushing than theism, in their own niche mystics can be formidable foes. Their talents can boost their skills to phenomenal levels, grant them unusual physical or mental abilities, and increase their attributes to those of legendary heroes. To gain access to these inner mysteries requires constant and regular practice. Although expensive in terms of magical strength, being dependent only upon themselves, mystics have no need to enslave spirits or return to temples to regain their effectiveness. Indeed the potent nature of their talents can pose a serious challenge to magicians who follow other disciplines of magic.
Implementing a Talent
Summoning the strength to implement a talent requires a mystic to utter a short mantra or exhale breath in a focussed shout, whilst making some sort of mystical gesture – normally a sweeping or striking motion – which aids concentration. In addition the mystic must satisfy the following conditions. Firstly the mystic may only implement a talent which he has specifically been taught. Knowing a path does not automatically grant understanding (or awareness) of all the talents which belong to it. Secondly the mystic must have enough Magic Points remaining to attempt the talent. If too few remain either the talent doesn’t work or they may suffer some detrimental effect (see Running out of Magic Points page 117). Last but by no means least; the mystic must pass the requisite Mysticism skill check. Failure to implement the talent normally results in nothing more than the loss of a few Magic Points. Costs of Implementing Talents Talents cost a variable amount of Magic Points to activate depending on their type – see Magnitude and Intensity below– and the success level of the implementation roll. Once the base cost is known, the Mysticism roll is made:
- Critical Success: the talent works, and only half the Magic Point cost is expended.
- Success: the talent works, and the full Magic Point cost is expended.
- Failure: the talent fails, and a single Magic Point is expended.
- Fumble: the talent fails, and the full Magic Point cost is expended.
Implementation Time
All mystical talents require one turn of preparation per point of their Intensity, and no other action may be performed whilst the talent is prepared. On the last turn of preparation the mystic makes a Mysticism roll and, if successful, the talent is initiated immediately.
Magnitude and Intensity
Magnitude is the Magic Point cost required to call upon a talent. Intensity is the level of effect achieved. These are as follows:
- Augment Skill: 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.
- Invoke Trait: 2 Magic Points. All traits have a default Intensity of 1.
- Enhance Attribute: 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Damage Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points, and so forth).
The upshot for mystics is that use of Mysticism can be Magic Point intensive when compared with other types of magic. However, when used creatively, Mysticism can be incredibly potent. A character’s natural abilities can be enhanced to a level that is not necessarily available to other magical disciplines.
Consequences of Mysticism Although mysticism can be used in a number of exotic, imaginative ways from creating mysterious desert hermits to ascetic philosopher monks, it is inevitable that players will eventually want to create warrior mystics; attracted by the thought of augmenting their Combat Style skills or number of Action Points to unbeatable levels. Games Masters should carefully consider the consequences of allowing mystics access to these types of talents. If permitted, then practitioners of these Paths of Mysticism will be near unstoppable by mortal opponents – which is not necessarily a bad thing provided it is embraced by the campaign setting. This can be done in a number of ways. A devotee of a mystic warrior tradition may be treated with fear or fawning respect so that the character rarely has to fight. Ordinary soldiers may develop specific tactics to take on such formidable mystics, saturating their defences with volleys of ranged weapon fire or sacrificially attacking en masse, fully expecting half their number to fall. Perhaps mystic warriors are so fearsome that it is forbidden by law for them to kill save in times of war or on specific command of their master. So unless warrior mystics are commonplace in the setting, the Games Master should expect to have foes scythed down; the only challenges being other mystics, maybe those of an opposing path. To get the better of such a character may instead require political intrigue, use of narcotics or poisons, alternate forms of
Duration of Talents
Unless specifically stated in its description, a talent only remains in place for the period of time required to action it. Once the immediate task for which the talent was called upon has been concluded, its effect lapses. For example, enhancing Movement Rate to run a race should last only for that race, augmenting a Combat Style would be for the length of that melee, whereas inducing Featherlight would remain until the mystic finishes walking over a river. As a rule of thumb, once a mystic focuses his attention on another, different task, the currently maintained talents drop. However, until a talent is dropped the Magic Points used to implement it cannot start to recover. Common sense should be applied as to when the talent naturally ends. It is unreasonable to suggest that an augmented Combat Style continues once the mystic’s foes have been defeated, or that an invoked perception lasts beyond the investigation of a person or area if the mystic becomes distracted by other events.
