Difference between revisions of "Chosen (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Gods and spirits share their powers with saints, their select servants.  
+
Gods and spirits share their powers with their chosen saints and prophets.
 +
You have been chosen by a spiritual patron to carry its message to the world.
 +
Chosen are usually faithful before they ere selected, but you did not chose this path, your patron chose you.
 +
Chosens are sent with a purpose or agenda, often to reform a church or society.
 +
This means the often are at odds with established institutions and thus with [[Theurgy_(FiD)|theurgists]].
 +
This is less of a problem in a time of crisis.
 +
 
 +
A chosen that is successful may change the faith of later generations, their words recorded in holy texts and things they used revered as relics, but this is in the future, it won’t help you in the here and now.
  
 
'''Trauma Condition - Faith
 
'''Trauma Condition - Faith
Saints pray for their powers, which usually involves straightforward words and gestures asking for what you want.
+
The chosen pray for their powers, which usually involves straightforward words and gestures asking for what you want.  
Your patron will answer your prayers even if you only say them in your mind, but this increases the stress cost of using powers by one.
+
As a chosen you need to love and serve your spiritual patron.
As a miracle-worker need to love and serve your patron saint, spirit, or god.
+
This does not mean that disciples of the same patron agree on much of anything, religious dissent is as old as religion itself.
This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion.
 
 
Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.  
 
Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.  
  
You cannot use powers with the the consort, hunt, and skirmish actions except your domain power, see special abilities below.
+
The first power you learn becomes your domain power.
Picking up another power playbook that does allow these powers negates this limitation.  
+
All other powers have restrictions for you.
 +
You cannot learn
 +
Air, Animal, Darkness, Earth, Electricity, Fire, Flux, Ice, Illusion, Kinesis, Life, Light, Metal, Order, Plant, Space, or Water except as a domain power.
 +
Picking up another power playbook that does allow these powers negates this limitation.
 +
 
 +
You can commune with your spiritual patron for guidiance, which generally orders you to go places and take on tasks that crop up in the campaign you are playing, perhaps with a bit of personal  advice, but no detailed information.  
  
 
'''Special Abilities'''<br>
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
In addition to the listed powers, you have access to these special abilities.
  
* '''Community''' Name a religious faction. Gain +1d on all insight and resolve action checks when dealing with followers of this faction. This  includes lay people of the same faith, even if their faction allegiance is uncertain.
+
* '''Additional Domain''' Select a power; that is now a domain power for you. If you pick a power could not normally learn, you can now learn that power as a separate special ability pick. This even allows prohibited combinations such as light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.
  
* '''Domain Power''' Learn any one power outside of the saint power list, or an action normally forbidden, representing the patron's sphere of divine influence. This even allows the prohibited combinations light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.
+
* '''Community''' Gain +1d on all insight and resolve action checks when dealing with followers and using powers in the presence of a congregation of people who share your system of belief, even if they belong to a different faction or sect.  
  
 
'''Powers  
 
'''Powers  
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
+
<span style="background-color:Yellow">[[Air Powers (FiD)|Air]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
+
<span style="background-color:Yellow">[[Animal Powers (FiD)|Animal]]</span>,
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Barrier Powers (FiD)|Barrier]],
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]] or [[Light Powers (FiD)|Light]] (not both)</span>,
+
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]]</span>,
 
[[Death Powers (FiD)|Death]],
 
[[Death Powers (FiD)|Death]],
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,
+
<span style="background-color:Yellow">[[Earth Powers (FiD)|Earth]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,
+
<span style="background-color:Yellow">[[Electricity Powers (FiD)|Electricity]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,
+
<span style="background-color:Yellow">[[Fire Powers (FiD)|Fire]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,
+
<span style="background-color:Yellow">[[Ice Powers (FiD)|Ice]]</span>,
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]] or [[Order Powers (FiD)|Order]] (not both)</span>,
+
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Illusion Powers (FiD)|Illusion]]</span>,
+
<span style="background-color:Yellow">[[Illusion Powers (FiD)|Illusion]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,
+
<span style="background-color:Yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>,
 
[[Life Powers (FiD)|Life]],
 
[[Life Powers (FiD)|Life]],
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
+
<span style="background-color:Yellow">[[Light Powers (FiD)|Light]]</span>,
 +
<span style="background-color:Yellow">[[Metal Powers (FiD)|Metal]]</span>,
 
[[Mind Powers (FiD)|Mind]],
 
[[Mind Powers (FiD)|Mind]],
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,
+
<span style="background-color:Yellow">[[Order Powers (FiD)|Order]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
+
<span style="background-color:Yellow">[[Plant Powers (FiD)|Plant]]</span>,
[[Time Powers (FiD)|Time]],  
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<span style="background-color:Yellow">[[Space Powers (FiD)|Space]]</span>,
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
+
[[Time Powers (FiD)|Time]], and
 +
<span style="background-color:Yellow">[[Water Powers (FiD)|Water]]</span>.
 +
 
 +
Powers marked in yellow can only be selected as domain powers.
  
