Difference between revisions of "Cleric (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
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 [[Chosen (FiD)|the Chosen]], such devotion is not for all. 
+
You channel divine power through the disciplined study of sacred traditions and the invocation of divine mysteries. Your mastery of theurgy—an art rooted in ritual and ancient knowledge—allows you to evoke miracles through precise words, gestures, and symbols, replicating the circumstances of past divine interventions.
Even theurgists true to their faith may end up at odds with the new teachings of the [[Chosen (FiD)|the Chosen]].
 
  
Theurgists often wield significant influence within a church, facing opposition from zealous [[Chosen (FiD)|Chosen]].
+
Unlike Saints, who are chosen by divine will, clerics gain their power through structured learning and practice. Most clerics serve a specific deity or faith, but their abilities are tied to their training rather than direct attention from the divine. This makes clerics versatile, able to adapt to different traditions and patrons across their careers.
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
+
Clerics often hold positions of authority within organized religions, where their knowledge and power maintain the faith’s structure. However, this professional approach can bring them into conflict with fervent Saints or reformers, who might view their methods as rigid or lacking divine inspiration. Other clerics belong to cults large and small, worshipping as they want and often pretending to be more respectable than they are.
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'''<br>
+
'''Touchstones'''
In addition to the listed powers, you have access to these special abilities.
+
The calculating Bishop (''Ladyhawke,'' 1985), 
 +
The enigmatic Imhotep (''The Mummy,'' 1999), 
 +
Father Moore (''The Exorcism of Emily Rose,'' 2005), 
 +
The Red Priestess Melisandre (''Game of Thrones,'' 2012–2019).
  
* '''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.   
+
=== Trauma Condition—Enactment ===
 +
You invoke divine power through learned ceremonies and sacred traditions. 
 +
You recite scriptures in a liturgical language and use devotions, symbols, and actions carefully selected to display your and your church's power. '
 +
For a target to be affected by your miracles, they must hear you.
 +
At a minimum, you require a holy symbol and a rosary.   
  
* '''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.  
+
Theurgy does not demand faith, but using divine powers creates expectations in yourself and others.
 +
Failing these expectations may result in persecution or a temporary loss of powers due to self-doubt.
  
* '''Ritual:''' 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. You begin with one ritual already learned. See p 222.
+
:''As a cleric of a powerful church, you are called upon to heal the gravely ill child of a prominent noble. You beg to avoid this, lacking the proper powers and abilities, leading the noble to question your faith and devotion to the church.''
  
* '''Shepherd's Wisdom:''' Choose one of your action ratings you have a rating of two or more in. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls. You may take this again for additional actions.
+
:''Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own purity. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.''
  
* '''Spirit Ward:''' You know how to sanctify an area with arcane substances and methods so it is anathema  to undead, angels, or devils (your choice). This takes a minute and consumes a ritual supply from your load.
+
=== Special Abilities ===
 +
# '''Community:''' Gain +1d on all insight and resolve action checks when dealing with people that share your faith and increased effect when using any power in the presence of a congregation of a size matching the scale of your tier (p. 221) of people who share your system of belief, even if they belong to a different faction or sect. 
 +
# '''Enchanter:''' When you invent or craft (p. 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known. 
 +
# '''Judgement:''' You bless or curse creatures, filling them with positive or negative inclinations. For the next 48 hours, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. Twice per score, you can Assist without expending stress. 
 +
# '''Ritualist:''' You gain +1d on actions to perform [[Rituals (FiD)|Rituals]] or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific [[Rituals (FiD)|Ritual]].
 +
# '''Sanctified:''' You may expend your Special Armor to resist a magical or spiritual consequence, or to push yourself when you deal with Powers and supernatural creatures. 
 +
# '''Studied Domains:''' You can now learn any power and use them with clerical magic. This lessens the restrictions of Trauma Condition—Enactment, allowing you to learn the forms of [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Metal Powers (FiD)|Metal]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], and [[Water Powers (FiD)|Water]], formerly prohibited.
 +
# '''Ward:''' Create a ward that reduces the effective tier of creatures linked to a specific [[Powers_(FiD)#Forms|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 [[Powers_(FiD)#Forms|Forms]] can overlap.
 +
# '''Powers:''' <span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>, <span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], <span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>, <span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>, <span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>, <span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>, [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], <span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>, [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], <span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>, <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, [[Time Powers (FiD)|Time]], <span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
  
* '''Studied Domains''' You can now learn any power and use them with theurgy.
+
=== Divine Associates and Adversaries ===
 +
: ˄ ˅ Halim, a monastic. 
 +
: ˄ ˅ Kavi, a politician. 
 +
: ˄ ˅ Lenar, a cleric. 
 +
: ˄ ˅ Majan, a saint. 
 +
: ˄ ˅ Solen, a sage.
  
* '''Warded:''' You may expend your special armor to resist a magical or spiritual consequence, or to push yourself when you deal with spiritual forces.
+
=== Inventory ===
 +
: ☐☐ Liturgical Robe.
 +
: ☐ Potent hand weapon. 
 +
: ☐ Scroll. 
 +
: ☐ Shield. 
  
