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Two new classes exist to provide templates for warriors or experts who rely heavily on magical

abilities and arcane powers for their effectiveness. While these variant classes give up the
potent mundane talents of their conventional counterparts, they gain access to foci that are
exclusive to them.

Some abilities refer to "magic". This term includes both arcane and conventional psychic effects;
powers that affect one will affect the other in the same way, and all are considered "magic" for
purposes of immunities or benefits.

Arcane Warrior
An Arcane Warrior is exactly the same as a conventional Warrior, with the exception that they
lose the Warrior's class ability to automatically trigger a hit or avoid a hit in combat. In its stead,
they are allowed to use focus picks to choose from the Arcane Warrior focus group, an option
not allowed to other classes. Any focus pick may be used for that group, except for picks
marked exclusively for non-combat foci.

Partial Arcane Warrior


Just as a conventional partial warrior, except they gain the +2 bonus on hit die rolls only for
even-numbered levels, and their bonus combat focus must be selected from the Arcane Warrior
focus group. Like full Arcane Warriors, they may take any other focus picks they wish from that
group as well.

Heroic Arcane Warrior


For campaigns using Heroic PC rules, a Heroic Arcane Warrior gains all the class abilities of a
full Warrior plus the ability to use focus picks to select Arcane Warrior foci.

Warriors and Magical Weapons


Some Shadows and other occult creatures are immune to weapons that have not been properly
attuned to arcane energies or that are not wielded with appropriately focused will. As a class
benefit, full and partial Warriors and full Arcane Warriors treat any weapon they use as magic
with regard to this immunity. Other classes, including partial Arcane Warriors, must either find a
magical weapon or rely on weapons or damaging effects that are intrinsically magical to begin
with, such as Mageblades, Telekinetic Armories, or attack spells.

Arcane Expert
Arcane Experts are just the same as conventional Experts, but lose the class ability to reroll a
failed skill check. Instead, they are allowed to make focus picks from the Arcane Expert focus
group. Any focus pick may be used for that group, except for picks marked exclusively for
another type of focus.

Partial Arcane Expert


As a normal partial expert, except you gain a bonus non-combat, non-psychic skill point only on
even-numbered levels and your bonus non-combat focus pick must be taken from the Arcane
Expert focus group. You may pick other non-combat focus picks from the Arcane Expert group,
if you wish.

Heroic Arcane Expert


As a full Expert, except with the additional ability to pick Arcane Expert foci with focus picks that
aren't restricted to combat-based foci.

Arcane Class Foci


The foci listed below are marked either as Arcane Warrior foci or Arcane Expert foci, though a
few of them can be taken by either class. As usual, a focus can only be taken once unless
specified otherwise. Characters of other classes cannot normally select these foci, even if they
are spellcasting classes.

Arcane foci are sometimes slightly stronger or more flexible than a conventional focus. In most
cases, this flexibility is inherently part of something as ambiguous and difficult to limit as magic,
and is compensated by the wielder's lack of their class's usual major ability. GMs should think
very carefully before allowing characters of other classes to take these foci.

Arcane Mind (Expert)


Your cogitation has been streamlined and amplified by eldritch powers, either through occult
meditation, Shadow pacts, quasi-independent thought clusters, or arcane mental training. This
focus has only one level, but it can be taken more than once for different mental attributes.
Level 1:​ Pick any mental attribute; its modifier increases by +1, to a maximum of +3. If this
attribute score is increased later in the game and its base modifier improves, the benefit then
applies to the new modifier.

Arcane Physique (Warrior)


Your physical form has been enhanced by arcane energies, perhaps improving its functionality
beyond normal human maximums. This focus has only one level, but it can be taken more than
once for different physical attributes.
Level 1:​ Pick any physical attribute; its modifier increases by +1, to a maximum of +3. If this
attribute score is increased later in the game and its base modifier improves, the benefit then
applies to the new modifier.

