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Mystic Powers

· 3 min read
Richard Miller
Game Designer and Engineer

Mystic Powers stem from the Fae and mutations. When the Fae returned, they reintroduced Magic Words, phrases of power that shape reality. Meanwhile, radiation-induced mutations led to the emergence of Psychic Powers. Lastly, belief in spirit animals—awakened by the Fae’s return—gave rise to Totem Aspects, drawing power from faith.

Each system is unique yet shares common mechanics. Let’s explore them below.


Magic Words

Magic Words are three-word phrases that create an effect:

  • Action Word – Defines what happens.
  • Power Word – Determines the energy type.
  • Target Word – Specifies who or what is affected.

A spell’s effectiveness is based on the lowest training level of its three words.
Additionally, spellcasters must choose a casting method:

  • Chants – Spoken incantations; silenced if gagged.
  • Gestures – Hand motions; disrupted if restrained.

Psychic Powers

Psychic Powers emerged from mutation and are categorized by Ratings A, B, and C within a discipline.

  • A-rank powers must be learned before B-rank.
  • B-rank powers must be learned before C-rank.
  • Each rank can have different training levels.

Unlike Magic Words, Psychic Powers do not require spoken words or gestures—only mental focus.


Totem Aspects

Totem Aspects draw upon spirit animals, each dictating the types of power a shaman can access.

  • Bear – Specializes in healing and endurance.
  • Cat – Boosts skill proficiency.
  • Coyote – Masters shape-shifting and trickery.
  • Dog – Strengthens defensive and protective magic.
  • Eagle – Summons spirits and entities.
  • Lion – Commands destruction and physical might.
  • Owl – Excels at banishing supernatural threats.
  • Raccoon – Creates new objects or constructs.
  • Rat – Reduces enemy skills.
  • Raven – Alters forms and appearances.
  • Snake – Enhances restoration and vitality.
  • Wolf – Focuses on controlling spirits.

Shamans must follow their totem’s nature, choosing spells that align with their spirit guide’s traits.


Shared Mechanics Across All Mystic Powers

Despite their differences, all three systems follow the same core rules:

1. Construction Points

Spells and powers are built using Construction Points (CP), determining their effects:

  • More CP = Stronger effects but higher cost.
  • You can adjust CP per casting, allowing for versatility (e.g., summoning a small creature one time, then a larger one the next).

2. Casting Time

  • For every 6 CP (or part thereof) spent, the spell takes 1 action to cast.
  • Large spells take multiple rounds to complete.

3. Resource Management

  • For every 12 CP (or part thereof), you must roll a Mana, Faith, or Psychic Pool check.
  • Failure still consumes resources, even if the spell doesn’t succeed.

4. Recovery

Mystic energy regenerates through rest:

  • Casual rest (4 hours) → Recover 1 usage die.
  • Sleep (2 hours) → Recover 1 usage die.

Power must be used wisely, as exhausting resources too soon could leave you vulnerable.


Augmentations & Mystic Powers

Cybernetic and Bionetic augmentations interfere with all three Mystic Power types, reducing their effectiveness.


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