Table of Contents
Meditant
Meditant
Going Beyond Oneself
“I would tell you, but I already know that you wouldn’t be receptive to the truth.”
~ Birdsong, Krone Meditant
There is an infinite inward depth to the mind. A person could spend an eternity exploring it and never reach its edge. Mental concentration, meditation, and prayer are standard practices for those seeking to center their thoughts. The Meditant walks the labyrinth of self-awareness and spends their time examining the correlations between the definition of the self and the infinite consciousness and what lies beyond.
As the hybridization of the Warden and Adept Base Classes, the Meditant is an æthereal mystic seer capable of reaching their power through time and space. The trademark of a Meditant is their strong telekinetic ability, capable of lifting and throwing heavy objects with a great deal of concentration. In addition, the Meditant can tear open harmful rifts in Material Space, facilitate the teleportation of others, and even open a wormhole through space.
Historically Speaking
During the earliest days of the Holy City of Requiem, the first Adept to survive their Awakening, a poet named Visyr, was struck with feverish prophecy. She spoke of the Æthercite, the power it would grant to Requiem, and the gleaming, glittering Spires pointed to the endless stars of the night sky. Her words touched her people to their core, laying the foundation for the marvelous city that would come to fruition. The Divine Eyes showcased the most splendid devotion to developing the spiritual awareness of the Awakened in their flock. Dedicated Meditants of the faithful expand their consciousness beyond themselves and through time and space. Likewise, the Requis military found great utility in their intelligence-gathering abilities. Meditants stealing glimpses of the future, surreptitiously eavesdropping on thoughts of distant aggressors, and teleporting soldiers into enemy camps located through divination have made the Holy City nearly impossible to siege.
The Modern Meditant
The naturally curious nature of most Adepts has led many students to the chambers of the Requis Meditants in search of knowledge, wisdom, or inspiration. Their teachings have been carried the world over, igniting curiosity and wonder in every mind that questions what lies beyond the veil of human perception. Meditants are willing to travel to the farthest physical and metaphysical realms. Companies often seek modern Meditants for their clairvoyant abilities, mystical knowledge, or interdimensional passage. A Meditant can easily find a career as a priest, advisor, or fortune teller. Unscrupulous Meditants know nothing of boundaries and utilize confidential information to manipulate others.
Class Features
The Meditant’s Class Features focus on opening rifts in space, moving objects with their mind, and opening wormholes to other locations. The Meditant Class benefits from having high Will, Charm, and Focus Attributes.
Vitals
Hit Points Per Rank: +7
Action Points Per Rank: +5
Equipment Training
Weapons: Æthercite Catalyst, Hammer, Staff, Unarmed
Armor: Cloth Armor, Energy Shield
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities
At Meditant Rank One (1), a Character receives the following pair of Class Abilities:
Innate Class Abilities: Arcana/Perception
They gain a bonus to Class Ability Checks equivalent to half (½) of their Meditant Rank. An additional Class Ability from the following list is chosen at Meditant Ranks Three (3), Five (5), and Seven (7):
Selected Class Abilities: Culture, Deception, Electronics, Intimidation, Investigation, Nature
Meditant Ranks
When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.
Meditants see the most benefit from investing in a high Will Attribute, enhancing Class Features such as Rift, Force Armor, Effect Duration, Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Meditant players can also benefit from investing in a high Focus Attribute, improving their Class Features such as Telekinesis, enhancing Cast Attacks, increasing their Total Action Points and available Action Slots, and benefiting from any Arcana, Electronics, or Engineering Ability Checks. Meditants benefit from a honed Charm Attribute, allowing them to assume the role of the Company face, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.
