Arcanist 6 (18)

Tidal Blades

Arcanists, sometimes called the High Arcanists, are the leaders of the city of Naviri. Typically dressed in resplendent purple robes, Arcanists are equal parts philosophers, theoreticians, and strategists. One must spend a life rising in the ranks of the Engineers before having the chance to be nominated as an Arcanist. Once they retire, Arcanists become Elders.

Iran Mong, the 11th Arcanist, founded the Order of the Tidal Blades in 100 AU.

Iran Toru, the 27th Arcanist, is the current leader of Naviri.

Motive: Lead the city into the future

Environment: Arcanists mostly reside on the fifth level of the Citadel of Time. Occasionally, they are seen in the city, but usually only for important events.

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 2 (from abilities)

Movement: Short

Modifications: Defends and resists mental effects as level 8; science, technology, leadership, and social interactions as level 9

Combat: Arcanists almost never fight—not because they're against it on principle or because they're afraid, but because they acknowledge just how powerful they are, and work hard to keep that power in check. They're more likely to use shell devices and abilities to protect themselves and others, to temporarily disable or incapacitate a foe in some way, or to otherwise end the dispute or fight before it begins.

An Arcanist can do one of the following using a device or ability: give all allies within long range +5 Armor for ten minutes, daze all characters within long range, or restore 1d6 points to one stat Pool of any creature (including themselves).

Interaction: Much of the time, Arcanists are too preoccupied with their work of advancing knowledge and running the city to interact with anyone other than the High Engineers.

Knowledge of a particularly pressing problem or encroaching danger might be enough to gain access to an Arcanist, but even so, it's likely to be a long and involved process.

Use: Typically, PCs might do work for an Arcanist without ever encountering them. It's the rare character who does something so incredible or has a need so deep that they are invited to interact with an Arcanist directly. If the PCs will encounter an Arcanist as an adversary, choose at least one useful artifact or shell device and add it to the Arcanist's abilities.

Loot: Arcanists often have an artifact or other shell device.

GM Intrusion: The Arcanist produces a cypher that, for the next ten minutes, lets them take all actions as if they were 1 level higher.