Difference between revisions of "Cleric (FiD)"

From Action
Jump to navigation Jump to search
Line 16: Line 16:
 
'''Special Abilities'''<br>
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these special abilities.
 
In addition to the listed powers, you have access to these special abilities.
 +
 +
* '''Community''' Gain +1d on all insight and resolve action checks when dealing with people and using powers in the presence of a congregation of people who share your system of belief, even if they belong to a different faction or sect.
 +
 +
* '''Loremaster''' You may always use study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position or increase effect. On a full success, improve position and increase effect. On a critical success, improve position, increase effect, and also increase the result level of actions affected by the set up by one (so a miss becomes a partial success, a partial success becomes a full success, and a full success becomes a critical success). The consequences of this are generally slight, but might make you misinformed or cocksure.
  
 
'''Powers  
 
'''Powers  
Line 58: Line 62:
 
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.
* You addressed a challenge using powers or diplomacy.
+
* You addressed a challenge using theurgy powers or diplomacy.
 
* 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
: Command 1
+
: Study 2
: Sway 2
+
: Sway 1
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Revision as of 21:15, 22 August 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 harness divine magic through the invocation of ancient secrets that compel divine powers to aid you, or through the meticulous study of divine beings and their servants, allowing you to replicate miracles. While many theurgists align themselves with a patron deity and strive to emulate the deeds of the Chosen, such devotion is not for all.

Theurgists often wield significant influence within a church, facing opposition from zealous the Chosen. Theurgy is inherently conservative, based or recreating the circumstances in the past when miracles occurred. Even theurgists true to their faith may end up at odds of the teachings of new the Chosen. For theurgists, their affiliation with a church is a profession rather than a calling, enabling them to switch institutions and patrons across their career without risking the loss of their powers. However, deviations from religious doctrine can spark significant unrest and potential schisms within hierarchies.

Trauma Condition - Enactment You are invoking divine power through lore and ritual. You need to quote scriptures and gesture to use powers. This does not require faith, but using divine powers creates expectations, both within yourself and others. Failing external expectations can lead to persecution, failing inner expectations can lead to loss of self-esteem.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • Community Gain +1d on all insight and resolve action checks when dealing with people and using powers in the presence of a congregation of people who share your system of belief, even if they belong to a different faction or sect.
  • Loremaster You may always use study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position or increase effect. On a full success, improve position and increase effect. On a critical success, improve position, increase effect, and also increase the result level of actions affected by the set up by one (so a miss becomes a partial success, a partial success becomes a full success, and a full success becomes a critical success). The consequences of this are generally slight, but might make you misinformed or cocksure.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Divine Associates and Adversaries

˄ ˅ Majalan, one of the chosen
˄ ˅ Hokkin, a career cleric
˄ ˅ Soloman, a sage layman
˄ ˅ Halomar, a monastic
˄ ˅ Leloman, a teurgist

Items

☐, ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score.
☐ Sacred ward that works as armor against any type of attack.
☐-☐-☐ Elaborate sacred vestments that improve the position of powers used. If worn at the start of the session, the load is reduced to ☐-☐.
☐-☐-☐ Antikythera, astrolabe, glockenspiel, reliquary, or triptych that requires both hands to use. Reduces the stress of using theurge powers by 1.
☐ Scroll granting one-time use of a power you do not know but that is available to theurgists.

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 theurgy powers or diplomacy.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

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