Mystic (FiD)
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You are a mystic, a universal master of the supernatural, combining arcane and divine magic. Related to Clerics and Wizards, you seek a universal understanding of the cosmos, beyond the limits of individual traditions. Mystics claim to be the oldest and most profound magic tradition.
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 adventures with the serenity required for mastery.
Mystics reward thoughtful and experienced play due to the complexity of their tradition.
The mystic archetype is inspired by the mystic theurge class, the magic of 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 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.
- 7-9 Stress: Minimum 6d All powers demand the discipline of Apex-level abilities, with no distinctions in accessibility.
Special Abilities
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.
Enchanter
When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can invent new Designs and Formulas for such things. You begin with one Design or Formula already known.
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 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.
Subtle
When you or an ally Resists with Resolve, +1d if they can see or hear you.
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.
Ward
Create a ward that reduces the effective tier of creatures linked to a specific Form of Power within an area. Creating a ward takes about a minute and affects an area based on your tier (p. 221). Multiple wards for different Forms can overlap.
Additional Playbook
Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.
Powers
You can learn these powers, expending a Special Ability for each.
Abyss, 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 Quality roll 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 -1d on most actions, but +1d on powers. Properly doning or shedding this takes a minute. 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.