Difference between revisions of "Soulsworn (FiD)"

From Action
Jump to navigation Jump to search
 
(13 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
In a world where the supernatural reigns and dark forces lurk, you find yourself in a pact with a monstrous patron. Whether it's a lord of hell, an enchanting fey, an alien beyond human ken, a revenant laughing at death, or something else, you've willingly traded your soul for unearthly powers. Bound by this unholy bargain, you now wield dark magics and command otherworldly creatures to do your bidding.  
+
In a world where the supernatural reigns and dark forces lurk, you've entered into a pact with a monstrous patron.
 +
Whether it's a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death, you've willingly traded your soul for unearthly power. Bound by this unholy bargain, you wield dark magic and command otherworldly creatures to do your bidding.  
  
 
'''Touchstones:
 
'''Touchstones:
 
Faust, Elric of Melnibone.
 
Faust, Elric of Melnibone.
  
'''Trauma Condition - Cerberic
+
=== Trauma Condition—Cerberic ===
 
Your pact has three facets, like the three heads of Cerberus.
 
Your pact has three facets, like the three heads of Cerberus.
# Invocation: You must invoke the name of your patron to wield your powers.
+
# Chant: You must invoke the name or title of your patron to wield powers.
# Aura: You emit a malignant aura that causes animals and common people to be reluctant to associate with you.
+
# Curse: You emit a malignant aura that disturbs animals and common people.
# 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.
+
# Conflict: Your patron can't take your powers, but it may send minions if you oppose it.
  
'''Special Abilities'''<br>
+
=== Special Abilities ===
In addition to the listed powers, you have access to these special abilities.
+
# '''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  of the power use is reduced by one.
 +
# '''Monstrous Companion:''' Upgrade your Familiar Spirit, will act as a bodyguard and can assume the form of a monster. This is an expert cohort (Bodyguard) (p 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. It has potency, and gains an arcane ability: ''spirit, mind-link'', or ''reduces non-potent damage''. Take this ability multiple times to choose an additional arcane ability for your pet each time.
 +
# '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
 +
# '''Ritual:''' You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
 +
# '''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.
 +
# '''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.
 +
# '''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]], and [[Water Powers (FiD)|Water]].
  
* '''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.
+
=== Dark Allies, Dire Foes ===
 +
: ˄ ˅ Ardyn, a dealer in forbidden goods.
 +
: ˄ ˅ Draxon, a soulsworn.
 +
: ˄ ˅ Invar, an inquisitor.
 +
: ˄ ˅ Lorin, a rich patron.
 +
: ˄ ˅ Thalon, a cultist.
  
* '''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.
+
=== Inventory ===
 +
: ☐ Black Lotus.
 +
: ☐ Fetish.   
 +
: ◯ Familiar Spirit.
 +
: ☐ or ☐☐ Fine potent melee weapon.
 +
: ◯ Memento.
 +
: ☐ Power robe.
  
* '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
+
* '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. '''Alchemic, Consumable, Volatile''' “Woozy,” lvl 2 harm.
 +
* '''Fetish''' ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. '''Consumable, Playbook'''.
 +
* '''Familiar Spirit''' ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster) (p 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. It is not a servant, it instead advices and bargains with you.
 +
* '''Fine and Potent Weapon''' ☐: A masterwork hand weapon like a dagger or sword or a heavy weapons such as a greatsword ☐☐. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
 +
* '''Memento''' ☐: An item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. '''Playbook'''.
 +
* '''Power Robe''' ☐: An extravagant robe displaying your power and allegiance. +1d on Command rolls. '''Conspicuous, Playbook.'''
  
* '''Ritual:''' You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
+
=== XP ===
 
 
* '''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.
 
 
 
* '''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.
 
 
 
* '''Spirit Beacon:''' You know how to sanctify an area with arcane substances and methods so it is attractive to creatures tied to one power that you know. If such creatures are nearby, they will be drawn towards this area. This takes a minute and consumes ritual supplies from your load.
 
 
 
* '''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. 
 
: ☐, ☐, ☐ Ritual supplies that can reduce the stress cost of a power by two
 
: ☐ 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
 
At the end of each session, for each item below, mark 1 xp (in your playbook or
Line 75: Line 52:
 
* 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 ===
 
: Attune 1
 
: Attune 1
 
: Command 2
 
: Command 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 14:58, 3 November 2024

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

In a world where the supernatural reigns and dark forces lurk, you've entered into a pact with a monstrous patron. Whether it's a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death, you've willingly traded your soul for unearthly power. Bound by this unholy bargain, you wield dark magic and command otherworldly creatures to do your bidding.

Touchstones: Faust, Elric of Melnibone.

Trauma Condition—Cerberic

Your pact has three facets, like the three heads of Cerberus.

  1. Chant: You must invoke the name or title of your patron to wield powers.
  2. Curse: You emit a malignant aura that disturbs animals and common people.
  3. Conflict: Your patron can't take your powers, but it may send minions if you oppose it.

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 of the power use is reduced by one.
  2. Monstrous Companion: Upgrade your Familiar Spirit, will act as a bodyguard and can assume the form of a monster. This is an expert cohort (Bodyguard) (p 96) that is Intelligent. It has potency, and gains an arcane ability: spirit, mind-link, or reduces non-potent damage. Take this ability multiple times to choose an additional arcane ability for your pet each time.
  3. Pact Ward You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
  4. Ritual: You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
  5. 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.
  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. Unnatural Presence: When you unleash violence using powers or summon a creature, it's especially frightening. When you Command a frightened target, take +1d.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dark Allies, Dire Foes

˄ ˅ Ardyn, a dealer in forbidden goods.
˄ ˅ Draxon, a soulsworn.
˄ ˅ Invar, an inquisitor.
˄ ˅ Lorin, a rich patron.
˄ ˅ Thalon, a cultist.

Inventory

☐ Black Lotus.
☐ Fetish.
◯ Familiar Spirit.
☐ or ☐☐ Fine potent melee weapon.
◯ Memento.
☐ Power robe.
  • Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. Alchemic, Consumable, Volatile “Woozy,” lvl 2 harm.
  • Fetish ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. Consumable, Playbook.
  • Familiar Spirit ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster) (p 96) that is Intelligent. It is not a servant, it instead advices and bargains with you.
  • Fine and Potent Weapon ☐: A masterwork hand weapon like a dagger or sword or a heavy weapons such as a greatsword ☐☐. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
  • Memento ☐: An item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. Playbook.
  • Power Robe ☐: An extravagant robe displaying your power and allegiance. +1d on Command rolls. Conspicuous, 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 coercion.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

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