Mystics
AX.GAN.07.03 - Mystics
Mystics engage with the extraordinary, the Echo's primordial powers, elemental legacies, and the deep perceptual traditions that allow certain practitioners to read the world in ways others cannot. Not all Mystic professions require Power Access; some are defined by philosophical and perceptual depth rather than active wielding of extraordinary force.
Criteria Key: - [L] Lineage | [A] Primary Attribute | [T] Theme - Six lineage-rooted Mystics, three universal Mystics, nine total.
MYSTIC QUICK REFERENCE
| Profession | Lineage | Attribute | Favored Save | Power Access |
|---|---|---|---|---|
| Hearthspeaker | Ashari | Body | Body Save | Fire/Force |
| Vane | Zephari | Speed | Speed Save | Air/Resonance |
| Warm One | Yusk | Wit | Wit Save | Geological/Temporal (optional) |
| Deep Voice | Mirelen | Wit | Wit Save | Water/Resonance |
| Chronicler-Legate | Ustara | Wit | Wit Save | Form/Pattern |
| Consortium Arcanist | Ekhari | Wit | Wit Save | Consortium Arcanism/Force |
| Channel | Universal | Body | Body Save | Any Force |
| Windcaster | Universal | Speed | Speed Save | Any Resonance or Form |
| Scholar | Universal | Wit | Wit Save | Any one tradition |
HEARTHSPEAKER
[L: Ashari] [A: Body] [T: Mystic]
Not a caster who happens to fight. A fire that happens to speak.
The Hearthspeaker's role in Ashari society is simultaneously political, spiritual, and martial. They are the voice of the hearth's conviction, which means that when that conviction requires physical expression, they provide it. Their power is not detached from their body; it runs through it. An Ashari Hearthspeaker is, in the elemental tradition, a living demonstration of what fire means: transformation, motion, and the absolute refusal to be less than what you are.
The Hearthspeaker is distinguished from the Ember Sworn by intent. Where the Ember Sworn fights to finish, the Hearthspeaker fights to protect, and to make what they protect capable of protecting itself. They are, in the Ashari tradition, the fire that warms before it burns.
Favored Save: Body Save (Body + Fortitude)
Power Access: Fire elemental tradition (Force category), communally oriented, focused on transformation and rallying effect rather than individual destruction.
Suggested Talents: Odd Talent (Fire/Force), Persuade, Fortitude, Strike
Starting Equipment: Medium armor (heat-treated, hearth-worked), one standard weapon (typically a staff or spear that can be lit, the Hearthspeaker's weapon is also their torch), Healing Kit +3D (fire tradition recovery, cauterization, warmth restoration), hearth-ash applied as ritual marking.
Progression Track
Hearthfire | Support | Stage 1 | Free Action | Close Range | Short Rest
Mechanical effect: Once per Short Rest, the Hearthspeaker extends their
Ember Blood warmth to all allies within Close range. Each affected ally
gains +1D to their next Body Save roll made before the end of the current
scene. In extreme cold environments, this effect additionally prevents
all cold-based condition effects for the scene's duration for all
affected allies. The warmth is literal; it can be felt, and creatures
near the Hearthspeaker are visibly warmer.
Limit: Once per Short Rest.
Genre Note: Hearthfire is fire as care, not fire as weapon. Make that
distinction visible, the Hearthspeaker is not burning their allies,
they are warming them.
Burning Word | Social/Combat | Stage 2 | Primary Action | Near Range | Long Rest
Mechanical effect: Once per Long Rest, the Hearthspeaker delivers an
Ashari war-oration, a performed declaration that functions simultaneously
as social force and elemental expression. All allies within Near range
who can hear the Hearthspeaker gain +1D to their next attack or Save roll
before the end of the round. All enemies within Near range who can hear
must make a Wit Save (Threshold 2) or become Shaken until the end of their
next Turn. The Burning Word requires the Hearthspeaker to speak aloud;
it cannot be delivered silently.
Limit: Once per Long Rest.
Genre Note: Ashari war-orations are not generic battle cries; they are
specific declarations of conviction. The Hearthspeaker should have
something to say. Make the words matter.
