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Whizz

Brothers, sisters and blood-stained souls of Victory Nine… Hear me now! There’s fast, and then there’s Whizz fast! You can bolt thrusters to a boulder, but that won’t make it alive! You can pump a Tanker full of octane and prayers, but the Whizz? The Whizz is the octane, the prayer, and the answer all rolled into one! They don’t just fly, they become the speed! They take motion itself and light it on fire! You know what they say, my children, about going fast? They say that going fast, makes you feel alive!

Now, some of you fine people still think magic is for the quiet ones, the bookworms, the robe-wearers with soft hands and softer spines. You think it’s about words and rituals and twinkling lights. But the Whizz, oh, the Whizz knows better! Magic ain’t sittin’ still, it’s motion! It’s blood pumpin’, hearts poundin’, and the roar of an engine callin’ your name! They don’t cast spells, they launch ‘em! They don’t whisper incantations, they scream ‘em through the wind at Mach three!

I’ve seen ‘em, my friends. I’ve seen Whizzes pull lightning outta their wake, punch holes through reality just by movin’ too fast for the rules to catch up! I’ve watched ‘em surf the backs of my own war rigs, coat the horizon in heat haze, and laugh like gods drunk on motion! They don’t need fancy arcane sigils or dusty old tomes—they just need momentum! The faster they go, the harder they hit, and the louder the universe sings their name!

You ever seen one ride a fighter into the upper atmosphere, stall the engine, and kick-start it with magic? I have. You ever seen one tear through a wall of hexfire and come out clean on the other side, hair smokin’ but laughin’, drunk on power? I have. And I tell you this, my followers of mayhem… If you ever find yourself blessed enough to have a Whizz ridin’ with you, you thank whatever gods or sponsors still answers your calls, ‘cause you just found yourself the fastest ticket to victory you’ll ever know.

So raise your wrenches, raise your steel, raise your engines and your hearts! The Whizz ain’t just a pilot, they’re the living pulse of speed itself! They are the holy rush, the moment between heartbeat and impact, the proof that motion is god and god is fast! And on Victory Nine, friends, that’s divine truth!”


- Reverend Chuck Irons, Sermon of the Screaming Engines, Victory 9 Broadcast Circuit, Mark 6231.


Starting Package


If you choose Whizz as your starting Job during Character Creation, gain the following bonuses:

Health Bonus: 5
Mana Bonus: 10
Strain Bonus: 10

Proficiencies: Gain 3 Proficiencies from the following:
Coordination, Sense, Magic, Tech, Knowledge:Astral or Study.

Resistances: Gain 1 Resistance from the following:
Reflex or Will.

Starter_Abilities: You gain the following Abilities:
Magical Talent & Ride The Astral Winds.

Budget: You gain 1 Budget from the following:
Gearhead: Personal Budget; 10,000c. Vehicular Budget: 100,000c.
Balanced: Personal Budget; 20,000c. Vehicular Budget: 75,000c.

Starter Abilities

Magical Talent

“Some people just have it easy. While everyone else is buried in textbooks, burning reagents and blowing their eyebrows off, they wave a hand, mutter a few words and somehow the void just… listens. Whether it's natural talent, an ancient bloodline or years of relentless practice, they've always had a knack for magic that most of us 'normies' can only envy. The worst part is they usually make it look effortless, too. Ask them how they did it and they'll probably shrug, smile and say, 'I just felt it.' Bastards. Living life on easy mode, the lot of 'em.”

Trait.

During Character Creation, you gain a free Rank on one of the following [Masteries]:

  • [Elementalism]
  • [Ki]
  • [Noetics]
  • [Parasomnia]

Alternatively, instead of gaining a free Rank in the above [Masteries], you may choose to gain 2 Abilties from one of them instead, provided you already have the necessary Ranks.

In addition, as you progress your Job Ranks, you gain the following benefits:

  • At Job rank 2, you can increase your Rank in the above [Masteries], up to a max Rank of 2, or you can gain two free Abilities of Rank 2 or lower, from those [Masteries].
  • At Job rank 4, you can increase your Rank in the above [Masteries], up to a max Rank of 3, or you can gain two free Abilities of Rank 3 or lower, from those [Masteries].
  • At Job rank 6, you can increase your Rank in the above [Masteries], up to a max Rank of 4, or you can gain two free Abilities of Rank 4 or lower, from those [Masteries].
  • At Job rank 8, you can increase your Rank in the above [Masteries], up to a max Rank of 5, or you can gain two free Abilities of Rank 5 or lower, from those [Masteries].
  • At Job rank 10, you can increase your Rank in the above [Masteries], up to a max Rank of 6, or you can gain two free Abilities of Rank 6 or lower, from those [Masteries].

