Difference between revisions of "Cleric (FiD)"

From Action
Jump to navigation Jump to search
 
(76 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}{{FiD-Powers}}
+
{{FiD}}{{FiD-Powers}}{{tocright}}
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. 
 
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]].
+
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.
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
+
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.
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>
+
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.
In addition to the listed powers, you have access to these special abilities.
+
Other clerics belong to cults large and small, worshipping as they want and often pretending to be more respectable than they are.
 +
A few study divine magic without the backing of organized religion. Sometimes known as astral mages, they usually live dangerous lives.
  
* '''Community''' Gain +1d on all insight and resolve action checks when dealing with people 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.  
+
'''Touchstones''':
 +
Thulsa Doom (''Conan the Barbarian'' 1982),
 +
Brother Cadfael (''Cadfael'' 1994),
 +
Imhotep (''The Mummy'' 1999),
 +
Melisandre (''Game of Thrones'' 2012–2019).
  
* '''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 or increase effect. On a full success, improve position and increase effect. On a critical success, improve position, increase effect, and also increase the result level of actions affected by the set up by one (so a miss becomes a partial success, a partial success becomes a full success, and a full success becomes a critical success). The consequences of this are generally slight, but might make you misinformed or cocksure.
+
=== 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.
 +
At a minimum, you require a holy symbol and a rosary to use Powers.
 +
For a target to be directly affected by your miracles, they must hear you.
 +
You are trained to preach very loudly.
  
'''Powers  
+
Theurgy does not demand devotion, but divine magic creates expectations in yourself and others.
<span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>,
+
Failing these expectations may result in persecution or a temporary loss of powers in a crisis of faith.
<span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>,
+
''This is a code to wrestle with, not a reason for the GM to take your powers away.
[[Barrier Powers (FiD)|Barrier]],
+
 
[[Darkness Powers (FiD)|Darkness]],
+
* ''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.''
[[Death Powers (FiD)|Death]],
+
* ''Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own devotion. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.''
<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>,
+
=== Special Abilities ===
<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>,
+
==== Benediction ====
[[Flux Powers (FiD)|Flux]],
+
When an ally you can see Pushes, you can take one Stress give them an immediate blessing.
[[Illusion Powers (FiD)|Illusion]],
+
This reduces their cost of pushing to 1 Stress.
[[Kinesis Powers (FiD)|Kinesis]],
+
You cannot Assist that roll.
[[Life Powers (FiD)|Life]],
+
 
[[Light Powers (FiD)|Light]],
+
==== Community ====
<span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>,
+
Gain +1d on all Insight and Resolve action rolls 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.
[[Mind Powers (FiD)|Mind]],
+
 
[[Order Powers (FiD)|Order]],
+
==== Enchanter ====
<span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>,
+
When you invent or [[Crafting (FiD)|Craft]] [[Alchemy (FiD)|Alchemicals]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can invent new Designs and Formulas. You begin with one Design or Formula already known.
<span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>,
+
 
 +
==== Judgement ====
 +
You bless or curse creatures, filling them with positive or negative inclinations.
 +
Until the end of the score, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present.
 +
You intuitively realize when they are in danger and get a rough idea of what it is.
 +
Twice per score, you can Assist your crew or Protect an NPC without expending stress.
 +
 
 +
==== Ritualist ====
 +
You gain +1d on actions to perform, research, and resist consequences of using [[Rituals (FiD)|Rituals]]. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one [[Rituals (FiD)|Ritual]] up to Complexity 6.
 +
 
 +
==== Studied Domains ====
 +
You can learn any [[Powers_(FiD)#Forms|Power Form]] and use them with divine magic. This lessens the restrictions of [[#Trauma Condition — Enactment|Trauma Condition — Enactment]], allowing you to learn the forms of [[Abyss Powers (FiD)|Abyss]], [[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 ====
 +
You make an area anathema to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power decided when you create the ward.
 +
Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
 +
A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. 
 +
You can create connected wards to cover more ground and overlapping wards to protect against multiple different [[Powers_(FiD)#Forms|Forms]] in the same area.
 +
 
 +
==== Additional Playbook ====
 +
Select another playbook. You gain immediate access to its Inventory and XP conditions.
 +
From now on, you can choose its Special Abilities.
 +
You can take this special ability multiple times, each time selecting a new playbook.
 +
''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
 +
 
 +
==== Powers ====
 +
You can learn these powers, expending a Special Ability for each.
 +
You cannot select powers marked in <span style="text-decoration: line-through;background-color:red">red</span>.
 +
 
 +
<span style="text-decoration: line-through;background-color:red">[[Abyss Powers (FiD)|Abyss]]</span>,
 +
<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]],  
 
[[Time Powers (FiD)|Time]],  
 
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
 
<span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.
  
