Difference between revisions of "Mystic (FiD)"

From Action
Jump to navigation Jump to search
(Created page with "{{FiD}}{{FiD-Powers}} A mystic is a universal master of mysticism, combining arcane and divine magic that later developed into Theurgy and Wizardry (FiD)|W...")
 
(Chat GPT raw)
(39 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
A mystic is a universal master of mysticism, combining arcane and divine magic that later developed into [[Theurgy (FiD)|Theurgy]] and [[Wizardry (FiD)|Wizardry]].
+
You are a mystic, a universal master of the supernatural, combining arcane and divine magic. Related to [[Theurgy (FiD)|Theurgy]] and [[Wizardry (FiD)|Wizardry]], you seek a universal understanding of the cosmos, beyond the limits of individual traditions. Each of these paths vies for the title of the oldest and most profound.
Combining introspective meditation, analysis of ancient texts and legends, and observation of the physical and ethereal worlds, mystics move towards enlightenment and mastery of all the different worlds.
 
Mystics need to cultivate inner peace and turn themselves into an enlightened being, able to observe and manipulate all aspects of the universe.
 
  
'''Trauma Condition—Balance
+
As a mystic, you bridge the gap between the spiritual and physical realms through introspection, study of ancient wisdom, and insightful observation of the natural and supernatural realms. You approach knowledge holistically, uncovering meaning in sacred texts, arcane symbols, and the patterns of the world using esoteric and contemplative methods.
A mystic manifests powers by meditation, which requires that you remain calm and still but does not require speech or gestures.
 
You must maintain your calm, which means stress is a problem.
 
The minimum number of dice you need to use a power is always at least half the number of stress points you have used up.
 
You still need to meet the normal die requirements for each tier of power.
 
This means that it gets harder for you to use the easier effects of your power, while not affecting your ability to use the more difficult powers.
 
  
'''Special Abilities'''<br>
+
To wield your powers, you must cultivate inner peace and harmony with the universe. Stress and imbalance disrupt this unity, reflecting your struggle to reconcile the demands of your journey with the serenity required for mastery.
In addition to the listed powers, you have access to these special abilities.  
 
  
# '''Enlightened:''' You may expend your special armor to resist a power consequence, or to push yourself when you deal with powers.
+
Mystics reward thoughtful and experienced play due to the complexity of their powers.
# '''Ground Spirit:''' You can Attune to the ether to force a nearby spirit to appear and obey a command you give.
 
# '''Martyr:''' You can protect (p 135) anyone you can see, taking the harm coming their way. You can protect your crew and those close to you even if you cannot see them—you intuitively know they are in danger. You can protect several people from the same consequence at once up to the scale of your tier (p 221) at the cost of increasing the consequence by one category. You can still resist these consequences normally.
 
# '''Medium:''' You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.
 
# '''Monster Companion:''' You have a monster serving you. This is an expert cohort (p 96). It has [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] as a flaw, allowing an edge as normal.
 
# '''Ritualist:''' You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.
 
# '''Spirit Ally:''' You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
 
# '''Spirit Sight:''' You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural. Add 1d to engagement rolls after a successful gather information.
 
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
 
  
'''Powers
+
Your archetype is inspired by the mystic theurge class, Mage: The Ascension, and historical mystics like bodhisattvas, cabalists, sufi, and yogi.
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
  
'''Psionic Connections
+
'''Touchstones''':
: ˄ ˅ Rokun, inquisitor
+
Gandalf (''The Lord of the Rings,'' 2001–2003),
: ˄ ˅ Shasak, fixer
+
Albus Dumbledore (''Harry Potter,'' 2001–2011),
: ˄ ˅ Lollapo, smuggler
+
Rasputin (''Hellboy,'' 2004),
: ˄ ˅ Malata, psychic
+
The Ancient One (''Doctor Strange,'' 2016),
: ˄ ˅ Heroman, warrior
 
  
'''Items
+
=== Trauma Condition—Balance ===
: ☐ Jewelry, headband, bare scalp, or visible head tattoo that allows you to push psionic powers at a cost of only one stress. Only works with a light load. 
+
You manifest powers through calm meditation. Maintaining your composure is essential, as stress disrupts your balance.
: ☐-☐ Crystal that allows use of a power on the list of psi powers that you do not know for the duration of the score.
 
