You feel things others don't. Worlds have textures. Paths have voices. Reality whispers, sometimes. Most of your life, you assumed everyone could feel these things and were just better at not mentioning them; it took you an embarrassingly long time to realize they couldn't. Solace calls your kind "sensitives" in their official files. They find you very useful — the only person on most teams who can read the Path before stepping through, who can sense a world's hidden rules, who can feel the difference between a place that wants you and a place that doesn't. They also keep their notes on you in a separate filing cabinet, in a different building, with a different access protocol. You've never seen those notes. You've wondered.
▌ Tier modifier
+1 Spirit, −1 Body. The +1 may push Proficient Spirit to Expert — Mystic is one of the three Backgrounds permitted to start at Expert tier. Doing so invokes the Cost of Expertise. You spent your formative years attuning to the unseen, not the seen. Your body has been a slightly distant negotiation since you were young.
▌ Perk · Resonance
Your attunement gives you usable instincts beyond standard Spirit abilities. Once per world, you may ask the GM one question about the world's metaphysical nature — what wants something here, what was here before, what is hidden here, what does this place fear. The GM gives you a true and useful answer, narrated as a sensation, not a fact.
Additionally, the Mystic begins play with three standard Spirit abilities instead of the standard two — Push a Spirit Roll plus two of the player's choice.