Soulsworn (FiD)

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In a world where the supernatural reigns and dark forces lurk, you find yourself in a pact with a monstrous patron. Whether it's a lord of hell, an enchanting fey, an alien beyond lore, or a revenant laughing at death, you've willingly traded your soul for unearthly powers. Bound by this unholy bargain, you now wield dark magics and command otherworldly creatures to do your bidding.

Trauma Condition - Cerberic Your pact has three facets, like the three heads of Cerberus.

  1. Invocation: You must loudly invoke the name of your patron to wield your powers.
  2. Aura: You emit a malignant aura that causes people to be reluctant to offer you services or associate with you. Worsen your position in Consort actions.
  3. Demands: Your patron imposes demands on you, and failure to fulfill these demands may result in adverse consequences. While your patron cannot strip you of your powers, it will use its servants and influence against you if you go against its wishes. This can worsen your position on actions against servants of your patron and situations relating to your patron's interests.

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

  • Sacrifice When you kill a creature, you can dedicate their soul to your patron to recover one stress. You can recover up to eight stress per score this way. Killing someone usually requires a great effect level.

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

Dark Allies, Dire Foes

˄ ˅ Magelus, rich patron
˄ ˅ Ziphon, inquisitor
˄ ˅ Zordan, soulsworn
˄ ˅ Noggaron, cultist
˄ ˅ Eladin, dealer in forbidden goods

Items

☐-☐ Familiar Spirit, a monster camouflaged as a small animal that acts as an agent of your patron and serves you as a spy and confidante. The familiar can help you use your powers, this reduces the stress cost of powers by one. Using the familiar this way reveals its true nature.
☐, ☐ Drug that gives you +2d to an action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted.
☐-☐ Fine potent melee hand weapon, usually a sword or dagger.
☐ Incense improves the effect of all powers. If enemy also has powers, worsen position by one.
☐-☐ Fine scary mask or costume.

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

Starting Actions

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