Difference between revisions of "Saint (FiD)"

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{{FiD}}{{FiD-Powers}}
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{{FiD}}{{FiD-Powers}}{{tocright}}
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 a message, stepping onto a path of devotion and upheaval. This calling is not one you sought; it was placed upon you, most often because of your conviction. You serve as both herald and reformer, challenging norms to inspire a better future. Your mission frequently puts you at odds with [[Cleric_(FiD)|Clerics]] and their institutions, since your authority flows directly from the divine, not from hierarchy.
You have been chosen by a spiritual patron to carry its message to the world.
 
Chosen are usually faithful before they ere selected, but you did not chose this path, your patron chose you.
 
Chosens are sent with a purpose or agenda, often to reform a church or society.  
 
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 saint who endures may inspire future generations; your words may become scripture, and your body and relics venerated. None of this helps you now.
  
'''Trauma Condition - Domain
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Saints often take an additional playbook that reflects their patron’s nature:
The chosen pray for their powers, which usually involves straightforward words and gestures asking for what you want.  
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a [[Knight (FiD)|Knight]] Saint for a martial deity,
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a [[Rogue (FiD)|Rogue]] Saint for a trickster,
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a [[Mountebank (FiD)|Mountebank]] Saint for a god of secrets, and so on.
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Choosing an appropriate second playbook can be challenging, as it must align with your patron’s creed.
  
As a chosen you need to love and serve your spiritual patron.
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'''Touchstones:'''
This does not mean that disciples of the same patron agree on much of anything, religious dissent is as old as religion itself.
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Saints, prophets, divine messengers, and reformers shape this playbook. Figures like Friar Tuck, the chaotic mystic clerics of Al-Qadim, and the divinely burdened oracles of fantasy fiction echo the tension between divine purpose and mortal limits.
A practical consequence of this is that it can be hard to select a second playbook when you are Chosen, it has to match the focus of your patron.
 
Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.
 
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.  
 
  
The first power you learn from this list becomes your domain power:
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Gandhi – ''Gandhi'' (1982),
[[Barrier Powers (FiD)|Barrier]],
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Joan of Arc – ''The Messenger: The Story of Joan of Arc'' (1999),
[[Darkness Powers (FiD)|Darkness]],
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Eli – ''The Book of Eli'' (2010),
[[Earth Powers (FiD)|Earth]],
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Amarendra Baahubali – ''Baahubali: The Beginning'' (2015) and ''Baahubali: The Conclusion'' (2017).
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]], or
 
[[Water Powers (FiD)|Water]].
 
These powers are marked in yellow on the power list, below.
 
  
Once you have chosen a domain power, you can only select among the following powers when you learn additional powers:
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=== Trauma Condition — Faith ===
[[Barrier Powers (FiD)|Barrier]],
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As a Saint, you are bound to love and serve your spiritual patron.
[[Death Powers (FiD)|Death]],  
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You pray for your powers, using plain words and gestures to ask for what you want to happen. Your patron prefers loud, visible displays that proclaim their hand in the miracle, though they understand this is not always possible.
[[Life Powers (FiD)|Life]],
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[[Mind Powers (FiD)|Mind]], and
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You may commune with your patron for guidance. They can direct you toward tasks or locations tied to your calling and offer personal insight, but they withhold detailed information unless you use appropriate powers.
[[Time Powers (FiD)|Time]].
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Creatures you summon are servants of your patron — friendly, but uncompromising in matters of faith.
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The first power you learn that is marked in <span style="background-color:Yellow">yellow</span> reflects your patron’s domain and defines your bond with them. Once you choose a domain power, you cannot select any other yellow powers.
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=== Special Abilities ===
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==== Community ====
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Gain +1d on Insight and Resolve actions affecting those who share your faith.
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When using powers in the presence of a congregation (scale equal to your Tier, p. 221), you gain increased Effect. 
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==== Charisma ====
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Gain increased effect when you perform for an audience.
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This is commonly preaching but can be other performing arts.
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By performing before an appreciative audience, you can recruit a temporary Cohort Gang (p 96) appropriate to the situation. These cohorts stay with you for the duration of the score or until you use this ability again.
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==== Crisis of Faith ====
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Add +1d to all resistance rolls. On a '''1-3''' resistance roll, you must choose one: ''question your faith — a belief or trauma issue — lose sight of your friends''.
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==== Expanded Domains ====
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You can learn any [[Forms_(FiD)|Power Form]], removing the [[Forms_(FiD)|Form]] restrictions of [[#Trauma Condition — Faith|Trauma Condition — Faith]].
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Reduce the number of dice required to use powers by 2d.
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==== Intercession ====
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When an ally within sight suffers a consequence, you may take 1 Stress to reduce it by one level (Desperate → Risky → Controlled → none).
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If ''Judgement'' alerts you that someone is in danger, you may use Intercession at any distance instead of using Assist or Protect.
  
