Difference between revisions of "Starborn (FiD)"

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The Starborn are individuals chosen by cosmic forces, celestial entities, or the very stars themselves. Their power flows from the vast expanse of the universe, representing a higher calling that transcends the mortal world. Unlike warlocks, who are bound by pacts with darker, more tangible entities, the Starborn draw from the ethereal and mysterious energy of the cosmos. Their mission is often tied to protecting balance, spreading light, or fulfilling a destiny that was written in the stars long before their birth.  
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The Starborn are individuals chosen by cosmic forces, celestial entities, or the very stars themselves. Their power flows from the vast expanse of the universe, representing a higher calling that transcends the mortal world. Unlike warlocks, who are bound by pacts with darker, more tangible entities, the Starborn draw from the ethereal and mysterious energy of the cosmos. Their mission is often tied to protecting balance, spreading light, or fulfilling a destiny that was written in the stars long before their birth, but is not predictable or clear and might even be a dark doom.
  
'''Trauma Condition - Cerberic
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=== Touchstones ===
Your pact has three facets, like the three heads of Cerberus.
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Various cosmic heroes, magical girls.
# Invocation: You must invoke the name of your patron to wield your powers.
 
# Aura: You emit a malignant aura that causes animals and common people to be reluctant to associate with you. 
 
# Demands: Your patron imposes demands on you, and failure to fulfill these demands may result in adverse consequences. While your patron cannot strip you of your powers, it will use its servants and influence against you if you go against its wishes. This can worsen your position on actions against servants of your patron and situations relating to your patron's interests.
 
  
'''Special Abilities'''<br>
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=== Trauma Condition - Transformation ===
In addition to the listed powers, you have access to these special abilities.
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You can only use your playbook items and powers when you are in your heroic identity.
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A heroic identity is an easily identifiable costume that displays your identity, but becasue of its distinctiveness, makes it impossible to identify you as starborn when you are not wearing it.
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When you change into your heroic identity, you always have a light load.
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Anything you wore before disappears and is restored when you leave your heroic identity.
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You use your powers by calling out their names along with dramatic gestures.
  
* '''Casual Blaster''' When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost and die requirement of that power use is each reduced by one.
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=== Special Abilities ===
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# '''Casual Blaster''' When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost and die requirement of that power use is each reduced by one.
 +
# '''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 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. You can still resist these consequences normally.
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# '''Power of Desperation:''' When you roll a desperate action when using powers, you get +1d to your roll.
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# '''Radiant Protection''' You may expend your '''special armor''' to resist harm, or to push yourself using Skirmish.
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# '''Secret Identity:''' Starborn are hard to recognize when out of uniform, but you are impossible to identify. When not in your heroic identity, no power can detect that you are starborn, and people, including enemies, will invent all kinds of silly explanations for how you ended up where you are and how you are obviously not related to the events at hand.
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# '''Spirit Ally''' You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
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# '''Spirit Guide:''' Your Guide is imbued with additional spirit energy. It can transform into a mount for you and gains potency when tracking or fighting the supernatural, and gains an arcane ability: ''true-path, mind-link'', or ''arrow-swift''. Take this ability again to choose an additional arcane ability for your pet.
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# '''Powers''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
  
* '''Demonforge:''' When you are working on a long-time project to create an item you may bind a creature you have summoned into that item. The creature should be appropriate  to the effect you want. You gain twice the ticks you would normally get on such a long-term project. You can't summon this creature as long as the item exists.
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=== Supporting Cast ===
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: ˄ ˅ Arlyn, a starborn.
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: ˄ ˅ Fenn, a pawn of fate.
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: ˄ ˅ Joran, a relative.
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: ˄ ˅ Lennox, a reporter.
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: ˄ ˅ Tavin, a tailor.
  
* '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
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=== Items ===
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: ◯ Guide: A familiar, a sapient item or a small animal that acts as a guide to your destiny.
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: ☐ A wand that accumulates power as you face adversity. Recover 1 stress each time you suffer a consequence when holding it. 
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: ☐ A gift that increases the effect of a Sway roll.
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: ◯ Stylish shoes that allow very high jumps.
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: ◯ Mobile phone that can call a friend anywhere from anywhere as long as it doesn't break the plot.
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: ☐ A fine hobby item.
  
* '''Sacrifice''' When you kill a person, you can dedicate their soul to your patron to recover one stress. You can recover up to eight stress per score this way. Killing someone usually requires great outcome.  
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* '''Guide''' ◯: A small animal pet or talking item that acts as a guide to your destiny, tough it is either secretive or poorly informed. It is a cohort (Expert: Storyteller). See p 96.
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* '''Fine Hobby Item''' ☐: An item related to your hobby or interests, potentially useful on a score. As a fine item, it increases effect. Typical items might be a musical instrument, camera, sewing kit, electronics kit, paints, lockpick kit, skateboard, and the like. Not a weapon.
  