Blade Ward (Warrior)


You have made pacts, occult preparations, or arcane arrangements to grant yourself
tremendous resilience against a particular source of martial harm. After fifteen minutes of
preparation, you can nominate one type of weapon from the weapon lists given in the core
rulebook, such as "laser rifles" or "heavy machine guns". For a melee weapon, it must be a
general class of weapon, like "swords" or "knives" or "clubs", and applies to both TL3 and TL4
versions of those weapons. Until you change your nomination with another quarter-hour of
preparation, you are extremely resistant to harm from that class of weapon, whether direct
damage or Shock. In ambiguous cases, the GM decides if a weapon qualifies or not. You
cannot use this focus to resist non-weapon damage, claws, fangs, or other unarmed attacks.
Level 1:​ For each successful hit or Shock you suffer from the nominated weapon, its damage is
reduced by 2 points per character level, down to a minimum of zero.
Level 2:​ You are entirely immune to non-magical weapons of that class, and decrease magical
weapon damage by the amount given in the first level of the focus.

Compelling Gaze (Expert)


You have uncanny powers of influence over the wills of others, though the full exercise of such
abilities is draining to you. You do not need to share a language with the target of your
influence, but without it you can impart only simple, direct ideas. Your target must be of
approximately human intelligence, though VIs and AIs are subject to your abilities. Note that
meeting a target's gaze is automatic unless the target has some reason not to be looking at the
PC or intentionally avoiding their eyes. In combat, this results in a -4 penalty to hit the PC if they
are avoiding your gaze.
Level 1:​ At the cost of a point of System Strain and a Main Action, you may implant a simple
suggestion in any single target who is meeting your gaze. The suggestion must not be firmly
contrary to the character of the target, but it will be performed so long as it does not imperil or
significantly inconvenience the target. You need not verbalize the suggestion when you make it,
but if you do not, the target gets a Mental saving throw to ignore it. The suggestion must be one
that could be completed in the same scene.
Level 2:​ You can amplify your influence to paralyze a target under the force of your gaze at the
cost of an additional System Strain point, provided they are looking at you. The target may
make a Mental saving throw to resist the paralysis at a penalty equal to half your character
level, rounded down; if they fail, they will remain frozen in inaction for the remainder of the
scene. Any subsequent attempt to harm the target or something they love will break the
paralysis, rapidly enough that Execution Attacks are not practical on them.

Eldritch Battery (Warrior/Expert)


You have been trained as a companion and adjunct to a tradition of arcane casters. Provided
you cooperate, these casters can channel some portion of their powers through your own neural
tissues, sparing them the loss of the spell slot or other magical energy they would normally
expend. Your training is flexible, and you can assist any allied magister or arcanist provided you
have spent at least ten minutes coordinating your mental state with them at some point during
the past 24 hours. When the caster draws on your energies, they must be within 30 meters of
you and have your Instant consent to do so. The spell is cast normally, but the caster loses no
energies, spell slots, or other expendable resources.
Level 1:​ You can fuel a caster's spell once per day.
Level 2:​ You can fuel an additional number of spells per day equal to one plus the higher of
your Constitution or Wisdom modifiers. These additional spells tax your system dangerously,
however, and each one so supported inflicts 1d6 damage per level of the spell supported. This
damage can only be healed by conventional rest. If reduced below one hit point by this strain,
you fall unconscious but automatically stabilize.

Elemental Warrior (Warrior)


You've been trained in channeling arcane energy into conventional physical manifestations:
heat, cold, electricity, or laser light are usual choices, but more exotic forms are not impossible.
You must choose a specific type of energy when you select this focus. This energy can be used
to augment conventional weapon attacks or used somewhat clumsily as an independent
weapon. You resist 2 HP of damage from your chosen energy type per character level, per
round. Thus, at 3rd level, an Elemental Warrior of heat could ignore 6 points of heat damage per
round, including the thermal damage of plasma but not the focused light of lasers. At any level
of the focus, you can use the energy for appropriate minor effects and tricks, though these
effects shouldn't be anything that couldn't be reproduced by someone with ordinary,
commonly-available TL4 tech. This focus may be taken more than once for different energy
types.
Level 1: ​Your energy adds your Stab or Punch skill to melee or unarmed damage rolls, and
your Shoot skill to ranged damage rolls. This bonus does not stack with other foci that allow you
to add a skill level to a damage roll. Without a weapon, you can still fire the energy with the
same range and damage as a standard rifle, plus your Shoot skill. A foe in melee range will
prevent this attack as if you were using a long firearm. This ability and any augmented weapons
do damage as a TL4 weapon for purposes of interacting with advanced armor.
Level 2: ​By straining yourself, you're able to create bursts of energy centered within 30 meters
as a Main Action. Gain one System Strain point and inflict 2d6 damage plus your character level
on everyone within a radius of up to one meter per character level. Those in the area can make
an Evasion saving throw to escape damage. You can be selective about which targets are
affected by this blast, but you cannot add your level to the damage roll in that case.