'''Special Abilities'''<br>
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==== Judgement ====
In addition to the listed powers, you have access to these special abilities.
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You bless or curse creatures, filling them with positive or negative inclinations.
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Until the end of the score, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present.
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You intuitively realize when they are in danger and get a rough idea of what it is.
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Twice per score, you can Assist your crew or Protect an NPC without expending stress.
  
* '''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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==== Righteousness ====
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When making an action roll that involves a higher-tier threat,
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gain +1d per difference in Tier when you invoke your patron's name or purpose.
  
* '''Expanded Domains:''' You can learn any powers and use them with your power as a chosen.
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==== Additional Playbook ====
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Select another playbook. You gain immediate access to its Inventory and XP conditions.
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From now on, you can choose its Special Abilities.
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You can take this special ability multiple times, each time selecting a new playbook.
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''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
  
* '''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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==== Powers ====
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You can learn these powers, expending a Special Ability for each.
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You can only select a single power marked <span style="background-color:Yellow">yellow</span>.
  
'''Powers  
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<span style="background-color:Yellow">[[Abyss Powers (FiD)|Abyss]]</span>,
<span style="background-color:Yellow">[[Air Powers (FiD)|Air]]</span>,
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<span style="background-color:Yellow">[[Air Powers (FiD)|Air]]</span>,  
<span style="background-color:Yellow">[[Animal Powers (FiD)|Animal]]</span>,
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<span style="background-color:Yellow">[[Animal Powers (FiD)|Animal]]</span>,  
[[Barrier Powers (FiD)|Barrier]],
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[[Barrier Powers (FiD)|Barrier]],  
<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]]</span>,
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<span style="background-color:Yellow">[[Darkness Powers (FiD)|Darkness]]</span>,  
[[Death Powers (FiD)|Death]],
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[[Death Powers (FiD)|Death]],  
<span style="background-color:Yellow">[[Earth Powers (FiD)|Earth]]</span>,
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<span style="background-color:Yellow">[[Earth Powers (FiD)|Earth]]</span>,  
<span style="background-color:Yellow">[[Electricity Powers (FiD)|Electricity]]</span>,
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<span style="background-color:Yellow">[[Electricity Powers (FiD)|Electricity]]</span>,  
<span style="background-color:Yellow">[[Fire Powers (FiD)|Fire]]</span>,
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<span style="background-color:Yellow">[[Fire Powers (FiD)|Fire]]</span>,  
<span style="background-color:Yellow">[[Ice Powers (FiD)|Ice]]</span>,
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<span style="background-color:Yellow">[[Ice Powers (FiD)|Ice]]</span>,  
<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]]</span>,
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<span style="background-color:Yellow">[[Flux Powers (FiD)|Flux]]</span>,  
<span style="background-color:Yellow">[[Illusion Powers (FiD)|Illusion]]</span>,
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<span style="background-color:Yellow">[[Illusion Powers (FiD)|Illusion]]</span>,  
<span style="background-color:Yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>,
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<span style="background-color:Yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>,  
[[Life Powers (FiD)|Life]],
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[[Life Powers (FiD)|Life]],  
<span style="background-color:Yellow">[[Light Powers (FiD)|Light]]</span>,
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<span style="background-color:Yellow">[[Light Powers (FiD)|Light]]</span>,  
<span style="background-color:Yellow">[[Metal Powers (FiD)|Metal]]</span>,
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<span style="background-color:Yellow">[[Metal Powers (FiD)|Metal]]</span>,  
[[Mind Powers (FiD)|Mind]],
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[[Mind Powers (FiD)|Mind]],  
<span style="background-color:Yellow">[[Order Powers (FiD)|Order]]</span>,
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<span style="background-color:Yellow">[[Order Powers (FiD)|Order]]</span>,  
<span style="background-color:Yellow">[[Plant Powers (FiD)|Plant]]</span>,
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<span style="background-color:Yellow">[[Plant Powers (FiD)|Plant]]</span>,  
<span style="background-color:Yellow">[[Space Powers (FiD)|Space]]</span>,
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<span style="background-color:Yellow">[[Space Powers (FiD)|Space]]</span>,  
[[Time Powers (FiD)|Time]], and
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[[Time Powers (FiD)|Time]],  
<span style="background-color:Yellow">[[Water Powers (FiD)|Water]]</span>.
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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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=== Allies and Antagonists ===
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: ˄ ˅ Dossin, a heretic.
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: ˄ ˅ Feral, an outcast. 
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: ˄ ˅ Harli, a rebel. 
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: ˄ ˅ Karu, a cleric. 
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: ˄ ˅ Virex, an inquisitor. 
  
