Saint (FiD)

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Gods and spirits share their powers with saints, their select servants.

Trauma Condition - Faith Saints pray for their powers, which usually involves straightforward words and gestures asking for what you want. Your patron will answer your prayers even if you only say them in your mind, but this increases the stress cost of using powers by one. As a miracle-worker need to love and serve your patron saint, spirit, or god. This does not mean that all disciples of the same patron agree on much of anything, religious dissent is as old as religion. Creatures you summon are servants of your patron. This makes them less hostile, but strict in matters of faith.

You cannot use powers with the the consort, hunt, and skirmish actions except your domain power, see special abilities below. Picking up another power playbook that does allow these powers negates this limitation.

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

  • Community Name a religious faction. Gain +1d on all insight and resolve action checks when dealing with followers of this faction. This includes lay people of the same faith, even if their faction allegiance is uncertain.
  • Domain Power Learn any one power outside of the saint power list, or an action normally forbidden, representing the patron's sphere of divine influence. This even allows the prohibited combinations light + dark and flux + order. You can choose a power normally allowed to miracle-workers as your domain, in which case you reduce the stress cost of all abilities of that power by one.

Powers Air, Animal, Barrier, Darkness or Light (not both), Death, Earth, Electricity, Fire, Ice, Flux or Order (not both), Illusion, Kinesis, Life, Metal, Mind, Plant, Space, Time, Water.

Allies and Antagonists

˄ ˅ Tarikan, a teurgist
˄ ˅ Velmi, inquisitor
˄ ˅ Hakkaman, rebel
˄ ˅ Rowahl, career cleric
˄ ˅ Sossingal, heretic

Items

☐, ☐, ☐ Holy item that gives +1d on any one action roll against supernatural enemies of the faith.
☐, ☐, ☐ Sacred armor that works against any type of attack.
☐ Oil to bless a weapon, making it potent.
☐, ☐, ☐ Food enough to feed 10 people.
☐ Potent hand 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 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

Sway 2
Attune 1
4 points by choice, no higher than 2 in any one