 
'''Allies and Antagonists
 
'''Allies and Antagonists
: ˄ ˅ Tarikan, a teurgist
 
: ˄ ˅ Velmi, inquisitor
 
 
: ˄ ˅ Hakkaman, rebel
 
: ˄ ˅ Hakkaman, rebel
 
: ˄ ˅ Rowahl, career cleric
 
: ˄ ˅ Rowahl, career cleric
 
: ˄ ˅ Sossingal, heretic
 
: ˄ ˅ Sossingal, heretic
 +
: ˄ ˅ Tarikan, teurgist
 +
: ˄ ˅ Velmi, inquisitor
  
 
'''Items
 
'''Items
: ☐, ☐, Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
+
: ☐-Miraculous means that gives you +1d on a single action roll.  
: ☐, ☐, ☐ Sacred armor that works against any type of attack.
+
: ☐ Sacred armor that works against any type of attack.
: ☐ Oil to bless a weapon, making it potent.
+
: ☐, ☐, ☐ Oil to bless a weapon, making it potent.
: ☐, ☐, ☐ Food enough to feed 10 people.
+
: ☐ Token you can give to another to allow them one use of a power effect you know as if they knew that power themselves.
: ☐ Potent hand weapon.
+
: ☐ Hooded cloak that hides you from Attune, Study, and Survey  actions.
  
 
'''XP
 
'''XP
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'''Starting Actions
 
'''Starting Actions
 +
: Attune 1
 
: Sway 2
 
: Sway 2
: Attune 1
 
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Revision as of 19:40, 22 August 2024

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Powers (FiD)Fox in the Dark logo

Gods and spirits share their powers with their chosen saints and prophets. You have been chosen by a spiritual patron to carry its message to the world. Chosen are usually faithful before they ere selected, but you did not chose this path, your patron chose you. Chosens are sent with a purpose or agenda, often to reform a church or society. This means the often are at odds with established institutions and thus with theurgists. This is less of a problem in a time of crisis.

A chosen that is successful may change the faith of later generations, their words recorded in holy texts and things they used revered as relics, but this is in the future, it won’t help you in the here and now.

Trauma Condition - Faith The chosen pray for their powers, which usually involves straightforward words and gestures asking for what you want. As a chosen you need to love and serve your spiritual patron. This does not mean that disciples of the same patron agree on much of anything, religious dissent is as old as religion itself. Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.

The first power you learn becomes your domain power. All other powers have restrictions for you. You cannot learn Air, Animal, Darkness, Earth, Electricity, Fire, Flux, Ice, Illusion, Kinesis, Life, Light, Metal, Order, Plant, Space, or Water except as a domain power. Picking up another power playbook that does allow these powers negates this limitation.

You can commune with your spiritual patron for guidiance, which generally orders you to go places and take on tasks that crop up in the campaign you are playing, perhaps with a bit of personal advice, but no detailed information.

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

  • Additional Domain Select a power; that is now a domain power for you. If you pick a power could not normally learn, you can now learn that power as a separate special ability pick. This even allows prohibited combinations such as light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.
  • Community Gain +1d on all insight and resolve action checks when dealing with followers and using powers in the presence of a congregation of people who share your system of belief, even if they belong to a different faction or sect.

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

Powers marked in yellow can only be selected as domain powers.

Allies and Antagonists

˄ ˅ Hakkaman, rebel
˄ ˅ Rowahl, career cleric
˄ ˅ Sossingal, heretic
˄ ˅ Tarikan, teurgist
˄ ˅ Velmi, inquisitor

Items

☐-☐ Miraculous means that gives you +1d on a single action roll.
☐ Sacred armor that works against any type of attack.
☐, ☐, ☐ Oil to bless a weapon, making it potent.
☐ Token you can give to another to allow them one use of a power effect you know as if they knew that power themselves.
☐ Hooded cloak that hides you from Attune, Study, and Survey actions.

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

Starting Actions

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