MESMER
More than anything else in creation, the minds of Mortals are uniquely attuned to the reverberations of the Elder Gods dreaming. An as the Ancient Ones groan in their somnolent prison beyond time and space, the echoes of their stirrings may awaken latent psychic powers in the minds random Mortals. Some may find their minds connected to the consciousness of the Ancient Ones, channeling their powers through an unseen psychic Tether. Others may channel hypnotic suggestions through music and other forms of artistic expression, their abstractions tinted by the supernatural influence of the Elder Gods. Those who study the arcane sources of power in the world refer to such uncommon individuals as Psychics or Mesmers.
Anyone can awaken to Psychic powers, at any time in their lives, utterly disrupting their course. While acquiring these powers requires nothing more than the random chance of being struck by psionic reverberations from beyond the bounds of reality, learning to harness such powers effectively often requires time and training. While, there are few formal institutes dedicated to the training of Mesmers and study of psychic phenomena, Mesmers tend to find one another, either through chance or the machinations of the Elder Gods who unwittingly create them. Mentorships form naturally between Psychics who are drawn together, the younger learning the secrets of their power from a wisened tutor. The Psychic who learns to harness her power is a force to be reckoned with, able to control perceptions, manipulate thoughts, and when necessary, battle on the field of the mind, a place few warriors ever consider fortifying. Awakened to the true potential of the Mortal mind, their powers are not reliant on magic or the gods, limited only by the Mesmer's own imagination, self-discipline, and willingness to embrace the infinite possibilities within oneself. |
prime arcanum
ARTS OF RAPTURE
You are a talented artist, performer, and orator, able to sway hearts and minds not only through the beauty of your work, but through the hypnotic influence of your psychic abilities.
Gain the Art Asset and and start each day with (Mesmer +2) Animus, a resource that reflects your ability to awaken and inspire the hearts of those around you. Pick two Rapture that determine how you gain and spend Animus. |
RAPTURES
Ascendance
Treat your Animus like a pool of communal Actions that you or any ally within 10 meters of you may use.
Once per day, gain 1d6 Animus when you get a non-ally to do something they wouldn't normally want to do.
Treat your Animus like a pool of communal Actions that you or any ally within 10 meters of you may use.
Once per day, gain 1d6 Animus when you get a non-ally to do something they wouldn't normally want to do.
Confidence
During any Rest, you may spend an Animus to restore one Resolve to an ally who can see and hear you. You may do this up to (Mesmer) times per Rest.
Once per rday, gain 1d6 Animus when you get a non-ally to trust you completely, even for just a moment.
During any Rest, you may spend an Animus to restore one Resolve to an ally who can see and hear you. You may do this up to (Mesmer) times per Rest.
Once per rday, gain 1d6 Animus when you get a non-ally to trust you completely, even for just a moment.
Elan
You and allies who can see you start each Scene with an amount of Endurance equal to your current Animus.
Once per day, gain 1d6 Animus when you find a material treasure.
You and allies who can see you start each Scene with an amount of Endurance equal to your current Animus.
Once per day, gain 1d6 Animus when you find a material treasure.
Elation
You can spend Animus as an Interrupt to increase or decrease an instance of damage that occurs within 10 meters of you by 1d10 per Animus spent.
Once per day, gain 1d6 Animus when you make a new friend or lover.
You can spend Animus as an Interrupt to increase or decrease an instance of damage that occurs within 10 meters of you by 1d10 per Animus spent.
Once per day, gain 1d6 Animus when you make a new friend or lover.
Harmony
As a Free Action during your turn, you may spend an Animus to restore 1d10 + (Mesmer) HP to a creature within 10 meters of you.
Once per day, gain 1d6 Animus when you talk your way out of a fight.
As a Free Action during your turn, you may spend an Animus to restore 1d10 + (Mesmer) HP to a creature within 10 meters of you.
Once per day, gain 1d6 Animus when you talk your way out of a fight.
Ipseity
As a Free Action during your turn, you may spend an Animus to immediately end a status condition affecting a creature within 10 meters, even if a Save couldn't normally end the condition. You can also spend an Animus as a Free Action to end the Concentration of a creature within 10 meters.
