Mystic Rhythms Character Templates

There are a few different character types that recur in magic-based comic books. These templates should provide a quick and easy method for GMs and players to generate characters. These templates don't do everything needed in character creation, but should provide a solid base to quickly build the finished character.

Demon | Mystic

Demon Template

Description: Creatures from the nether realms sometimes are summoned, or find their way, to Earth. They may be working toward the common good, punishing sinners, or simply running amok. Examples include Demon, and Ghost Rider, among others.

  1. Base Powers/Skills (The character gets these by default):
  2. Roll or choose 1d4 additional powers from the list below:
    1. Dimensional Travel
    2. Flight
    3. Heightened Agility B
    4. Heightened Endurance B
    5. Heightened Senses (Life, Good/Evil, Magic)
    6. Heightened Strength B (yes, again)
    7. Invulnerability
    8. Natural Weaponry (Claws, or Horns)
    9. Regeneration
    10. Weakness Detection
    11. Willpower
    12. Wings

  3. If the character has less than 5 powers you can roll or choose more from any table until they have 5.
  4. Most Demons look slightly unusual (pointed ears, etc.) Only 5 in of 6 of these types do not look normal at all. Roll a d6, a six means the character looks completely human, 5 means the character has a slightly unusual appearance, and 1-4 indicates they are extremely unusual (red or yellow skin, horns, fur, etc.).
  5. Demons, by their nature, have a 5 in 6 chance of suffering the weakness "Prejudice."

Mystic Template

Description: Masters of the mystic arts, spell casters, witches, warlocks, shamans, conjure men, houngans, and sorcerers of various origins and persuasions. They learned magic in a variety of ways for a variety of reasons. Some notables include Brother Voodoo, Dr. Fate, Dr. Strange, Zatarra, Baron Mordo, Zatanna, and Clea.

  1. Base Powers/Skills (The character gets these by default):
  2. Roll or choose 1d4 additional powers/devices from the list below, there is a 2 in 6 chance that any particular ability will come from a device:
    1. Astral Projection
    2. Cosmic Awareness
    3. Flight
    4. Heightened Agility A
    5. Heightened Charisma B
    6. Heightened Endurance A
    7. Heightened Senses (magic, tracking, good/evil)
    8. Magic Spells (3 more, see table below)
    9. Natural Weaponry (martial arts)
    10. Pet
    11. Special Weapon
    12. Willpower

  3. Sample Spells are listed below:
    1. Lightning Bolt: (Lightning Attack, attack only) 15" range, PR=4, 2d8 damage
    2. Purple Cloak: (Paralysis Ray) PR=7, 24" range
    3. Mystic Bolt: (Power Blast) d20 damage, PR=1, 11" range
    4. Shield of Marduk: (Invulnerability) PR=(1/5 pts)/turn, up to a maximum of 20 pts.
    5. Armor of the Ageless: (Armor) PR=1 / 10pts of armor generated up to a maximum of 100 pts. PR=1/turn to maintain or lose 4 pts. of armor/turn.
    6. Resiliance: (Adaption, adapt to hostile environment only) PR=2/environment/day
    7. Wind Walk: (Flight) 90 mph, PR=1/hour
    8. Mirror Selves: Create up to 10 illusionary duplicates of the character. PR=5 to cast, PR=2/turn to maintain. Opponents must make a roll to detect the character, roll vs. Detect Hidden if opponent attacking, roll vs. Detect Danger if opponent is being attacked by caster. If caster is hit or attacks spell dissipates and must be recast.
    9. Dimensional Portal: (Dimensional Travel) Choose one dimension when the spell is learned, PR=4 for a 1"x1" portal, portal can be increased by 1" for each extra power point spent.
    10. Serpentine Heal: (Regeneration) PR=1/turn

  4. Sample Disciplines, or types of Magic, are listed below:
    1. Santaria/Voodoo
    2. Western Esoteric
    3. Middle Eastern/African Esoteric
    4. Far Eastern Esoteric
    5. Hebrew Cabala
    6. Shamanism
    7. Alien/Extraterrestrial (Cthonian)
    8. Extradimensional
    9. Necromantic
    10. Alchemy
    11. Medieval Witchcraft
    12. New Age

Mystic Rhythms Sourcebook