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Use Mystic Item – Casting

Your knowledge of the mystic arts allows you to use items imbued with arcane power. Dabbling the Arcane comes at a price however, as these items are powered by life itself. These items must be held in your hand to be used.

  • Prerequisites:
    • Able to speak
    • Not taking other action with hands
    • Some items may modify the prerequisites
  • Buy-In
    • Low: 5B
    • Mid: 3B
    • High: 3B
    • Expert: 2B
  • Break Modifications:
    • Low: None
    • Mid: None
    • High: -1
    • Expert: -2

Mystic Items

Each mystical item has its own actions, breaks and other modifiers.

The Kurat (Crystal Ball)

A crystal ball filled with concentrated corrupt atmosphere, swirls green and appears to be made of emerald from a distance. Looking through it one can see the invisible, the past or communicate to another Kurat over long distances.

If broken it will unleash a 3×3 square area of corruption centered on the broken ball.

Health: 80 Blood

Actions:

See Invisible

The ball will glow slightly and turn clear, looking through it like a lens will allow the user to see any paranormal or divine invisible entity and any curses. Lasts for 15 minutes.

Break: 3B

See Past

The ball will hover up from the user’s hand about 10′ in the air and cast a 5×5 square green light around it. The events in that area in the specific time will replay in ghastly green forms.

Prerequisite: The user must specify a specific time in the past

Break: 5B

Duration:

  • Low: 10 Minutes
  • Mid: 15 Minutes
  • High: 1 Hour
  • Expert: 4 Hours
Communicate

The ball will hum and vibrate in the user’s hand, causing the receiving ball to do the same and the owner of the receiving ball to have an intuition that a communication is incoming.

Once communicating it will project a ghastly green version of the face of the other person above it and transmit their voice. Cannot show anything other than the face.

Prerequisite: The user must have touched the receiving ball in the past and specify it.

Buy-In: An additional cost of blood is needed based on the distance:

  • Low: 1B per mile
  • Mid: 1B per 10 miles
  • High: 1B per 50 miles
  • Expert: 1B per 100 miles

Break: 1B

The Jinari Mizbah (Oil Lamp)

This lamp can capture and hold paranormal entities. A user may touch the lamp and channel Tears from the contained paranormal entities as a substitute for the blood cost of using other mystical items.

If broken it will release any captured paranormal entities.

Health: 120 Blood

Actions:

Capture Paranormal

Provided the lamp’s power overcomes the remaining Tears of a Paranormal entity, they will be sucked into the lamp and captured.

Break:

  • Low: 3B x Paranormal Entity Remaining Sweat
  • Mid: 2B x Paranormal Entity Remaining Sweat
  • High: 1B x Paranormal Entity Remaining Sweat
  • Expert: 1/2B x Paranormal Entity Remaining Sweat

Inventory:

The player must keep an inventory of the captured paranormal entities. Once captured they will be treated as having their max tears for casting purposes

When a players channel Tears from the entities they must subtract them from a player selected entity or entities in inventory. Paranormal entities do not recover while captured and will vanish from the inventory once they reach 0 tears.

The Nehglish (Candlestick)

The candle stick holds no power in and of itself, but can burn mystical candles that have their own effect while lit.

If broken it becomes useless and any lit candles are extinguished.

Health: 80 Blood

Actions:

Ignite / Extinguish

Light a candle or put one out prior to it burning out.

Break:

  • Low: 2B
  • Mid: 2B
  • High: 1B
  • Expert: No break, only buy-in cost

Candles:
  • Eternal Light
    • Duration: Infinate
    • Effect: 5×5 light cast around the Nehglish
  • Ethereal Guidance
    • Duration: 5 Rounds
    • Effect: Reduces Search or Paranormal Search AP needed by 1/2
  • Mystical Drain
    • Duration: 10 rounds
    • Effect: Must target a specific Paranormal entity within 5 squares and will drain its tears over time.
      • Low: 2 Tears Per Round
      • Mid: 4 Tears Per Round
      • High: 6 Tears Per Round
      • Expert: 10 Tears Per Round
  • Occluding Light
    • Duration: 8 hours
    • Effect: Will hide anything inside a 5×5 radius around the Nehglish to any observation outside of the light. Will not hide things inside the light from other things inside the light. The light itself is not visible.
      • Low: Observe check of 3 AP to see from outside
      • Mid: Observe check of 5 AP to see from outside
      • High: Observe check of 8 AP to see from outside
      • Expert: Observe check of 12 AP to see from outside

The Grimoire (Spell Book)

This book is imbued with mystical power and allows a mystic to use magic that would normally be unavailable to them.

