Saint (FiD)
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As a saint, you were chosen by a spiritual patron to carry its message, a journey often rooted in devout faith. This path was not of your choosing; it was given to you by your patron. Your purpose is clear—reform a church, reshape society, or avert an undesirable fate. You serve as both a herald of divine will and a reformer, challenging norms to inspire change.
You are often at odds with established institutions and theurgists. This is less of a problem in times of crisis. A successful saint may change the faith of later generations, their words recorded in holy texts and their possessions revered as relics, but this is for future generations; it won’t help you in the here and now.
Saints are restricted in what other playbooks they can take, but it is common to pick an additional playbook that matches the interests of their patron. Paladins are Knight Saints, trickster champions may be Rogue Saints or Mountebank Saints, and so on.
Touchstones: Saints, prophets, divine messengers, and reformists serve as the core inspiration for this playbook. Figures like Friar Tuck, who blends religious devotion with the chaotic tendencies of a saint, and chaotic clerics, particularly the mystic clerics from the Al-Qadim setting, exemplify the tension between divine purpose and mortal imperfection. The concept also parallels Pathfinder's oracle class, though it is mechanically distinct.
Gandhi – Gandhi (1982), Joan of Arc – The Messenger: The Story of Joan of Arc (1999), Eli – The Book of Eli (2010), Amarendra Baahubali – Baahubali: The Beginning (2015) and Baahubali: The Conclusion (2017).
Trauma Condition—Faith
As a Saint, you must love and serve your spiritual patron. Selecting an additional playbook can be challenging, as it must align with your patron’s will. You pray for powers with straightforward words and gestures, asking for what you want to happen. Creatures you summon are servants of your patron, friendly but strict in matters of faith. You can commune with your spiritual patron for guidance, who may order 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 unless you use appropriate powers. The first yellow power you learn represent your patron's domain and defines your connection to your patron. After selecting a domain power, you cannot choose other yellow powers.
Special Abilities
- Community: Gain +1d on Insight and Resolve actions with those who share your faith. When using powers in the presence of a congregation (scale equal to your tier, p. 221), increase effect.
- Crisis of Faith: Add +1d to all resistance rolls. On a 1-3 resistance roll, choose one: question your faith—a belief or trauma issue—or lose sight of your friends.
- Divine Messenger: Increase effect on Sway checks to proselytize. You gain an additional xp trigger: You deliver a divine message and it is taken seriously. If your crew helped you, also mark crew xp.
- Expanded Domains: You can learn any power, removing the Form restrictions of Trauma Condition—Faith.
- Judgement: Bless or curse nearby creatures, affecting their mood for 48 hours. You can Assist or Protect them (p. 134, 135) from afar, including fortune rolls. Twice per score, Assist without spending stress.
- Protector: You may expend your Special Armor to resist a supernatural consequence, or to push yourself to deal with an occult problem.
- Righteous Resolve: When making an action roll that involves a higher-tier threat, gain +1d per difference in Tier when you invoke your patron's name or purpose.
- Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
Allies and Antagonists
- ˄ ˅ Dossin, a heretic.
- ˄ ˅ Feral, an outcast.
- ˄ ˅ Harli, a rebel.
- ˄ ˅ Karu, a cleric.
- ˄ ˅ Virex, an inquisitor.
Inventory
- ◯ Holy Disguise.
- ◯, ◯, ◯ Miraculous Means.
- ☐, ☐, ☐ Potent Oil.
- ☐ Scroll.
- Holy Disguise ◯: A hooded cloak or a large hat that is ubiquitous in the setting. It helps you avoid attention as long as you lie low in a crowd, but won't conceal you if individually examined. As a Saint, this also protects you from all Attune, Study, and Survey Powers, but not mundane observation. Playbook.
- Miraculous Means ◯: This is a mundane object elevated by alluding to the divine. When using this object, gain +1d on a single action roll involving a power. Examples: ambrosia, a phoenix feather, the apple of immortality, or simple bread. Consumable, Playbook.
- Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
- Scroll ☐: Allows a single use of a power available to your playbook but not known to you. 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 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.