Difference between revisions of "Sorcerer (FiD)"
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# '''Power of Desperation:''' When you roll a desperate action using powers, gain +1d to your roll. | # '''Power of Desperation:''' When you roll a desperate action using powers, gain +1d to your roll. | ||
# '''Presence of Power:''' When you unleash your powers, they are especially frightening. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power. | # '''Presence of Power:''' When you unleash your powers, they are especially frightening. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power. | ||
− | # '''Shape Dancer:''' You can use | + | # '''Shape Dancer:''' You can use Wreck instead of Consort when using powers that would normally require Consort. Select one specific shape; you gain +2d when assuming this form. |
# '''Summon Ally:''' You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship, giving you +2d and improved position on all Resolve actions against it. Your ally advances in tier as you do. You can take this ability multiple times to gain additional allies. | # '''Summon Ally:''' You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship, giving you +2d and improved position on all Resolve actions against it. Your ally advances in tier as you do. You can take this ability multiple times to gain 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]], [[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]], [[Water Powers (FiD)|Water]]. | ||
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* '''Charm''' ☐: A small object of power that increases the effect of a single use of a Power. '''Consumable, Playbook'''. | * '''Charm''' ☐: A small object of power that increases the effect of a single use of a Power. '''Consumable, Playbook'''. | ||
− | * '''Power Seal''' ◯: A wearable seal that enhances your control of your powers. Breaking it (by selecting it as an item) causes your powers to manifest wildly and visibly for up to ten minutes, clearly identifying you and your abilities to observers. ''You might be surrounded by an aura, magical patterns, or glyphs.'' | + | * '''Power Seal''' ◯: A wearable seal that enhances your control of your powers. Breaking it (by selecting it as an item) causes your powers to manifest wildly and visibly for up to ten minutes, clearly identifying you and your abilities to observers. ''You might be surrounded by an aura, magical patterns, or glyphs.'' Select one each time you use a power for the duration. '''Consumable, Playbook'''. |
+ | ** Reduce the stress cost by one. | ||
+ | ** Increase the stress cost by one and improve the effect. | ||
* '''Potent Weapon''' ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons include daggers and swords. Common heavy weapons include spears and polearms. Potency allows you to damage supernatural targets. | * '''Potent Weapon''' ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons include daggers and swords. Common heavy weapons include spears and polearms. Potency allows you to damage supernatural targets. | ||
* '''Scroll''' ☐: Allows a single use of a Power available to your playbook but not known to you. '''Consumable, Playbook'''. | * '''Scroll''' ☐: Allows a single use of a Power available to your playbook but not known to you. '''Consumable, Playbook'''. | ||
=== XP === | === XP === | ||
− | ''Every time you roll a desperate action, mark | + | ''Every time you roll a desperate action, mark sp 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 | + | 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 addressed a challenge using powers or majesty. | ||
* You expressed your beliefs, drives, heritage, or background. | * You expressed your beliefs, drives, heritage, or background. | ||
− | * You struggled with issues from your vice or traumas during the session. | + | * You struggled with issues from your vice or traumas during the session. |
=== Starting Actions === | === Starting Actions === | ||
: Command 1 | : Command 1 | ||
− | : | + | : Wreck 2 |
: 4 points by choice, no higher than 2 in any one. | : 4 points by choice, no higher than 2 in any one. |
Latest revision as of 21:46, 16 January 2025
Starfox's Blades in the Dark fan page |
Sorcery calls to those with an innate connection to the arcane, weaving spells with instinctual finesse. It is raw power and untamed intuition—a mesmerizing dance of potential and peril.
Sorcerers wield magic not through study or divine revelation, but as an innate, natural gift. Many claim or fabricate tales of a monstrous or spiritual ancestor, while others simply discover power within themselves.
Sorcerers make lords or lowlifes, with few in between. Wild and beyond society’s control, they disrupt the social order. No institution can easily regulate them, and no code governs their actions. This makes sorcerers both a menace to society and a force of heroic potential.
Discovering your powers was likely a dramatic event. From poltergeist activity around your cradle to an explosive show of emotion in adolescence, your powers clearly set you apart from your peers. How did those around you react? Were you cast out by a hostile, superstitious community, or perhaps taken in by wanderers and other outcasts?
Touchstones: The idea of innate sorcery is an ancient one. Merlin, the son of a nun and a devil or fairy, exemplifies this. Sorcery also features prominently in games like Exalted, Dungeons & Dragons, and Mage: The Ascension.
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 often name their favorite powers and boldly call these names when casting. Your power effects are dramatic, with higher-tier effects creating more spectacular side effects. For instance, casting a high-tier fire spell may leave scorch marks, create intense heat waves, or even cause minor tremors. You can hold back the loudness of powers, but doing so builds up power within you, that must be bled away slowly or they will increase the side effects of later powers. Annoying or chaotic side effects are common consequences for sorcerers.
Special Abilities
- Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can choose to remove these qualities. For each quality you choose not to use, reduce the stress cost of the power by one.
- 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 grant your companion additional abilities similar to what you can do with Powers. For example, a fiery elemental or shadow beast might serve as your companion.
- 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.
- Power of Desperation: When you roll a desperate action using powers, gain +1d to your roll.
- Presence of Power: When you unleash your powers, they are especially frightening. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power.
- Shape Dancer: You can use Wreck instead of Consort when using powers that would normally require Consort. Select one specific shape; you gain +2d when assuming this form.
- Summon Ally: You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship, giving you +2d and improved position on all Resolve actions against it. Your ally advances in tier as you do. You can take this ability multiple times to gain additional allies.
- Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.
Powerful Personas
- ˄ ˅ Hatakan, a politician.
- ˄ ˅ Jolanpah, an inquisitor.
- ˄ ˅ Wester, a monster.
- ˄ ˅ Xanaxan, a sorcerer.
- ˄ ˅ Yuclan, a cultist.
Inventory
- ☐, ☐, ☐ Charm.
- ◯ Power Seal.
- ☐ or ☐☐ Potent Weapon.
- ☐ Scroll.
- Charm ☐: A small object of power that increases the effect of a single use of a Power. Consumable, Playbook.
- Power Seal ◯: A wearable seal that enhances your control of your powers. Breaking it (by selecting it as an item) causes your powers to manifest wildly and visibly for up to ten minutes, clearly identifying you and your abilities to observers. You might be surrounded by an aura, magical patterns, or glyphs. Select one each time you use a power for the duration. Consumable, Playbook.
- Reduce the stress cost by one.
- Increase the stress cost by one and improve the effect.
- Potent Weapon ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons include daggers and swords. Common heavy weapons include spears and polearms. Potency allows you to damage supernatural targets.
- Scroll ☐: Allows a single use of a Power available to your playbook but not known to you. Consumable, Playbook.
XP
Every time you roll a desperate action, mark sp 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
- Wreck 2
- 4 points by choice, no higher than 2 in any one.