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Star Trek Voyager RPG d20 System

ST-VO v23c

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Detect Thoughts: At 5th level the Mystic gains the ability to detect the surface thoughts of a sentient<br />

being. The amount of information garnered depends on how much time is spent lurking through the<br />

target’s thoughts.<br />

(Same range limits as Mind Speak)<br />

Mind Stab: 4th level. During combat, a mystic may spend a standard action to send a series of<br />

unpleasant or confusing images to an enemy within line of sight and 5ft per level of Telepathy. DC 15<br />

on Telepathy to it. The target then must make a will save (against 10+1/2 level+CHA mod) or be<br />

stunned for 1d4+1 rounds.<br />

(Target drops all held objects, -2 to AC, loses Dex bonus to AC)<br />

This ability can be used once per day per level.<br />

Astral Projection: At level 6 a mystic may enter a trance (1 full round) and then travel beyond their<br />

body 30ft per total skill mod in Telepathy. The mystic travels at their normal walking speed in any<br />

direction.<br />

(Other Mystics can detect you with an apposed Telepathy roll).<br />

Arouse Emotion: At 7th level the Mystic gains the ability to induce favourable emotions in sentient<br />

beings. This gives an inherent +4 bonus to all skills in the Communication Set.<br />

Telepathic Stasis: At 8th level the Mystic may lock herself in a stasis with a single opponent. By<br />

succeeding at a melee touch attack the Mystic and her opponent become locked in a stasis where<br />

neither of them can move or think about anything besides the stasis they are in. Both are totally<br />

defenceless and vulnerable. The Mystic can call off the stasis at any time. The targeted being may<br />

make a will save to avoid the Mystic’s attempt.<br />

Hypnotism: At 10th level the Mystic can hypnotize a single target. This ability works exactly like<br />

Suggestion but detailed instructions can be given. The only order that will not be accepted (and will<br />

cause the Hypnotism to fail) is ordering the being to hurt itself in any way.<br />

The targeted being may make a will save to avoid the Mystic’s attempt.<br />

Friendship: At 12th level the Mystic can instill an overwhelming sense of Friendship into a single<br />

target. This causes the affected being to agree with and defend any statements made by the Mystic. It<br />

also encourages the befriended being to defend the Mystic from physical violence. Also, any<br />

reasonable request will most likely be accommodated. The targeted being may make a will save to<br />

avoid the Mystic’s attempt.<br />

Create Image: At 14th level the Mystic can cause 1d6 sentient beings to see things that aren’t there.<br />

The Mystic can create a projected mental image no greater in size than 10 cubic feet. It can include<br />

sight, smell, sound and tactile qualities. The image can also speak if the Mystic<br />

wishes it to. The image lasts only as long as the Mystic concentrates on it and it alone. The Mystic<br />

can walk, talk eat and do other basic tasks but must maintain most of their concentration<br />

on the image causing them to seem aloof and unaware. The targeted being may make a will save to<br />

avoid the Mystic’s attempt.<br />

Dream Message: At 15th level the Mystic may enter a trance in order to project a scenario into a<br />

specific being’s dreams. The target must be asleep and the Mystic must remain motionless and totally<br />

concentrate of the Dream Message to be sent. Because the Mystic is so entranced they are totally<br />

vulnerable to outside attack as they are not aware of their physical environment.<br />

Dominate: At 18th level the Mystic gains the ability to totally dominate another sentient being’s<br />

mind. Once dominated, the target is under total control of the Mystic and will follow every command to<br />

the letter without question. The target being may attempt one Will saving throw per day to break the<br />

domination.<br />

Break Mind: At 20th level a Mystic gains the power to cause someone such sever mental stress as to<br />

drive them clinically insane. The targeted being may make a will save to avoid the Mystic’s attempt. If<br />

the saving throw is failed, roll percentile to determine ‘just how crazy’ the target has become. The

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