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 that allows you to replicate their miracles. While many theurgists align themselves with a patron deity and strive to emulate the spirit of the the Chosen, such devotion is not for all.

Theurgy is inherently conservative, based or recreating the circumstances in the past when miracles occurred. Theurgists often control a church, facing opposition from zealous Chosen striving for change. 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 in a liturgical language and use ritual gestures to activate 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

  1. 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.
  2. 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. You begin with one Design (for Armaments only) or Formula already known.
  3. 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.
  4. Ritualist: You can Study an occult Ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
  5. Spirit Ward: You know how to sanctify an area with arcane substances and methods making it anathema to undead, angels, or devils (your choice). This takes a minute and you can do it again to ward a larger area or against multiple powers.
  6. Studied Domains You can now learn any power and use them with theurgy.
  7. Warded: You may expend your special armor to resist a magical or spiritual consequence, or to push yourself when you deal with spiritual forces.
  8. 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

˄ ˅ Halim, a monastic.
˄ ˅ Kavi, a politician.
˄ ˅ Lenar, a theurgist.
˄ ˅ Majan, one of the chosen.
˄ ˅ Solen, a sage layperson.

Items

☐, ☐, ☐ Ceremonial Robe.
☐ Fine and potent hang weapon.
☐ Potent oil.
☐-☐-☐ Reliquary.
☐ Scroll.
☐ Shield.
  • Ceremonial Robe ☐-☐-☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat. Reduces the stress cost of powers by 1. Playbook.
  • Fine and Potent Hand Weapon ☐: A masterwork hand weapon like a mace or your patron's favored weapon. This weapon has been blessed or carry a magical sigil, making it potent. This is often a reward for service or an heirloom from an otherwise impoverished noble background. The fine quality improves the effect while the potency allows you to damage supernatural targets.
  • Potent Oil ☐: Renders a weapon coated in this oil potent against the supernatural for an hour. Alchemy, Common, Consumable.
  • Reliquary ☐-☐-☐: Fancifully decorated box containing a holy relic, suspended on a pole to display as a banner. Increases the effect of powers, worsens position against physical interactions. Needs both hands. Artifact, Playbook.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Shield ☐: A defensive weapon carried in one hand. Functions as armor and stacks with other armor. Cannot be used with a heavy or off-hand weapon.

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

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