Mystic Warrior
Tools? Why? You are the best tool the Passions forged!


The Mystic Warrior is a fighter who has learned to rely upon himself and his inate abilities, instead of material items, to combat his enemies. Disdaining the use of most weapons and armor, the Mystic Warrior prefers to engage his opponents up close. However, the Mystic Warrior is not all combat. He also has honed his body and spirit to resist intrusions and pain.

To reflect the Mystic Warrior's disdain of weapons and armor, reduce all talents that rely on Dexterity by the initiative penalty of the armor. Additionally, if the Mystic Warrior chooses to use a melee weapon, reduce all attack tests by the BASE damage step bonus of the weapon.

Important Attributes: Willpower & Dexterity
Racial Restrictions: Windlings & Obsidimen
Karma Ritual: The Mystic Warrior sits alone in a quiet place and begins meditating upon his darkest fears. After 15 minutes these fears begin taking form into shadowy beings which harass and taunt the Mystic Warrior. At this point the Mystic Warrior engages the shadowy beings in an attempt to drive them off. Once the last being leaves the ritual is complete.
Artisan Skills: tattooing, body painting

FIRST CIRCLE

Karma Ritual

Acrobatic Strike *

Avoid Blow

Air Dance *

Steel Thought *

Unarmed Combat

SECOND CIRCLE

Durability (6/5)

Iron Fist *

Great Leap

THIRD CIRCLE

Swift Kick

Tiger Spring

FOURTH CIRCLE

Karma: The mystic warrior may spend karma on any action using Willpower only.

Resist Taunt *

Thread Weaving (War Weaving)

FIFTH CIRCLE

Spell Defense: Increase the mystic warrior's Spell Defense by 1.

Fire Heal

Throwing Weapons *

SIXTH CIRCLE

Physical Defense: Increase the mystic warrior's Physical Defense by 1.

Disarm

Endure Cold

SEVENTH CIRCLE

Recovery Tests: The mystic warrior gains an additional recovery test per day.

Wood Skin

Life Check

EIGHTH CIRCLE

Initiative: Increase the mystic warrior's Iniatiative Dice by one step.

Astral Sight

Anticipate Blow

NINTH CIRCLE

Spell Defense: Increase the mystic warrior's Spell Defense by 1.

Physical Defense: Increase the mystic warrior's Physical Defense by 1.

Critical Hit

Bestial Toughness

Fist Frenzy

TENTH CIRCLE

Spell Defense: Increase the mystic warrior's Spell Defense by 1.

Physical Defense: Increase the mystic warrior's Physical Defense by 1.

Champion Challenge *

Lion Spirit

ELEVENTH CIRCLE

Initiative: Increase the mystic warrior's Iniatiative Dice by two steps.

Defense

Matrix Strike *

TWELFTH CIRCLE

Recovery Tests: The mystic warrior gains an additional recovery test per day.

Poison Resistance

Earth Skin

Note:
The talents Iron Fist and Fist Fenzy correspond to the talents of Claw Shape and Claw Frenzy respectively. The game mechanics function exactly the same, just the name and effects change. Instead of the Mystic Warrior's hand forming into a claw, it hardens to the consistency of iron.

 

Iron Fist
Step Number: Rank + Strength + 3
Action: No
Skill Use: No
Requires Karma: Yes
Strain: None
Discipline Talent Use: Mystic Warrior
The Iron Fist talent hardens a character's hands to the consistency of iron. The character uses his Unarmed Combat or Acrobatic Strike talent to make an Attack Test with Iron Fist. Make the Damage Test using the Iron Fist step, plus the required Karma dice. If using Iron Fist with Fist Frenzy, the character may use a Karma Point for each Damage Test, but is not required to after the first. Iron Fist lasts until it does damage, then immediately fades away.

 

Fist Frenzy
Step Number: Rank + Dexterity Step
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: None
Discipline Talent Use: Mystic Warrior
Using the Fist Frenzy talent, a character can make more effective, and possibly, multiple attacks using the Iron Fist talent. When using Fist Frenzy to attack with Iron Fist, the character uses the Fist Frenzy talent instead of Unarmed Combat or Acrobatic Strike. In one round, a character may attack using Fist Frenzy a number of times equal to his rank in Fist Frenzy. For example, Rank 3 Fist Frenzy would give the character 3 Fist Frenzy Attack Tests. The character must spend the Karma Point required to use Fist Frenzy on the first Attack Test. He may spend an additional Karma Point on each subsequent Fist Frenzy test, and may also spend Karma on the Iron Fist Damage Tests. For each Iron Fist attack made during Fist Frenzy, use the Iron Fist damage step to make the Damage Tests.

 


By Ash Black
First printed in the Earthdawn Journal vol 2
in nov 1994
Published here as reference, and in no way a chalenge to the copyrights.