Difference between revisions of "Cleric (FiD)"

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Unlike Saints, who are chosen by divine will, clerics gain their power through structured learning and practice. Most clerics serve a specific deity or faith, but their abilities are tied to their training rather than direct attention from the divine. This makes clerics versatile, able to adapt to different traditions and patrons across their careers.
 
Unlike Saints, who are chosen by divine will, clerics gain their power through structured learning and practice. Most clerics serve a specific deity or faith, but their abilities are tied to their training rather than direct attention from the divine. This makes clerics versatile, able to adapt to different traditions and patrons across their careers.
  
Clerics often hold positions of authority within organized religions, where their knowledge and power maintain the faith’s structure. However, this professional approach can bring them into conflict with fervent Saints or reformers, who might view their methods as rigid or lacking divine inspiration. Other clerics belong to cults large and small, worshipping as they wish and often pretending to be more respectable than they are.
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Clerics often hold positions of authority within organized religions, where their knowledge and power maintain the faith’s structure. However, this professional approach can bring them into conflict with fervent Saints or reformers, who might view their methods as rigid or lacking divine inspiration. Other clerics belong to cults large and small, worshipping as they want and often pretending to be more respectable than they are.
  
**Touchstones:**  
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'''Touchstones''':   
 
The calculating Bishop (''Ladyhawke,'' 1985),   
 
The calculating Bishop (''Ladyhawke,'' 1985),   
 
The enigmatic Imhotep (''The Mummy,'' 1999),   
 
The enigmatic Imhotep (''The Mummy,'' 1999),   
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The Red Priestess Melisandre (''Game of Thrones,'' 2012–2019).   
 
The Red Priestess Melisandre (''Game of Thrones,'' 2012–2019).   
  
### Trauma Condition—Enactment
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=== Trauma Condition—Enactment ===
 
You invoke divine power through learned rituals and sacred traditions.   
 
You invoke divine power through learned rituals and sacred traditions.   
You recite scriptures in a liturgical language and perform ritual gestures, symbols, and actions carefully selected to display your and your church's power. At a minimum, you require a holy symbol and a rosary.   
+
You recite scriptures in a liturgical language and perform ritual gestures, symbols, and actions carefully selected to reflect your faith. At a minimum, you require a holy symbol and a rosary.   
  
 
Theurgy does not demand faith, but using divine powers creates expectations in yourself and others.   
 
Theurgy does not demand faith, but using divine powers creates expectations in yourself and others.   
 
Failing these expectations may result in persecution or a temporary loss of powers due to self-doubt.
 
Failing these expectations may result in persecution or a temporary loss of powers due to self-doubt.
  
*Example Scenarios:
+
:''As a cleric of a powerful church, you are called upon to heal the gravely ill child of a prominent noble. You beg to avoid this, lacking the proper powers and abilities, leading the noble to question your faith and loyalty to the church.''
- *As a cleric of a powerful church, you are called upon to heal the gravely ill child of a prominent noble. You beg to avoid this, lacking the proper powers and abilities, leading the noble to question your faith and devotion to the church.
 
- *Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own purity. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.*
 
  
### Special Abilities
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:''Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own purity. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.''
1. **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 belief system, even if they belong to a different faction or sect.   
+
 
2. **Enchanter:** When you invent or craft (p. 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.   
+
=== Special Abilities ===
3. **Judgement:** You bless or curse creatures, filling them with positive or negative inclinations. For the next 48 hours, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. Twice per score, you can Assist without expending stress.   
+
# '''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.   
4. **Ritualist:** You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p. 222.   
+
# '''Enchanter:''' When you invent or craft (p. 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.   
5. **Spirit Ward:** Using sacred rituals, you Tinker with an area to make it anathema or enticing to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power. This process takes about a minute and can affect an area based on your tier (p. 221). You can create overlapping wards for multiple [[Powers_(FiD)#Forms|Forms]] in the same area.   
+
# '''Judgement:''' You bless or curse creatures, filling them with positive or negative inclinations. For the next 48 hours, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. Twice per score, you can Assist without expending stress.   
6. **Studied Domains:** You can now learn any power and use them with clerical magic. This lessens the restrictions of Trauma Condition—Enactment, allowing you to learn the forms of [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Metal Powers (FiD)|Metal]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], and [[Water Powers (FiD)|Water]], formerly prohibited.   
+
# '''Ritualist:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p. 222.   
7. **Warded:** You may expend your Special Armor to resist a magical or spiritual consequence, or to push yourself when you deal with Powers and supernatural creatures.   
+
# '''Spirit Ward:''' Using sacred rituals, you Tinker with an area to make it anathema or enticing to creatures associated with a specific power. This process takes about a minute and can affect an area relative to your tier (p. 221). You can create overlapping wards for multiple powers.   
8. **Powers:** <span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>, <span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], <span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>, <span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>, <span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>, <span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>, [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], <span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>, [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], <span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>, <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, [[Time Powers (FiD)|Time]], <span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.   
+
# '''Studied Domains:''' You can now learn any power and use them with clerical magic. This lessens the restrictions of Trauma Condition—Enactment, allowing you to learn the forms of [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Metal Powers (FiD)|Metal]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], and [[Water Powers (FiD)|Water]], formerly prohibited.   
 +
# '''Warded:''' You may expend your Special Armor to resist a magical or spiritual consequence, or to push yourself when you deal with Powers and supernatural creatures.   
 +
# '''Powers:''' <span style="text-decoration: line-through;background-color:red">[[Air Powers (FiD)|Air]]</span>, <span style="text-decoration: line-through;background-color:red">[[Animal Powers (FiD)|Animal]]</span>, [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], <span style="text-decoration: line-through;background-color:red">[[Earth Powers (FiD)|Earth]]</span>, <span style="text-decoration: line-through;background-color:red">[[Electricity Powers (FiD)|Electricity]]</span>, <span style="text-decoration: line-through;background-color:red">[[Fire Powers (FiD)|Fire]]</span>, <span style="text-decoration: line-through;background-color:red">[[Ice Powers (FiD)|Ice]]</span>, [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], <span style="text-decoration: line-through;background-color:red">[[Metal Powers (FiD)|Metal]]</span>, [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], <span style="text-decoration: line-through;background-color:red">[[Plant Powers (FiD)|Plant]]</span>, <span style="text-decoration: line-through;background-color:red">[[Space Powers (FiD)|Space]]</span>, [[Time Powers (FiD)|Time]], <span style="text-decoration: line-through;background-color:red">[[Water Powers (FiD)|Water]]</span>.   
  
