Difference between revisions of "Saint (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Gods and spirits share their powers with saints, their select servants.  
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As a saint, you were chosen by a spiritual patron to carry a message, embarking on a journey rooted in faith and devotion. 
 +
This path was not one you sought; it was bestowed upon you, usually because of your devotion.
 +
You serve as both a herald of divine will and a reformer, challenging norms to inspire a brighter future. 
 +
Your divine mission may often put you at odds with [[Cleric_(FiD)|Clerics]] and their established institutions, as it transcends their authority.
  
'''Trauma Condition - Faith
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A successful saint may transform the faith of future generations, with your words recorded in holy texts and your body and possessions revered as relics.
Saints pray for their powers, which usually involves straightforward words and gestures asking for what you want.
+
However, such recognition lies in the future and offers no solace in the present.
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 miracle-worker need to love and serve your patron saint, spirit, or god.
 
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.  
 
  
You cannot use powers with the the consort, hunt, and skirmish actions except your domain power, see special abilities below.   
+
Saints commonly take an additional playbook that exemplifies their patron's interests. 
Picking up another power playbook that does allow these powers negates this limitation.
+
Paladins may become [[Knight (FiD)|Knight]] Saints, trickster champions [[Rogue (FiD)|Rogue]] Saints, or [[Mountebank (FiD)|Mountebank]] Saints, and so on.   
  
'''Special Abilities'''<br>
+
'''Touchstones:'''
In addition to the listed powers, you have access to these special abilities.
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Saints, prophets, divine messengers, and reformists serve as the core inspiration for this playbook. Figures like Friar Tuck, who blends religious devotion with the chaotic tendencies of a saint, and chaotic clerics, particularly the mystic clerics from the Al-Qadim setting, exemplify the tension between divine purpose and mortal imperfection. The concept also parallels Pathfinder's oracle class, though it is mechanically different.
  
* '''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.
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Gandhi – ''Gandhi'' (1982), 
 +
Joan of Arc – ''The Messenger: The Story of Joan of Arc'' (1999),  
 +
Eli – ''The Book of Eli'' (2010),
 +
Amarendra Baahubali – ''Baahubali: The Beginning'' (2015) and ''Baahubali: The Conclusion'' (2017).
  
* '''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.
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=== Trauma Condition—Faith ===
 +
As a Saint, you are bound to love and serve your spiritual patron.
 +
You pray for powers using straightforward words and gestures, asking for what you wish to occur.
 +
While your patron prefers a loud and visible performance to ensure their influence is recognized, they understand that this is not always practical.
  
'''Powers
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Choosing an additional playbook can be challenging, as it must align with your patron’s will.
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
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Creatures you summon are servants of your patron—friendly but strict in matters of faith.
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
+
You can commune with your spiritual patron for guidance. They may direct you to undertake tasks or journey to places relevant to the campaign, offering personal advice but withholding detailed information unless you use appropriate powers.
[[Barrier Powers (FiD)|Barrier]],
 
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]] or [[Light Powers (FiD)|Light]] (not both)</span>,
 
[[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>,
 
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]] or [[Order Powers (FiD)|Order]] (not both)</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Illusion Powers (FiD)|Illusion]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,
 
[[Life Powers (FiD)|Life]],
 
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
 
[[Mind Powers (FiD)|Mind]],
 
<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>.
 
  
'''Allies and Antagonists
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The first <span style="background-color:Yellow">yellow</span> power you learn represents your patron's domain and defines your connection to them. Once you select a domain power, you cannot choose other yellow powers.
: ˄ ˅ Tarikan, a teurgist
 