Once per day, gain 1d6 Animus when you do something that allows you to answer "yes" to your Key.
As a Free Action during your turn, you may spend an Animus to immediately end a status condition affecting a creature within 10 meters, even if a Save couldn't normally end the condition. You can also spend an Animus as a Free Action to end the Concentration of a creature within 10 meters.
Once per day, gain 1d6 Animus when you do something that allows you to answer "yes" to your Key.
Mischief
When an enemy succeeds on a Feat, Defense, Attack, or Save, you may spend a point of Animus to negate their success.
Once per day, gain 1d6 Animus when you make everyone laugh.
When an enemy succeeds on a Feat, Defense, Attack, or Save, you may spend a point of Animus to negate their success.
Once per day, gain 1d6 Animus when you make everyone laugh.
Moirai
When an ally rolls a Feat, Defense, Attack, or Save, you may spend a point of Animus to add (Mesmer) Bumps to their result.
Once per day, gain 1d6 Animus when you spend a point of Destiny on storytelling.
When an ally rolls a Feat, Defense, Attack, or Save, you may spend a point of Animus to add (Mesmer) Bumps to their result.
Once per day, gain 1d6 Animus when you spend a point of Destiny on storytelling.
Sortilege
You can treat your Animus as a pool of communal Mana that you or any ally can draw from.
Once per day, gain 1d6 Animus when you learn an important secret or grow in arcane knowledge.
You can treat your Animus as a pool of communal Mana that you or any ally can draw from.
Once per day, gain 1d6 Animus when you learn an important secret or grow in arcane knowledge.
Temerity
Spend a point of Animus to Fixate an enemy on you or a willing ally until the Scene ends or the target of the creature's Fixation is reduced to 0 HP.
Once per day, gain 1d6 Animus when you stand up to someone more powerful (or who seems to be more powerful) than you.
Spend a point of Animus to Fixate an enemy on you or a willing ally until the Scene ends or the target of the creature's Fixation is reduced to 0 HP.
Once per day, gain 1d6 Animus when you stand up to someone more powerful (or who seems to be more powerful) than you.
PSYCHIC AWAKENING
Reverberations through the unseen matter of the cosmos from beyond the veil of space and reality have awoken your senses to new perceptions and your mind to an array of psychic abilities.
Pick two psychic powers called Numina which you possess. You learn a new Numina every third Level (Levels 3, 6, 9, 12, etc.). |
NUMINA
Lie Detector
You can sense when a creature is deliberately lying or withholding information. Though you can't tell what the truth of the matter is, you always know when you are being deceived, misled, or otherwise misinformed.
You can sense when a creature is deliberately lying or withholding information. Though you can't tell what the truth of the matter is, you always know when you are being deceived, misled, or otherwise misinformed.
Mediumship
You are able to see spiritual beings and constructs just as easily as you see physical ones. You can speak with such spirits and may allow them to possess your body and speak through you while you hold Concentration. In this state, you maintain full control of your body against any spirit with a Challenge Rating lower than your Level + (Mesmer) and may expel them from your body and back into the Unworld as a Free Action. More powerful spirits may require a contest of wills...
You are able to see spiritual beings and constructs just as easily as you see physical ones. You can speak with such spirits and may allow them to possess your body and speak through you while you hold Concentration. In this state, you maintain full control of your body against any spirit with a Challenge Rating lower than your Level + (Mesmer) and may expel them from your body and back into the Unworld as a Free Action. More powerful spirits may require a contest of wills...
Mindlink
Your mind can act as a hub connecting the minds and senses of up to (Mesmer +5) willing creatures at a time. During any Rest, you can remove a person from this link or add any willing person you can see (if there is room for them).
Those linked are able to share thoughts, feelings, and sensory input (sometimes involuntarily) for as long as you remain conscious. This link can be severed or weakened by great distances (like being on another world or plane of existence) or by intense psychic or magical interference.
Your mind can act as a hub connecting the minds and senses of up to (Mesmer +5) willing creatures at a time. During any Rest, you can remove a person from this link or add any willing person you can see (if there is room for them).
