Mystic (FiD)
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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 claim a deeper, universal understanding of the cosmos, transcending the boundaries 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 keen observation of both natural and supernatural phenomena. You seek meaning holistically, interpreting sacred texts, arcane symbols, and the patterns of the world through esoteric 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.
Because of the complex mechanics of your trauma condition and the wide range of available powers, the mystic requires some experience to play effectively.
Your archetype is inspired by the mystic theurge class, Mage: The Ascension, and historical mystics like bodhisattvas, cabalists, 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. 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 accessibility.
Special Abilities
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
- 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.
- 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.
- Enlightened: You may expend your Special Armor to resist a power consequence, or to push yourself when using powers.
- Iron Will: Take +1d to resistance rolls against drugs, tests of will, and supernatural effects.
- 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.
- 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.
- 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.
- 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.
- ◯ Opaque Veil.
- ☐ Incense.
- 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: 1-3 level 1 harm: "Anxiety", 4-6 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: Failure. 4-5: reveals spirits. 6: repels spirits effectively.
- 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.