: ☐-☐-☐ Crystal that burns itself out to entirely negate the stress cost of a single power use.
 
: ☐ An object linked to the wearer of a similar object that you gave them in a flashback. Allows you to use powers on a creature touching the item as if touching them.
 
: ☐ Incense that enhances astral projection and lucid dreaming, increasing the effect of all Mind power use as well as study, survey, and sway actions used with psychic powers.
 
  
'''XP
+
As your stress increases, so does the minimum number of dice required to activate your powers, as shown below. However, the stress cost of powers remains unchanged regardless of your stress level.
 +
 
 +
: '''0–2 Stress: No Minimum''' All powers are accessible as normal, reflecting your initial calm and focus. 
 +
: '''3–4 Stress: Minimum 2d'''  Advanced powers are now the baseline, making simpler effects harder to access if you lack ranks in connected actions. 
 +
: '''5–6 Stress: Minimum 4d'''  All powers are as demanding as Master-level powers, and simpler effects may be inaccessible without a high action rating. 
 +
: '''7+ Stress: Minimum 6d'''  All powers demand the discipline of Apex-level abilities, with no distinctions in accessibility.
 +
 
 +
=== Special Abilities ===
 +
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
 +
# '''Aware:''' You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. After successfully gathering information about supernatural phenomena, add +1d to engagement rolls.
 +
# '''Enchanter:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas for such things. You begin with one Design or Formula already known.
 +
# '''Enlightened:''' You may expend your Special Armor to resist a power consequence, or to push yourself when using powers.
 +
# '''Iron Will:''' Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
 +
# '''Medium:''' You can see spirits within Range and can use Attune to force a spirit within your Area to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action when doing so.
 +
# '''Spirit Ward:''' You know how to make an area either anathema or enticing to creatures linked to one power (your choice when using this ability). This takes about one minute to affect an area based on your tier (p 221). You can stack several wards of different types without additional cost.
 +
# '''Summon Ally ''': You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship which gives you +2d and improves your position on all Resolve action rolls against it. Your ally will advance in tier as you do. You can select this several times to pick additional allies.
 +
# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
 +
 
 +
=== Mystic Connections ===
 +
: ˄ ˅ Adriel, a wizard.
 +
: ˄ ˅ Casim, a mystic.
 +
: ˄ ˅ Liora, a zealot.
 +
: ˄ ˅ Marlin, an inquisitor.
 +
: ˄ ˅ Rafiq, a cleric.
 +
 
 +
=== Inventory ===
 +
: ☐,☐,☐ Cacao, Coffee, or Tea.
 +
: ☐☐ Ceremonial Robe.
 +
: ☐ Incense
 +
: ◯ Opaque Veil.
 +
 
 +
* '''Cacao, Coffee, or Tea''' ☐: A dark, bitter brew cultivated in tropical areas. Restores 1 point of stress. Maintains alertness for 4 hours. '''Common, Consumable, Unreliable/Volatile''' Tier roll (minimum 1)  when the effect ends: '''1''' level 1 harm: "Anxiety", '''2-6''' No side effect.
 +
* '''Ceremonial Robe''' ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. '''Playbook'''.
 +
* '''Incense''' ☐: Burns for an hour in a censer, a perforated metal bowl hung on chains. Swung in one hand, it spreads aromatic smoke. Saturating an area with incense smoke takes a minute for a large room. This improves position against spiritual threats. '''Common, Consumable, Unreliable'''. Tier roll (minimum 2) to see effect: '''1-3''': shows spirit. '''4-5''': improves position against spirits. '''6''': keeps spirit away unless invited. 
 +
* '''Opaque Veil''' ◯: Impairs vision, giving -1 on most actions, but this blindness does not affect the use of Powers. Reduces the stress-induced die requirement of powers from Trauma Condition—Balance by 2d. '''Playbook'''.
 +
 
 +
=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
 
an attribute) or 2 xp if that item occurred multiple times.
 
an attribute) or 2 xp if that item occurred multiple times.
* You addressed a challenge using powers or by social bonds.
+
* You addressed a challenge using wisdom or powers.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
* You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
+
=== Starting Actions ===
 
: Survey 2
 
: Survey 2
 
: Sway 1
 
: Sway 1
: 4 points by choice, no higher than 2 in any one
+
: 4 points by choice, no higher than 2 in any one.