Becoming the Hearth | Support/Power | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Hearthspeaker channels the
deepest register of Ashari fire-theology, not the burning, but the
becoming. As a Primary Action, they may target up to three allies within
Near range. For each target: one condition they are suffering (Shaken,
Hindered, Slowed, or equivalent) is removed and replaced with Advantage
on that ally's immediately next action roll. The Hearthspeaker may also
apply this to themselves. The converted condition does not return; the
Advantage is consumed when used.
Limit: Once per Full Rest. Up to three targets.
Genre Note: The fire does not mourn what it consumes. It becomes it.
Becoming the Hearth is an act of transformation, the condition is
not suppressed, it is changed into something else.
VANE
[L: Zephari] [A: Speed] [T: Mystic]
They don't predict the wind. They are continuous with it.
The Zephari title of Vane, the instrument that reveals which way things are moving, is simultaneously political, spiritual, and perceptual. A Vane practitioner has developed the drift-circle tradition's perceptual attunement to its fullest expression: they feel the movement of information, emotion, and atmospheric change through a space the way others feel wind against their skin. Their mystic practice is oriented not toward power but toward witness, the Zephari belief that what has been truly seen is permanent.
The Vane is, in effect, the most comprehensive sensor available to any party operating on Andrus. They do not miss what passes through the space they inhabit. What they choose to do with that information is a matter of individual ethics their culture debates constantly and has never resolved.
Favored Save: Speed Save (Speed + Acrobatics)
Power Access: Air elemental tradition (Resonance category), the Vane listens and transmits rather than commands. Their power is directional, not destructive.
Suggested Talents: Odd Talent (Air/Resonance), Notice, Attunement, Acrobatics
Starting Equipment: Light or no armor (nothing that interferes with air-sense), one light weapon, Attunement Kit +3D (atmospheric reading instruments, wind-notation tools), a record of the current drift-circle's route and weather observations.
Progression Track
Atmospheric Read | Sensory | Stage 1 | Passive | Near Range | Always Active
Mechanical effect: The Vane is continuously aware of all movement within
Near range regardless of line of sight, air carries the information
of displacement. They cannot be surprised. Additionally, they can
identify the emotional state of any creature within Close range without
rolling, not through mind-reading, but through the Zephari's acute
reading of micro-movement, breath pattern, and the atmospheric signature
of strong emotion. This is accurate for current state; it does not
reveal hidden intentions or plans.
Limit: Always active. No usage limit.
Genre Note: Atmospheric Read means the Vane is never caught unaware.
They may be outmatched; they are never surprised.
Carried Voice | Power | Stage 2 | Primary Action | One Mile | Long Rest
Mechanical effect: Once per Long Rest, the Vane may do one of two things:
(a) Send a message of up to thirty seconds to any specific individual
within one mile who they know personally, the message arrives as though
whispered directly in the recipient's ear, and cannot be intercepted
without active magical countermeasures; or (b) Attune to one specific
location within one mile and hear everything said aloud there for one
minute, as though present in the space. The Vane must have visited or
have direct knowledge of the location for option (b).
Limit: Once per Long Rest. Choose send or receive.
Genre Note: The air holds everything that passes through it. The Vane
has learned to select. This is not surveillance; it is the profoundly
focused attention of someone who knows how to listen.
Witness Permanence | Knowledge/Power | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Vane may reproduce something
they have personally witnessed, a voice, a scene, a specific exchange
of words, an event, as a complete sensory projection that all creatures
within Near range can perceive through sight and hearing. This is not
illusion: it is memory made material through elemental attunement, and
it is accurate to the Vane's experience of the original event. Testimony
produced this way is treated as legally and socially equivalent to a
living witness account in any culture that recognizes the Zephari's
witness tradition.
Limit: Once per Full Rest. Limited to events the Vane personally witnessed.
Genre Note: The Zephari say that what has been truly seen is permanent.
Witness Permanence is the mechanical expression of this, the memory
does not fade, and it can be shared.
WARM ONE
[L: Yusk] [A: Wit] [T: Mystic]
They have seen this before. Not this exactly. The shape of it.
A Yusk elder's geological memory, the accumulated weight of a life measured not in decades but in the slow movement of territories, becomes, in those who pursue the Warm One tradition, an active mystic capacity. They do not simply remember more than others. They see historical patterns in present events with a clarity that other cultures experience as prophecy. It is not prophecy. It is very long pattern recognition applied to very recent data.
