Table of Contents

Mystic

You believed there was a way to escape the limitations on your physical form in the hopes of attaining more, becoming more than you were born to be. You consulted with wisdoms, hidden away in high aeries, closed yourself off from your senses to search for your true self, and put your body through extensive training, always pushing yourself harder. You found the path that leads to escape from these limits. Your learning shows in how you move, how you seem to never grow ill, feel pain, or suffer. You find yourself divorced from other people, especially those content with what they have, but you find the price you pay worth the limitless self you stand to gain.

Level 7 Mystic

Attributes: Increase three attributes by 1 each.

Health: +12

Bonus Damage: +1d6

Enlightenment: You gain all of the following benefits:

Level 8 Mystic

Health: +12

Stunning Fist: You can use this talent when you get a success on a roll to attack using an unarmed strike. The target of your attack makes a Will roll. Angels, demons, faeries, fiends, spirits, and undead get an automatic success. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes stunned (luck ends). Once you use this talent, you lose access to it for 1 minute.

Unfettered Movement: You can move across, up, down, and stand on any surface, across ceilings and overhangs, over liquid surfaces, and on surfaces that could not normally bear your weight. You can squeeze through Size 1/4 openings.

Level 10 Mystic

Health: +12

Ultimate Strike (Magical): You can use this talent when you get a critical success on a roll to attack using an unarmed strike. The target takes an extra 5d6 damage and makes a Strength roll. On a failure, you push the target up to 10 yards away from you, where it lands prone, and becomes stunned until the end of your next turn. If the damage causes the target to become incapacitated, it explodes and dies instantly. Once you use this talent, you lose access to it for 1 minute.