Rank-by-Rank Attributes/Features
Rank One (1). Will (+2), Skill (+1), Focus (+1)—Rift, Future Sight
Rank Two (2). Pick (+1), Grit (+1)
Rank Three (3). Will (+1), Charm (+1)—Telekinesis
Rank Four (4). Pick (+1), Power (+1)
Rank Five (5). Focus (+1), Will (+1), Charm (+1)—Warpzone
Rank Six (6). Pick (+1), Grit (+1)
Rank Seven (7). Will (+1), Charm (+1)—Sacred Geometry
Rank Eight (8). Pick (+1), Power (+1)
Rank Nine (9). Skill (+1), Focus (+1)
Rank Ten (10). Will (+2), Grit (+1), Focus (+1), Charm (+1)—Wormhole
Rift
Beginning at Meditant Rank One (1), as alternate use of Force Burst, the Meditant can tear open a deadly Rift in Material Space, originating at any point within their Aura Radius. The Rift persists for the Meditant’s Effect Duration in Rounds. The Meditant can close any Rift they have manifested at will as a Free Action. At the time of its creation, the Meditant can expand the Rift a number of spaces equivalent to half (½) of their Will Attribute in any direction. Any person, creature, or object that enters or passes through a Space occupied by the Rift suffers 1D8 Force Damage per 2 points of the Meditant’s Focus Attribute on first contact and on each turn they remain in contact with the Rift. At the time of its creation, the Meditant can shift the Damage Type of the Rift to any Element with which they are Trained.
Future Sight
Beginning at Meditant Rank One (1), the Meditant increases the Daily Uses of Force Burst by half (½) of their Will Attribute. The Meditant punctuates their Retributions with a Æthercite Catalyst Attack as a part of the Reaction. In addition to the typical damage and effect of Retribution, the Meditant attempts a Cast Attack roll. The Meditant can use this Cast Attack to facilitate a Force Burst or any other Æthercite Catalyst Heroics that require a Cast Attack roll as a part of the action.
Telekinesis
Beginning at Meditant Rank Three (3), the Meditant can concentrate on their Æthercite Catalyst to move creatures and unattended objects within their Aura Radius using their mind. The maximum size of an object or creature and the total number of things or people a Meditant can move at once depends on the Meditant’s Focus Attribute as listed in the Telekinesis Size Breakdown
As a Full Action and a Daily Use of Force Burst, the Meditant can use Telekinesis to launch an object or creature with incredible force through a Force Impact, up to a Range equivalent to their Focus Attribute. Beings that are launched or struck by a thrown object or creature suffer 1D10 Crush Damage per 2 points of the Meditant’s Focus Attribute. A Physical Save negates the Force Movement Effect for the initial target, while for all others, it cuts any damage in half (½). A launched creature is not afforded a Save to reduce damage.
Warpzone
Beginning at Meditant Rank Five (5), as a Full Action, the Meditant can Discharge an equipped Energy Shield to manifest a Warpzone within their Aura Radius. The Meditant must maintain the Warpzone each turn as a Move Action, or the effect fails immediately. As a Rapid Action, while channeling the Warpzone, the Meditant can instantly Teleport any person, creature, or unattended object between any two points within the Warpzone as a Force Impact. The Meditant must have a line of sight to their target and the destination location. The Warpzone remains centered on the Meditant for as long as they keep their concentration. The Warpzone immediately falls if the Meditant is rendered unconscious, incapacitated, or otherwise disabled. A Physical Save negates the teleportation and prevents additional efforts to teleport the same target for the remainder of the Round. The Meditant cannot teleport themselves using the effects of Warpzone.
Sacred Geometry
Once at Meditant Rank Seven (7), as a Move Action, the Meditant can enter into a deep trance to double (2*) their Aura Radius. Sacred Geometry persists until the Meditant uses another Move Action to traverse their surroundings. Sacred Geometry is not interrupted by teleportation or similar magickal transportation effects.
Wormhole
As a Master Meditant, at Meditant Rank Ten (10), the Meditant can tear open a one-way portal in space to another location as an alternate use of Rift, creating a Wormhole in an unoccupied space that leads to another place. The destination can be anywhere within the Meditant’s line of sight, any place they could open a portal to through the use of a magick Anchor that the Meditant can link with a specific location, such as a photograph, coin, or pocket watch, or an area of intimate familiarities, such as a particular ship or town. Any people or objects, including the Meditant, that pass through the Wormhole are teleported to the destination without a Save.
Meditant Perks
Dimensional Shredder
Prerequisite: Rift
Your Rift Damage bypasses all forms of Damage Resistance.
Precognitive Burst
Prerequisite: Future Sight
The Damage of your Future Sight Bypasses all forms of Damage Resistance.
Hard Telekinetics
Prerequisite: Telekinesis
Any Creature thrown as a projectile as a part of your Telekinesis suffers Twice(2*) as much Damage.
Warp Flux
Prerequisite: Warpzone
You can now Target yourself for Teleportation as a part of Warpzone.
Calculated Intentions
Prerequisite: Sacred Geometry
You can initiate Sacred Geometry as a Rapid Action, down from a Move Action.