The Warm One does not rush toward answers. They wait for the present to reveal which pattern it belongs to, and then they speak, carefully, precisely, and only once. Being in the room when a Warm One speaks on a matter they have seen before is, by any cultural account across Andrus, worth considerable effort.
Favored Save: Wit Save (Wit + Resolve)
Power Access: Optional, a Resonance tradition connected to geological or temporal memory, if developed. The Warm One's relationship with deep time is the natural anchor for such a tradition.
Suggested Talents: Lore, Tactics, Attunement, Notice
Starting Equipment: No armor or light armor, one standard weapon (rarely drawn, present as a formality of travel), Lore Kit +3D (reference materials, historical records, sun-court observation archive extracts), a stone of personal significance from the Warm One's territory.
Progression Track
Deep Time | Knowledge | Stage 1 | Primary Action | Touch/Near | Short Rest
Mechanical effect: Once per Short Rest, the Warm One may read the historical
layering of a place, object, or creature, understanding what has happened
there across decades or centuries through accumulated physical evidence at
expert depth. This requires a Wit + Lore roll: Threshold 2 for events
within living memory; Threshold 3 for events one to five generations
distant; Threshold 4 or higher for First Era depth. On success, the Warm
One receives a complete narrative of what occurred, not just isolated
evidence. On a partial success (one success short), they receive the
shape of what happened without specific actors or dates.
Limit: Once per Short Rest.
Genre Note: Deep Time is not divination; it is geological expertise
applied to human history. The Yusk can read stone and soil the way
others read documents.
Pattern Already Resolved | Knowledge | Stage 2 | Primary Action | Self | Per Session
Mechanical effect: Once per session, the Warm One tells the GM: "This has
happened before." The GM identifies one historical parallel from Andrus's
known record that maps structurally to the current situation, a conflict
with the same shape, a person who made an equivalent choice, a place
where this pattern last played out. The GM provides the parallel accurately.
This parallel may suggest probable outcomes or reveal what was done before,
without dictating the players' path. The Warm One may share this
information with allies or keep it private.
Limit: Once per session.
Genre Note: The parallel is genuine; it happened. The Warm One has lived
long enough, or has learned from those who lived long enough, to
recognize what most people cannot. Whether the parallel's outcome
repeats is not determined by this ability.
The Warm One Speaks | Social/Knowledge | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Warm One delivers a formal
assessment, a precise, complete reading of a situation, to all present.
All creatures within Near range who can understand the Warm One gain +1D
to all Tactics and Lore rolls related to the assessed situation for the
remainder of the scene. This applies to allies and enemies alike, the
information is true regardless of who hears it. Additionally, all such
creatures make a Wit Save (Threshold 2): on failure, they absorb the
pattern so completely that they also gain Advantage on their immediately
next Tactics or Lore roll related to the situation.
Limit: Once per Full Rest.
Genre Note: The Warm One Speaks is knowledge as force. The only defense
against it is refusing to listen, and creatures who refuse still gain
the +1D, because the Warm One said it aloud and the information exists.
DEEP VOICE
[L: Mirelen] [A: Wit] [T: Mystic]
Healing is not repair. It is the restoration of proper flow.
The Mirelen healing tradition derives from water elemental philosophy, not the fixing of broken things but the removal of blockages so that natural function can resume. A Deep Voice practitioner has developed this philosophy into a full mystic capacity: they read what is wrong with a body, a relationship, or a situation the way their ancestors read turbid water, by understanding what should be moving and isn't, and removing whatever is in the way.
The Deep Voice is the most consistent healer available across all of Andrus's cultures, not the most dramatic, but the most reliable. Where other traditions heal through force or faith, the Mirelen tradition heals through understanding. The Deep Voice always knows what is wrong. The question is always whether removing the blockage will be welcome.
Favored Save: Wit Save (Wit + Resolve)
Power Access: Water elemental tradition (Resonance category), healing, condition removal, adaptive response to systemic disruption.
Suggested Talents: Odd Talent (Water/Resonance), Medicine, Attunement, Notice
Starting Equipment: Light or no armor, one light weapon (the Deep Voice is not a combatant, the weapon is for necessity), Healing Kit +3D (Mirelen water-compound preparations, flowing-current treatment tools), a personal notation of current patients and their ongoing conditions.
