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.
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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.
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.
 
Mystics need to cultivate inner peace and turn themselves into an enlightened being.
 
  
This playbook can represent all kinds of mystics, such as a bodhisattva, yogi, cabalist, or sufi.
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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.
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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.
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Mystics reward thoughtful and experienced play due to the complexity of their powers.
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Your archetype is inspired by the mystic theurge class, Mage: The Ascension, and historical mystics like bodhisattvas, cabalists, shugenja, sufi, and yogi.
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'''Touchstones''':
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Gandalf (''The Lord of the Rings,'' 2001–2003),
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Albus Dumbledore (''Harry Potter,'' 2001–2011),
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Rasputin (''Hellboy,'' 2004),
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The Ancient One (''Doctor Strange,'' 2016),
  
 
=== Trauma Condition—Balance ===
 
=== Trauma Condition—Balance ===
A mystic manifests powers by meditation, which requires that you remain calm and still but does not require speech or gestures.
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You manifest powers through calm meditation. Maintaining your composure is essential, as stress disrupts your balance.
You must maintain your calm, which means stress is a problem.  
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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.
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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.
You still need to meet the normal die requirements for each tier of power.
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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.
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: '''0–2 Stress: No Minimum''' All powers are accessible as normal, reflecting your initial calm and focus.
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: '''3–4 Stress: Minimum 2d'''  Advanced powers are now the baseline, making simpler effects harder to access if you lack ranks in connected actions. 
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: '''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. 
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: '''7+ Stress: Minimum 6d'''  All powers demand the discipline of Apex-level abilities, with no distinctions in accessibility.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
You have access to these special abilities.  
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When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
 
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# '''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.
# '''Enlightened:''' You may expend your special armor to resist a power consequence, or to push yourself when using powers.
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# '''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.
# '''Ground Spirit:''' You can Attune to the ether to force a nearby spirit to appear and obey a command you give.
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# '''Enlightened:''' You may expend your Special Armor to resist a power consequence, or to push yourself when using powers.
# '''Medium:''' You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.  
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# '''Iron Will:''' Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
# '''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.
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# '''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 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.
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# '''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.
# '''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.
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# '''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.
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
 
 
# '''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:''' [[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 ===
 
=== Mystic Connections ===
: ˄ ˅ Adriel, a wizard
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: ˄ ˅ Adriel, a wizard.
: ˄ ˅ Casim, a mystic
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: ˄ ˅ Casim, a mystic.
: ˄ ˅ Liora, a fanatic
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: ˄ ˅ Liora, a zealot.
: ˄ ˅ Malin, an investigator
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: ˄ ˅ Marlin, an inquisitor.
: ˄ ˅ Rafiq, a theurge
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: ˄ ˅ Rafiq, a cleric.
  
=== Items ===
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=== Inventory ===
: ☐ Black Lotus.
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: ☐,,Cacao, Coffee, or Tea.  
: ☐--☐ Ceremonial Robe.
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: ☐☐ Ceremonial Robe.
: ☐ Coffee.  
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: ☐ Incense
: ☐ Censer.  
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: ◯ Opaque Veil.
: ☐ 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.
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* '''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.
* '''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".  
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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'''.
* '''Ceremonial Robe''' ☐-☐-☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. '''Playbook'''.
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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. '''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.
* '''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'''
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* '''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'''.
* '''Mystic Amulet''' : Reduces the stress cost of powers by one as long as you have no stress. '''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 ===
 
=== XP ===

Latest revision as of 12:33, 24 December 2024

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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, shugenja, 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.