Difference between revisions of "Chosen (FiD)"

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{{FiD}}
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{{FiD}}{{FiD-Powers}}
Gods and spirits share their powers with saints, their select servants.  
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Gods and great 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 were usually devout before they were selected, but did not chose this path, their patron chose them.
 +
Chosen are given a purpose or agenda, often to reform a church or society or to prevent a bad fate.
 +
Chosen are often at odds with established institutions and [[Theurgy_(FiD)|theurgists]].
 +
This is less of a problem in a time of crisis.  
  
'''Trauma Condition - Faith
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A successful chosen may change the faith of later generations, their words recorded in holy texts and their things revered as relics, but this is for future generations, it won’t help the chosen in the here and now.
Saints 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 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. 
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The concept is similar to Pathfinder's oracle class, but not the execution.
Picking up another power playbook that does allow these powers negates this limitation.  
 
  
'''Special Abilities'''<br>
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=== Trauma Condition—Faith ===
In addition to the listed powers, you have access to these special abilities.
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As a chosen you need to love and serve your spiritual patron, it can be hard to select an additional playbook, it has to be acceptable to your patron.
 +
You pray for powers, straightforward words and gestures asking for what you want.
 +
Creatures you summon are servants of your patron, friendly but strict in matters of faith.
 +
You can commune with your spiritual patron for guidance, who may order you to go places and take on tasks appropriate to the campaign you are playing, perhaps with a bit of personal advice, but no detailed information unless yo use appropriate powers.
  
* '''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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Your list of powers (see special abilities, below) has powers listed in yellow.  
 +
The first yellow power you learn becomes your domain power.
 +
Once you have chosen a domain power, you can only select powers not marked in yellow.
  
* '''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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=== Special Abilities ===
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# '''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.
 +
# '''Crisis of Faith:''' Add +1d to all resistance rolls. When you suffer no stress for resisting, you must choose one: ''question your faith—a belief, indulgence, or trauma condition causes an issue—lose sight of your friends.''
 +
# '''Divine Messenger:''' You gain an additional xp trigger: ''You deliver a divine message and it is taken seriously''. If your crew helped you also mark crew xp.
 +
# '''Expanded Domains:''' You can learn any power, removing the domain restrictions of Trauma Condition—Faith.
 +
# '''Martyr:''' You can protect (p 135) anyone you can see, taking the harm coming their way. You can protect your crew and those close to you even if you cannot see them—you intuitively know they are in danger. You can protect several people from the same consequence at once up to the scale of your tier (p 221) at the cost of increasing the consequence by one category, to a maximum of deadly. You can resist these consequences normally.
 +
# '''Protector:''' You may expend your '''special armor''' to resist a supernatural consequence, or to push yourself to deal with spiritual problems.
 +
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
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# '''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>. Powers marked in yellow can only be selected as domain powers, see Trauma Condition—Faith.
  
'''Powers
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=== Allies and Antagonists ===
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
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: ˄ ˅ Dossin, a heretic.
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
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: ˄ ˅ Feral, an outcast.
[[Barrier Powers (FiD)|Barrier]],
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: ˄ ˅ Harli, a rebel.
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]] or [[Light Powers (FiD)|Light]] (not both)</span>,
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: ˄ ˅ Karu, a theurgist.
[[Death Powers (FiD)|Death]],
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: ˄ ˅ Virex, an inquisitor.
<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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=== Inventory ===
: ˄ ˅ Tarikan, a teurgist
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: ◯ Chosen's Disguise.
: ˄ ˅ Velmi, inquisitor
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: , ◯, ◯ Miraculous means.
: ˄ ˅ Hakkaman, rebel
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: ☐ Chosen's Token.
: ˄ ˅ Rowahl, career cleric
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: ☐ Potent Oil.
: ˄ ˅ Sossingal, heretic
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: ☐ Power Token.
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: , ☐ Second Sight Potion.
  