: ˄ ˅ Velmi, inquisitor
 
: ˄ ˅ Hakkaman, rebel
 
: ˄ ˅ Rowahl, career cleric
 
: ˄ ˅ Sossingal, heretic
 
  
'''Items
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=== Special Abilities ===
: , , ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
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# '''Community:''' Gain +1d on Insight and Resolve actions with those who share your faith. When using powers in the presence of a congregation (scale equal to your tier, p. 221), increase effect. 
: , , ☐ Sacred armor that works against any type of attack.
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# '''Crisis of Faith:''' Add +1d to all resistance rolls. On a '''1-3''' resistance roll, choose one: ''question your faith—a belief or trauma issue—lose sight of your friends''. 
: ☐ Oil to bless a weapon, making it potent.
+
# '''Divine Messenger:''' Gain increased effect on Sway when persuading others to follow your patron’s teachings. You gain an additional XP trigger: ''You deliver a divine message that is taken seriously.'' If your crew assists, also mark crew XP.
: , , ☐ Food enough to feed 10 people.
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# '''Expanded Domains:''' You can learn any power, removing the [[Forms_(FiD)|Form]] restrictions of Trauma Condition—Faith.
: ☐ Potent hand weapon.
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# '''Judgement:''' Bless or curse nearby creatures for 48 hours. You can Assist or Protect them and their enemies (p. 134, 135) from afar, including fortune rolls. Twice per score, you can Assist without spending stress.
 +
# '''Protector:''' You may expend your Special Armor to resist a supernatural consequence, or to push yourself to deal with an occult problem. 
 +
# '''Righteous Resolve:''' When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier when you invoke your patron's name or purpose.
 +
# '''Powers''' <span style="background-color:Yellow">[[Air Powers (FiD)|Air]]</span>, <span style="background-color:Yellow">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], <span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]]</span>, [[Death Powers (FiD)|Death]], <span style="background-color:Yellow">[[Earth Powers (FiD)|Earth]]</span>, <span style="background-color:Yellow">[[Electricity Powers (FiD)|Electricity]]</span>, <span style="background-color:Yellow">[[Fire Powers (FiD)|Fire]]</span>, <span style="background-color:Yellow">[[Ice Powers (FiD)|Ice]]</span>, <span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]]</span>, <span style="background-color:Yellow">[[Illusion Powers (FiD)|Illusion]]</span>, <span style="background-color:Yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], <span style="background-color:Yellow">[[Light Powers (FiD)|Light]]</span>, <span style="background-color:Yellow">[[Metal Powers (FiD)|Metal]]</span>, [[Mind Powers (FiD)|Mind]], <span style="background-color:Yellow">[[Order Powers (FiD)|Order]]</span>, <span style="background-color:Yellow">[[Plant Powers (FiD)|Plant]]</span>, <span style="background-color:Yellow">[[Space Powers (FiD)|Space]]</span>, [[Time Powers (FiD)|Time]], and <span style="background-color:Yellow">[[Water Powers (FiD)|Water]]</span>.
  
'''XP
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=== Allies and Antagonists ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
: ˄ ˅ Dossin, a heretic.
At the end of each session, for each item below, mark 1 xp (in your playbook or
+
: ˄ ˅ Feral, an outcast.
an attribute) or 2 xp if that item occurred multiple times.
+
: ˄ ˅ Harli, a rebel.
* You addressed a challenge using powers or charisma.
+
: ˄ ˅ Karu, a cleric.
* You expressed your beliefs, drives, heritage, or background.
+
: ˄ ˅ Virex, an inquisitor.
* You struggled with issues from your vice or traumas during the session.
 
  
'''Starting Actions
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=== Inventory ===
: Sway 2
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: ◯ Holy Disguise. 
: Attune 1
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: ◯, ◯, ◯ Miraculous Means. 
: 4 points by choice, no higher than 2 in any one
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: ☐, ☐, ☐ Potent Oil. 
 +
: ☐ Scroll. 
 +
 
 +
* '''Holy Disguise''' ◯: A hooded cloak or a large hat that is ubiquitous in the setting. It helps you avoid attention as long as you lie low in a crowd, but won't conceal you if individually examined. As a Saint, this also protects you from all Attune, Study, and Survey Powers, but not mundane observation. '''Playbook'''. 
 +
* '''Miraculous Means''' ◯: This is a mundane object elevated by alluding to the divine. When using this object, gain +1d on a single action roll involving a power. ''Examples: ambrosia, a phoenix feather, the apple of immortality, or simple bread.'' '''Consumable, Playbook'''. 
 +
* '''Potent Oil''' ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. '''Alchemy, Common, Consumable'''. 
 +
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''. 
 +
 
 +
=== 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.