Ghost Tech (Expert)


You have the ability to conjure equipment equivalent to standard commercially-available TL4
tech, barring items explicitly intended as weapons or armor. For some traditions, this may
involve actually instantiating shadowy simulacra of equipment, while others may simply have a
host of minor spells and abilities that end up being equivalent to TL4 tech. Only you can carry or
use this technology, and it cannot summon consumable drugs, ammunition, or foodstuffs. This
ghost tech is inexhaustibly powered while you maintain it, though this energy cannot be
transferred to other devices. Tech used as an improvised weapon never works better than a
small advanced melee weapon or a laser pistol, both at -2 to hit.
Level 1:​ Conjuring an item requires a Main Action. You can have a number of items conjured at
once equal to your character level; discarded or destroyed items vanish instantly once you stop
maintaining their existence. You can conjure anything that could reasonably be obtained in a
common TL4 marketplace and carried by a single person.
Level 2:​ Conjuring an item requires only an On Turn action. In addition, you can extemporize
with your tech. Once per game session, as an On Turn action before you make a non-combat
skill check, you can conjure up a unique piece of tech which greatly assists with the task you are
trying to accomplish. You may roll that skill check twice and take the better roll. The tech
evaporates immediately after the check is made.

Mageblade (Warrior)
You have the ability to manifest arcane energy as a visible weapon, often in the form of
sorcerous blades or hurled bolts of perforating force. Many possessors are known to favor
specific manifestations for their weaponry, though both melee and ranged weapons may be
called at your discretion. These weapons can be summoned or dissipated as an On Turn action
and require no more than one free hand to use. All mageblades count as TL4 weapons for the
purposes of overcoming armor and ranged mageblade attacks cannot be hindered by foes in
melee range. Mageblades can be manifested as dual weapons if the wielder desires.
Level 1:​ When called as a melee weapon, the blades count as a 1d10+1 damage weapon using
any attribute modifier the wielder wishes, provided they can provide some explanation of how it
helps. You may add your Stab skill to this weapon's rolled damage, though such a bonus does
not stack with foci that also let you add a skill to rolled weapon damage. The melee weapon has
a Shock value of 2 points of damage/AC 15 and if used as a ranged attack has an effective
range of 100 meters. Ranged attacks are silent.
Level 2:​ Your mageblades are abnormally effective. At first level and every odd-numbered level
thereafter, you can pick one of the following benefits: +1 to hit and damage which can be
cumulative up to +3, your mageblades can be invisible, the AC affected by its melee Shock
increases by +2 up to a maximum of 21, its Shock damage increases by +1 up to a maximum of
5, or its range now extends out to 1 kilometer. If this level of the focus is taken after character
creation, its benefits are retroactive.

Maskwalker (Expert)
You know techniques for limited but versatile shapeshifting, altering your appearance and the
appearance of your couture to mimic others or disguise your true seeming. Clothing and gear
can be veiled under your alterations, but you must have at least an hour beforehand to attune
your equipment to your particular sorceries. Once you've aligned the gear with your arts, it can
be hidden or seemingly transformed by any further changes you choose to make.
Level 1:​ As a Main Action, you can adjust your appearance and the appearance of your carried
gear within any range normal to your species. These alterations are physical changes, not mere
illusions, and will pass standard TL4 genetic tests or physical gear inspections. Changed gear
does not function, however, unless its new shape is compatible with its original function. You
revert back to your original shape as an Instant action or when you die, as does any changed
gear. To mimic a specific other person you need a sample of their DNA and gain one point of
System Strain that cannot be lost until you leave the shape.
Level 2:​ Your mimicry is deeper and more profound. By gaining an additional point of System
Strain when you adopt a specific person's identity, you gain the ability to speak any language
they speak, carry out any social interactions they would normally engage in, and otherwise
maintain a flawless external imposture of their person. If pressed to respond to a specific
challenge to your identity, such as by being forced to remember a password or prior interaction,
you may make a Wis/Connect skill check at a difficulty of 9 or more to bring the needed
information to mind.

