Mystic (FiD)
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A mystic is a universal master of mysticism, combining arcane and divine magic that later developed into Theurgy and Wizardry. 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 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
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.
- 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 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 Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.
Psionic Connections
- ˄ ˅ Rokun, inquisitor
- ˄ ˅ Shasak, fixer
- ˄ ˅ Lollapo, smuggler
- ˄ ˅ Malata, psychic
- ˄ ˅ Heroman, warrior
Items
- ☐ 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.
- ☐-☐ 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
- 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 powers or by social bonds.
- 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