Those linked are able to share thoughts, feelings, and sensory input (sometimes involuntarily) for as long as you remain conscious. This link can be severed or weakened by great distances (like being on another world or plane of existence) or by intense psychic or magical interference.
Omnilinguist
You can speak, read, write, and understand any language so long as it is still being spoke by some people in some corner of the world you are currently on.
You can speak, read, write, and understand any language so long as it is still being spoke by some people in some corner of the world you are currently on.
Perfect Recall
You remember everything you've ever experienced in vivid detail, which you can recount to anyone. Spend 10 minutes in concentration to "investigate" details you may have missed in a Scene you were present in at any point in history.
You remember everything you've ever experienced in vivid detail, which you can recount to anyone. Spend 10 minutes in concentration to "investigate" details you may have missed in a Scene you were present in at any point in history.
Premonitions
Roll 1d6 when you begin a Full Rest; you see (Roll) Premonitions of the future as you dream. These Premonitions are short, cryptic phrases given to you by the GM like "the red snake strikes first" or "remember not to die".
You can spend your Premonitions any time you feel they are dramatically appropriate based on what's happening around you, and in doing so dictate what happens and how a situation resolves, as though you were spending Destiny.
Roll 1d6 when you begin a Full Rest; you see (Roll) Premonitions of the future as you dream. These Premonitions are short, cryptic phrases given to you by the GM like "the red snake strikes first" or "remember not to die".
You can spend your Premonitions any time you feel they are dramatically appropriate based on what's happening around you, and in doing so dictate what happens and how a situation resolves, as though you were spending Destiny.
Prescience
Your senses alert you to danger moments before it strikes, insuring that you are never caught flat-footed or unawares. You are always allowed to act during a surprise round and have +5 to Initiative rolls as well as one extra Action during the first round of combat.
Your senses alert you to danger moments before it strikes, insuring that you are never caught flat-footed or unawares. You are always allowed to act during a surprise round and have +5 to Initiative rolls as well as one extra Action during the first round of combat.
Psychokinesis
You can manipulate, lift, hold, and carry unattended objects within 10 meters using your mind. You can carry a total of (Mesmer x 5) stones of weight at once.
You can manipulate, lift, hold, and carry unattended objects within 10 meters using your mind. You can carry a total of (Mesmer x 5) stones of weight at once.
Psychometry
You can use a Half Action to examine an object you are touching, learning things you couldn't possibly know about it from just a cursory examination. The GM will answer one of the following questions about this object:
You can use a Half Action to examine an object you are touching, learning things you couldn't possibly know about it from just a cursory examination. The GM will answer one of the following questions about this object:
- What is this object and what does it do?
- Who made this object and for what reason?
- Is this object dangerous and if so, how?
- Who last touched this object before I did?
- What was this object last used for?
- Does anyone own this object and if so, who?
- How much is this object worth? What is it's monetary value?
Sense Motive
You can use a Half Action to read a sentient creature's thoughts enough to determine their motives. The GM will answer one of the following questions about them:
You can use a Half Action to read a sentient creature's thoughts enough to determine their motives. The GM will answer one of the following questions about them:
- "What does this person value?"
- "What is this person's strongest ideal?"
- "What does this person want from me?"
- "What does this person stand to gain from me of which I am unaware?"
Spatial Awareness
You perceive your surroundings telepathically and do not need to see. You are immune to the Blinded status and can see in total darkness. You always know how many creatures with a mind and consciousness are within 10 meters of you and roughly where they are located, even if such creatures become Hidden or Invisible.
You perceive your surroundings telepathically and do not need to see. You are immune to the Blinded status and can see in total darkness. You always know how many creatures with a mind and consciousness are within 10 meters of you and roughly where they are located, even if such creatures become Hidden or Invisible.
Telepathy
You are able to communicate mind-to-mind with any creature you can see. Even if you don't normally speak the same language, the two of you can speak to one another clearly, sharing thoughts, feelings, memories, and sensory input for as long as you are willing to speak with them.
This even works on creatures that do not communicate via language, though communication with such creatures occurs on an emotional basis of intent, spoken through urges and instincts.
