Difference between revisions of "Saint (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Gods and spirits share their powers with their chosen saints and prophets.
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As a saint, you were chosen by a spiritual patron to carry its message, embarking on a journey often rooted in devout faith.
You have been chosen by a spiritual patron to carry its message to the world.
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This path was not one you sought; it was bestowed upon you.
Chosen are usually faithful before they ere selected, but you did not chose this path, your patron chose you.
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You serve as both a herald of divine will and a reformer, challenging norms to inspire a brighter future.
Chosens are sent with a purpose or agenda, often to reform a church or society.  
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Your divine mission may often put you at odds with [[Cleric_(FiD)|Clerics]] and their established institutions, as it transcends their authority.
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.
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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
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However, such recognition lies in the future and offers no solace in the present.
  
'''Trauma Condition - Domain
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Saints commonly take an additional playbook that exemplifies their patron's interests.
The chosen pray for their powers, which usually involves straightforward words and gestures asking for what you want.
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Paladins may become [[Knight (FiD)|Knight]] Saints, trickster champions [[Rogue (FiD)|Rogue]] Saints, or [[Mountebank (FiD)|Mountebank]] Saints, and so on.
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 can be any power of your choice.
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'''Touchstones:''' 
All other powers must be chosen from the list of powers available to the chosen.
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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 distinct.
  
You can commune with your spiritual patron for guidance, who generally orders 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.  
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Gandhi – ''Gandhi'' (1982),
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Joan of Arc – ''The Messenger: The Story of Joan of Arc'' (1999),
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Eli – ''The Book of Eli'' (2010),
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Amarendra Baahubali – ''Baahubali: The Beginning'' (2015) and ''Baahubali: The Conclusion'' (2017).
  
'''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 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.
  
* '''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.  
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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.
  
* '''Expanded Domains:''' You can learn any powers and use them with your power as a chosen.
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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.
  
* '''Martyr:''' You can protect (rulebook 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 at once up to the scale of your tier (p 221) at the cost of increasing the consequence by one category. You can still resist these consequences normally.
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=== Special Abilities ===
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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. 
 +
# '''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—or lose sight of your friends. 
 +
# '''Divine Messenger:''' Increase effect on Sway checks to proselytize. 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.
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# '''Expanded Domains:''' You can learn any power, removing the [[Forms_(FiD)|Form]] restrictions of Trauma Condition—Faith. 
 +
# '''Judgement:''' Bless or curse nearby creatures, affecting their mood for 48 hours. You can Assist or Protect them (p. 134, 135) from afar, including fortune rolls. Twice per score, 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. 
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# '''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. 
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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
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=== Allies and Antagonists ===
<span style="background-color:Yellow">[[Air Powers (FiD)|Air]]</span>,
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: ˄ ˅ Dossin, a heretic. 
<span style="background-color:Yellow">[[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]]</span>,
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: ˄ ˅ Karu, a cleric. 
[[Death Powers (FiD)|Death]],
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: ˄ ˅ Virex, an inquisitor.
<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.
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=== Inventory ===
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: ◯ Holy Disguise.
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: ◯, ◯, ◯ Miraculous Means. 
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: ☐, ☐, ☐ Potent Oil. 
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: ☐ Scroll. 
  
'''Allies and Antagonists
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* '''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'''. 
: ˄ ˅ Hakkar, a rebel
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* '''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'''. 
: ˄ ˅ Rowahl, a career cleric
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* '''Potent Oil''' ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. '''Alchemy, Common, Consumable'''. 
: ˄ ˅ Sossingal, a heretic
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* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''. 
: ˄ ˅ Tarkani, a teurgist
 
: ˄ ˅ Velm, an inquisitor
 
  
'''Items
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=== XP ===
: ☐ Miraculous means that gives you +1d on a single action roll.  
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''Every time you roll a desperate action, mark xp in that action's attribute.
: ☐ Miraculous armor that works against any type of harm.
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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.'' 
: ☐, , ☐ Any personal object you bless to make it potent.
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* You addressed a challenge using powers or charisma. 
: ☐ Token you can give to another to allow them one use of a power effect you know as if they knew that power themselves.   
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* You expressed your beliefs, drives, heritage, or background.   
: ☐ Hooded cloak that hides you from information gathering by the Attune, Study, and Survey actions.
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* You struggled with issues from your vice or traumas during the session.
  
'''XP
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=== Starting Actions ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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: Attune 1
At the end of each session, for each item below, mark 1 xp (in your playbook or
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: Sway 2
an attribute) or 2 xp if that item occurred multiple times.
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: 4 points by choice, no higher than 2 in any one.
* 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 00:24, 28 December 2024

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As a saint, you were chosen by a spiritual patron to carry its message, embarking on a journey often rooted in devout faith. This path was not one you sought; it was bestowed upon you. 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 distinct.

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—or lose sight of your friends.
  3. Divine Messenger: Increase effect on Sway checks to proselytize. 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 Form restrictions of Trauma Condition—Faith.
  5. Judgement: Bless or curse nearby creatures, affecting their mood for 48 hours. You can Assist or Protect them (p. 134, 135) from afar, including fortune rolls. Twice per score, 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.