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.
Touchstones: The mystic theurge class. Mystics of all kinds, such as a bodhisattvas, yogi, cabalists, and sufi.
Trauma Condition—Balance
A mystic manifests powers by meditation, which requires that you remain calm and still. Mantras and 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.
- 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.
- Medium: You can speak to any supernatural creature. You can use Attune as if it was any other Resolve action when doing so.
- 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.
- 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 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.
- 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
- ☐ Coffee.
- ☐☐ Ceremonial Robe.
- ☐ Mystic Amulet.
- ◯ Opaque Veil
- 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.
- 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.