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Either a legitimate psychic, or a talented faker. An expert in matters mystical. A practitioner or arcane arts (or at least someone who claim to be).

Typical Goals and Motivations: Could be motivated by the fact that with great power comes great responsibility, or could be trying to prove something to the world, or he may just being doing a job with whatever abilities he has to use. (Or a slick con-artist out to make a quick buck).
Typical Abilities: Magical/Psionic aptitude if he's for real. Acting & Conversation are useful, both for the faker (for obvious reason) and for the legitimite mystic to enhance the show. A high PRE and EGO serve well also.
Suggested Disadvantages: The karmic crapshoot of luck+unluck makes things interesting, delusions of power are good for the faker, and paranoia serves well for both.
Roleplaying Tips: He's either real or not, and if not either thinks he's real of is a deliberate phoney. Like the Archeological Explorer, this archetype is also a weirdness magnet. Have fun.

Skills and Talents


KS: Psychology 11- 3
KS: Mystisism 11- 3
Choose: Acting, Persuasion, & Slight-of-Hand; or 9 points worth of a mystic power (work this out with the GM, I'm not getting involved) 9
Luck (1d6) 5
Package Bonus -3
Unluck (1d6) -5
Reputation (8-) -5

Package Cost


This archetype represents a standard career/job that can be found in a modern setting. It was deliberately made slightly generic so that it can be easily modified to cover a wide range of times, from Victorian to near future.

Modern and semi-modern settings games can take many forms from Horror to Pulp Science Fiction to Mysteries to Spy-vs-Spy (thank you Mad Magazine). The old Danger International and Justice Inc. games from Hero Games covered these genres very well, as well as games like Chaosium Inc's Call of Cthulhu and several of Steve Jackson Game's GURPs supplements.


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