 
=== Divine Associates and Adversaries ===
 
=== Divine Associates and Adversaries ===

Revision as of 00:03, 23 December 2024

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You channel divine power through the disciplined study of sacred traditions and the invocation of divine mysteries. Your mastery of theurgy—an art rooted in ritual and ancient knowledge—allows you to evoke miracles through precise words, gestures, and symbols, replicating the circumstances of past divine interventions.

Unlike Saints, who are chosen by divine will, clerics gain their power through structured learning and practice. Most clerics serve a specific deity or faith, but their abilities are tied to their training rather than direct attention from the divine. This makes clerics versatile, able to adapt to different traditions and patrons across their careers.

Clerics often hold positions of authority within organized religions, where their knowledge and power maintain the faith’s structure. However, this professional approach can bring them into conflict with fervent Saints or reformers, who might view their methods as rigid or lacking divine inspiration. Other clerics belong to cults large and small, worshipping as they want and often pretending to be more respectable than they are.

Touchstones: The calculating Bishop (Ladyhawke, 1985), The enigmatic Imhotep (The Mummy, 1999), Father Moore (The Exorcism of Emily Rose, 2005), The Red Priestess Melisandre (Game of Thrones, 2012–2019).

Trauma Condition—Enactment

You invoke divine power through learned rituals and sacred traditions. You recite scriptures in a liturgical language and perform ritual gestures, symbols, and actions carefully selected to reflect your faith. At a minimum, you require a holy symbol and a rosary.

Theurgy does not demand faith, but using divine powers creates expectations in yourself and others. Failing these expectations may result in persecution or a temporary loss of powers due to self-doubt.

As a cleric of a powerful church, you are called upon to heal the gravely ill child of a prominent noble. You beg to avoid this, lacking the proper powers and abilities, leading the noble to question your faith and loyalty to the church.
Performing a miracle to gain the favor of a powerful noble when others needed your help desperately causes you to doubt your own purity. This inner conflict clouds your focus, temporarily disrupting your access to divine powers until you atone or reaffirm your dedication.

Special Abilities

  1. 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.
  2. Enchanter: When you invent or craft (p. 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design or Formula already known.
  3. Judgement: You bless or curse creatures, filling them with positive or negative inclinations. For the next 48 hours, you may Assist (p. 134) and Protect (p. 135) them, even if you are not physically present. Twice per score, you can Assist without expending stress.
  4. Ritualist: You can use occult Ritual to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p. 222.
  5. Spirit Ward: Using sacred rituals, you Tinker with an area to make it anathema or enticing to creatures associated with a specific power. This process takes about a minute and can affect an area relative to your tier (p. 221). You can create overlapping wards for multiple powers.
  6. Studied Domains: You can now learn any power and use them with clerical magic. This lessens the restrictions of Trauma Condition—Enactment, allowing you to learn the forms of Air, Animal, Earth, Electricity, Fire, Ice, Metal, Plant, Space, and Water, formerly prohibited.
  7. Warded: You may expend your Special Armor to resist a magical or spiritual consequence, or to push yourself when you deal with Powers and supernatural creatures.
  8. 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

˄ ˅ Halim, a monastic.
˄ ˅ Kavi, a politician.
˄ ˅ Lenar, a cleric.
˄ ˅ Majan, one of the chosen.
˄ ˅ Solen, a sage.

Inventory

☐☐ Liturgical Robe.
☐ Potent hand weapon.
☐ Scroll.
☐ Shield.
  • Liturgical Robe ☐☐: Extravagant robe embroidered with mystic symbols, along with a ceremonial hat and other religious symbols such as prayer beads and a censer. Reduces the stress cost of all powers by 1. Playbook.
  • Potent Hand Weapon ☐: A masterwork hand weapon, often a mace or your patron's favored weapon. This weapon has been blessed making it potent. The potency allows you to damage supernatural targets.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Shield ☐: A defensive weapon carried in one hand. Functions as armor and stacks with other armor. Cannot be used with a heavy or off-hand weapon.

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

Starting Actions

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