Soulsworn (FiD)
Starfox's Blades in the Dark fan page |
In a world where the supernatural reigns and dark forces lurk, you've entered into a pact with a monstrous patron. Whether it's a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death, you've willingly traded your soul for unearthly power. Bound by this unholy bargain, you wield dark magic and command otherworldly creatures to do your bidding.
Touchstones: Faust, Elric of Melnibone.
Trauma Condition—Cerberic
Your pact has three facets, like the three heads of Cerberus.
- Chant: You must invoke the name or title of your patron to wield powers.
- Curse: You emit a malignant aura that disturbs animals and common people.
- Conflict: Your patron can't take your powers, but it may send minions if you oppose it.
Special Abilities
- Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost of the power use is reduced by one.
- Monstrous Companion: Upgrade your Familiar Spirit, will act as a bodyguard and can assume the form of a monster. This is an expert cohort (Bodyguard) (p 96) that is Intelligent. It has potency, and gains an arcane ability: spirit, mind-link, or reduces non-potent damage. Take this ability multiple times to choose an additional arcane ability for your pet each time.
- Pact Ward You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
- Ritual: You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
- Sacrifice When you kill a person, you can dedicate their soul to your patron to recover one stress. You can recover up to eight stress per score this way. Killing someone usually requires great outcome.
- Spirit Ally You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
- Unnatural Presence: When you unleash violence using powers or summon a creature, it's especially frightening. When you Command a frightened target, take +1d.
- Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
Dark Allies, Dire Foes
- ˄ ˅ Ardyn, a dealer in forbidden goods.
- ˄ ˅ Draxon, a soulsworn.
- ˄ ˅ Invar, an inquisitor.
- ˄ ˅ Lorin, a rich patron.
- ˄ ˅ Thalon, a cultist.
Inventory
- ☐ Black Lotus.
- ☐ Fetish.
- ◯ Familiar Spirit.
- ☐ Fine potent melee weapon.
- ◯ Memento.
- ☐ Power robe.
- Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. Alchemic, Consumable, Volatile “Woozy,” lvl 2 harm.
- Fetish ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. Consumable, Playbook.
- Familiar Spirit ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster) (p 96) that is Intelligent. It is not a servant, it instead advices and bargains with you.
- Fine and Potent Weapon ☐: A masterwork hand weapon like a dagger or sword. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
- Memento ☐: An item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. Playbook.
- Power Robe ☐: An extravagant robe displaying your power and allegiance. +1d on Command rolls. Conspicuous, 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 coercion.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Attune 1
- Command 2
- 4 points by choice, no higher than 2 in any one.