If destroyed it will unleash a 3×3 square area fire around the book and the character who took the destructive action.

Health: 45 Blood

Actions:

Cast Expulsion

Allows the user to cast Expulsion but substitutes Blood for the Tears and with the Use Mystic Item skill level instead of Expulsion level.

Break Curse

Allows a user to cast Break Curse but substitutes Blood for the Tears and with the Use Mystic Item skill level instead of Break Curse level.

Counter Paranormal

Breaks any Paranormal Oppression or Fear based Attack in the 3×3 vicinity of the Grimoire.

Duration:

  • Low: 3 Rounds
  • Mid: 5 Rounds
  • High: 10 Rounds
  • Expert: 20 Rounds

The Balzehmon(Mystic Pocket Watch)

A golden pocket watch with mystical symbols and writing instead of numbers and several talismanic hands and offering a faint green glow at all times. This watch captures the power of the corruption over time and places it at the disposal of the mystic to speed up, slow down or even reverse actions.

If broken it will unleash a 5×5 square area of slowed time for 1 day centered on the broken watch.

Health: 45 Blood

Actions:

Slow Time

The mystic holds the Balzehmon in one hand, opens the lid and moves their thumb counter-clockwise while reciting an incantation. Time slows around the watch.

Break: 3B

Effect:

  • Low:
    • All AP gained for compound actions x 1/2 (round down)
    • All movement speed halved (round down)
    • All single round actions must make a quick draw check or resolve in the round following.
    • Also effects the mystic
  • Mid:
    • All AP gained for compound actions x 1/2 (round down)
    • All movement speed halved (round down)
    • All single round actions must make a quick draw check or resolve in the round following.
    • The Mystic themselves is exempt
  • High:
    • All AP gained for compound actions x 1/3 (round down)
    • All movement speed halved (round down)
    • All single round actions must make a quick draw check + 2 or resolve in the round following.
    • The Mystic themselves is exempt
  • Expert:
    • All AP gained for compound actions x 1/4 (round down)
    • All movement speed halved (round down)
    • All single round actions must make a quick draw check + 3 or resolve in the round following.
    • The Mystic themselves is exempt
Speed Action

The mystic holds the Balzehmon in one hand, opens the lid and moves their thumb clockwise while reciting an incantation. The Mystic may only take additional actions that require the use of no more than 1 hand.

The mystic may also transfer the Speed Action to another character, but must place the palm of their other hand on the other character and cannot use the Djinari Mizbah (Oil Lamp) to power the action.

Break: 3B

Effect:

  • Low:
    • All AP gained for compound actions x 2
    • All movement speed x2
  • Mid:
    • All AP gained for compound actions x 2
    • All movement speed x2
    • May take the shoot action twice with a revolver or double-barreled shotgun
      • Note, if the mystic is doing this themselves, they cannot use the Djinari Mizbah (Oil Lamp)
  • High:
    • All AP gained for compound actions x 3
    • All movement speed x3
    • May take the shoot action three times with a revolver or shoot both barrels of a double-barreled shotgun
      • Note, if the mystic is doing this themselves, they cannot use the Djinari Mizbah (Oil Lamp)
  • Expert:
    • All AP gained for compound actions x 5
    • All movement speed x5
    • May take the shoot action 4 times with a revolver or both barrels of a double-barreled shotgun
      • Note, if the mystic is doing this themselves, they cannot use the Djinari Mizbah (Oil Lamp)
Rewind Time

The mystic swings the Balzehmon by it’s chain in a counter-clockwise motion, recites an incantation and lays the palm on the object or character they wish to rewind time. The Mystic may not take any other action while performing this, may not use the Djinari Mizbah (Oil Lamp) and may not cast this upon themselves..

The object or character will be returned to the state they were in a short period of time before.

Break: 4B

Effect:

  • Low:
    • Rewinds time up to 3 rounds (caster’s choice)
    • Returns blood sweat and tears to the values they were at the previous time (either increase or decrease)
    • Returns all statuses or special effects (either reinstates or removes) to what they were at the previous time.
    • Can restore characters down from being at 0 life force, but cannot resurrect the dead.
  • Mid:
    • Rewinds time up to 5 rounds (caster’s choice)
    • Same effect as Low
  • High:
    • Rewinds time up to 7 rounds (caster’s choice)
    • Same effect
  • Expert:
    • Rewinds time up to 10 rounds (caster’s choice)
    • Same effect
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