Animism (FiD)
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You gain your power from a host of spirits, each less in power than the patrons of other power playbooks but versatile in their breadth. You may see these spirits as your masters, allies in a cause, servants you bully, mischievous friends, or slaves to capture or a mix of all of these. Some spirits are actual physical creatures, others may call these creatures monsters but you won't. An animist might be known as a medium, medicine man, miku, shaman, or druid.
Trauma Condition - Pact Tokens You activate your powers by whispering to your spirit allies and touch a pact token. Your powers are based on deals with spirits, and each spirit is represented by a token that represents your relationship with that spirit. This is usually small tokens, but can be tattoos, scents, holograms, piercings, or even the spirit visibly floating around you. The spirits demand that these tokens be visible. Observers can tell your power playbook and those in the know can learn your powers from your symbols. The stronger you are, the symbols you have.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- Wisdom of the Spirits Commune with local spirits. They'll assign a task to strengthen your bond, often involving purging corruption or defeating spirit foes. Success grants you and allies 2 stress relief. Vice indulgence gains +1d.
Powers There are myriad spirits, giving you access to oh so many powers. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.
Allies and antagonists
- ˄ ˅ Bolo, a talking animal
- ˄ ˅ Fatiga, a spirit-speaker
- ˄ ˅ Hernan, a spirit
- ˄ ˅ Lorigan, a tribal chief
- ˄ ˅ Terranam, a herbalist healer
Items
- ☐, ☐ A bribe for your spirits that gives +1d on a single use of a power.
- ☐ A temporary pact that allows you a single use a power you do not know.
- ☐-☐ A disguise that hides your spirit symbols without interfering with your powers.
- ☐, ☐ Spirit-pact armor that works against any type of attack.
- ☐ A blessed weapon that is potent.
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 by dealing with the environment or using powers.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Consort 2
- Attune 1
- 4 points by choice, no higher than 2 in any one