Dispelling Talents
Since mysticism is based upon inner focus and strength of will, it is not normally susceptible to magical dismissal via spells such as Avert, Dismiss, Neutralise, and the like. The best way of dealing with mystics is to induce some form of mental or psychological disturbance which may cause their concentration to break; or render them unconscious, whereupon any active talents immediately drop. When subjected to such a disturbance the mystic is permitted to resist using their Willpower in an opposed roll against the skill actively used against them, in order to maintain concentration. For instance, if injured by a thrown object, the mystic would oppose the Athletics roll of the thrower. Some discretion is required to ensure that the distraction is valid to the situation. A separate Willpower roll is needed for each active talent. Conversely mystics have no ubiquitous way of defending themselves against direct magical assault, save by augmenting skills such as Endurance, Evade or Willpower.
Limitations to Talents
The maximum level of Intensity at which an individual talent can be implemented is equal to one twentieth of the relevant Mysticism skill. The maximum combined levels of Intensity of all active talents cannot exceed the Mystic’s Meditation skill divided by 10. No matter how many paths and talents a mystic knows, he may only actively practice a limited number of them. A mystic can concurrently maintain the training of a number of talents up to half the value of his POW. If the mystic wants to change one of the talents regularly practiced, he may discard it from his training regime, and spend a week recalling the talent he wishes to replace it with. A Meditation roll is required to see if the mystic succeeds. If the roll fails, he not only loses access to the dropped talent but must spend another week in meditative practice to re-master the new one.
Talent Descriptions
Talents come in three varieties based upon the boost or ability they grant. These are either skill augmentations, invoking traits or enhancing attributes, as described in the following sections. Each has its own Magic Point costs and scaling limitations.
Augmenting Skills
The mystic augments his skills by concentrating on the nature of the task at hand, and channelling his own positive energies into attaining a desired result. A mystic literally envisages his own success, and then prepares himself to attain it. Each level of Intensity improves the mystic’s chance of success by one difficulty grade (see Modifying Skills page 38). This can be used to counteract situational penalties the mystic is already suffering, or augment them to superhuman levels of skill. A mystic cannot boost his skill chance beyond the grade of Very Easy. Any levels of Intensity beyond this are ostensibly wasted, but will come into play if the mystic is subsequently penalised by detrimental circumstances.
Invoking Traits
Traits are specialised physical, mental and emotional endeavours akin to the those found for many creatures. All traits by default have an Intensity of 1, making them very useful abilities with which to compliment the mystic’s other path talents. A trait confers a specific power for the duration it is implemented. The available traits are as follows: Adhesion The mystic can move freely on vertical surfaces, and even move upside down on a ceiling with no special equipment. Such Movement is always at half the mystic’s normal Movement Rate. Arrowcut The mystic is able to parry and deflect projectiles (arrows, darts, spears, and so forth) using his bare hands; or weapons not normally permitted to perform such feats, such as swords or whips. Astral Projection The mystic can project a visible, albeit ethereal image of himself to a distance in kilometres equal to his Meditation skill. The Astral Protection acts a conduit for the mystic to communicate with and observe a distant location, but he cannot physically interact with it. Aura (X) The mystic projects a particular kind of aura (Fear, Intimidation, Serenity, Mastery, and so on) that can be used to present a particular aspect to those who behold him. Overcoming the mystic’s aura requires an opposed roll of Willpower versus the mystic’s Mysticism roll for invoking the trait. The aura affects all things within a radius of the mystic’s POW in metres. Awareness The mystic is aware of a particular kind of emanation (threat, love, danger, magic, and so on) within a radius equal to his POW in metres. He cannot gauge specifics; only that the emanation exists and is close by. Dark Sight Allows the mystic to ‘see’ normally in any level of limited light, even its complete absence. Denial (X) The mystic can deny the effects of one specific environmental condition. Denial (Rain), for example, would keep the mystic dry in even the most intense monsoon; Denial (Air) allows the mystic to forgo breathing for an extended period; Denial (Falling) would allow the mystic to briefly levitate above the ground; Denial (Sunlight) would prevent the burning, dehydrating effects of the most intense sun. Earth Sense The mystic has a perfect sense of direction, depth and orientation beneath ground, and suffers no penalties to Perception rolls for underground environments. Echolocation The mystic senses his environment through reflections of sonic waves. This means that he can perceive others that may be either motionless or hidden. In such circumstances, using a Stealth roll to attempt to remain unperceived by the mystic is one grade more difficult. Featherlight The mystic’s physical weight