Progression Track
Current Read | Knowledge | Stage 1 | Primary Action | Touch | Always Available
Mechanical effect: The Deep Voice diagnoses any physical condition affecting
a creature they can examine, injury, illness, poison, or magical effect,
with a Wit + Medicine roll (Threshold 1 in safe conditions, automatic on
a Long Rest). The diagnosis is complete and accurate: the Deep Voice knows
what is wrong, its origin if determinable, its likely progression, and
the correct treatment approach. This takes one minute of examination.
It does not require the patient's consent to diagnose; it does require
physical proximity.
Limit: Always available. Threshold increases to 2 in active combat
conditions and to 3 for conditions with magical concealment.
Genre Note: The Mirelen read disruption through physical contact, breath
pattern, and the quality of the patient's movement. Current Read
is not magical examination; it is medicine at an expert level.
Unblocking | Power/Support | Stage 2 | Primary Action | Touch | Long Rest
Mechanical effect: Once per Long Rest, the Deep Voice removes one condition
(Shaken, Hindered, Slowed, Poisoned, or equivalent) from a creature they
touch. Alternatively, they may use this ability to automatically stabilize
a character at 0 Health, no roll required, no Kit consumed. The water
finds its way. They showed it the direction.
Limit: Once per Long Rest. Stabilization does not consume the
condition-removal usage; they are separate applications of the same
Primary Action.
Genre Note: Unblocking is the Mirelen healing philosophy made mechanical
, not repair, but restoration of flow. The condition is not suppressed
or managed; it is removed.
The Long Current Speaks | Power | Stage 3 | Extended Action | Touch | Full Rest
Mechanical effect: Once per Full Rest, the Deep Voice channels a full healing
surge through a creature they maintain contact with for one full, unbroken
minute (ten rounds of combat, or one minute out of combat). At the end of
the minute: the target recovers (Body Value × 2) in Health and is freed
of all non-permanent conditions currently affecting them. The Deep Voice
takes 4 damage, the cost of sustained channeling at this scale, that
cannot be reduced. Alternatively, the Deep Voice may apply this to
themselves during a Long Rest: they recover the same amount with no
damage cost, because the channeling passes through rather than transfers.
Limit: Once per Full Rest. Requires one uninterrupted minute of contact.
Genre Note: The Long Current is not a dramatic gesture; it is a quiet,
sustained act of expertise. The Deep Voice does not announce what they
are doing. They simply hold on until it is done.
CHRONICLER-LEGATE
[L: Ustara] [A: Wit] [T: Mystic]
The stars have always been saying something. Most people just don't live long enough to read the sentence.
The Ustara astronomical tradition is not simply science; it is cosmological perception extended across scales no individual lifetime can encompass without help. A Chronicler-Legate has developed the practice of continuous celestial observation into a form of mystic attunement: they read the sky the way other mystics read the world at ground level. Their True Dragon partners, who live long enough to personally verify cross-generational celestial patterns, are both colleagues and confirmation.
The Chronicler-Legate holds knowledge that the Ustara have declined to share publicly for three generations. The sept's current observations, what the sky is doing now, and what that means, are the most politically consequential unexpressed fact in the Third Era. The Chronicler-Legate carries this at all times.
Favored Save: Wit Save (Wit + Resolve)
Power Access: Form tradition (pattern-imposed rather than Force-driven), the Chronicler-Legate identifies what should happen and creates conditions in which it does.
Suggested Talents: Lore, Odd Talent (Form/Pattern), Tactics, Attunement
Starting Equipment: Light armor or academic dress, one light weapon (secondary, the Legate is a scholar, not a combatant), Lore Kit +3D (celestial charts, observation instruments, chronicle volumes), a sealed copy of the current sept's active celestial record, reviewed only in private.
Progression Track
Stellar Bearing | Knowledge | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: The Chronicler-Legate always knows the precise time,
date, and geographic location while outdoors at night, and can derive
this with good accuracy from memory during daylight (Threshold 2 recall
roll). More significantly, once per Short Rest, they may identify a
celestial pattern with implications for the current situation, stating
when a relevant alignment last occurred and what happened then, if the
Ustara records hold it. This requires a Wit + Lore roll: Threshold 2
for well-documented events, Threshold 3 for rare alignments, Threshold 4
for First Era celestial events.