Please Note: A Job Rank is the Total of all your Ranks in various Jobs, not just Whizz.

Ride The Astral Winds

Whizzes don’t quietly meditate or sit around muttering incantations. They burn rubber and ride the lightning! The faster they move, the more power they wield, and that power can fuel their magic just as surely as mana. They become a conduit to momentum itself, siphoning energy from sheer velocity until their spells start glowing in their wake. Federation Arcanists insist it’s impossible, but theory stops mattering once a Whizz breaks the sound barrier. Speed is life, and life is magic, so long as the engines are screaming and the blood’s pumping, a Whizz never runs dry. When you’re going fast enough, the rules can’t keep up, and that’s exactly where the Whizz lives, baby!

Trait.

When you spend Mana to cast a Spell or Invocation, you can spend Speed Counters instead. You reduce the Mana cost of the Spell or Invocation by 1 for every 2 Speed Counters spent in this manner.

Job Abilities

Speed Counters

For a Whizz, speed isn’t just a thrill, it’s a multiplier. They can’t cast with pure momentum alone, but every burst of movement supercharges them with raw power, turning adrenaline into arcane fuel. The faster they move, the thicker the power flows, and they use it to: twist the astral winds, counter a spell while doing a barrel roll or even disrupt invocations mid-cast. Their motion scrambles the weave itself, breaking focus, bending energy, and feeding it right back into their own systems. Even their vehicles benefit, generators hum hotter, engines roar louder, every thruster charged with mana until the whole rig feels alive. The equation’s simple, even if the math isn’t: more speed, more power. And Whizzes? They never stop chasing both.

Trait.

Any time you, or a [Vehicle] you are [Crewing], performs a [Movement Based Action], defined below, you gain a [Speed Counter] until the start of your next [Turn].

You may only gain [Speed Counters] during [Situations] of high intensity such as combat, races, heists or typically, when acting in [Faction Order] or [Turn Order]. If uncertain, have a discussion to determine what is Appropriate.

At [Whizz] ranks 3, 5, 7 & 9, you gain 2, 3, 4 & 5 [Speed Counters] per [Movement Based Action], instead, respectively.

In addition, you may spend [Speed Counters] in the following ways, based on your Job Rank:

RankEffect
Rank 1 You may, as a Quick Action, you can [Counter] a Perceived Spell. You must spend X Speed Counters, where X is equal to the Mana cost of the Spell.
Rank 3 Any time you perform the Energy Transformation [Action], you may spend a [Speed Counter] instead of paying the [Mana] cost.
Rank 5 Any time you perform the Energy Transformation [Action], you may spend any number of [Speed Counters] to restore an additional [System] for each [Speed Counter] spent this way.
Rank 7 You may, as a Quick Action, spend any number of [Speed Counters] to reduce the [Total] of an active, [Perceived] [Invocation] by an amount equal to double the number of [Speed Counters] spent in this way.
Rank 9 You may, as a Quick Action, spend 5 [Speed Counters], per [Action Point], to immediately cast a [Spell] or perform a Check to advance an [Invocation]. Note: Double Actions would cost 10 [Speed Counters], etc.

Movement Based Action

A [Movement Based Action] is defined as any Ability that moves a Character or a [Vehicle], or facilitates it. This includes but isn't limited to the Move Action, Reface Action, Shuffle Action, Dodge Action, Intercept Action and [Piloting] Abilities such as [High-G Turn] or [High-G Thrusters]. If uncertain, have a discussion to determine what is Appropriate.

Energy Transformation

Through sheer will and motion, a Whizz can convert mana, or better yet, velocity itself, into raw power, literal electrical or radioactive power. Engines that should’ve died hours ago roar back to life, shields hold when they ought to buckle, and generators hum with a kind of magical thrum that can be heard through a vacuum. Whizzes don’t need to sit in the cockpit to make it happen, though many do love the smell of ozone and panic; they can do it from the arcane decks, from the guts of a reactor, or strapped to the outside of a fighter screaming through atmosphere. When a Whizz’s blood is up, limits stop meaning anything. They don’t respect the laws of motion or thermodynamics — they overtake them. To a Whizz, reality’s just drag, and they’re built to break through it.

