Chosen (FiD)
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Gods and 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. Chosen are usually faithful before they ere selected, but you did not chose this path, your patron chose you. Chosens are sent with a purpose or agenda, often to reform a church or society. This means the often are at odds with established institutions and thus with theurgists. This is less of a problem in a time of crisis.
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.
Trauma Condition - Domain The chosen pray for their powers, which usually involves straightforward words and gestures asking for what you want. As a chosen you need to love and serve your spiritual patron. This does not mean that disciples of the same patron agree on much of anything, religious dissent is as old as religion itself. Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.
The first power you learn can be any power of your choice. All other powers must be chosen from the list of powers available to the chosen.
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.
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 that share your faith or +1d 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.
- Expanded Domains: You can learn any powers and use them with your power as a chosen.
- Martyr: You can protect (rulebook 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 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.
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.
Allies and Antagonists
- ˄ ˅ Hakkar, a rebel
- ˄ ˅ Rowahl, a career cleric
- ˄ ˅ Sossingal, a heretic
- ˄ ˅ Tarkani, a teurgist
- ˄ ˅ Velm, an inquisitor
Items
- ☐ Miraculous means that gives you +1d on a single action roll.
- ☐ Miraculous armor that works against any type of harm.
- ☐, ☐, ☐ Any personal object you bless to make it potent.
- ☐ Token you can give to another to allow them one use of a power effect you know as if they knew that power themselves.
- ☐ Hooded cloak that hides you from information gathering by the Attune, Study, and Survey actions.
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