Latest revision as of 17:38, 15 March 2025

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As a saint, you were chosen by a spiritual patron to carry a message, embarking on a journey rooted in faith and devotion. This path was not one you sought; it was bestowed upon you, usually because of your devotion. You serve as both a herald of divine will and a reformer, challenging norms to inspire a brighter future. Your divine mission may often put you at odds with Clerics and their established institutions, as it transcends their authority.

A successful saint may transform the faith of future generations, with your words recorded in holy texts and your body and possessions revered as relics. However, such recognition lies in the future and offers no solace in the present.

Saints commonly take an additional playbook that exemplifies their patron's interests. Paladins may become Knight Saints, trickster champions Rogue Saints, or Mountebank Saints, and so on.

Touchstones: Saints, prophets, divine messengers, and reformists serve as the core inspiration for this playbook. Figures like Friar Tuck, who blends religious devotion with the chaotic tendencies of a saint, and chaotic clerics, particularly the mystic clerics from the Al-Qadim setting, exemplify the tension between divine purpose and mortal imperfection. The concept also parallels Pathfinder's oracle class, though it is mechanically different.

Gandhi – Gandhi (1982), Joan of Arc – The Messenger: The Story of Joan of Arc (1999), Eli – The Book of Eli (2010), Amarendra Baahubali – Baahubali: The Beginning (2015) and Baahubali: The Conclusion (2017).

Trauma Condition—Faith

As a Saint, you are bound to love and serve your spiritual patron. You pray for powers using straightforward words and gestures, asking for what you wish to occur. While your patron prefers a loud and visible performance to ensure their influence is recognized, they understand that this is not always practical.

Choosing an additional playbook can be challenging, as it must align with your patron’s will. Creatures you summon are servants of your patron—friendly but strict in matters of faith. You can commune with your spiritual patron for guidance. They may direct you to undertake tasks or journey to places relevant to the campaign, offering personal advice but withholding detailed information unless you use appropriate powers.

The first yellow power you learn represents your patron's domain and defines your connection to them. Once you select a domain power, you cannot choose other yellow powers.

Special Abilities

  1. Community: Gain +1d on Insight and Resolve actions with those who share your faith. When using powers in the presence of a congregation (scale equal to your tier, p. 221), increase effect.
  2. Crisis of Faith: Add +1d to all resistance rolls. On a 1-3 resistance roll, choose one: question your faith—a belief or trauma issue—lose sight of your friends.
  3. Divine Messenger: Gain increased effect on Sway when persuading others to follow your patron’s teachings. You gain an additional XP trigger: You deliver a divine message that is taken seriously. If your crew assists, also mark crew XP.
  4. Expanded Domains: You can learn any power, removing the Form restrictions of Trauma Condition—Faith.
  5. Judgement: Bless or curse nearby creatures for 48 hours. You can Assist or Protect them and their enemies (p. 134, 135) from afar, including fortune rolls. Twice per score, you can Assist without spending stress.
  6. Protector: You may expend your Special Armor to resist a supernatural consequence, or to push yourself to deal with an occult problem.
  7. Righteous Resolve: When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier when you invoke your patron's name or purpose.
  8. Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Allies and Antagonists

˄ ˅ Dossin, a heretic.
˄ ˅ Feral, an outcast.
˄ ˅ Harli, a rebel.
˄ ˅ Karu, a cleric.
˄ ˅ Virex, an inquisitor.

Inventory

◯ Holy Disguise.
◯, ◯, ◯ Miraculous Means.
☐, ☐, ☐ Potent Oil.
☐ Scroll.
  • Holy Disguise ◯: A hooded cloak or a large hat that is ubiquitous in the setting. It helps you avoid attention as long as you lie low in a crowd, but won't conceal you if individually examined. As a Saint, this also protects you from all Attune, Study, and Survey Powers, but not mundane observation. Playbook.
  • Miraculous Means ◯: This is a mundane object elevated by alluding to the divine. When using this object, gain +1d on a single action roll involving a power. Examples: ambrosia, a phoenix feather, the apple of immortality, or simple bread. Consumable, Playbook.
  • Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.

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.