* '''Spirit Ally''' You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
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=== XP ===
 
 
* '''Unnatural Presence: When you unleash violence using powers or summon a creature, it's especially frightening. When you Command a frightened target, take +1d.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
 
 
'''Dark Allies, Dire Foes
 
: ˄ ˅ Magelus, a rich patron
 
: ˄ ˅ Ziphon, an inquisitor
 
: ˄ ˅ Zordan, a soulsworn
 
: ˄ ˅ Noggaron, a cultist
 
: ˄ ˅ Eladin, a dealer in forbidden goods
 
 
 
'''Items
 
: ■ Familiar Spirit, a monster camouflaged as an item or a small animal that acts as an agent of your patron.
 
: ☐ Drug that gives you +2d to a single action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted. 
 
: ☐ Fine potent melee weapon, usually a sword or dagger. 
 
: ☐ Incense that reduces all your stress costs for powers by 1 at a single location.
 
: ☐ Fine scary mask or costume.
 
 
 
'''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
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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 with friendship or powers.
* You addressed a challenge using powers or coercion.
 
 
* 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
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=== Starting Actions ===
: Attune 1
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: Skirmish 2
: Command 2
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: Sway 1
 
: 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 14:43, 3 November 2024

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Powers (FiD)Fox in the Dark logo

The Starborn are individuals chosen by cosmic forces, celestial entities, or the very stars themselves. Their power flows from the vast expanse of the universe, representing a higher calling that transcends the mortal world. Unlike warlocks, who are bound by pacts with darker, more tangible entities, the Starborn draw from the ethereal and mysterious energy of the cosmos. Their mission is often tied to protecting balance, spreading light, or fulfilling a destiny that was written in the stars long before their birth, but is not predictable or clear and might even be a dark doom.

Touchstones

Various cosmic heroes, magical girls.

Trauma Condition - Transformation

You can only use your playbook items and powers when you are in your heroic identity. A heroic identity is an easily identifiable costume that displays your identity, but becasue of its distinctiveness, makes it impossible to identify you as starborn when you are not wearing it. When you change into your heroic identity, you always have a light load. Anything you wore before disappears and is restored when you leave your heroic identity. You use your powers by calling out their names along with dramatic gestures.

Special Abilities

  1. Casual Blaster When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost and die requirement of that power use is each reduced by one.
  2. 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 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. You can still resist these consequences normally.
  3. Power of Desperation: When you roll a desperate action when using powers, you get +1d to your roll.
  4. Radiant Protection You may expend your special armor to resist harm, or to push yourself using Skirmish.
  5. Secret Identity: Starborn are hard to recognize when out of uniform, but you are impossible to identify. When not in your heroic identity, no power can detect that you are starborn, and people, including enemies, will invent all kinds of silly explanations for how you ended up where you are and how you are obviously not related to the events at hand.
  6. Spirit Ally You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
  7. Spirit Guide: Your Guide is imbued with additional spirit energy. It can transform into a mount for you and gains potency when tracking or fighting the supernatural, and gains an arcane ability: true-path, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.
  8. Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Supporting Cast

˄ ˅ Arlyn, a starborn.
˄ ˅ Fenn, a pawn of fate.
˄ ˅ Joran, a relative.
˄ ˅ Lennox, a reporter.
˄ ˅ Tavin, a tailor.

Items

◯ Guide: A familiar, a sapient item or a small animal that acts as a guide to your destiny.
☐ A wand that accumulates power as you face adversity. Recover 1 stress each time you suffer a consequence when holding it.
☐ A gift that increases the effect of a Sway roll.
◯ Stylish shoes that allow very high jumps.
◯ Mobile phone that can call a friend anywhere from anywhere as long as it doesn't break the plot.
☐ A fine hobby item.
  • Guide ◯: A small animal pet or talking item that acts as a guide to your destiny, tough it is either secretive or poorly informed. It is a cohort (Expert: Storyteller). See p 96.
  • Fine Hobby Item ☐: An item related to your hobby or interests, potentially useful on a score. As a fine item, it increases effect. Typical items might be a musical instrument, camera, sewing kit, electronics kit, paints, lockpick kit, skateboard, and the like. Not a 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 with friendship or powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Skirmish 2
Sway 1
4 points by choice, no higher than 2 in any one