Difference between revisions of "Mystic (FiD)"

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{{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]].
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A mystic is a universal master of mysticism, combining arcane and divine magic.
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Related to [[Theurgy (FiD)|Theurgy]] and [[Wizardry (FiD)|Wizardry]], mystics claim a deeper, universal understanding of the cosmos.
 
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.
 
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.
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Mystics need to cultivate inner peace and turn themselves into an enlightened being.
  
'''Trauma Condition—Balance
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This playbook can represent all kinds of mystics, such as a bodhisattvas, yogi, cabalists, or sufi.
 +
 
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=== Trauma Condition—Balance ===
 
A mystic manifests powers by meditation, which requires that you remain calm and still but does not require speech or gestures.
 
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.  
 
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.
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The minimum number of dice you need to use a power is always at least equal to the number of stress points you have used.
 
You still need to meet the normal die requirements for each tier of power.
 
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.
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This means that it quickly gets harder for you to use the easier effects of your power, while affecting more difficult powers less.
  
'''Special Abilities'''<br>
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=== Special Abilities ===
In addition to the listed powers, you have access to these special abilities.  
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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.
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# '''Enlightened:''' You may expend your special armor to resist a power consequence, or to push yourself when using powers.
 
# '''Ground Spirit:''' You can Attune to the ether to force a nearby spirit to appear and obey a command you give.
 
# '''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.  
 
# '''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.
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# '''Serene Focus:''' During a score, when in a controlled position your action rolls gain increased effect. You may push yourself to improve your position when using Powers.
# '''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 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.  
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# '''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 that finds signs of the supernatural.
 
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
 
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
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# '''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]].
  
'''Powers
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=== Mystic Connections ===
[[Air Powers (FiD)|Air]],
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: ˄ ˅ Adriel, a wizard
[[Animal Powers (FiD)|Animal]],
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: ˄ ˅ Casim, a mystic
[[Barrier Powers (FiD)|Barrier]],
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: ˄ ˅ Liora, a fanatic
[[Darkness Powers (FiD)|Darkness]],
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: ˄ ˅ Malin, an investigator
[[Death Powers (FiD)|Death]],
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: ˄ ˅ Rafiq, a theurge
[[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
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=== Inventory ===
: ˄ ˅ Rokun, inquisitor
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: ☐ Black Lotus.
: ˄ ˅ Shasak, fixer
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: ☐☐ Ceremonial Robe.
: ˄ ˅ Lollapo, smuggler
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: ☐ Coffee.
: ˄ ˅ Malata, psychic
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: ☐ Censer.
: ˄ ˅ Heroman, warrior
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: ☐ Mystic Amulet. 
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: ◯ Opaque Veil
  
'''Items
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* '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. '''Alchemy, Consumable, Volatile''' “Woozy,” lvl 2 harm.
: ☐ 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.
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* '''Cacao, Coffee''', or '''Tea''' ☐: A dark, bitter brew cultivated in tropical areas. Restores 1 point of stress. Improves alertness for 4 hours. '''Alchemy, Common, Consumable, Unreliable/Volatile''' Complexity die when the effect ends: '''1-3''' level 1 harm: "Anxiety".  
: -☐ Crystal that allows use of a power on the list of psi powers that you do not know for the duration of the score.  
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* '''Ceremonial Robe''' ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. '''Playbook'''.
: ☐-☐-☐ Crystal that burns itself out to entirely negate the stress cost of a single power use.  
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* '''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. '''Alchemy, Common, Consumable, Unreliable'''
: ☐ 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.
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* '''Mystic Amulet''' ☐: Reduces the stress cost of a power by one as long as you have no stress. One use per score. '''Playbook'''.
: ☐ 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.
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* '''Veil''' ◯: Impairs vision, giving -2d on most actions, but this blindness does not affect the use of Powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance. '''Playbook'''.
  
'''XP
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=== 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.
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* 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
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=== Starting Actions ===
 
: Survey 2
 
: Survey 2
 
: Sway 1
 
: Sway 1
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 09:50, 27 October 2024

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A mystic is a universal master of mysticism, combining arcane and divine magic. Related to Theurgy and Wizardry, mystics claim a deeper, universal understanding of the cosmos. 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.

This playbook can represent all kinds of mystics, such as a bodhisattvas, yogi, cabalists, or sufi.

Trauma Condition—Balance

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 equal to the number of stress points you have used. You still need to meet the normal die requirements for each tier of power. This means that it quickly gets harder for you to use the easier effects of your power, while affecting more difficult powers less.

Special Abilities

You have access to these special abilities.

  1. Enlightened: You may expend your special armor to resist a power consequence, or to push yourself when using powers.
  2. Ground Spirit: You can Attune to the ether to force a nearby spirit to appear and obey a command you give.
  3. Medium: You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.
  4. Serene Focus: During a score, when in a controlled position your action rolls gain increased effect. You may push yourself to improve your position when using Powers.
  5. 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.
  6. 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 that finds signs of the supernatural.
  7. The Bigger They Are: When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
  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 fanatic
˄ ˅ Malin, an investigator
˄ ˅ Rafiq, a theurge

Inventory

☐ Black Lotus.
☐☐ Ceremonial Robe.
☐ Coffee.
☐ Censer.
☐ Mystic Amulet.
◯ Opaque Veil
  • Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. Alchemy, Consumable, Volatile “Woozy,” lvl 2 harm.
  • Cacao, Coffee, or Tea ☐: A dark, bitter brew cultivated in tropical areas. Restores 1 point of stress. Improves alertness for 4 hours. Alchemy, Common, Consumable, Unreliable/Volatile Complexity die when the effect ends: 1-3 level 1 harm: "Anxiety".
  • 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. Alchemy, Common, Consumable, Unreliable
  • Mystic Amulet ☐: Reduces the stress cost of a power by one as long as you have no stress. One use per score. Playbook.
  • Veil ◯: Impairs vision, giving -2d on most actions, but this blindness does not affect the use of Powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance. 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.