Mystic (FiD)

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A mystic is a universal master of the supernatural, combining arcane and divine magic. Related to Theurgy and Wizardry, mystics claim a deeper, universal understanding of the cosmos. Each of these traditions claims to be the elder.

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 to use powers.

The mystic theurge class. Mystics of all kinds, such as a bodhisattvas, yogi, cabalists, and sufi.

Touchstones:

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. Simpler powers become increasingly difficult to use, while higher-tier powers remain accessible with effort. 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 dice pool.
7+ Stress: Minimum 6d All powers require the focus of Apex-level powers, with no distinctions in difficulty.

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. Add +1d to engagement rolls after a successful gather information that finds signs of the supernatural.
  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 them 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.
  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

☐,☐,☐ Coffee.
☐☐ Ceremonial Robe.
◯ Opaque Veil.
  • Coffee ☐: 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.
  • 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.