'''Items
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* '''Chosen's 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 chosen, this also protects you from all Attune, Study, and Survey Powers. '''Playbook'''.
: , , ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
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* '''Miraculous Means''' ◯: This is any object used to explain or visualize a chosen's use of powers. This can be a piece of equipment or something you pick up or are given to use Power. Gives you +1d on a single action roll for a power. '''Playbook'''.
: , , ☐ Sacred armor that works against any type of attack.
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* '''Chosen's Token''' ☐: Give an object used to visualize a your use of powers to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action rating. '''Playbook'''.
: ☐ Oil to bless a weapon, making it potent.
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* '''Potent Oil''' ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. '''Alchemy, Common, Consumable'''.
: , , ☐ Food enough to feed 10 people.
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* '''Power Token''' ☐: Grants a one-time use of a power you do not know but that is available for you to choose from this playbook. You cannot choose a Domain Power (those marked in yellow) unless you have the Expanded Domains special ability. '''Playbook'''.
: ☐ Potent hand weapon.
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* '''Second Sight Potion''' ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Alchemy, Consumable, Unreliable/Volatile.''' You may see things that are not there.
  
'''XP
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=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
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* You struggled with issues from your vice or traumas during the session.
 
* You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
 +
: Attune 1
 
: Sway 2
 
: Sway 2
: Attune 1
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: 4 points by choice, no higher than 2 in any one.
: 4 points by choice, no higher than 2 in any one
 

Latest revision as of 11:15, 27 November 2024

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Gods and great 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 were usually devout before they were selected, but did not chose this path, their patron chose them. Chosen are given a purpose or agenda, often to reform a church or society or to prevent a bad fate. Chosen are often at odds with established institutions and theurgists. This is less of a problem in a time of crisis.

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

The concept is similar to Pathfinder's oracle class, but not the execution.

Trauma Condition—Faith

As a chosen you need to love and serve your spiritual patron, it can be hard to select an additional playbook, it has to be acceptable to your patron. You pray for powers, straightforward words and gestures asking for what you want. Creatures you summon are servants of your patron, friendly but strict in matters of faith. You can commune with your spiritual patron for guidance, who may order you to go places and take on tasks appropriate to the campaign you are playing, perhaps with a bit of personal advice, but no detailed information unless yo use appropriate powers.

Your list of powers (see special abilities, below) has powers listed in yellow. The first yellow power you learn becomes your domain power. Once you have chosen a domain power, you can only select powers not marked in yellow.

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. Crisis of Faith: Add +1d to all resistance rolls. When you suffer no stress for resisting, you must choose one: question your faith—a belief, indulgence, or trauma condition causes an issue—lose sight of your friends.
  3. Divine Messenger: You gain an additional xp trigger: You deliver a divine message and it is taken seriously. If your crew helped you also mark crew xp.
  4. Expanded Domains: You can learn any power, removing the domain restrictions of Trauma Condition—Faith.
  5. Martyr: You can protect (p 135) anyone you can see, taking the harm coming their way. You can protect your crew and those close to you even if you cannot see them—you intuitively know they are in danger. You can protect several people from the same consequence at once up to the scale of your tier (p 221) at the cost of increasing the consequence by one category, to a maximum of deadly. You can resist these consequences normally.
  6. Protector: You may expend your special armor to resist a supernatural consequence, or to push yourself to deal with spiritual problems.
  7. The Bigger They Are: When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
  8. 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, see Trauma Condition—Faith.

Allies and Antagonists

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

Inventory

◯ Chosen's Disguise.
◯, ◯, ◯ Miraculous means.
☐ Chosen's Token.
☐ Potent Oil.
☐ Power Token.
☐, ☐ Second Sight Potion.
  • Chosen's 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 chosen, this also protects you from all Attune, Study, and Survey Powers. Playbook.
  • Miraculous Means ◯: This is any object used to explain or visualize a chosen's use of powers. This can be a piece of equipment or something you pick up or are given to use Power. Gives you +1d on a single action roll for a power. Playbook.
  • Chosen's Token ☐: Give an object used to visualize a your use of powers to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action rating. Playbook.
  • Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
  • Power Token ☐: Grants a one-time use of a power you do not know but that is available for you to choose from this playbook. You cannot choose a Domain Power (those marked in yellow) unless you have the Expanded Domains special ability. Playbook.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemy, Consumable, Unreliable/Volatile. You may see things that are not there.

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.