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.  
+
Gods and great spirits share their powers with their chosen saints and prophets.
 
You have been chosen by a spiritual patron to carry its message to the world.
 
You have been chosen by a spiritual patron to carry its message to the world.
Chosen are usually faithful before they were selected, but you did not chose this path, your patron chose you.
+
As a saint, you were likely devout before you were selected, but you did not choose this path; your patron chose you.
Chosens are given a purpose or agenda, often to reform a church or society.  
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As a saint, you are given a purpose or agenda, often to reform a church or society or to prevent an undesirable fate.
This does not mean that disciples of the same patron agree on anything, religious dissent is as old as religion itself.
+
You are often at odds with established institutions and [[Theurgy_(FiD)|theurgists]].
Chosen are often at odds with established institutions and [[Theurgy_(FiD)|theurgists]].  
+
This is less of a problem in a time of crisis.
This is less of a problem in a time of crisis.  
+
A successful saint may change the faith of later generations, their words recorded in holy texts and their things revered as relics, but this is for future generations; it won’t help you in the here and now.
  
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.
+
Saints are restricted in what other playbooks they can take, but it is common to pick an additional playbook that matches the interests of their patron.
  
'''Trauma Condition—Faith
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'''Paladins''' match [[Knight (FiD)|Knight]] Saints, trickster champions may be [[Rogue (FiD)|Rogue]] Saints or [[Mountebank (FiD)|Mountebank]] Saints, and so on.
As a chosen you need to love and serve your spiritual patron.
 
You pray for powers, straightforward words and gestures asking for what you want.
 
Creatures you summon are servants of your patron. This makes them friendly, 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.
 
It can be hard to select an additional playbook when you are chosen, it has to be acceptable to your patron.
 
  
Your list of powers (see special abilities, below) has powers listed in yellow.  
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'''Touchstones:
The first yellow power you learn becomes your domain power.
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Saints, prophets, divine messengers, and reformists.
Once you have chosen a domain power, you can only select powers not marked in yellow.
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Friar Tuck is a part of a recognized religious order, but shows many of the chaotic tendencies of Saints.
 +
Chaotic clerics in general, in particular the mystic clerics from the Al-Qadim setting.
 +
The concept is similar to Pathfinder's oracle class, but not the execution.
  
'''Special Abilities'''<br>
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=== Trauma Condition—Faith ===
# '''Community:''' Gain +1d on all insight and resolve action checks when dealing with people that share your faith or +1d when 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.
+
As a Saint, you need to love and serve your spiritual patron; it can be hard to select an additional playbook, as it has to be acceptable to your patron.
# '''Crisis of Faith:''' Add +1d to all resistance rolls. When you suffer no stress for resisting, you must choose one: ''question your faith—a belief, indulgence, or scar causes an issue—lose sight of your friends.''
+
You pray for powers with straightforward words and gestures, asking for what you want to happen.
# '''Divine Messenger:''' You gain an additional xp trigger: You deliver a divine warning or message and it is taken seriously. If your crew helped you send the message, also mark crew xp.
+
Creatures you summon are servants of your patron, friendly but strict in matters of faith.
# '''Expanded Domains:''' You can learn any power, removing the domain restrictions of Trauma Condition—Faith.
+
You can commune with your spiritual patron for guidance, who may order 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 unless you use appropriate powers.
# '''Protector:''' You may expend your '''special armor''' to resist a supernatural consequence, or to push yourself to deal with spiritual problems.
+
Your list of powers (see special abilities, below) has powers listed in <span style="background-color:Yellow">yellow</span>.
# '''Martyr:''' You can protect (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.
+
The first <span style="background-color:Yellow">yellow</span> power you learn becomes your domain power and should represent your patron's interests and sphere of power.
# '''The Bigger They Are:''' When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
+
Once you have chosen your one domain power, you cannot only select powers marked <span style="background-color:Yellow">yellow</span>.
# '''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 marked in yellow can only be selected as domain powers.
+
=== Special Abilities ===
 +
* '''Community:''' Gain +1d on all insight and resolve action checks when dealing with people that share your faith and increased effect when using any power in the presence of a congregation of a size matching the scale of your tier (p 221) of people who share your system of belief, even if they belong to a different faction or sect.
 +
* '''Crisis of Faith:''' Add +1d to all resistance rolls. If your resistance roll is '''1-3''', you must choose one: ''question your faith—a belief, indulgence, or trauma condition causes an issue—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.
 +
* '''Expanded Domains:''' You can learn any power, removing the domain restrictions of Trauma Condition—Faith.
 +
* '''Judgement:''' You can bless or curse creatures around you, which fills them with bright or dark moods. For the next 48 hours, you can Assist (p 134) and Protect (p 135) them even if you are not present. You can even assist fortune rolls. Twice per score you can 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.
 +
* '''The Bigger They Are:''' When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier.
 +
* '''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 marked in yellow can only be selected as domain powers, see Trauma Condition—Faith.
  
