THE ARCANIST
Author’s note: The Arcanist class and the magic system of BTF is more complex than the other systems. Players that do not like complication or the CORRUPTIVE effects of most magic are advised against making Arcanists or spell-using characters.
Only Arcanists can withstand the strains of wielding the terrible forces of magic to crumple bodies into mush, steal secrets from one’s mind, or turn into mist with merely a thought. Choose this class if:
You want to play a spellcaster and are willing/love to deal with its risks
You like complex characters and like the challenges they can bring
You like fantastical characters, e.g. wizards, psychics, gun witches, and spellswords.
Complexity: High
Strengths: can be good to excellent at many different things
Weaknesses: very ATN slot heavy and not very resilient to attack
Role: Support -- mid to high -- can heal/buff/repair/etc depending on their specialty
Role: Resilience -- mid to low -- poor access to defenses and magic is dangerous
Role: Damage -- mid to high -- easy access to high damage ranged attacks
Role: Utility -- mid to high-- good access to almost every utility ability
Arcane TraditionS
Choose from one of three Arcane Traditions or choose none of them.
ANIMANCY/ANIMANCER: Empower your spells through the assistance of an allied entity.
DIABLERIE/DIABOLIST: Empower your spells through an “Eldritch Guest” and your agonized pain.
TALISMANRY/TALISMONGER: Empower your spells through wands and other arcane devices.
NO TRADITION: You choose to use your magics as is, doing so at a great disadvantage.
STARTING Aptitude:
At character creation, Arcanists may choose one Class Aptitude from the list below.
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=Your skill in Talismanry gives you insight in crafting or repair. You may create basic Weaponry or a basic Scrap kit without expending a Craft-Ritual action but this requires the use of a Scrap Shop or an Arcane Orrery
Furthermore, when you use the Transmute Material, Restore Structure, or Infuse Item spell, augment it with “Artificer” to duplicate an effect from the spell to the same or different target -- this is an Aftereffect.
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You are skilled in defending yourself and others, repelling foes when you do. While you are holding a Rune Wand or attuned to an Etheric Sphere, you may expend 1 Focus to use the Parry or Guard defense, invoking and augmenting it as “Talismanic Parry”.
Furthermore, after you use the Parry, Dodge, or Guard defense (e.g. Infuse Guard spell), inflict two “Knockback” attacks. Deliver these via spell packet or melee swing as an Aftereffect and a Barrage 2.
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Blood and agony are your constant companions and well worn tools. While casting a spell with the Diabolic Tradition, augment it with “Sanguineous” -- this waives the Etheric Concentration beforehand if it is 3-counts or less and inflicts an Incurable Stun 10 (instead of Incurable Pain 10) AND an Incurable Enfeeble 3.
Furthermore, whenever you successfully perform a Death Blow, or inflict damage with a Sanguineous spell, you gain “Heal 1" as an Aftereffect if your target was alive.
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While you are attuned to at least three different Etheric Spheres, you gain a +1 bonus to your Healing, Damage, or Resolve spells that you use on others. Furthermore, when a Bonded ally performs a Ritual, participate in it to expend your Ritual action in their stead while you are attuned as per above.
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The spiritual world is familiar to you and your Animus often manifests within the physical world. When using the Animantic Somatic Gesture, you can augment your spells with the “Phantasmal” prefix, granting one of the Aftereffects below immediately, depending on the spell type. It may not be improved but it can be aimed at any target.
CONTROL OR DAMAGE: “Snare 10” via melee or spell packet
HEALING OR RESOLVE: “Cure Strike” via melee touch or spell packet
REVIVE OR CURE: “Heal 2” via melee touch or spell packet
EXAMINE OR INQUIRY:: You may ask a 2nd question from the same list.
PERCEIVING: Unveil 2 more times than normal.
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You can allow your Animus to inhabit you momentarily to quicken your spellcasting. When performing the Animantic Somatic Gesture, you only need 5-counts instead of 7-counts if you augment your spell with “Resonating” - it can have no Aftereffects except below.
If you have the Eldritch Defiance skill, your Resonating spells can have an identical Aftereffect to “Animantic Defiance”.
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Whenever you cast a spell on yourself that imbues one of the effects below, you can allow your shadow to duplicate its effects unto others. Augment and preface the spell with “Tenebrous” to imbue the identical/unaltered effect to two allies you touch as an Aftereffect.
Conceal
Escape
Heal
Pursue
Quick Patch
Resolve
SKILL DISCIPLINES
The following are the Skill Disciplines of the Arcanist Class, Disciplines with Spells are also called “Etheric Spheres”. Each Discipline or Sphere represents a body of knowledge or a group of similar skills. One of your starting skills must be Etheric Arcana (Channeler Discipline).
Hone your ability to wield magic
Perceive things and details beyond your normal senses.
Shield individuals with energy or use those same energies to enhance items.
Hide yourself or hinder the senses of others.
Summon and expel destructive energies.
Cure wounds, purify diseases and repair fractures.
Alter, damage, or repair physical items
SAMPLE ARCANISTS
Below are three pre-generated Arcanist Characters. By no means are these the only way to build Arcanist characters, but they are samples that can be used as-is or altered. As all Arcanists must have a Stigmata, these have the Psionic Stigmata prechosen for them. With some planning, this can easily be changed to a different Stigmata.
The Med Mage brings forth spells of healing and succor to mend the world’s ills.
Villagers and townsfolk go to a Scrap Shaper with wounds, broken items, and crafting assistance
The Spellslinger wields sorcery to make war upon foes and monsters.