Chosen (FiD)

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Gods and great 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 were usually devout before they were selected, but did not chose this path, their patron chose them. Chosen are given a purpose or agenda, often to reform a church or society or to prevent a bad fate. Chosen are often at odds with established institutions and theurgists. This is less of a problem in a time of crisis.

A successful chosen may change the faith of later generations, their words recorded in holy texts and their things revered as relics, but this is in for future generations, it won’t help them in the here and now.

The concept is based on Pathfinder's oracle class, but not the execution.

Trauma Condition—Faith

As a chosen you need to love and serve your spiritual patron, it can be hard to select an additional playbook, it has to be acceptable to your patron. You pray for powers, straightforward words and gestures asking for what you want. 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 yo use appropriate powers.

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

  1. Community: Gain +1d on all insight and resolve action checks when dealing with people that share your faith and +increased effect when using any power in the presence of a congregation of a size matching the scale of your tier (p 221) of people who share your system of belief, even if they belong to a different faction or sect.
  2. 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 trauma condition causes an issue—lose sight of your friends.
  3. Divine Messenger: 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 domain restrictions of Trauma Condition—Faith.
  5. 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 resist these consequences.
  6. Protector: You may expend your special armor to resist a supernatural consequence, or to push yourself to deal with spiritual problems.
  7. The Bigger They Are: When making an action roll that involves a higher tier threat gain +1d per difference in Tier.
  8. 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

˄ ˅ Dossin, a heretic.
˄ ˅ Feral, an outcast.
˄ ˅ Harli, a rebel.
˄ ˅ Karu, a theurgist.
˄ ˅ Virex, an inquisitor.

Inventory

◯ Chosen's Disguise.
◯, ◯, ◯ Miraculous means.
☐ Chosen's Token.
☐ Potent Oil.
☐ Power Token.
☐, ☐ Second Sight Potion.
  • Chosen's Disguise ◯: A hooded cloak or a type of 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 chosen, this also protects you from all Attune, Study, and Survey Powers. Playbook.
  • Miraculous Means ◯: This is any object used to explain or visualize a chosen's use of powers. This can be a piece of equipment or something you pick up or are given to use Power. Gives you +1d on a single action roll for a power. Playbook.
  • Chosen's Token ☐: Give an object used to visualize a your use of powers to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action rating. Playbook.
  • Potent Oil ☐: A weapon coated in this oil becomes potent against the supernatural for an hour. Alchemy, Common, Consumable.
  • Power Token ☐: Grants a one-time use of a power you do not know but that is available for you to choose. You cannot choose a Domain Power (those marked in yellow) unless you have the Expanded Domains special ability. Playbook.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemy, Consumable, Unreliable/Volatile. You may see things that are not there.

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.