Chi (FiD)

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Chi embodies the inner power of living creatures, which can be channeled through disciplined practice. It focuses on self-improvement, immediate surroundings, and the manipulation of inner energy.

Trauma Condition - Inner Peace To utilize chi effectively, one must maintain inner peace and freedom of movement. Powers that affect only the user or creatures touched gain improved position, while those used at a distance suffer a loss of effect due to the practitioner's inability to fully channel their energy.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • Remember Your Teachings Drawing on past teachings, the practitioner can gain a 1d assistance bonus through a flashback, reflecting their training and discipline. This flashback costs at least 1 stress, and can be made made in addition to pushing, but does not stack with assistance from another character.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Challengers

˄ ˅ Mon Mah, a chi master
˄ ˅ Managan, a chi adept
˄ ˅ Chon-hu, a healer
˄ ˅ Dadaga the mystic shadow
˄ ˅ Hileah, heir to nobility

Items Chi users have access to a number of medicine bundles, known as potions. Once the action that benefits from the potion is resolved, you take minor harm that cannot be resisted.

☐, ☐ A potion that lets you ignore the stress of pushing.
☐ A potion that allows one use of a power on the list of chi powers that you do not know.
☐, ☐ An outfit showing your school or allegiance that can be used as armor against prowess and resolve effects.
☐ A potent weapon.
☐ A fine weapon.

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 with prowess or wisdom.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Prowl 2
Skirmish 1
4 points by choice, no higher than 2 in any one