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Strikes With Mystic Might

Early Accesss

Your unarmed techniques are infused with otherworldly energies, enabling you to move beyond the merely physical.

Genre themes

mystic monk (fantasy, superhero)

Mystic Source

A character who Strikes With Mystic Might relies on an otherworldly, magical source for their power, such as elemental fire, shadow, thorn, or something more esoteric like "The Six Lamps of the West"—work with your GM to flesh out the details. Whatever you choose is probably the same mystic power source used for the character's higher-tier abilities as well.

Tier 1

Mystic Hand Enabler

You inflict an additional 1 damage with unarmed attacks with your mystic source.

Once per round, if you take a wound and are not helpless, you can spend 3 Speed to reduce the wound's severity by one step.

No Need for Weapons Enabler

Your unarmed attacks (such as punches, kicks, elbows, or knees) inflict an additional 2 damage.

Supernatural Leap Enabler

When you jump, you move twice as far as normal, either horizontally or vertically.

Tier 2

Safe Fall Enabler

You ignore one wound from a fall.

Surging Hand (2 Speed) Action

You call upon your mystic source and project it at a target within short range, inflicting 4 damage with a successful Speed attack.

Tier 3

Mystic Flurry Enabler

You inflict an additional 1 damage with unarmed attacks with your mystic source.

Perfecting the Body Enabler

Your daily kata infuse and protect you, granting you immunity from the effects of fear, mental control, disease, and poison.

Tier 4

Mystic Step (4+ Speed) First Action

You harness your mystic source to instantly transport yourself to a new location you can see within long range. If you appear within immediate range of a foe, you can make one unarmed attack against them as an extra action.

Effort: Reach a location within range you can't see directly because it's blocked by a wall or structure.

If you try to use Mystic Step to reach a location that has no room for you, the ability automatically fails and you don't leave your original locationIf you try to use Mystic Step to reach a location that has no room for you, the ability automatically fails and you don't leave your original location

Tier 5

Exploding Hand (5 Speed) Action

You call upon your mystic source and project it at a target within long distance and two additional targets within immediate range of the first target. Make separate attacks against each. A successful attack inflicts 4 damage; even on a miss you still inflict 1 damage.

Resonant Palm (7 Speed) Last Action, Action

You forge a mystic connection with a willing creature you touch or a foe you successfully attack (this attack deals 2 less damage than normal). At any point within the next en days, you can attempt to affect the target in one of the following ways, no matter how far you are from them.

This connection breaks once you make this attempt, you force a connection with a different creature, or ten days pass. creature, or ten days pass.

Last action to initiate; Action to heal or attack the creature.

Tier 6

Lethal Strike (6 Speed) Action

With a swift and sudden melee or ranged weapon attack, you strike a foe in a vital spot. If you hit, you inflict an additional 7 damage.

Perfected Form Last Action

Your mystic source infuses you until you use a one-hour or longer recovery, granting you 3 points that you can add to any of your Pools, even if that would exceed their normal maximums. The points remain until you spend them or the duration expires.

In addition, while the duration lasts, your eyes and hands glow with the power of your mystic source, and you inflict an additional 3 damage with your unarmed attacks .

This ability renews after your next one-hour or longer recovery.

GM Intrusions: Powerful strikes resonate, drawing unwanted attention or breaking nearby objects.