Occult Healer (Expert)


You have methods of restoring vitality in a wounded compatriot. While less versatile and
powerful than a full adept of Biopsionics, the emergency medicine provided by this focus is often
adequate in the field when conventional drugs are unavailable or impractical. The occult
methods of this healing are effective on VI and AI bodies, though not on mere inanimate
material or expert system robots.
Level 1:​ By touching an injured target and spending a Main Action, you can form a healing bond
with them. As soon as the bond is formed, a mortally wounded target is stabilized at a cost of
one point of System Strain. If the target is not mortally wounded, it instead gains a point of
System Strain and heals 1d6 damage. For each round the bond is maintained with physical
contact and a Main Action, the target gains another point of System Strain and heals another
1d6 damage. You can maintain a bond for a number of rounds equal to your character level
before you must let it drop, and cannot heal the same PC with it for the remainder of the scene.
If time is not a concern in the situation, you can heal a target for as many rounds as you wish.
Level 2:​ By expending a point of System Strain and a Main Action, you can form a healing bond
with a visible target within 30 meters without having to physically touch them. You can maintain
this bond at a distance with a Main Action each round, even if line of sight is broken. Whether
ranged or by touch, your healing does 2d6 HP of repair each round the bond is maintained.

Occult Resilience (Warrior)


Your body is fueled by eldritch energies rather than conventional nourishment. You can survive
environments that would kill normal people and you require no conventional sustenance.
Level 1:​ You neither eat, drink, nor sleep. You do not breathe and can survive normally in hard
vacuum or other hostile environments as if you were wearing a conventional vacc suit. Gaseous
toxins do not affect you.
Level 2:​ You are immune to toxins and diseases of all kinds. You automatically stabilize when
reduced below 1 hit point and will recover with 1 hit point within an hour if unattended. If
dropped by Heavy weapons or other catastrophic damage, you can make a Hardiness saving
throw to stabilize rather than be immediately killed.

Shadow Companion (Warrior/Expert)


You've been bonded with a particular Shadow, whether as a familiar, as a loyal companion, as a
barely-chained demon, or as an echo of your own psychic self. The specific nature and shape of
this Shadow varies from tradition to tradition, but its attributes are usually those given below and
it requires no conventional sustenance or human-miscible environment. This Shadow can be
dismissed or summoned adjacent to you as a Main Action. If reduced below 1 hit point it is
banished for 24 hours, but may be re-summoned thereafter. Any damage it has suffered is
erased after 24 hours of dismissal. The Shadow cannot take any objects with it when it is
dismissed. The Shadow cannot go more than one hundred meters from its summoner; if
dragged beyond that distance, it is instantly dismissed.
Level 1:​ You can describe the appearance and nature of your companion, but it is always
visibly uncanny in some way. It has 5 hit points plus two more for each of your character levels,
a hit bonus equal to your character level with 1d10 melee damage and no Shock, a movement
rate equal to your own, an AC of 15, Morale of 12, and a Save roll of 16 minus your character
level. It gains a +1 on any skill checks appropriate to its nature. It has human intelligence and
can communicate with you, but not directly with others. It will carry out any order not contrary to
its nature, even if suicidal; if ordered to do something against its essence, you need to make a
Cha/Talk skill check against at least a difficulty 9 to persuade it.
Level 2:​ At first level and each odd-numbered level after that, your companion grows stronger.
Pick one of the benefits that follow: it can communicate normally with other people, it can take a
perfectly ordinary-seeming shape, it gains +1 hit point per character level up to a maximum of
+2 HP/level, its AC increases by +2 up to a maximum of 21, its melee attack gains Shock 3/AC
15, its skill bonus increases by +1 up to a maximum of +2, it becomes capable of flight at twice
your normal movement rate, it can carry up to your level in non-living encumbrance points into
and out of wherever it goes when it's dismissed, keeping the items in stasis until they are
recalled, or its melee damage becomes 1d6+4 instead of 1d10.