Limit: Pattern identification once per Short Rest. Navigation awareness
is always active.
Genre Note: Stellar Bearing gives the Chronicler-Legate historical
context through cosmological means. The stars are a record.
Chronicle's Weight | Knowledge/Social | Stage 2 | Primary Action | Scene | Per Session
Mechanical effect: Once per session, the Chronicler-Legate produces,
references, or formally cites documentation from Ustara records that
has material effect on a social, political, or factual dispute in the
current scene. They establish one historically recorded fact that
directly bears on the current conflict, with institutional scholarly
authority behind it. Other cultures may dispute interpretation; they
cannot dispute that the record exists or that it is accurate.
The fact established must be consistent with established setting lore.
Limit: Once per session.
Genre Note: The Ustara are the most comprehensive documentary record
on Andrus. Chronicle's Weight is what happens when that record
becomes operationally relevant.
Dragon Witness | Knowledge/Social | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Chronicler-Legate calls on
their True Dragon partner's direct memory, or, if they lack a personal
partner, the sept's collective dragon-witnessed archive. The dragon recalls
something it personally observed that maps to the current situation:
a celestial event, a historical moment, a physical observation from its
own lifespan. This provides one of: (a) A decisive piece of information
that resolves a current mystery; (b) A warning that a historical pattern
is approaching its conclusion; or (c) A witnessed precedent that carries
the social authority of a True Dragon's testimony in any culture that
recognizes that authority, which is most of them.
Limit: Once per Full Rest.
Genre Note: The dragons chose to come to Andrus. They knew what they
would find. They have been watching since before the World Gate opened.
Dragon Witness is not just testimony; it is the weight of a creature
that was alive when the thing being discussed happened.
CONSORTIUM ARCANIST
[L: Ekhari] [A: Wit] [T: Mystic]
Alone, they are capable. Together, they held the Gate open long enough for four peoples to pass through.
The Ekhari magical tradition is explicitly cooperative and explicitly hierarchical, a Force-category practice built on the aggregation of multiple practitioners' power into single effects that no individual caster could sustain alone. A Consortium Arcanist is not defined by personal power but by positional intelligence: knowing who to stand next to, what role to take in the working, and how to direct combined magical architecture toward outcomes that are, by design, beyond any single caster's reach.
The Consortium Arcanist has mastered the thing that individual power cannot substitute for: the architecture of shared effort. Their greatest ability is not what they produce alone; it is what they enable others to produce together.
Favored Save: Wit Save (Wit + Resolve)
Power Access: Consortium Arcanism (Force tradition), cooperative amplification, channeled working, formation magic.
Suggested Talents: Odd Talent (Consortium Arcanism/Force), Tactics, Persuade, Lore
Starting Equipment: Light armor or formal Consortium dress, one light weapon, Formation Kit +3D (focus crystals, channeling anchors, formation-position markers), House affiliation documentation and current Formation authorization credentials.
Progression Track
Channeling Position | Power/Support | Stage 1 | Passive | Ally (Odd Talent Roll) | Always Active
Mechanical effect: When the Arcanist takes a Help/Assist action to support
another caster's Odd Talent roll, they add +2D instead of the standard
+1D assistance bonus. Additionally, when the Arcanist is in an active
Formation (any structured group of two or more casters working toward
a single effect), all participating casters' Odd Talent rolls gain +1D
from the Arcanist's presence, regardless of which role they occupy in
the Formation.
Limit: Always active. The passive Formation bonus requires the Arcanist
to be physically present and actively directing (cannot be incapacitated).
Genre Note: The Ekhari formation principle: a properly positioned caster
who knows their role is worth more than a more powerful caster who
doesn't. Position is the first consideration.
Formation Working | Power | Stage 2 | Primary Action | Combined Effect | Long Rest
Mechanical effect: Once per Long Rest, the Arcanist initiates a Formation
Frame as a Primary Action on their Turn. Up to three allied Force tradition
casters may contribute by rolling their Odd Talent on their own Turn within
the same round, a contributing roll must achieve Threshold 1 (1 success)
to add to the working; a roll of 0 successes contributes nothing. The
unified effect resolves at the Arcanist's next initiative position using
the combined success total. The Arcanist's Wild Die governs Formation
Backlash; a contributor's Critical Failure affects only that contributor.
