Reverse 1999: Arcanist Dissection
Arcanists are a race defined by a unique cell colony within their bodies, which allows them to perform arcane skills such as magic, divination, and alchemy. Rather than logic, arcanists rely on Gnosis. There are two defining features of Gnosis:
1. It can't be verified by an independent 3rd party.
2. It’s impossible to comprehend through reasoning.
Biology: Arcanists are physically more fragile than humans but they have ways of healing faster (e.g. Tooth Fairy's fairies). Cellular Activity refers to a cell colony unique to the arcanists. The cell activity supports the application of common arcanist skills. When a candidate activates their arcane skill, the activity of this cell colony will significantly increase. The capacity for signal transduction gradually decreases over time. The candidate's control over arcane skill will also be significantly reduced. Pure-blooded arcanists are typically stronger than mixed bloods, especially those of ancient bloodlines (e.g. Druvis III) . Unlike humans, arcanists are naturally resistant to potions.
Picrasma Effects: Picrasma is a ingredient in arcanist potions and candies, sustaining the activity of their unique cell colonies and boosting energy. For example, Argus abuses Picrasma candy in order to cast arcane skills more frequently. However, it does not improve skill control. Picrasma-based solutions are safe for arcanists but dangerous to humans. In Forget Me Not’s potion, picrasma heightens an arcanist’s power and emotional sensitivity, but proves deadly to humans, especially mixed-bloods (e.g. Greta Hofmann). For more details on picrasma effects check out @acesw post here.
Emotions over Logic: Arcanists are highly sensitive to emotions. They are both perceptive and vulnerable to emotional influence.
Arcane Skill Casting: The posture of one's body while casting a spell will affect its power, range, and the fluctuation of one's Arcane Skill to a certain degree (this is from a Reminiscence, Arcane Art Appreciation). Arcanists tend to use their native tongues when casting. Here's another great post that goes into further detail by @taniahylian. To maintain order, the Foundation mandates that all registered arcanists restrict themselves to pre-approved arcane skills, framing this as a safeguard for the greater good. Humans can mimic arcane skill with certain technology, which is Laplace's whole deal. These are technologies that will hopefully continue to exist after the Storm.
Bloodline and Development
Arcanist blood subtly shapes a child’s growth, influencing their hormones, emotions, and eventual awakening of abilities. Most arcanist children discover their talents naturally. However, some suffer dangerous rejections of their bloodline, leading to severe physical and psychological consequences. These “compensatory reactions” are unpredictable and can permanently alter the body.
One such case is recorded in Mesmer’s anecdote: Joseph, a classmate at SPDM, was later entrusted to Laplace’s care. His legs were amputated due to a catastrophic compensatory reaction.
Arcanist skills are also linked too certain hereditary issues as seen in Erick's anecdote. In Ericks case her arcane skill gives her superstrength, but overuse will fatally provoke her blood condition. This is described really well in this post by @acesw.
Classifications of Arcanists (Reverse: 1999)
The Beyond: Beings from beyond this world—not just humans or “simple” arcanists. They have origins tied to eldritch, otherworldly, or mythic dimensions.
The Awakened: Once inanimate objects, later granted sentience and awareness, along with arcane powers.
Arcanists: A general term for those who are born with a different physiology that makes them able to sense and use arcanum.
The Mixed: Born of both human and arcanist blood
The Infected: The 5% of surviving victims of the Beyond Disease, which causes significant changes to their bodies and minds. Could equate to Vampirism.