Soul Shield (Warrior)


You have been consecrated against the effects of hostile arcana or other psychic powers, either
through sophisticated rituals, long training, or esoteric arcanogenetic manipulation. You may
suppress these abilities to allow friendly effects to be applied, whether or not you are conscious,
but you must choose to drop your defenses before the caster in question chooses what effect
they will actually apply.
Level 1:​ Once per day as an Instant action, automatically succeed on an otherwise-failed
saving throw versus a magical effect. You are always aware of the presence and source of any
magical effect targeted at you, even if the effect is normally imperceptible. You may not fully
understand what the magic is meant to do to you, but you can detect it and its source.
Level 2:​ Roll twice on all saving throws to resist magical effects, taking the better result. Once
per day, you can choose as an Instant action to completely resist or end a hostile magical effect
that kills you, paralyzes you, transforms you, or otherwise inflicts a condition you find
unacceptable; you immediately lose all but one hit point when you do this, however, and cannot
use this ability if you do not have at least one hit point left.

Supernal Mobility (Warrior/Expert)


You have uncanny powers of mobility, either through gravitic adjustments, superhuman agility,
dimensional rifting, or some other exotic arcane grace.
Level 1:​ In place of your normal movement, you can make a leap up to your normal movement
distance, either horizontally or vertically. Such a leap automatically disengages you from melee
foes without incurring any free attacks. You can travel across inverted or vertical surfaces as
part of your movement, provided you end your turn standing on a horizontal surface or
otherwise secured. You are impervious to fall damage of less than 30 meters.
Level 2:​ Pick one of these two additional modes of movement: you can hover or fly at your
normal movement rate, or you can replace your normal movement with teleportation equal to
your movement rate to any safe location within your movement range, whether or not you've
been there or can perceive it.

Waymaker (Expert)
You have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar
Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping.
While potent, these gifts are not generally applicable to aiding spike drills.
Level 1: ​You always know your exact location, whether on a planet or in space, and the correct
bearing to any other location known to you. You have an eidetic memory for paths and travel
routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any
single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least
one round per character level. Such opening never triggers any associated security alarms or
measures.
Level 2:​ Your abilities have sharpened to the point of opening temporary short-range
dimensional rifts allowing travel between two points. By gaining two System Strain you can open
a rift adjacent to you that leads to any location valid for teleportation, provided the destination is
within ten meters per character level. You can keep this rift open for up to one round per
character level, or close it as an Instant action. While the rift is open, objects no larger than a
gravcar can travel through it from either direction. Sight and sound are clearly perceptible
through an open rift.

Witchfinder (Warrior/Expert)
You've been trained in methods of identifying the presence of magic. For some witchfinders, this
is a matter of natural talent, while others have been educated or consecrated to the work.
Experienced witchfinders are also capable of breaking enchantments and dispelling existing
hostile magical effects.
Level 1:​ Magical energies are clearly visible and audible to you, both in the form of static
enchantments and spells that have been cast. You can identify the general purpose of a spell or
enchantment, getting a sentence worth of description of its general purpose. Only enchantments
specifically designed to avoid detection have any chance of avoiding this notice, in which case
you can make an opposed Wis/Know Magic versus Int/Cast Magic skill check against the
original creator to overcome the deception.
Level 2:​ You have a chance of being able to dispel an existing enchantment or magical effect,
provided at least part of it is within arm's reach of you. The attempt requires a Main Action and
the gaining of one System Strain. The witchfinder may then make a Cha or Wis/Know Magic
skill check against a difficulty of 7 plus the original caster's Cast Magic skill; on a failure, the
witchfinder cannot attempt to dispel this magic again, while on a success, the magic is broken.
Particularly vast or wide-ranging enchantments may not be susceptible to this power.