|
Mystic Abilities
Mystics stand at a crossroad of flesh and spirit. They twist the spirit and can attune themselves to the nature of a creature, learning information that would otherwise be closed to them.
Talent
Lock 1 Non-Magical Weapon. Create the Locked weapon out of energy in your Manipulation Limb size to fit it. The weapon gains Umbral and + TT/3 damage. This effect ends if you Drop the weapon. If the weapon has Load, it creates ammunition when you go to Load it. After each time the weapon causes Injury, pay 1 Energy or this effect ends. Any Injury dealt to the weapon is instead dealt to you.
Boost: The weapon gains 1 + TT/2 of Accurate, Blind, Dazzled, Deaf, Devastating, Extend 1, Guard 2, Lightweight, Load 0, Trauma, Unsteady, or it can affect Phasing creature.
Spell - Illusion
Know if there is a creature other than yourself with an Affinity in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim purple glow around them if they have an Affinity. You can roll knowledge as if sensing an effect of their Affinity.
Talent
Deal 3 + TT/2 Dazzled damage to target creature in Reach.
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Talent
If target creature in Reach would fail a Skill roll, they reroll unless the roll has already been rerolled.
Boost: As this would end without causing any rerolls, roll 1 + TT/2 d12 to increase duration by 1, DL 12.
Talent
Effects on you trigger and advance duration as if you just took 1 + TT/2 turns.
Boost: Do not affect your own abilities.
Talent
Target subject in Reach gains the Susceptible ability and heals 3 + TT/2 Grit.
Boost: After targeting another creature, heal yourself 2 + TT/3 Grit.
Advanced Abilities
Those that practice and excel in the Mystic style gain access to these more unique abilities.
Trick - Infusion
Requirements: 9 Combined Tiers of Zeal and Observe
Roll 1d12 to heal 1 Energy, DL 6 - TT + prior successes.
Boost: On success, attack Magic of creatures within 1 range with 1 + TT/3 d12 to deal 1 Mystical damage to their Energy.
Talent
Requirements: 9 Combined Tiers of Zeal and Observe
Deal 2 Mystical Necrotic damage to Grit of target creature in Reach at the end of each of their turns.
Boost: After you cause Grit Injury, heal 1 Grit.
Response - Infusion
Requirements: 7 Combined Tiers of Zeal and Observe
1 Resolve: Before a Skill or damage roll, gain +1d12.
Boost: Reduce the next Radiant or Necrotic damage against you this round by 1 + TT.
Aspect
Requirements: 11 Combined Tiers of Zeal and Observe
Gain 1 + TT Mystic Pool. After you roll a Skill, you can pay any amount of Mystic to gain an equal amount on the roll. After a roll in 3 + TT range from you is rerolled, heal 1 Mystic.
Boost: While your Mystic Pool is not empty, When you sense a creature, know all Immunities, Reductions, and Vulnerabilities they have.
Spell - Infusion
Requirements: 7 Combined Tiers of Zeal and Observe
If you have not taken more than 1 + TT turns since target creature in Reach died, Resurrect them.
Boost: When done as a Ritual, change the time frame to 1 + TT minutes.
Response - Transference
Requirements: 7 Combined Tiers of Zeal and Observe
As you are targeted, roll 1d12 to cease to exist for 1 round, DL 9 + prior successes - TT.
Boost: Roll an additional 1d12 for this effect.
|