Formation Working is not subject to Arcane Load; it is the Arcanist's
mastered Formation application.
The combined effect achieves outcomes at one scope above what any individual
caster could produce, treat the pooled success total as Stage 3 scope.
Limit: Once per Long Rest. Contributors may participate as a Reaction if
their Turn has already passed (costs them Arcane Load regardless of their
scene state). See AX.GAN.09.07 (Formation Rules) for full coordination
mechanics and Backlash table.
Senior Director | Power | Stage 3 | Primary Action | Formation-Wide | Full Rest
Mechanical effect: Once per Full Rest, the Arcanist directs a Formation of
up to six casters, a Director Threshold 3 Frame per AX.GAN.09.07. Each
participating caster rolls their Odd Talent on their own Turn within the
round (Threshold 1 minimum to contribute). The unified effect resolves at
the Arcanist's next initiative position using all valid contributions
combined. The Arcanist's Wild Die governs Formation Backlash. Senior
Director is not subject to Arcane Load; it is the mastered application.
Scope is at the absolute ceiling of what the combined tradition can achieve:
treat as encounter-reshaping or scene-ending in power. This is what Ekhari
magic was built to do. The Gate held because this was available.
Limit: Once per Full Rest. See AX.GAN.09.07 (Formation Rules) for full
coordination mechanics, action economy, and Backlash table.
CHANNEL
[A: Body] [T: Mystic] | Universal
The power doesn't come from their mind. It comes through their body, and the body pays the price.
A Channel is a mystic practitioner whose access to extraordinary power runs through the physical self rather than the intellectual. Where most traditions require precise mental control, a Channel uses the body as the conduit, raw, direct, and costly. They push more through themselves than their tradition's standard practice allows. The flesh is the instrument. Instruments wear.
Every Force tradition eventually produces Channel practitioners. They are the ones who want more than the standard framework permits and are willing to pay for it personally.
Favored Save: Body Save (Body + Fortitude)
Power Access: Any Force tradition available in the Genre Catalog.
Suggested Talents: Odd Talent (Force tradition), Fortitude, Strike, Endurance
Starting Equipment: Medium armor (impact-resistant, worn for its protection rather than its weight), one standard weapon (Channels often fight in close, the weapon and the power combine), Healing Kit +2D (self-recovery between surges), a practice token from their tradition's origin culture.
Progression Track
Surge | Power | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: Once per Short Rest, before making an Odd Talent roll
this Turn, the Channel pushes additional power through themselves. Add
+2D to that one Odd Talent roll. After the roll resolves, regardless
of success or failure, the Channel takes 2 damage. This damage cannot
be reduced, redirected, or avoided. It is the cost of the conduit.
Limit: Once per Short Rest.
Genre Note: The damage is the design, not a flaw. Channels trade health
for power output. Build characters accordingly, Fortitude is not
optional for a Channel.
Physical Integration | Power/Combat | Stage 2 | Passive | Self | Always Active
Mechanical effect: The Channel's power has integrated into their body at
a level other practitioners cannot reach. When the Channel uses an Odd
Talent effect in the same Turn they make a melee Strike, both may be
combined: the Odd Talent effect delivers through the Strike rather than
as a separate action. The Strike damage and the Odd Talent effect both
apply on a successful hit, a single action produces both outcomes.
This is not an additional action; it replaces the standard requirement
to use Odd Talent as a separate Primary Action.
Limit: Always active once unlocked. Applicable only to Odd Talent effects
that are Touch or Close range; they must be deliverable through contact.
Genre Note: Physical Integration does not make the Channel stronger per
hit; it makes them more efficient. Two effects, one action, one strike.
Full Burn | Power | Stage 3 | Primary Action | Area or Single Target | Full Rest
Mechanical effect: Once per Full Rest, the Channel releases everything
they can hold simultaneously. For this one roll, add bonus dice equal
to their full Odd Talent die value again (doubling the pool). On any
success, the effect is treated as one scope level larger than normal
(Stage 3 scale instead of Stage 2, or GM-approved escalation to
extraordinary scope). After the roll resolves, regardless of outcome
, the Channel takes damage equal to half their current Health (rounded
down) and gains the Staggered condition until their next Long Rest.