Quick Action.

You gain the Energy Transformation Ability:

Energy Transformation
Quick Action Spend 1 Mana
Restore D4 [Systems] to a Perceived [Vehicle].

This is not a Spell, and thus cannot be [Countered].


At Whizz ranks 4, 6, 8 & 10 you Upgrade the Die to a D6, D8, D10 & D12, respectively.

Upgrade Job Die

Trait.

You gain a Job Die. A Job Die is a Bonus Die that is added to Checks, Attacks or Saves that you are Proficient or Resistant in, respectively. Your Job Die is a D4.

If you gain an additional instance of this Ability, and you already have a Job Die, you do not gain another; it is Upgrade instead.

At Whizz rank 4, 6, 8 & 10, you gain an additional instance of this Ability.

Bonus Proficiency

Trait.

You gain an additional Proficiency. This can be Swagger, Presence, Initiative, Reaction or any Skills.

Please Note: You can select any of the above options, not just the ones listed on the Starting Package, so long as you are not already Proficiency in it.

At Whizz rank 5, 7 & 9, you gain an additional instance of this Ability.

Temporal Echo

There’s fast, and then there’s too fast for time to keep up. The best Whizzes push it far enough start to blur at the edges — not just visually, but chronologically. With enough speed and a violent shove of mana, they slip a few seconds sideways, rewinding reality just far enough to be in two places at once. One Whizz becomes two, both moving, fighting, flying, a mirrored afterimage making choices in perfect sync. They call it Temporal Echo, but really, it’s just the universe lagging behind. Bullets miss because they already dodged them; missiles explode where they used to be. They fly their own six, shoot their own targets, because they have already done it. You can argue the physics if you want, they’ll just grin and say, “If you go fast enough, it's time travel, my dude.”

Spell.

At Whizz rank 5 you gain the Temporal Echo Spell.

Temporal Echo
Spell, 5 Mana
Create a copy of your Character, or a single [Compartment] [Vehicle] that you are [Crewing] and place it within an unoccupied Adjacent space. If there is no room to place the copy, the Spell fails. It is an exact copy of your Character or [Vehicle] at the time Temporal Echo resolves. It may act immediately.

The copy is destroyed instantly if it takes any [Damage], even if it would normally resist all of the [Damage] via [Ward], [Barrier], etc. Otherwise, it is destroyed at the end of your [Turn].

Feelin' Alive

There’s a point where Whizzes stop casting and start being magic. The best of them don’t think about channelling, converting, or controlling anything — they just move, and the universe bends to keep up. Every flick of the wrist, every twitch of a muscle, every thruster pulse is part of one endless current of momentum and potential, blending until there’s no line between the two. Their magic becomes effortless — instinctive — like breathing or walking. The astral winds rush through them, alive and electric, answering every whim before it’s even fully formed. They don’t use energy anymore; they are energy. To watch a Whizz at full tilt is to see pure motion given will, surfing the edge of time and physics with no thoughts, just action. Speed isn’t just life, for them, it’s everything.

Trait.

Your Ride The Astral Winds Ability now reduces the Mana cost of Spells and Invocations by 1 Mana for every 1 Speed Counters spent in this way, instead of 2.

In addition, any time you spend any number of Speed Counters, you restore 1 Strain.

Changelog

Version 0.5 - Nov 2025

  • Starting Package
    • Bonus Mana increased to 15 from 10.
  • Ride the Astral Winds
    • Now costs a Free Action rather than a Quick Action.
  • Feelin' Alive
    • Now additionally restores Strain when spending Speed Counters.

Version 0.5b - Dec 2025

  • Wording updated.

Version 0.5c - June 2026

  • Wording updated.
  • Starting Mana Bonus reduced to 10 from 15
  • Starting Proficiency list updated to no longer include Study
  • Starting Proficiency list updated to include Initiative, Reaction and Savvy
  • Starting Abilities now grant the Magical Talent Ability
  • Magical Talent Ability provides free ranks in certain magical Masteries as you gain Job ranks
  • Speed Counters rank 1 effect updated to be a stand alone ability that Counters Spells, rather than interacting with exclusively the Counterspell Action
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