Mystic
Mystics explore the strange and the exotic, delving into the unknown.
Table of contents
Skills
You begin with a rank in Ascendancy, Reflexes, Volition, Understanding and 4 additional skill ranks of your choice.
Equipment
Equipment readily available to you when you deploy to the field. Remember, you can always select gear from the Standard-Equipment list.
Weapons
Deploy With Up To 2
Psychic Amplifier
A wire laden glove covered in electrical gear and a large surge protector.
Default Damage | 3 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Heat, Cold |
Range | Close |
Weapon Traits | One Handed, Otherworldly, Magical |
Armour
Deploy With Up To 1
Gear
Deploy With Any Number
Mind Shield
An advanced collar that allows the user to propel a force field around themselves.
- Traits: Charges(1), Passive.
- You can expend a charge to make an incoming attack a Mitigated Attack.
- As an Action you can replenish the charge.
Spectrometer
A bulky instrument that can measure components of unknown phenomenon via a wide array of conventional sensors as well as esoteric means such as crystal arrays, magnets, and occult fetishes. Capable of measuring electromagnetic fields, temperature fluctuations, chemical composition.
- Traits: Toolkits, Skilled(Understanding).
- It can be used to detect the supernatural, magical, psychic energy, miracles, temporal fluctuations, and the astronomically improbable.
Horror Encyclopedia
This strange electronic tome contains data on every reported anomaly and monster ever reported or studied by humanity.
- Traits: Skilled(Understanding)
- You may know detailed information about any creature or event your witness.
Specialization
Even a basic Reclaimer has some specialization in their background and additional training. Select a Specialization to start with providing additional gear. Some recommendations would be:
Exorcist
You have the tools and knowhow to deal with the otherworldly in more than one way.
- You have access to the following Equipment:
Proton Thrower
A cumbersome weapon and backpack designed to emit a charged particle beam, degrading and deconstructing conventional targets within range. The beam interacts more destructively with non-corporeal entities or entities composed of exotic matter.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Life |
Range | Close |
Weapon Traits | Two Handed, Capacity(5, Energy), Loading(2), Advanced, Targeted, Very-Threatening |
- Against External Threats, this weapon also has Penetrating, Disorienting, Devouring.
Ritualism Kit
A satchel of elixirs, dried powders, fetishes, and other small bits of superstition that can be used to attune with the Other Side.
- Traits: Charges(Munition Capacity), Toolkits, Skilled(Ascendancy).
- You can spend a charge to Attune to the world and perform some profane or otherworldly ritual.
Flesh Shaper
You have trained to destroy the otherworldly, the wrong and the corrupted. Your tool kit strikes fear in things that cause fear.
- You have access to the following Equipment:
Biocoder
A disturbing needle pointed glove oozing with strange fluids that seem to be secreted from your body. This device is used to temporarily disrupt the genetic makeup of those around you in strange and incredible ways.
- Traits: Skilled(Ascendancy).
- As an Action you can modify someone within Reach with some small boon or malady until the end of the Scene.
- With a few minutes, you can drastically alter a willing character or characters with a new property that last until the end of deployment, or until you create another drastic change.
- On failure, you and the target suffer a Stress. On a Critical Failure the target also suffers 2 Injury Damage.
So, during combat you could cause someone’s muscles to grow giving them +1 Strength, or with some time, you could imbue yourself and your allies with fish gills.
Psy Knight
You have trained to hone your mind as a physical weapon against your enemies, empowered to destroy those around you with incredible power and force.
- You have access to the following Equipment:
Blink Harness
An experimental harness which allows the user to phase in and out of reality. For safety, you should be able to see where you are going.
- Traits: Skilled(Ascendancy).
- Any time you could perform [Movement] you may appear anywhere within Movement Distance calculated using Spirit instead of Agility. You must know where you are going.
- If you appear on top of another person for any reason, you each suffer 3 Rending damage, if your teleport Skill Test resulted in Doubles this is a Vitals injury; otherwise it is Ancillary.
Psyblade
A focus into which you can channel mental energy and form into a lethal blade. A mass of mental energy capable of tearing through near anything.
Default Damage | 5 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Rending, Life |
Range | Reach |
Weapon Traits | One Handed, Striking, Threatening, Otherworldly |
Recommended Advancements
Training the Reclaimer can take as they Progress their career. You can take any advancements as you Progress, but some recommendations would be:
Awakened Psychic
Your consciousness has expanded to a massive size, building neural pathways that are inscrutable to normal people and could destroy you if you aren’t careful.
- Spend 2 Power, you can attempt to do something that would otherwise be impossible with just your mind. This will be a Ascendancy Fixed Difficulty skill test with a difficulty based on the complexity of the task.
- You may use this ability without enough Power however it will cause you to suffer 2 Injury Damage.
Expansive Mind
With the inclusion of additional cybernetics modifying your neural pathways, your psychic power is almost overwhelming.
- You can use the Cone, Area, Magical-Attacks modifiers.
- You deal +1 Damage with Attack with Otherworldly.
Mind Guarding
You’ve trained your team extensively to be resolute in the face of terror, and to be sure of themselves.
- Everyone on Deployment gains +1 Max Stress, and (+1) to Volition Skill Tests.
Sealed Memories
A portion of your brain associated with storing memories has been warded against unwelcome thoughts. This means you have a large collection of knowledge of the unknown that you can call upon only when the mission demands it.
- You do not gain Stress from learning horrible things.
- You recieve a (+1) to all Understanding Skill Test.
Spiritual Warding
Strange symbols, markings and decoration cover your gear and armour to protect you from darker forces.
- You have Resistance to all attacks from things aligned with the Red Eclipse.
Telekinesis
You’ve developed your potential for manipulating the world around you, creating and manipulating force without the need for external tools.
- You can use the Concussive, Painless, and Stunning modifiers with your Magical-Attacks.
- You can also use this to levitate items that you would otherwise be able to pick up within a Close distance and otherwise move around.
- You can substitute your Ascendancy for Physique.
Dead Tales
You are attuned to the spirits of the lost; they cry out all around you. You know how to make them speak.
- Any time you kill a Character you may search their mind for information. You may ask a single question with a Ascendancy Fixed Difficulty with a Difficulty Value based on the complexity of the question.