Difference between revisions of "Sorcerer (FiD)"

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m (Starfox moved page Sorcery (FiD) to Sorcerer (FiD))
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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
 
Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril.
 
Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril.
 +
Sorcerers don't base their magic in study or divine revelation.
 +
A sorcerer's magic is inborn, natural.
 +
Many sorcerers have (or claim to have) an ancestor that was a monster or spirit, having inherited their magic this way.
 +
Others have no idea why, they just know that magic was always at their fingertips.
 +
 +
Sorcerers make heroes or villains, with few in between.
 +
Essentially random an out of society's control, sorcerers are disruptive to the social order.
 +
No institution can easily regulate them, no code regulates their behavior.
 +
This makes sorcerers a potential menace to society, but also gives them heroic potential.
 +
 +
As a sorcerer, discovering your powers was a dramatic event.
 +
From poltergeist activity around your cradle to an explosive show of mood in puberty, this is when you clearly stood out from your peers.
 +
How did people around you react?
 +
Many sorcerers were cast out by a hostile and superstitious community and had to make their own way early on, some were picked up by wanderers or other outcasts.
 +
 +
'''Touchstones''':
 +
The idea of sorcery as something you are born with are an old one.
 +
Merlin, the son of a nun and a devil or fairy, is the prime example.
 +
It is also a class or background in games like D&D, XXX, and XXX.
 +
 +
Sorsha – ''Willow'' (1988), 
 +
Merlin – ''Merlin'' (2008–2012, TV series), 
 +
Daenerys Targaryen – ''Game of Thrones'' (2011–2019), 
 +
Wanda Maximoff (Scarlet Witch) – ''Avengers: Age of Ultron'' (2015), ''WandaVision'' (2021), and ''Doctor Strange in the Multiverse of Madness'' (2022). 
  
 
=== Trauma Condition—Ostentatious ===
 
=== Trauma Condition—Ostentatious ===
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=== Special Abilities ===
 
=== Special Abilities ===
 
You have access to these special abilities.
 
You have access to these special abilities.
# '''Blood Power:''' You may expend your '''special armor''' to reduce harm from a consequence when using a power or to push yourself when using a power.
+
# '''Power of Blood:''' You may expend your Special Armor to reduce harm from a consequence when using a power or to push yourself when using a power.
 
# '''Casual Blaster:''' When you use a power to make an attack that is '''fine and/or potent''', you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost  of the power use is reduced by one.
 
# '''Casual Blaster:''' When you use a power to make an attack that is '''fine and/or potent''', you can opt to remove these qualities. For each quality you choose ''not'' to use, the stress cost  of the power use is reduced by one.
# '''Monster Companion:''' You have a monster or dangerous animal serving you. This is an expert cohort (bodyguard) (p 96). It is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] and its attacks are potent. You can take this ability again to give your monster companion abilities similar to what you can do yourself.
+
# '''Monster Companion:''' You have a monster or dangerous animal serving you. This is an expert cohort (bodyguard) (p 96). It is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] and its attacks are potent. You can take this ability again to give your monster companion specific abilities similar to what you can do with Powers.
 
# '''Power of Desperation:''' When you roll a desperate action when using powers, you get +1d to your roll.
 
# '''Power of Desperation:''' When you roll a desperate action when using powers, you get +1d to your roll.
# '''Presence of Power''': When you unleash your powers, it's especially frightening. When you Command a frightened target, take +1d.
+
# '''Presence of Power''': When you unleash your powers, it's especially frightening. You gain additional effect when you Command a frightened target.
 
# '''Shape Dancer:''' You can use Skirmish instead of Consort when using what is normally Consort powers. Select one specific form, you gain +2d to assume this form.
 
# '''Shape Dancer:''' You can use Skirmish instead of Consort when using what is normally Consort powers. Select one specific form, you gain +2d to assume this form.
# '''Spirit Ally:''' You have a spirit ally you can summon using Advanced Attune powers. You have an established relationship with this creature, which gives you +2d on Attune checks against it. Your ally will advance in tier as you do.
+
# '''Summon Ally:''' You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship which gives you +2d and improves your position on all Resolve action rolls against it. Your ally will advance in tier as you do. You can select this several times to pick additional allies..
 
# '''Powers.''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
 
# '''Powers.''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
  
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: ☐ Scroll.
 
: ☐ Scroll.
  
