The Psi-MysticThe Psi-Mystic is a character who through intuitive powers can sense aspects on a psychic, magic and metaphysical level. They are often acclaimed advisors and prophets who can glimpse the future. The intuitive nature of the Psi-Mystic's power is such that they simply accept suddenly knowing something and have learned to trust their feelings. This also means that most Psi-Mystics disregard formal education in favor of following their cosmic path. Most believe that too much education creates walls that block one from the natural psychic emanations and deadens one to the true world around them. They also believe that too much reliance on technology and physical objects will have the same effect. Consequently, a Psi-Mystic will avoid technological places (cities), gizmos and collecting a great amount of tangible possessions, other than those that uplift the spirit like works of art, musical instruments, books and similar items. An individual with some level of psionic power can be taught by a mystic or a monk in the ways of mysticism, philosophy, meditation, and opening one's "mind's eye" and body to the world. However, most Psi- Mystics will tell you that one does not learn to become a mystic, but is born with the "gift." The Powers of the Psi-Mystic: The abilities of the Psi-Mystic are a combination of psychic and magic powers.
Land Navigation (+10%) Languages: Native Tongue at 98% plus two of choice (+15% each) Wilderness Survival (+10%) Horsemanship: General (+16%) Lore: Magic (+10%) Math: Basic (+20%) W.P.: Two of choice Hand to Hand: Basic (Hand to hand: basic can be improved to expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills.) O.C.C. Related Skills: Choose 6 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
Domestic: Any Espionage: None Horsemanship: General or Exotic Only. Labour: Any Medical: First Aid only Military: Any Naval: Any Performing Arts: Any (+10%) Physical: Any, except Acrobatics, Gymnastics and Wrestling. Rogue: Any Science: Any (+5%) Scholar/Noble/Technical: Any (+15%) Weapon Proficiencies: Any Wilderness: Any Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus. Starting Equipment: Two sets of clothing, a nice cloak or cape (with or without hood), leather boots, belt, blanket, backpack, two medium- sized sacks, two small sacks, a water skin, food rations for 1D4 weeks, a pocket mirror, hair comb and a tinder box. Armour: Starts with a suit of studded leather (A.R. 13, S.D.C. 38); most prefer light, magic armor, but can wear any type of armor except a full suit of plate (too psychologically confining and reliant on technology). Weapons: Starts with a silver coated dagger, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later. They love magic and exotic weapons and items. Money: The character starts with 120 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for special services and booty. Most Psi-Mystics eventually amass a fortune in works of art, books and magic. Experiance and Combat Table:
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