Anoint
Tradition: Theurgy
The mystic anoints him- or herself with holy oils before a battle, thereby gaining the following: +10
temporary Toughness, +1 Armor in addition to any armor worn, and +1 damage on all attacks. If the
mystic is damaged, he or she first loses the temporary Toughness, before his or her own Toughness
is affected. The downside is that the mystic cannot be healed and that all death tests automatically
fail during the scene. The effect lasts for the duration of a scene.
Beast Companion
Tradition: Blood Wader
The higher level of the ritual Familiar binds the beast to the mystic’s body and soul; if the familiar
dies it is resurrected by using the ritual or at dawn of the following morning, witchever comes first,
and the mystic doesn't suffers damage when the familiar dies or becomes thoroughly corrupted.
Blood Bond
Tradition: Witchcraft
The corrupting effect of magic is of course well known to mystics. Sometimes the Corruption is a
necessary price to pay in order to succeed with whatever task the mystic has undertaken. In the
same way, the tainting of a familiar can be a necessary sacrifice for the mystic to be able to continue
serving its people or its calling. By using this bond of blood, the mystic can share Corruption with a
familiar. The mystic has to make a Resolute test whenever a Blood Bond ritual is attempted. A
successfully performed ritual decreases the mystic’s permanent Corruption by 1D4 points, and
increases the familiar's permanent Corruption by 1D6. The familiar suffers all the usual signs of
corruption. Should the familiar turn into an abomination, the mystic loses control and is
immediately attacked by the former companion. The ritual costs one (1) Experience to perform,
whether it is successful or not. The mystic cannot perform the ritual for someone else.
Familiar
Tradition: Witchraft
The mystic binds itself to a beast. This beast is not much smarter than others of its kind, but is
fiercely loyal to the mystic and the bond between them is made up of mystical energies – they are
soul mates. The spiritual bond is so strong that the two can communicate telepathically; the mystic
can command the familiar from a distance and also experience whatever the familiar perceives with
its senses. The depth of this union also makes it possible for the two to share wounds. If the familiar
is wounded the mystic can choose to suffer half of the damage, or if the mystic is wounded half of
the damage can be transferred to the familiar. The player decides when damage should be shared in
this way. There is also a downside to the mystical bond: should the familiar die or turn into an
abomination, the mystic suffers 1D8 points of damage, ignoring Armor. The Familiar gain a
number of Experience points equal to 1/4 of the total experience of the mystic (not counting starting
experience) that can be used to permanently purchasing new abilities, just like a character. If the
familiar dies, it is resurrected at dawn the following morning or the character can use this ritual at
dawn to call another beast as a new familiar. The new familiar has unexpended Experience points
equal to the ones the former familiar had.
Familiar
A familiar starts with the following statistics, or something similar
depending on what seems suitable for the character’s bestial friend:
Traits Armored (I), Natural Weapon (I)
Accurate 11, Persuasive 5, Cunning 7, Discreet 9, Quick 13, Resolute
10, Strong 15, Vigilant 10
Weapons Tusks 1D6 (short)
Defense 13 (dodge)
Armor Animal skin 1D4 (flexible)
Toughness 15 Pain Threshold 8
Flaming Servant
Tradition: Wizardry
The mystic awakens a fierce fire creature and binds it to a suit of metal (medium or heavy armor).
The servant then walks by the mystic’s side like a smoldering and steaming bodyguard, which flares
up and turns into a burning warrior in battle. The mystic can only have one Flaming Servant bound
to itself at any time, and if the Flaming Servant perishes in battle, then the suit of armor needs to be
repaired by a blacksmith in order for the ritual to be placed on that same armor again.
The Flaming Servant gain a number of Experience points equal to 1/4 of the total experience of the
mystic (not counting starting experience) that can be used to permanently purchasing new abilities,
just like a character. A new binded Flaming Servant will also have the same purchasing abilities.
Flaming Servant
A Flaming Servant starts with the following statistics:
Accurate 13, Persuasive 5, Cunning 7, Discreet 9,
Quick 11, Resolute 10, Strong 15, Vigilant 10
Weapons Burning sword 1D8
Defense 9 (Shield)
Armor Smoldering scale mail 1D6 (Impeding)
Toughness 15 Pain Threshold 8
Patron Saint
Tradition: Theurgy
The mystic is accompanied by a guardian spirit, the soul of a fallen Templar given the honorable
mission to once again serve one of the Sun God’s chosen. The martyr manifests as a warrior of light
that normally is invisible but starts to shine when danger is close, and protects its ward until its
second death. Only one Patron Saint can be bound to a mystic at a time, and should the saint be
defeated in any way a new one must be summoned. The Patron Saint gain a number of Experience
points equal to 1/4 of the total experience of the mystic (not counting starting experience) that can
be used to permanently purchasing new abilities, just like a character. A new summoned Patron
Saint will also have the same purchasing abilities.
Patron Saint
A Patron Saint starts with the following statistics:
Accurate 13, Persuasive 5, Cunning 7, Discreet 9,
Quick 15, Resolute 10, Strong 11, Vigilant 10
Weapons Flail of light 1D6
Defense 15 (dodge)
Armor Radiant halo 1D4 (flexible)
Toughness 11 Pain Threshold 6
Purging Fire
Tradition: Theurgy
Corruption is extra dreadful to theurgs, since it represents the foremost proof of the power of
darkness. Most theurgs do their utmost to not be tainted by Corruption, and should they fail they
can always learn the ritual called Purging Fire. When performing the ritual, the mystic prepares
itself with song and prayers before climbing onto a burning pyre to cleanse its body of Corruption.
For each turn the theurg stands in the fire, it suffers 1D6 damage, and if a [Resolute –Damage] test
is passed, one (1) point of permanent Corruption is removed. If the test fails, the mystic throws
itself from the pyre and the ritual is interrupted. Performing the ritual costs one (1) point of
Experience and leave the mystic with permanent burn scars (so people seeing the scars know that
you needed to purify from Corruption yourself and will act accordingly), whether it is successful or
not. The mystic cannot perform the ritual for someone else; only he or she who performs the ritual
may benefit from the purifying effect.
Soul Stone
Tradition: Wizardry
Corruption was never a problem to wizards before The Great War, since their meticulous practices
protected them from blackening their souls. During desperate moments of the war, the battle mages
of Ordo Magica took increasingly greater risks in the name of necessity and thereby brought
Corruption upon themselves. To counteract this evil they dusted off an ancient and shunned ritual,
by which one can capture the soul of a dying creature in a crystal prepared for the purpose. That
same ritual proved to work well in order to drain Corruption from a wizard and transfer it to the
soul in the stone. The ritual binds the mystic to the crystal, which then works as an extension of the
wizard’s soul. The ritual allows the mystic to move 1D4 points of permanent Corruption to the soul
stone with a successful Resolute test. The stone can hold up to half of the mystic’s Resolute in
Corruption, rounded up; it darkens as it fills up and detonates if said limit is surpassed. The
collected Corruption then rushes back to the Mystic, often with a rather nasty result. The ritual costs
one (1) point of Experience to perform, whether it is successful or not. A wizard that manages to
learn the ritual receives a soul stone from its order chapter; other Mystics must pay their own way.
To buy a soul stone costs 100 thaler.