The Mysterians are called as such due to their mysterious nature. It is not known if they have children like other races, or if they simply appear on the probe from some other place. During their lives, if they come across their soulmate, they will pair almost instantly, such as “love at first sight”. Once they are together for long enough, they will intensely want a child and take a trek off into the Temple of Nondigor. When they return they will have a child in tow. It has been this way since the beginning of recorded history. As thus far, no one has been able to follow them to find out the secret. Also, the temple defenses will activate for any other race than the Mysterians. When the two lovers leave, they are bound together for life and they have a child, but neither can remember having the birth or when the child, who is aged nearly to age 9, actually aged. They only know that they love each other and the child completely.
Furthering the mysteries around this race, the Mysterians have abilities that strange and oddly out of place. One would have the ability to alter luck, or take stamina from others, or steal others abilities completely and use them for themselves. None of their abilities are what would be considered “ordinary” or mundane. Many don’t have abilities but will exhibit them when they are in danger. It is as if a higher being is always watching out for them.
As a race, they are extremely strange individuals, choosing to stay on the fringes of societies rather than becoming part of them and often choosing not to use any abilities until they have no other choice, even in the most dire of circumstances.
Ranger
Merchant
Scout
Guardian
Mystic Eyes: All Mysterians can see beyond the normal sights, allowing them to see the dead, see in the dark and see hidden items that others would openly miss. (Awareness +5, Detect Trap +5, Catch Spy +5). [This also allows the user to see Mystic Ghosts, Familiars and energy auras.]
Startup Repeater : Allows user to take triple the amount of tries for a startup roll. This is the only race that gets this ability and it has to be used and taken into consideration when creating the character. All startups are granted to the user and can not be countered, only overcome.
Luck Tension: A feeling will come over the user when there is danger near by. This will happen when they are near a trap, near a creature that can harm them, etc. It will happen regardless of the abilities that are being used to mask the prescience of anything harmful near them. Due to this, it is rare that the Mysterian steps blindly into a trap, or into danger. It presents itself like a stomach ache and then vanishes once the danger is realized, or removed.
Pacifism: Mysterians hate violence and will avoid it at any cost, but can train themselves to defeat this issue. It simply take a lot of overcoming to be done.
True Talk: Mysterians have a massive issue with lying, many can’t even understand how to lie. Due to this they often will be unable to lie at all. (-10 Lie, +4 Persona)
Killing Bane: Mysterians are incapable to killing others. Their belief is that no one should face death, no matter the reasoning and as such they can not kill. The only time they can overcome this is in the most dire of circumstances and to save those that they love. Even then, it is very hard to for them to “finish the job”. (This can be overcome, but take a massive amount of work.) [If a Mysterian kills another player or NPC, they will drop into a Dark Mysterian and their Persona will drop 10 pts. toward the evil side of the spectrum and stay there until they have done enough deeds to bring themselves back. It will happen every time they kill.]
Mystic Spell 1
Trap Sight
Lucky
Divine Defense
Male:
Heights: 5’7″ Weight: 150lbs.
Skin Color: Blue, Purple, Green, Black, White
Eye Color : Blue, Black, Brown, Clear, Red, Meridian
Hair Color : Black, Red, Blond, Brunette, White, Silver, Deep Green
Female:
Heights: 5’1″ Weight: 100lbs.
Skin Color: Blue, Purple, Green, Black, White
Eye Color : Blue, Black, Brown, Clear, Red, Meridian
Hair Color : Black, Red, Blond, Brunette, White, Silver, Deep Green
Strangely, the Mysterians don’t have a true social structure. They seem to be nothing but nomads that drift from one place to another. Many seem to drift into a place and then out without even giving their names. Many myths have been brought about due to their movements, but rather the myths are based in reality or not is often unanswerable. It is further mysterious that in every major event there is at least one to five Mysterians that show up to help out and usually to become “heroes” of the event. Even if they were not part of the event in the first place.
Other than the Temple of Nondigor, there is no known city that is established with the Mysterian. (Temple of Nondigor is in a Mountain called Mt. Spidrix and is deep inside the worst portion of the mountain. How the Mysterians make the trek is still unknown and often unbelievable as the temple opening is in the midst of the Vilonimor territory. The Vilonimor are beasts that feed on Spidrix and Mage Worms to survive and live very deep within the mountains, rarely to ever been seen by surface dwellers.) (See Vilonimor).
It is unknown if they use technology of their own, but they have little issue using other races technologies.
Mysterians believe in a deity, but it is not known which one. They don’t even know whom it is. They simply know that there is a supreme being and they pray to him/her, but they don’t name the deity at all. They can not pray to other deities and will not take part of customs that are of the other deities ceremonies.
Mysterians Persona is Kind. They don’t get a role. However they can alter it as they play through the game, they simply don’t get a role at the beginning of the game.
Mysterians can’t be the direct target of curses or spells. They also can’t become Dymere of any sort. This means that they can not become Lycan, Vampiric, etc. If they are bitten by any of these, they will either heal from it, or die from it depending on the amount of damage it causes.