'''Allies and Antagonists
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=== Allies and Antagonists ===
 
: ˄ ˅ Dossin, a heretic.
 
: ˄ ˅ Dossin, a heretic.
: ˄ ˅ Feral, a career cleric.
+
: ˄ ˅ Feral, an outcast.
: ˄ ˅ Harlan, a rebel.
+
: ˄ ˅ Harli, a rebel.
 
: ˄ ˅ Karu, a theurgist.
 
: ˄ ˅ Karu, a theurgist.
 
: ˄ ˅ Virex, an inquisitor.
 
: ˄ ˅ Virex, an inquisitor.
 +
=== Inventory ===
 +
: ◯ Holy Disguise.
 +
: ◯, ◯, ◯ Miraculous means.
 +
: ☐, ☐, ☐ Potent Oil.
 +
: ☐ Scroll.
  
'''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'''.
: , ☐, ☐ Any object you bless to make it potent.
+
* '''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 to allude to include the fruit of immortality, a phoenix feather, ambrosia, or the golden bough.'' '''Consumable, Playbook'''.
: ☐ Hooded cloak that hides you from information gathering by the Attune, Study, and Survey actions.
+
* '''Potent Oil''' ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. '''Alchemy, Common, Consumable'''.
: ☐ Miraculous means that gives you +1d on a single action roll.  
+
* '''Scroll''' : Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
: ☐ Token to give to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action.
 
: ☐ Token granting one-time use of a power you do not know but that is available for you to choose.
 
  
'''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
 
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 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 ===
'''Starting Actions
 
 
: Attune 1
 
: Attune 1
 
: Sway 2
 
: Sway 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 12:02, 19 December 2024

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Powers (FiD)Fox in the Dark logo

Gods and great spirits share their powers with their chosen saints and prophets. You have been chosen by a spiritual patron to carry its message to the world. As a saint, you were likely devout before you were selected, but you did not choose this path; your patron chose you. As a saint, you are given a purpose or agenda, often to reform a church or society or to prevent an undesirable fate. You are often at odds with established institutions and theurgists. This is less of a problem in a time of crisis. A successful saint may change the faith of later generations, their words recorded in holy texts and their things revered as relics, but this is for future generations; it won’t help you in the here and now.

Saints are restricted in what other playbooks they can take, but it is common to pick an additional playbook that matches the interests of their patron.

Paladins match Knight Saints, trickster champions may be Rogue Saints or Mountebank Saints, and so on.

Touchstones: Saints, prophets, divine messengers, and reformists. Friar Tuck is a part of a recognized religious order, but shows many of the chaotic tendencies of Saints. Chaotic clerics in general, in particular the mystic clerics from the Al-Qadim setting. The concept is similar to Pathfinder's oracle class, but not the execution.

Trauma Condition—Faith

As a Saint, you need to love and serve your spiritual patron; it can be hard to select an additional playbook, as it has to be acceptable to your patron. You pray for powers with straightforward words and gestures, asking for what you want to happen. Creatures you summon are servants of your patron, friendly but strict in matters of faith. You can commune with your spiritual patron for guidance, who may order 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 unless you use appropriate powers. Your list of powers (see special abilities, below) has powers listed in yellow. The first yellow power you learn becomes your domain power and should represent your patron's interests and sphere of power. Once you have chosen your one domain power, you cannot only select powers marked yellow.

Special Abilities

  • Community: Gain +1d on all insight and resolve action checks when dealing with people that share your faith and increased effect when using any power in the presence of a congregation of a size matching the scale of your tier (p 221) of people who share your system of belief, even if they belong to a different faction or sect.
  • Crisis of Faith: Add +1d to all resistance rolls. If your resistance roll is 1-3, you must choose one: question your faith—a belief, indulgence, or trauma condition causes an issue—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.
  • Expanded Domains: You can learn any power, removing the domain restrictions of Trauma Condition—Faith.
  • Judgement: You can bless or curse creatures around you, which fills them with bright or dark moods. For the next 48 hours, you can Assist (p 134) and Protect (p 135) them even if you are not present. You can even assist fortune rolls. Twice per score you can 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.
  • The Bigger They Are: When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier.
  • Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water. Powers marked in yellow can only be selected as domain powers, see Trauma Condition—Faith.

Allies and Antagonists

˄ ˅ Dossin, a heretic.
˄ ˅ Feral, an outcast.
˄ ˅ Harli, a rebel.
˄ ˅ Karu, a theurgist.
˄ ˅ 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 to allude to include the fruit of immortality, a phoenix feather, ambrosia, or the golden bough. 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.