Difference between revisions of "Animism (FiD)"

From Action
Jump to navigation Jump to search
 
(12 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
 
You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth.
 
You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth.
You may see these spirits as your masters, allies in a cause, servants you bully, mischievous friends, or slaves to capture or a mix of all of these.
+
You may see these spirits as your masters, allies in a cause, servants you bully, mischievous friends, slaves to capture, or a mix of all of these.
 
Some spirits are actual physical creatures, others may call these creatures monsters but you won't.
 
Some spirits are actual physical creatures, others may call these creatures monsters but you won't.
 
An animist might be known as a medium, medicine man, miku, shaman, or druid.
 
An animist might be known as a medium, medicine man, miku, shaman, or druid.
Line 8: Line 8:
 
You activate your powers by whispering to your spirit allies and touching a pact token.
 
You activate your powers by whispering to your spirit allies and touching a pact token.
 
Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit.  
 
Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit.  
This is usually small tokens, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you.
+
This is usually a small amulet, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you.
 
The spirits demand that these symbols be visible to the world.
 
The spirits demand that these symbols be visible to the world.
 
Observers can tell your power playbook and those in the know can learn your powers from your symbols.  
 
Observers can tell your power playbook and those in the know can learn your powers from your symbols.  
 
The stronger you are, the more symbols you need.
 
The stronger you are, the more symbols you need.
  
'''Special Abilities'''<br>
+
'''Special Abilities'''
In addition to the listed powers, you have access to these special abilities.
+
# '''Beast Companion:''' You have an animal or monster serving you. This is an expert cohort (p 96). It has [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] as a flaw, allowing an edge as normal. You can take this again to give your companion supernatural abilities, it gains potency when tracking or fighting the supernatural, and gains an arcane ability: ''ghost-form, mind-link'', or ''arrow-swift''. Take this ability multiple times to choose an additional arcane ability for your pet each time.
 +
# '''Fortitude:''' You may expend your '''special armor''' to resist a consequence of the natural environment, hunger, attacks from animals, elementals and spirits, or to push yourself when in nature.
 +
# '''Natural Medicine:''' You can use natural medicinal herbs. Everyone in your crew (including you) gets +2d to their healing treatment rolls and ignore healing penalties from roughing it out.
 +
# '''Nature Guardian:''' You gain an additional xp trigger: ''You protected the natural order of the world.
 +
# '''Wisdom of the Spirits''' Commune with local spirits. They'll assign a simple task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success restores 2 points of stress to your crew. All vice indulgence gains +1d.
 +
# '''Shapeshifter:''' You can use Attune in place of Consort when using powers.
 +
# '''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.
 +
# '''Powers:'''  There are myriad spirits, giving you access to oh so many 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]].
  
* '''Beast Companion:''' You have an animal or monster serving you. This is an expert (p 96). It has [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] as a flaw, allowing an edge as normal.
+
''' Allies and Antagonists
 
 
* '''Fortitude:''' You may expend your special armor to resist a consequence of the natural environment, hunger, attacks from animals, elementals and spirits, or to push yourself when working in nature.
 
 
 
* '''Wisdom of the Spirits''' Commune with local spirits. They'll assign a task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success restores 2 points of stress to your crew. All vice indulgence gains +1d.
 
 
 
* '''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.
 
 
 
'''Powers
 
There are myriad spirits, giving you access to oh so many 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]].
 
 
 
''' Allies and antagonists
 
 
: ˄ ˅ Bolo, a talking animal
 
: ˄ ˅ Bolo, a talking animal
 
: ˄ ˅ Fatiga, a spirit-speaker
 
: ˄ ˅ Fatiga, a spirit-speaker
Line 56: Line 31:
  
 
'''Items
 
'''Items
: ☐, ☐ A bribe for your spirits that gives +1d on a single use of a power.
+
: ☐, ☐ A spirit bribe that gives +1d on a single use of an animist power.
 
: ☐ A temporary pact that allows you a single use a power you do not know.
 
: ☐ A temporary pact that allows you a single use a power you do not know.
 
: ☐-☐ A disguise that hides your spirit symbols without interfering with your powers.
 
: ☐-☐ A disguise that hides your spirit symbols without interfering with your powers.
: ☐ Spirit-pact armor that works against any type of attack.
+
: ☐ Hunter's Body Paint that gives camouflage and smells and friendly nice to animals.
: ■ An intelligent animal pet.
+
: ☐ Spirit lantern that reveals the invisible nearby.
 
+
 
'''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 an attribute) or 2 xp if that item occurred multiple times.
 
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 by dealing with the environment or using powers.
+
* You addressed a challenge by interacting with nature or using powers.
 
* 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.
Line 71: Line 46:
 
'''Starting Actions
 
'''Starting Actions
 
: Attune 2
 
: Attune 2
: Consort 1
+
: Prowl 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 14:52, 13 September 2024

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

You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth. You may see these spirits as your masters, allies in a cause, servants you bully, mischievous friends, slaves to capture, or a mix of all of these. Some spirits are actual physical creatures, others may call these creatures monsters but you won't. An animist might be known as a medium, medicine man, miku, shaman, or druid.

Trauma Condition - Pact Tokens You activate your powers by whispering to your spirit allies and touching a pact token. Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit. This is usually a small amulet, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you. The spirits demand that these symbols be visible to the world. Observers can tell your power playbook and those in the know can learn your powers from your symbols. The stronger you are, the more symbols you need.

Special Abilities

  1. Beast Companion: You have an animal or monster serving you. This is an expert cohort (p 96). It has Intelligent as a flaw, allowing an edge as normal. You can take this again to give your companion supernatural abilities, it gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability multiple times to choose an additional arcane ability for your pet each time.
  2. Fortitude: You may expend your special armor to resist a consequence of the natural environment, hunger, attacks from animals, elementals and spirits, or to push yourself when in nature.
  3. Natural Medicine: You can use natural medicinal herbs. Everyone in your crew (including you) gets +2d to their healing treatment rolls and ignore healing penalties from roughing it out.
  4. Nature Guardian: You gain an additional xp trigger: You protected the natural order of the world.
  5. Wisdom of the Spirits Commune with local spirits. They'll assign a simple task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success restores 2 points of stress to your crew. All vice indulgence gains +1d.
  6. Shapeshifter: You can use Attune in place of Consort when using powers.
  7. 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.
  8. Powers: There are myriad spirits, giving you access to oh so many 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

˄ ˅ Bolo, a talking animal
˄ ˅ Fatiga, a spirit-speaker
˄ ˅ Hernan, a spirit
˄ ˅ Lorigan, a tribal chief
˄ ˅ Terranam, a herbalist healer

Items

☐, ☐ A spirit bribe that gives +1d on a single use of an animist power.
☐ A temporary pact that allows you a single use a power you do not know.
☐-☐ A disguise that hides your spirit symbols without interfering with your powers.
☐ Hunter's Body Paint that gives camouflage and smells and friendly nice to animals.
☐ Spirit lantern that reveals the invisible nearby.

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 by interacting with nature or using powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Prowl 1
4 points by choice, no higher than 2 in any one