Theurgy (FiD)

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You harness divine magic through the invocation of ancient secrets that compel divine powers to aid you, or through the meticulous study of divine beings and their servants, allowing you to replicate miracles. While many theurgists align themselves with a patron deity and strive to emulate the deeds of saints, such devotion is not for all. In fantasy worlds, theurgists often wield significant influence within the church, facing opposition from zealous saints. For theurgists, their affiliation with a church is akin to a profession rather than a calling, enabling them to switch institutions and patrons across their career. However, deviations from religious principles within hierarchies can spark significant unrest and potential schisms.

Trauma Condition - Enactment You are invoking divine power through lore and ritual. You need to preach and gesture to use powers. This does not require faith, but using divine powers creates expectations, both within yourself and others. Failing external expectations can lead to persecution, failing inner expectations can lead to loss of self-esteem.

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

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

Divine Associates and Adversaries

˄ ˅ Majalan, saint
˄ ˅ Hokkin, career cleric
˄ ˅ Soloman, sage layman
˄ ˅ Halomar, monastic
˄ ˅ Leloman, teurgist

Items

☐, ☐, ☐ Blessed oil to anoint a weapon, imbuing it with potency for the duration of the score.
☐, ☐ Sacred ward that works as armor against any type of attack.
☐-☐-☐ Elaborate sacred vestments reducing the stress cost of powers by one. If worn at the start of the session, the load is reduced to ☐.
☐-☐-☐ Astrolabe, reliquary, glockenspiel or antikythera that requires both hands to use. Reduces the stress of using powers by 1.
☐ Scroll granting one-time use of a power available to theurgists but not currently known.

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

Starting Actions

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