Revision as of 22:36, 23 December 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

You are a mystic, a universal master of the supernatural, combining arcane and divine magic. Related to Theurgy and Wizardry, you seek a universal understanding of the cosmos, beyond the limits of individual traditions. Each of these paths vies for the title of the oldest and most profound.

As a mystic, you bridge the gap between the spiritual and physical realms through introspection, study of ancient wisdom, and insightful observation of the natural and supernatural realms. You approach knowledge holistically, uncovering meaning in sacred texts, arcane symbols, and the patterns of the world using esoteric and contemplative methods.

To wield your powers, you must cultivate inner peace and harmony with the universe. Stress and imbalance disrupt this unity, reflecting your struggle to reconcile the demands of your journey with the serenity required for mastery.

Mystics reward thoughtful and experienced play due to the complexity of their powers.

Your archetype is inspired by the mystic theurge class, Mage: The Ascension, and historical mystics like bodhisattvas, cabalists, sufi, and yogi.

Touchstones: Gandalf (The Lord of the Rings, 2001–2003), Albus Dumbledore (Harry Potter, 2001–2011), Rasputin (Hellboy, 2004), The Ancient One (Doctor Strange, 2016),

Trauma Condition—Balance

You manifest powers through calm meditation. Maintaining your composure is essential, as stress disrupts your balance.

As your stress increases, so does the minimum number of dice required to activate your powers, as shown below. However, the stress cost of powers remains unchanged regardless of your stress level.

0–2 Stress: No Minimum All powers are accessible as normal, reflecting your initial calm and focus.
3–4 Stress: Minimum 2d Advanced powers are now the baseline, making simpler effects harder to access if you lack ranks in connected actions.
5–6 Stress: Minimum 4d All powers are as demanding as Master-level powers, and simpler effects may be inaccessible without a high action rating.
7+ Stress: Minimum 6d All powers demand the discipline of Apex-level abilities, with no distinctions in accessibility.

Special Abilities

When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.

  1. Aware: You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. After successfully gathering information about supernatural phenomena, add +1d to engagement rolls.
  2. Enchanter: When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas for such things. You begin with one Design or Formula already known.
  3. Enlightened: You may expend your Special Armor to resist a power consequence, or to push yourself when using powers.
  4. Iron Will: Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
  5. Medium: You can see spirits within Range and can use Attune to force a spirit within your Area to materialize for the Duration. You can speak to any Spirit and use Attune as if it was any other Resolve action when doing so.
  6. Spirit Ward: You know how to make an area either anathema or enticing to creatures linked to one power (your choice when using this ability). This takes about one minute to affect an area based on your tier (p 221). You can stack several wards of different types without additional cost.
  7. Summon Ally : You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship which gives you +2d and improves your position on all Resolve action rolls against it. Your ally will advance in tier as you do. You can select this several times to pick additional allies.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Mystic Connections

˄ ˅ Adriel, a wizard.
˄ ˅ Casim, a mystic.
˄ ˅ Liora, a zealot.
˄ ˅ Marlin, an inquisitor.
˄ ˅ Rafiq, a cleric.

Inventory

☐,☐,☐ Cacao, Coffee, or Tea.
☐☐ Ceremonial Robe.
☐ Incense
◯ Opaque Veil.
  • Cacao, Coffee, or Tea ☐: A dark, bitter brew cultivated in tropical areas. Restores 1 point of stress. Maintains alertness for 4 hours. Common, Consumable, Unreliable/Volatile Tier roll (minimum 1) when the effect ends: 1 level 1 harm: "Anxiety", 2-6 No side effect.
  • Ceremonial Robe ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. Playbook.
  • Incense ☐: Burns for an hour in a censer, a perforated metal bowl hung on chains. Swung in one hand, it spreads aromatic smoke. Saturating an area with incense smoke takes a minute for a large room. This improves position against spiritual threats. Common, Consumable, Unreliable. Tier roll (minimum 2) to see effect: 1-3: shows spirit. 4-5: improves position against spirits. 6: keeps spirit away unless invited.
  • Opaque Veil ◯: Impairs vision, giving -1 on most actions, but this blindness does not affect the use of Powers. Reduces the stress-induced die requirement of powers from Trauma Condition—Balance by 2d. Playbook.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using wisdom or powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Survey 2
Sway 1
4 points by choice, no higher than 2 in any one.