You are able to communicate mind-to-mind with any creature you can see. Even if you don't normally speak the same language, the two of you can speak to one another clearly, sharing thoughts, feelings, memories, and sensory input for as long as you are willing to speak with them.
This even works on creatures that do not communicate via language, though communication with such creatures occurs on an emotional basis of intent, spoken through urges and instincts.
TETHER
You have access to a d6 called a Tether which represents your mental link to the otherworldly psychic forces that empower you. Your Tether's dice size grows by one degree whenever you roll its maximum number; for example, rolling a 6 on a d6 would cause your Tether to become a d8. However, your Tether's dice size shrinks by one degree whenever you roll a 1; for example, rolling a 1 on a d6 would cause your Tether to become a d4. Rolling a 1 on a d4 makes your Tether unuseable until you finish a Full Rest. Your Tether resets to a d6 at the end of every Full Rest.
Choose a Clarion that reflects the specific method by which you apply your Tether. You may choose a second Clarion at Level 10. |
CLARIONS
Bastion
You can roll your Tether as a Half Action to give yourself or a creature within 10 meters (Roll + Mesmer) Endurance.
You can roll your Tether as a Half Action to give yourself or a creature within 10 meters (Roll + Mesmer) Endurance.
Celerity
You can roll your Tether any time you're moving to cover an additional (Roll + Mesmer) meters
You can roll your Tether any time you're moving to cover an additional (Roll + Mesmer) meters
Fixation
As a Half Action, roll your Tether to pull a creature within 10 meters up to (Roll + Mesmer) meters closer to you and Fixate them on you until the start of your next turn.
As a Half Action, roll your Tether to pull a creature within 10 meters up to (Roll + Mesmer) meters closer to you and Fixate them on you until the start of your next turn.
Kinesis
Whenever you hit with an attack, you may roll your Tether to slide yourself or the target (Roll + Mesmer) meters.
Whenever you hit with an attack, you may roll your Tether to slide yourself or the target (Roll + Mesmer) meters.
MaxOut
If you didn't use your Tether during the previous round, gain an extra Action during your turn.
If you didn't use your Tether during the previous round, gain an extra Action during your turn.
Mentalism
Learn two Rotes of your choice. Any time you'd gain a new Feature, you can learn a new Rote instead. You have (Mesmer +1) Mana each day with which to cast Spells.
You can roll your Tether and add (Roll + Mesmer) to a Spellcraft Feat you make.
Learn two Rotes of your choice. Any time you'd gain a new Feature, you can learn a new Rote instead. You have (Mesmer +1) Mana each day with which to cast Spells.
You can roll your Tether and add (Roll + Mesmer) to a Spellcraft Feat you make.
Orgone
When you or an ally within 10 meters recovers HP, you may roll your Tether and add (Roll + Mesmer) to the total HP recovered.
When you or an ally within 10 meters recovers HP, you may roll your Tether and add (Roll + Mesmer) to the total HP recovered.
Psychic Knife
Gain access to a new weapon: your Psychic Knife. This one-handed blade is comprised of psychic energy and can be summoned or dismissed as a Free Action. It has both the Finesse and Non-Lethal Features and grants a bonus to melee attacks equal to half the maximum value your Tether can roll. Its base damage is equal to your Mesmer Rank.
You can roll your Tether when you hit with your Psychic Knife to deal an extra (Roll) Psychic damage.
Gain access to a new weapon: your Psychic Knife. This one-handed blade is comprised of psychic energy and can be summoned or dismissed as a Free Action. It has both the Finesse and Non-Lethal Features and grants a bonus to melee attacks equal to half the maximum value your Tether can roll. Its base damage is equal to your Mesmer Rank.
You can roll your Tether when you hit with your Psychic Knife to deal an extra (Roll) Psychic damage.
Taction
You can roll your Tether any time a creature within 10 meters of you takes or deals damage to increase or decrease the damage by (Roll + Mesmer).
You can roll your Tether any time a creature within 10 meters of you takes or deals damage to increase or decrease the damage by (Roll + Mesmer).