* '''Fetish''' ☐: A figurine or medicine bundle, increases the effect of a single use of a power. '''Consumable, Playbook'''.
+
* '''Charm ''' ☐: A small object of power, increases the effect of a single use of a Power. '''Consumable, Playbook'''.
* '''Power Seal''' ◯: A seal you wear to control your powers. When broken (which is when you pick it as an item) this causes your power(s) to display around you for a minute, clearly identifying you and your powers to any observer, ruining any stealth or disguise. ''You might be surrounded by an aura appropriate to your forms, magical patterns, or glyphs.'' Reduces the stress cost of all powers by one for the duration. '''Consumable, Playbook'''.
+
* '''Power Seal''' ◯: A seal you wear to control your powers. When broken (which happens when you pick it as an item) this causes your power(s) to display around you for a minute, clearly identifying you and your powers to any observer, ruining any stealth or disguise. ''You might be surrounded by an aura appropriate to your forms, magical patterns, or glyphs.'' Reduces the stress cost of all powers by one for the duration. '''Consumable, Playbook'''.
 
* '''Potent Weapon''' ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons are a dagger and sword. Common heavy weapons are a spear or pole arm. Potency allows you to damage supernatural targets.
 
* '''Potent Weapon''' ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons are a dagger and sword. Common heavy weapons are a spear or pole arm. Potency allows you to damage supernatural targets.
 
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
 
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.

Revision as of 13:52, 25 December 2024

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Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril. Sorcerers don't base their magic in study or divine revelation. A sorcerer's magic is inborn, natural. Many sorcerers have (or claim to have) an ancestor that was a monster or spirit, having inherited their magic this way. Others have no idea why, they just know that magic was always at their fingertips.

Sorcerers make heroes or villains, with few in between. Essentially random an out of society's control, sorcerers are disruptive to the social order. No institution can easily regulate them, no code regulates their behavior. This makes sorcerers a potential menace to society, but also gives them heroic potential.

As a sorcerer, discovering your powers was a dramatic event. From poltergeist activity around your cradle to an explosive show of mood in puberty, this is when you clearly stood out from your peers. How did people around you react? Many sorcerers were cast out by a hostile and superstitious community and had to make their own way early on, some were picked up by wanderers or other outcasts.

Touchstones: The idea of sorcery as something you are born with are an old one. Merlin, the son of a nun and a devil or fairy, is the prime example. It is also a class or background in games like D&D, XXX, and XXX.

Sorsha – Willow (1988), Merlin – Merlin (2008–2012, TV series), Daenerys Targaryen – Game of Thrones (2011–2019), Wanda Maximoff (Scarlet Witch) – Avengers: Age of Ultron (2015), WandaVision (2021), and Doctor Strange in the Multiverse of Madness (2022).

Trauma Condition—Ostentatious

As a sorcerer you must speak and gesture to use powers. Sorcerers commonly name their favorite powers and bravely call these names when calling on the power. Your power effects are dramatic, with higher tier effects have more spectacular side effects. Particularly annoying side effects is a common consequence for sorcerers.

Special Abilities

You have access to these special abilities.

  1. Power of Blood: You may expend your Special Armor to reduce harm from a consequence when using a power or to push yourself when using a power.
  2. Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost of the power use is reduced by one.
  3. Monster Companion: You have a monster or dangerous animal serving you. This is an expert cohort (bodyguard) (p 96). It is Intelligent and its attacks are potent. You can take this ability again to give your monster companion specific abilities similar to what you can do with Powers.
  4. Power of Desperation: When you roll a desperate action when using powers, you get +1d to your roll.
  5. Presence of Power: When you unleash your powers, it's especially frightening. You gain additional effect when you Command a frightened target.
  6. Shape Dancer: You can use Skirmish instead of Consort when using what is normally Consort powers. Select one specific form, you gain +2d to assume this form.
  7. Summon Ally: You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship which gives you +2d and improves your position on all Resolve action rolls against it. Your ally will advance in tier as you do. You can select this several times to pick additional allies..
  8. Powers. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Powerful Personas

˄ ˅ Hatakan, a politician.
˄ ˅ Jolanpah an inquisitor.
˄ ˅ Wester, a monster.
˄ ˅ Xanaxan, a sorcerer.
˄ ˅ Yuclan, a cultist.

Inventory

☐, ☐, ☐ Fetish.
◯ Power Seal.
☐ or ☐☐ Potent Weapon.
☐ Scroll.
  • Charm ☐: A small object of power, increases the effect of a single use of a Power. Consumable, Playbook.
  • Power Seal ◯: A seal you wear to control your powers. When broken (which happens when you pick it as an item) this causes your power(s) to display around you for a minute, clearly identifying you and your powers to any observer, ruining any stealth or disguise. You might be surrounded by an aura appropriate to your forms, magical patterns, or glyphs. Reduces the stress cost of all powers by one for the duration. Consumable, Playbook.
  • Potent Weapon ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons are a dagger and sword. Common heavy weapons are a spear or pole arm. Potency allows you to damage supernatural targets.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.

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

Starting Actions

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