This is not a rotation. It is a conclusion.
Limit: Once per Full Rest.
Genre Note: Full Burn is a desperation or climax ability, the Channel
reaching past what they were meant to hold. Build toward it narratively.
The cost should feel real.
WINDCASTER
[A: Speed] [T: Mystic] | Universal
They are always moving when the power arrives. It's how they survive the landing.
A Windcaster has developed their mystic practice around the principle that Resonance and Form traditions work best when the practitioner is in motion. Their casting is kinetic: spells and effects that travel with them, arrive where they arrive, and unfold as they move. They are not graceful in the way academic practitioners are graceful. They are graceful the way a thrown knife is graceful.
Every Resonance or Form tradition eventually produces Windcaster practitioners; those who refuse to stand still long enough for the standard delivery method.
Favored Save: Speed Save (Speed + Acrobatics)
Power Access: Any Resonance or Form tradition available in the Genre Catalog.
Suggested Talents: Odd Talent (Resonance or Form), Acrobatics, Athletics, Stealth
Starting Equipment: Light or no armor (nothing that impedes movement), one light weapon (the Windcaster rarely stops moving long enough for heavy armament), Acrobatics Kit +2D, personal notation of movement routes through likely operational environments.
Progression Track
Moving Cast | Power/Movement | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: Once per Short Rest, if the Windcaster has moved at
least Close range this Turn before activating an Odd Talent ability,
they may treat that activation as a Free Action rather than a Primary
Action. The motion and the casting are the same act, movement is the
delivery mechanism, and the Odd Talent arrives as part of it.
Limit: Once per Short Rest. Requires prior movement of at least Close
range in the same Turn.
Genre Note: Design the fictional delivery around continuous motion,
the effect arrives mid-stride, or as a trailing gesture, or as a
contact-point during the pass. The Windcaster does not stop to cast.
Transit Effect | Power/Movement | Stage 2 | Reaction | Path of Movement | Long Rest
Mechanical effect: Once per Long Rest, when the Windcaster moves through
or directly adjacent to an enemy's space during their Turn, they may
activate one Odd Talent effect targeting that enemy as a Reaction,
mid-movement, without stopping. The effect resolves immediately against
the target. The Windcaster's movement continues normally after the
Reaction resolves. This does not consume the Windcaster's Primary Action.
Limit: Once per Long Rest. One enemy targeted per activation.
Genre Note: Transit Effect is best narrated as a single continuous sequence
, the movement and the effect are inseparable. The target is struck in
passing.
Storm Pattern | Power/Movement | Stage 3 | Primary Action | Near Range | Full Rest
Mechanical effect: Once per Full Rest, the Windcaster enters a Storm
Pattern, a single Turn of continuous motion and power. They move up
to their full movement speed and may activate one Odd Talent ability
at any point during that movement against any eligible target within
range at the moment of activation. Additionally, all of the Windcaster's
Speed-based defensive rolls (Acrobatics, Speed Saves) gain +2D for this
Turn. The motion and the power are inseparable for one extended moment.
Limit: Once per Full Rest.
Genre Note: Narrate Storm Pattern as a single, unbroken sequence. The
Windcaster does not stop at any point during this Turn. If they need
to reach a target, the movement takes them there, the effect follows.
SCHOLAR
[A: Wit] [T: Mystic] | Universal
They understand the mechanism. Understanding the mechanism is sufficient.
A Scholar is the mystic practitioner who approaches extraordinary power as a body of knowledge rather than an experience. Where a Hearthspeaker inhabits their fire and a Vane reads the wind, a Scholar has determined how the power functions, why it produces the effects it produces, and what modifications to the standard approach are possible. They are not detached, understanding something deeply often produces a different kind of passion than inhabiting it directly. But their relationship with power is fundamentally intellectual.
The Scholar is the most flexible and transferable mystic practitioner in Andrus. They are also, in the estimation of most traditions, the most likely to find something that shouldn't be found.
