Saint (FiD)

From Action
Revision as of 00:24, 28 December 2024 by Starfox (talk | contribs) (→‎Trauma Condition—Faith)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

As a saint, you were chosen by a spiritual patron to carry its message, embarking on a journey often rooted in devout faith. This path was not one you sought; it was bestowed upon you. You serve as both a herald of divine will and a reformer, challenging norms to inspire a brighter future. Your divine mission may often put you at odds with Clerics and their established institutions, as it transcends their authority.

A successful saint may transform the faith of future generations, with your words recorded in holy texts and your body and possessions revered as relics. However, such recognition lies in the future and offers no solace in the present.

Saints commonly take an additional playbook that exemplifies their patron's interests. Paladins may become Knight Saints, trickster champions 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 are bound to love and serve your spiritual patron. You pray for powers using straightforward words and gestures, asking for what you wish to occur. While your patron prefers a loud and visible performance to ensure their influence is recognized, they understand that this is not always practical.

Choosing an additional playbook can be challenging, as it must align with your patron’s will. Creatures you summon are servants of your patron—friendly but strict in matters of faith. You can commune with your spiritual patron for guidance. They may direct you to undertake tasks or journey to places relevant to the campaign, offering personal advice but withholding detailed information unless you use appropriate powers.

The first yellow power you learn represents your patron's domain and defines your connection to them. Once you select a domain power, you cannot choose other yellow powers.

Special Abilities

  1. 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.
  2. 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.
  3. 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.
  4. Expanded Domains: You can learn any power, removing the Form restrictions of Trauma Condition—Faith.
  5. 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.
  6. Protector: You may expend your Special Armor to resist a supernatural consequence, or to push yourself to deal with an occult problem.
  7. 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.
  8. 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.