Theurgy (FiD)

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You harness divine magic through the invocation of ancient secrets that compel divine powers to aid you, or through the meticulous study of divine beings and their servants, allowing you to replicate miracles. While many theurgists align themselves with a patron deity and strive to emulate the deeds of the Chosen, such devotion is not for all. Even theurgists true to their faith may end up at odds with the new teachings of the the Chosen.

Theurgists often wield significant influence within a church, facing opposition from zealous Chosen. Theurgy is inherently conservative, based or recreating the circumstances in the past when miracles occurred. For theurgists, their affiliation with a church is a profession rather than a calling, enabling them to switch institutions and patrons across their career without risking the loss of their powers. However, deviations from religious doctrine can spark significant unrest and potential schisms within hierarchies.

Trauma Condition - Enactment You are invoking divine power through lore and ritual. You need to quote scriptures and gesture to use powers. This does not require faith, but using divine powers creates expectations, both within yourself and others. Failing external expectations can lead to persecution, failing inner expectations can lead to temporary loss of powers.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • Community: Gain +1d on all insight and resolve action checks when dealing with people that share your faith or +1d using any power in the presence of a congregation of people who share your system of belief, even if they belong to a different faction or sect.
  • Loremaster You may always use study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position. On a full success, improve position or increase effect. On a critical success, improve position and increase effect.
  • Studied Domains You can now learn any power and use them with theurgy.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Divine Associates and Adversaries

˄ ˅ Majalan, one of the chosen
˄ ˅ Hokkin, a career cleric
˄ ˅ Soloman, a sage layman
˄ ˅ Halomar, a monastic
˄ ˅ Leloman, a teurgist

Items

☐, ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score.
☐ Sacred ward that works as armor against any type of attack.
☐-☐-☐ Elaborate sacred vestments that improve the position when using powers. If worn at the start of the session, the load is reduced to ☐-☐.
☐-☐-☐ Antikythera, astrolabe, glockenspiel, reliquary, or triptych that requires both hands to use. Reduces the stress of using theurge powers by 1.
☐ Scroll granting one-time use of a power you do not know but that is available to theurgists.

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 theurgy powers or diplomacy.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Study 2
Sway 1
4 points by choice, no higher than 2 in any one