Favored Save: Wit Save (Wit + Resolve)
Power Access: Any one tradition available in the Genre Catalog, chosen at character creation. With GM approval and narrative justification, partial access to a second tradition may be granted at Stage 3.
Suggested Talents: Odd Talent (any tradition), Lore, Attunement, Tactics
Starting Equipment: Light or no armor (the Scholar is mobile but not primarily a combatant), one light weapon, Research Kit +3D (tradition-specific reference materials, notation tools, observation instruments), a personal analytical journal, ongoing, illegible to others.
Progression Track
Theoretical Advantage | Knowledge/Power | Stage 1 | Free Action | Self | Short Rest
Mechanical effect: Once per Short Rest, before making an Odd Talent roll,
the Scholar invokes their analytical expertise. They ask the GM one
mechanical question about the target or environment, not a social or
narrative question, but a mechanical one: "What is this creature's
resistance or vulnerability to my tradition's damage type?", "How many
successes would I need to achieve this specific effect against this
target?", "What is affecting the ambient conditions here and how does
it modify my dice pool?" The GM answers truthfully. The Scholar uses
this information before rolling.
Limit: Once per Short Rest. The question must be mechanically answerable.
Genre Note: This represents expert observation applied to a technical
problem. The Scholar does not guess; they deduce, and then they act
on what they deduced.
Cross-Reference | Power | Stage 2 | Primary Action | Single Target | Long Rest
Mechanical effect: Once per Long Rest, the Scholar applies a modified
approach to their Odd Talent use, altering one established parameter
of their tradition's standard effect. Options include: changing the
damage type to an adjacent one (fire to heat-radiation, water to cold);
extending the effective range by one band; or applying the effect to
a target type the tradition does not normally affect. This requires
a Wit + Odd Talent roll (Threshold 3). On success, the modified effect
resolves. On failure, the standard, unmodified effect resolves instead
, no backfire, no wasted action.
Limit: Once per Long Rest.
Genre Note: Cross-Reference fails gracefully. The Scholar attempted the
modification and it didn't hold, the tradition reverted to baseline.
This is not dangerous. It is simply incomplete.
Theoretical Framework | Power | Stage 3 | Extended Preparation | Single Effect | Full Rest
Mechanical effect: Once per Full Rest, and only when the Scholar has had
at least 10 minutes of uninterrupted access to reference materials and
quiet, the Scholar activates a fully prepared theoretical working. They
have worked out the exact approach in advance; this is not improvised.
The resulting effect is at the absolute ceiling of their tradition's
capacity: area-wide, long-lasting, or achieving something the tradition
cannot produce in a single standard action. GM adjudicates specific scope
in negotiation with the player, the effect should be treated as
exceptional. Additionally: if the Scholar has directly encountered and
studied a second tradition in play across at least one full story arc,
the GM may permit Cross-Reference to apply to that second tradition at
half effectiveness (Threshold 4, effects at reduced scale). Each instance
of cross-tradition Cross-Reference requires explicit GM approval per use,
the Scholar's understanding of the second tradition is partial and
context-dependent.
Limit: Once per Full Rest. Requires 10 minutes of preparation.
Genre Note: Theoretical Framework is the Scholar's promise fulfilled,
the person who understood the mechanism fully enough to build something
unprecedented with it. The preparation requirement is non-negotiable.
Mastery requires time.
Mechanical Review Notes
Consortium Arcanist, Formation Working (Stage 2) and Senior Director (Stage 3): Resolved. Full Formation coordination rules, contributor minimums (Threshold 1), Wild Die handling (Director's die governs Formation Backlash), action economy (contributors roll on their own Turn; effect resolves at Director's next initiative position), and combined success scaling, are defined in AX.GAN.09.07 (Formation Expression, Formation Rules section). Both abilities reference that document.
Warm One, The Warm One Speaks (Stage 3): Resolved. Reframed so all creatures receive +1D for the scene; a failed Save additionally grants Advantage on the next applicable roll. This aligns with standard AxiomRPG Save convention (failing a save is a negative outcome).
Scholar, Stage 3 Second Tradition Access: Resolved. Conditions incorporated into the ability text: second tradition must be encountered and studied in play across at least one full story arc; each instance of cross-tradition Cross-Reference requires explicit GM approval per use.