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 - Faith 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 becomes your domain power. All other powers have restrictions for you. You cannot learn Air, Animal, Darkness, Earth, Electricity, Fire, Flux, Ice, Illusion, Kinesis, Life, Light, Metal, Order, Plant, Space, or Water except as a domain power. Picking up another power playbook that does allow these powers negates this limitation.

You can commune with your spiritual patron for guidiance, which generally orders you to go places and take on tasks that crop up in 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.

  • Additional Domain Select a power; that is now a domain power for you. If you pick a power could not normally learn, you can now learn that power as a separate special ability pick. This even allows prohibited combinations such as light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.
  • Community Gain +1d on all insight and resolve action checks when dealing with followers 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.

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

˄ ˅ Hakkaman, rebel
˄ ˅ Rowahl, career cleric
˄ ˅ Sossingal, heretic
˄ ˅ Tarikan, teurgist
˄ ˅ Velmi, inquisitor

Items

☐-☐ Miraculous means that gives you +1d on a single action roll.
☐ Sacred armor that works against any type of attack.
☐, ☐, ☐ Oil to bless a weapon, making 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 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