'''Powers
+
* '''Liturgical Robe''' ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat and other religious symbols such as prayer beads and a censer. Reduces the stress cost of all powers by 1. '''Playbook'''. 
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
+
* '''Potent Hand Weapon''' ☐: A masterwork hand weapon, often a mace or your patron's favored weapon. This weapon has been blessed making it potent. The potency allows you to damage supernatural targets. 
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
+
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''. 
[[Barrier Powers (FiD)|Barrier]],
+
* '''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.
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
<span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>,
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
 
[[Time Powers (FiD)|Time]],
 
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
 
  
'''Divine Associates and Adversaries
+
=== XP ===
: ˄ ˅ Majalan, one of the chosen
+
* ''Every time you roll a desperate action, mark xp in that action's attribute. 
: ˄ ˅ Hokkin, a career cleric
+
At the end of each session, for each item below, mark 1 xp (in your playbook or 
: ˄ ˅ Soloni, a sage layman
+
an attribute) or 2 xp if that item occurred multiple times.'' 
: ˄ ˅ Halomar, a monastic
+
* ''You addressed a challenge using powers or diplomacy.'' 
: ˄ ˅ Leomani, a teurgist
+
* ''You expressed your beliefs, drives, heritage, or background.'' 
 +
* ''You struggled with issues from your vice or traumas during the session.'' 
  
'''Items
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=== Starting Actions ===
: ☐, ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score. One use.
+
: Skirmish 1  
: ☐, ☐, ☐ Ritual supplies that reduce the stress cost of a power by one. One use.
+
: Study 2
: ☐-☐-☐ Elaborate sacred vestments that improve your position when using theurge powers.  
+
: 4 points by choice, no higher than 2 in any one.
: ☐-☐-☐ Sacred item 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 choose.
 
 
 
'''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
 

Latest revision as of 09:38, 14 February 2025

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You channel divine power through the disciplined study of sacred traditions and the invocation of divine mysteries. Your mastery of theurgy—an art rooted in ritual and ancient knowledge—allows you to evoke miracles through precise words, gestures, and symbols, replicating the circumstances of past divine interventions.

Unlike Saints, who are chosen by divine will, clerics gain their power through structured learning and practice. Most clerics serve a specific deity or faith, but their abilities are tied to their training rather than direct attention from the divine. This makes clerics versatile, able to adapt to different traditions and patrons across their careers.

Clerics often hold positions of authority within organized religions, where their knowledge and power maintain the faith’s structure. However, this professional approach can bring them into conflict with fervent Saints or reformers, who might view their methods as rigid or lacking divine inspiration. Other clerics belong to cults large and small, worshipping as they want and often pretending to be more respectable than they are.

Touchstones: The calculating Bishop (Ladyhawke, 1985), The enigmatic Imhotep (The Mummy, 1999), Father Moore (The Exorcism of Emily Rose, 2005), The Red Priestess Melisandre (Game of Thrones, 2012–2019).

Trauma Condition—Enactment

You invoke divine power through learned ceremonies and sacred traditions. You recite scriptures in a liturgical language and use devotions, symbols, and actions carefully selected to display your and your church's power. ' For a target to be affected by your miracles, they must hear you. At a minimum, you require a holy symbol and a rosary.

Theurgy does not demand faith, but using divine powers creates expectations in yourself and others. Failing these expectations may result in persecution or a temporary loss of powers due to self-doubt.

As a cleric of a powerful church, you are called upon to heal the gravely ill child of a prominent noble. You beg to avoid this, lacking the proper powers and abilities, leading the noble to question your faith and devotion to the church.
Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own purity. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.

Special Abilities

  1. Community: Gain +1d on all insight and resolve action checks when dealing with people that share your faith and increased effect when using any power in the presence of a congregation of a size matching the scale of your tier (p. 221) 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 or Formula already known.
  3. Judgement: You bless or curse creatures, filling them with positive or negative inclinations. For the next 48 hours, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. Twice per score, you can Assist without expending stress.
  4. Ritualist: You gain +1d on actions to perform Rituals or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific Ritual.
  5. Sanctified: You may expend your Special Armor to resist a magical or spiritual consequence, or to push yourself when you deal with Powers and supernatural creatures.
  6. Studied Domains: You can now learn any power and use them with clerical magic. This lessens the restrictions of Trauma Condition—Enactment, allowing you to learn the forms of Air, Animal, Earth, Electricity, Fire, Ice, Metal, Plant, Space, and Water, formerly prohibited.
  7. 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.
  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 cleric.
˄ ˅ Majan, a saint.
˄ ˅ Solen, a sage.

Inventory

☐☐ Liturgical Robe.
☐ Potent hand weapon.
☐ Scroll.
☐ Shield.
  • Liturgical Robe ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat and other religious symbols such as prayer beads and a censer. Reduces the stress cost of all powers by 1. Playbook.
  • Potent Hand Weapon ☐: A masterwork hand weapon, often a mace or your patron's favored weapon. This weapon has been blessed making it potent. The potency allows you to damage supernatural targets.
  • 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 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

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