'''Allies and Antagonists
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=== Inventory ===
: ˄ ˅ Hakkar, a rebel
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: ☑ Holy Disguise. 
: ˄ ˅ Rowahl, a career cleric
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: , ☑, ☑ Miraculous Means. 
: ˄ ˅ Sossingal, a heretic
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: , , ☐ Potent Oil. 
: ˄ ˅ Tarkani, a teurgist
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: ☑ Vision Token. 
: ˄ ˅ Velm, an inquisitor
 
  
'''Items
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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'''. 
: ☐ Miraculous means that gives you +1d on a single action roll.  
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* '''Miraculous Means''' ☑: A humble object sanctified by your patron. Gain +1d on a single action roll involving a Power. '''Consumable, Playbook'''.
: ☐ Miraculous armor that works against any type of harm.
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* '''Potent Oil''' ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. '''Alchemy, Common, Consumable'''.
: ☐, , ☐ Any personal object you bless to make it potent.
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* '''Vision Token''' ☑: A physical reminder or remnant of a recent vision.. Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
: ☐ Token you can give to another to allow them one use of a power effect you know as if they knew that power themselves.
 
: ☐ Hooded cloak that hides you from information gathering by the Attune, Study, and Survey actions.
 
  
'''XP
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=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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''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
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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.'' 
an attribute) or 2 xp if that item occurred multiple times.
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* You addressed a challenge using powers or charisma.
* You addressed a challenge using powers or charisma.
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* You expressed your beliefs, drives, heritage, or background.
* You expressed your beliefs, drives, heritage, or background.
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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
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: Attune 1
: Sway 2
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: Sway 2
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 15:25, 25 November 2025

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As a saint, you were chosen by a spiritual patron to carry a message, stepping onto a path of devotion and upheaval. This calling is not one you sought; it was placed upon you, most often because of your conviction. You serve as both herald and reformer, challenging norms to inspire a better future. Your mission frequently puts you at odds with Clerics and their institutions, since your authority flows directly from the divine, not from hierarchy.

A saint who endures may inspire future generations; your words may become scripture, and your body and relics venerated. None of this helps you now.

Saints often take an additional playbook that reflects their patron’s nature: a Knight Saint for a martial deity, a Rogue Saint for a trickster, a Mountebank Saint for a god of secrets, and so on. Choosing an appropriate second playbook can be challenging, as it must align with your patron’s creed.

Touchstones: Saints, prophets, divine messengers, and reformers shape this playbook. Figures like Friar Tuck, the chaotic mystic clerics of Al-Qadim, and the divinely burdened oracles of fantasy fiction echo the tension between divine purpose and mortal limits.

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 your powers, using plain words and gestures to ask for what you want to happen. Your patron prefers loud, visible displays that proclaim their hand in the miracle, though they understand this is not always possible.

You may commune with your patron for guidance. They can direct you toward tasks or locations tied to your calling and offer personal insight, but they withhold detailed information unless you use appropriate powers. Creatures you summon are servants of your patron — friendly, but uncompromising in matters of faith.

The first power you learn that is marked in yellow reflects your patron’s domain and defines your bond with them. Once you choose a domain power, you cannot select any other yellow powers.

Special Abilities

Community

Gain +1d on Insight and Resolve actions affecting those who share your faith. When using powers in the presence of a congregation (scale equal to your Tier, p. 221), you gain increased Effect.

Charisma

Gain increased effect when you perform for an audience. This is commonly preaching but can be other performing arts. By performing before an appreciative audience, you can recruit a temporary Cohort Gang (p 96) appropriate to the situation. These cohorts stay with you for the duration of the score or until you use this ability again.

Crisis of Faith

Add +1d to all resistance rolls. On a 1-3 resistance roll, you must choose one: question your faith — a belief or trauma issue — lose sight of your friends.

Expanded Domains

You can learn any Power Form, removing the Form restrictions of Trauma Condition — Faith. Reduce the number of dice required to use powers by 2d.

Intercession

When an ally within sight suffers a consequence, you may take 1 Stress to reduce it by one level (Desperate → Risky → Controlled → none). If Judgement alerts you that someone is in danger, you may use Intercession at any distance instead of using Assist or Protect.

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.

Righteousness

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.

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 can only select a single power marked yellow.

Abyss, 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.
☑ Vision Token.
  • 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 ☑: A humble object sanctified by your patron. Gain +1d on a single action roll involving a Power. Consumable, Playbook.
  • Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
  • Vision Token ☑: A physical reminder or remnant of a recent vision.. 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.