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 were selected, but you did not chose this path, your patron chose you. Chosens are given a purpose or agenda, often to reform a church or society. This does not mean that disciples of the same patron agree on anything, religious dissent is as old as religion itself. Chosen are often at odds with established institutions and 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 As a chosen you need to love and serve your spiritual patron. You pray for powers, straightforward words and gestures asking for what you want. Creatures you summon are servants of your patron. This makes them friendly, but strict in matters of faith. 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. It can be hard to select an additional playbook when you are chosen, it has to be acceptable to your patron.
Your list of powers (see special abilities, below) has powers listed in yellow. The first yellow power you learn becomes your domain power. Once you have chosen a domain power, you can only select powers not marked in yellow.
Special Abilities
- Community: Gain +1d on all insight and resolve action checks when dealing with people that share your faith or +1d when 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.
- Crisis of Faith: Add +1d to all resistance rolls. When you suffer no stress for resisting, you must choose one: question your faith—a belief, indulgence, or scar causes an issue—lose sight of your friends.
- Divine Messenger: You gain an additional xp trigger: You deliver a divine warning or message and it is taken seriously. If your crew helped you send the message, also mark crew xp.
- Expanded Domains: You can learn any power and use them as if they were on the chosen power list.
- Protector: You may expend your special armor to resist a supernatural consequence, or to push yourself to deal with spiritual problems.
- Martyr: You can protect (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 from the same consequence 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.
- ☐, ☐, ☐ Any 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