Tear Stability
Prerequisite: Wormhole
Increase the Effect Duration of your Rifts and Wormholes to Minutes, up from Rounds.
Meditant Heroics
Astral Mark
Prerequisite: Meditant(Rank 1)
AP Cost: 10
Action Type: Rapid Action
Range: Aura
Effect Duration: Hours
As a Rapid Action, you can Æthereally tag a Target within the Radius of your Aura with the Marked Condition for the Effect Duration. You will always know the Target’s location, and the Target will be unable to Hide or benefit from Cover for the Effect Duration. You can subtly apply an Astral Mark as a part of an Interaction through an Arcana or Stealth Ability Check. The Target can attempt a Force Save against your Force Impact to Negate the Effect.
Premonition
Prerequisite: Meditant(Rank 2)
AP Cost: 20
Action Type: Rapid Action
As a Rapid Action, you can perform your Future Sight Class Feature as a Free Action until the beginning of your next Turn.
Warp Cannon
Prerequisite: Meditant(Rank 3)
AP Cost: 30
Action Type: Telekinesis
As a part of your Telekinesis Class Feature, you fling your Target twice as hard and twice as far, Doubling(2*) the Range and Damage of your Telekinesis Class Feature.
Farsight
Prerequisite: Meditant(Rank 4)
AP Cost: 40
Action Type: Exploration
Range: Line Of Sight
As a part of Exploring, you can attempt an Arcana Ability Check to project your astral spirit into another location within your Line of Sight as a Scrying Effect. While Scrying, you can perceive any Targets within the Radius of your Aura centered on the point of projection. Additionally, you can read any Organic Targets' thoughts within the Aura while engaged in Farsight, even through walls or barriers.
Reality Shift
Prerequisite: Meditant(Rank 5)
AP Cost: 50
Action Type: Move Action
As a Move Action, you can instantly Teleport to any Space within the Radius of your Aura. This movement does not provoke Attacks of Opportunity or interrupt channeled effects like your Sacred Geometry Class Feature.
Hyperion Gate
Prerequisite: Meditant(Rank 6)
AP Cost: 60
Action Type: Rift
As an Alternate Use of your Rift Class Feature, you can instead open a Hyperion Gate that significantly boosts the Speed of any Creatures or Projectiles that come in contact with it. If a Creature crosses the Hyperion Gate as a part of their movement, they receive a bonus equal to your Will Attribute to the Speed of their movement. Likewise, if a Projectile crosses the Hyperion Gate during its Path of Travel, the Range and Damage of the Projectile is increased by your Will Attribute.
Manifest Portal
Prerequisite: Meditant(Rank 7)
AP Cost: 70
Action Type: Full Action
Range: Aura
Effect Duration: Rounds
As a Full Action, you can manifest a
A Medium-sized Portal will act as a gate between any Two(2) Spaces within the Radius of your Aura. Any Creature, Object, Device can pass between the Portal freely while it persists. You can close the Portal at will; otherwise, it will collapse into nothingness at the end of the Effect Duration. Portals are dangerous can result in the loss of life or limb.
Meteorite
Prerequisite: Meditant(Rank 8)
AP Cost: 80
Action Type: Telekinesis
As an Alternate Use of your Telekinesis Class Feature, You can forcefully pull a Target within the Radius of your Aura in a straight line to any Space that is Adjacent from you before delivering a Weapon Attack against the Target the launches them as if thrown by your Telekinesis Class Feature in the direction of your choice. In addition to the normal Effects of your Telekinesis Class Feature, your Target suffers your normal Weapon Damage. You can make an Attack Roll to determine if your Weapon Attack is a Critical Hit. Then, the Target can attempt a Physical Save against your Force Impact to Negate your Telekinesis. You can use Meteorite in tandem with the Warp Cannon Heroic Action.
Banishment
Prerequisite: Meditant(Rank 9)
AP Cost: 90
Action Type: Full Action
As a Full Action, you can throw a Target within the Radius of your Aura through a portal into an Empty Space, banishing it into an alternate dimension in which they are the sole inhabitant. Then, the Target can attempt a Physical Save against your Force Impact to Negate the Effect.
Warpgate
Prerequisite: Meditant(Rank 10)
AP Cost: 100
Action Type: Wormhole
You can open a Wormhole in an Adjacent Space through your Wormhole Class Feature as a Full Action.