'''Divine Associates and Adversaries
+
=== Divine Associates and Adversaries ===
: ˄ ˅ Majalan, one of the chosen
+
: ˄ ˅ Halim, a monastic.
: ˄ ˅ Hokkin, a career cleric
+
: ˄ ˅ Kavi, a politician.
: ˄ ˅ Soloman, a sage layman
+
: ˄ ˅ Lenar, a cleric.
: ˄ ˅ Halomar, a monastic
+
: ˄ ˅ Majan, a saint.
: ˄ ˅ Leloman, a teurgist
+
: ˄ ˅ Solen, a sage.
 +
 
 +
=== Inventory ===
 +
: ☐☐ Liturgical Robe.
 +
: ☐ Potent hand weapon.
 +
: ☑ Scroll.
 +
: ☐ Shield.
  
'''Items
+
* '''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 powers to 1. '''Playbook'''.  
: , ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score.
+
* '''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.  
: ☐ Sacred ward that works as armor against any type of attack.
+
* '''Scroll''' ☑: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
: ☐-☐-☐ Elaborate sacred vestments that improve the position of powers used. If worn at the start of the session, the load is reduced to ☐-☐.
+
* '''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.
: ☐-☐-☐ Antikythera, astrolabe, glockenspiel, reliquary, or triptych 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 theurgists.
 
  
'''XP
+
=== 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  
an attribute) or 2 xp if that item occurred multiple times.
+
an attribute) or 2 xp if that item occurred multiple times.''
* You addressed a challenge using theurgy powers or diplomacy.
+
* ''You addressed a challenge using powers or diplomacy.''
* You expressed your beliefs, drives, heritage, or background.
+
* ''You expressed your beliefs, drives, heritage, or background.''
* 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
+
=== Starting Actions ===
: Study 2
+
: Skirmish 1
: Sway 1
+
: Study 2  
: 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 15:22, 25 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

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. A few study divine magic without the backing of organized religion. Sometimes known as astral mages, they usually live dangerous lives.

Touchstones: Thulsa Doom (Conan the Barbarian 1982), Brother Cadfael (Cadfael 1994), Imhotep (The Mummy 1999), 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. At a minimum, you require a holy symbol and a rosary to use Powers. For a target to be directly affected by your miracles, they must hear you. You are trained to preach very loudly.

Theurgy does not demand devotion, but divine magic creates expectations in yourself and others. Failing these expectations may result in persecution or a temporary loss of powers in a crisis of faith. This is a code to wrestle with, not a reason for the GM to take your powers away.

  • 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 devotion. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.

Special Abilities

Benediction

When an ally you can see Pushes, you can take one Stress give them an immediate blessing. This reduces their cost of pushing to 1 Stress. You cannot Assist that roll.

Community

Gain +1d on all Insight and Resolve action rolls 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.

Enchanter

When you invent or Craft Alchemicals, Armaments, and Magic Items, take +1d to your roll. You can invent 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. Until the end of the score, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. You intuitively realize when they are in danger and get a rough idea of what it is. Twice per score, you can Assist your crew or Protect an NPC without expending stress.

Ritualist

You gain +1d on actions to perform, research, and resist consequences of using Rituals. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one Ritual up to Complexity 6.

Studied Domains

You can learn any Power Form and use them with divine magic. This lessens the restrictions of Trauma Condition — Enactment, allowing you to learn the forms of Abyss, Air, Animal, Earth, Electricity, Fire, Ice, Metal, Plant, Space, and Water, formerly prohibited.

Ward

You make an area anathema to creatures associated with a specific Form of Power decided when you create the ward. Spend a minute and select a Form to create a ward in an an area based on your tier (p. 221). A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. You can create connected wards to cover more ground and overlapping wards to protect against multiple different Forms in the same area.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. You cannot select powers marked in red.

Abyss, 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 powers to 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.