Difference between revisions of "Saint (FiD)"
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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 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. | As a saint, you are given a purpose or agenda, often to reform a church or society or to prevent an undesirable fate. | ||
+ | As a Saint, you are both a herald of divine will and a reformer, challenging norms to inspire change. | ||
You are often at odds with established institutions and [[Theurgy_(FiD)|theurgists]]. | You 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. | ||
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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. | 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 are [[Knight (FiD)|Knight]] Saints, trickster champions may be [[Rogue (FiD)|Rogue]] Saints or [[Mountebank (FiD)|Mountebank]] Saints, and so on. | ||
− | ''' | + | '''Inspiration: |
− | |||
− | |||
Saints, prophets, divine messengers, and reformists. | 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. | 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. | 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. | The concept is similar to Pathfinder's oracle class, but not the execution. | ||
+ | |||
+ | '''Touchstones''': | ||
+ | Saints, prophets, divine messengers, and reformists serve as the core inspiration for this playbook. Figures like Friar Tuck, who blends religious devotion with the chaotic tendencies of a saint, and chaotic clerics, particularly the mystic clerics from the Al-Qadim setting, exemplify the tension between divine purpose and mortal imperfection. The concept also parallels Pathfinder's oracle class, though it is mechanically distinct. | ||
+ | |||
+ | Gandhi – ''Gandhi'' (1982), | ||
+ | Joan of Arc – ''The Messenger: The Story of Joan of Arc'' (1999), | ||
+ | Eli – ''The Book of Eli'' (2010), | ||
+ | Krishna – ''Krishna Aur Kans'' (2012). | ||
=== Trauma Condition—Faith === | === Trauma Condition—Faith === | ||
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=== Special Abilities === | === Special Abilities === | ||
− | * '''Community:''' Gain +1d on | + | * '''Community:''' Gain +1d on Insight and Resolve actions with those who share your faith. When using powers in the presence of a congregation (scale equal to your tier, p. 221), increase effect. |
− | * '''Crisis of Faith:''' Add +1d to all resistance rolls. | + | * '''Crisis of Faith:''' Add +1d to all resistance rolls. On a 1-3 resistance roll, choose: question your faith—let a belief or trauma cause an issue—or 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. | * '''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 | + | * '''Expanded Domains:''' You can learn any power, removing the [[Forms_(FiD|Form] restrictions of Trauma Condition—Faith. |
− | * '''Judgement:''' | + | * '''Judgement:''' Bless or curse nearby creatures, affecting their mood for 48 hours. You can Assist or Protect them (p. 134, 135) from afar, including fortune rolls. Twice per score, 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. | * '''Protector:''' You may expend your Special Armor to resist a supernatural consequence, or to push yourself to deal with an occult problem. | ||
− | * ''' | + | * '''Righteous Resolve:''' When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier when you invoke your patron's name or purpose. |
* '''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. | * '''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. | ||
Revision as of 22:31, 24 December 2024
Starfox's Blades in the Dark fan page |
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. As a Saint, you are both a herald of divine will and a reformer, challenging norms to inspire change. 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 are Knight Saints, trickster champions may be Rogue Saints or Mountebank Saints, and so on.
Inspiration: 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.
Touchstones: Saints, prophets, divine messengers, and reformists serve as the core inspiration for this playbook. Figures like Friar Tuck, who blends religious devotion with the chaotic tendencies of a saint, and chaotic clerics, particularly the mystic clerics from the Al-Qadim setting, exemplify the tension between divine purpose and mortal imperfection. The concept also parallels Pathfinder's oracle class, though it is mechanically distinct.
Gandhi – Gandhi (1982), Joan of Arc – The Messenger: The Story of Joan of Arc (1999), Eli – The Book of Eli (2010), Krishna – Krishna Aur Kans (2012).
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 Insight and Resolve actions with those who share your faith. When using powers in the presence of a congregation (scale equal to your tier, p. 221), increase effect.
- Crisis of Faith: Add +1d to all resistance rolls. On a 1-3 resistance roll, choose: question your faith—let a belief or trauma cause an issue—or 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 [[Forms_(FiD|Form] restrictions of Trauma Condition—Faith.
- Judgement: Bless or curse nearby creatures, affecting their mood for 48 hours. You can Assist or Protect them (p. 134, 135) from afar, including fortune rolls. Twice per score, 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.
- Righteous Resolve: When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier when you invoke your patron's name or purpose.
- 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.