becomes negligible, allowing him to balance on impossibly thin or slender surfaces, including those that should not be able to support the his mass (twigs, saplings, and so on). Formidable Natural Weapons The hands and feet of the mystic are treated as size Large for the purposes of attacking and parrying in combat. Heart Slow The mystic is able to finely control his heart and metabolic rates, reducing them almost to a standstill. Using this trait a mystic must remain completely inactive for its duration but, to all intents and purposes, has no pulse, no heart rhythm, and organic functions have ceased. He becomes immune to other Life Sense attempts and appears to be dead. Once the trait finishes the mystic’s faculties are fully restored. Immunity (X) The mystic is completely immune to one specific type of damage caused by a particular source. This source can be magical, physical, or energy based, but should be quite narrow in scope. Examples include, but are not limited to: cold, fire, electricity, iron, poison, disease, cutting, crushing, falling, impaling, and so on. Indomitable The Mystic is utterly immune to attempts at mind control or domination, including spells and spirit possession. Life Sense In tune with the rhythms of nature, the mystic can determine the vitality of any living thing by touch alone. If the mystic touches another he learns of the target’s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The mystic is also aware of any form of life within a number of metres equal to his Willpower skill, which may make Stealth difficult to accomplish. Magic Sense Similar to Life Sense but instead permits the mystic to detect magical emanations over distance. If the mystic touches another he learns of the target’s current magic points, carried enchantments, and active spells. Night Sight Allows the mystic to treat partial darkness as illuminated, and darkness as partial darkness. Pain Control The mystic is inured to pain and able to work through its effects. Endurance rolls when experiencing any kind of injury are considered to be automatic successes. Spirit Sense Similar to Life and Magic Sense, but the mystic’s senses are attenuated specifically to the activity of spirits and the spirit plane. The mystic can sense what spirits are active within a radius equal to his Willpower in metres and, if he succeeds in an Insight roll, can gauge the general intensity of the spirit entities. Spirit Sense confers no other powers or protection when dealing with spirits. Squeeze The mystic is able to manipulate his body, allowing him to squeeze into recesses and through gaps that would otherwise be impossible. The smallest opening, hollow or volume the mystic may utilise is one third of his SIZ.
Enhancing Attributes
Mystics can enhance an Attribute, temporarily increasing its effectiveness. The following attributes can be enhanced in the ways described below. Luck Points and Experience Modifier cannot be enhanced. Action Points Each level of intensity increases available Action Points by 1. The additional Action Points can only be used for defensive actions in combat. Thus, a mystic who spends 6 Magic Points to enhance his Action Points from 3 to 5 may only use these additional Action Points to Parry or Evade. He cannot use the additional points to make additional attacks or cast additional magic. Damage Modifier Each point of Intensity increases the Damage Modifier by one step. Thus, at Intensity 3 (for a cost of 9 Magic Points, if available) a mystic’s Damage Modifier of +1d2 would increase to +1d8. Fatigue Each point of Intensity negates a level of Fatigue. This attribute can be enhanced pre-emptively in anticipation of becoming fatigued. Thus a ‘fresh’ mystic who spends 6 Magic Points could grant himself two buffer levels of Fatigue which could be lost before he started feeling the effects of his strenuous activity. At the conclusion of the task any negated levels of fatigue return, potentially causing the mystic to collapse into unconsciousness. Healing Rate Enhanced Healing Rate works slightly differently to the standard Attribute Enhancement rules. The amount of Hit Points healed is not increased, but the speed at which Healing Rate works is. Each level of intensity improves the speed of recovery by one step as follows:
- Combat Rounds
- Minutes
- Hours
- Days
- Weeks
- Months
Usually Minor Wounds heal at a rate of 1 Day, Serious Wounds at a rate of 1 Week, and Major Wounds at a rate of 1 Month. Each level of Intensity changes the speed of healing. Thus, at Intensity 2, hit points are recovered at the following speeds: Minor Wounds 1 Minute, Serious Wounds 1 hour, and Major Wounds 1 day. Enhanced Healing Rate rapidly speeds-up recovery but it will not reattach severed limbs or restore the use of maimed ones. A mystic may remain in a healing trance for as long as it takes to fully recover. However he may perform no other tasks during this time. Hit Points Each level of Intensity boosts Hit Points in every location by 1. So an Intensity 4 Hit Point enhancement would raise all Hit Locations by 4 points. These additional Hit Points absorb damage first, before the natural Hit Points are affected. However these temporary Hit Points do not change the Serious and Major Wound boundaries, which remain tied to the mystic’s natural Hit Points. Enhancing Hit Points after a Serious or Major Wound is suffered does not permit damaged locations to return to functionality. Movement Rate Each level of Intensity increases Movement by 2 metres. Initiative Each level of Intensity adds 2 to the Initiative roll.