Difference between revisions of "Warlock (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
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 human ken, a revenant laughing at death, or something else, 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.  
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In a world of supernatural dominion and lurking shadows, you have forged a pact with a monstrous patron—be it a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death—in exchange for otherworldly power. Bound by this unholy bargain, you wield forbidden magic and command otherworldly creatures, but at a dire cost.
  
'''Touchstones:
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'''Touchstones:''' 
Faust, Elric of Melnibone.
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Elric of Melnibone and Arioch, Lord of Chaos – ''The Elric Saga'' by Michael Moorcock, 
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Faustus and Mephistopheles – ''Doctor Faustus'' by Christopher Marlowe, 
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Manfred and various potential patrons – ''Manfred'' by Lord Byron, 
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Margarita and Woland – ''The Master and Margarita'' by Mikhail Bulgakov.
  
=== Trauma Conditio—Cerberic ===
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Eric Draven and the Crow – ''The Crow'' (1994), 
Your pact has three facets, like the three heads of Cerberus.
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Spawn (Al Simmons) and Malebolgia – ''Spawn'' (1997), 
# Invocation: You must invoke the name of your patron to wield your powers.
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Maleficent and Diaval – ''Maleficent'' (2014), 
# Aura: You emit a malignant aura that causes animals and common people to be reluctant to associate with you.
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Wanda Maximoff (Scarlet Witch) and Chthon – ''Doctor Strange in the Multiverse of Madness'' (2022).
# 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.
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=== Trauma Condition—Cerberic ===
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Your pact has three facets, like the three heads of Cerberus, the guardian of the gate to the underworld.
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# '''Dread''': Your malignant aura unsettles animals and common people, fostering unease and suspicion within a range based on your tier (p. 221). Interactions in this range may suffer reduced effect or altered position.
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# '''Demand''': You must invoke the name or title of your patron to wield powers. It must be audible, but in quiet surroundings, a whisper will suffice. When in conflict with your patron, you may call on some abstract power source instead.
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# '''Discord''': You have duties as a warlock, but you are not bound to obey. Your patron may send other minions to enforce its will or punish your defiance. Warlocks serving the same patron often clash to assert dominance or curry favor.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''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.
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# '''Endless Wrath:''' When you use a power to make an attack that is fine and/or potent, you may choose to forego these qualities. For each quality you choose ''not'' to use, the power's stress cost is reduced by one.
# '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
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# '''Monstrous Companion:''' Your Familiar Spirit grows to human size and becomes an expert cohort (bodyguard and loremaster, p. 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. Its attacks are potent, and it gains one arcane ability: ''elemental attack,'' ''mind-link,'' or ''reduces non-potent damage.'' You can take this ability multiple times to grant additional arcane abilities.
# '''Ritual:''' You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned. See p 222.
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# '''Pact Ward:''' You may expend your special armor to resist harm or to push yourself on an Attune or Command action.
# '''Sacrifice''' When you kill a person, 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 great outcome.  
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# '''Ritualist:''' You gain +1d on actions to perform [[Rituals (FiD)|Rituals]] or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific [[Rituals (FiD)|Ritual]].
# '''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.
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# '''Sacrifice:''' When you kill a person, you can dedicate their soul to your patron to recover one stress. You can recover up to three stress per score this way. Killing someone usually requires a great outcome or by murdering a helpless creature.
# '''Spirit Beacon:''' You know how to sanctify an area with arcane substances and methods so it is attractive to creatures tied to one power that you know. If such creatures are nearby, they will be drawn towards this area. This takes a minute and consumes ritual supplies from your load.
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# '''Spirit 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.
# '''Unnatural Presence:''' When you unleash violence using powers or summon a creature, it's especially frightening. When you Command a frightened target, take +1d.
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# '''Unnatural Presence:''' Your summons or displays of violence instill terror in those who witness them. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power.
 
# '''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]].
  
 
=== Dark Allies, Dire Foes ===
 
=== Dark Allies, Dire Foes ===
: ˄ ˅ Ardyn, a dealer in forbidden goods.
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: ˄ ˅ Ardyn, dealer in the forbidden
: ˄ ˅ Draxon, a soulsworn.
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: ˄ ˅ Draxon, a warlock
: ˄ ˅ Invar, an inquisitor.
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: ˄ ˅ Invar, an inquisitor
: ˄ ˅ Lorin, a rich patron.
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: ˄ ˅ Lorin, a rich patron
: ˄ ˅ Thalon, a cultist.
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: ˄ ˅ Thalon, a cultist
  
=== Items ===  
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=== Inventory ===
: ☐ Black Lotus.
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: ☐ Black Lotus
: ☐ Fetish. 
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: ◯ Familiar Spirit
: ◯ Familiar Spirit.
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: ☐ or ☐☐ Fine Potent Melee Weapon
: ☐ Fine potent melee weapon. 
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: ☐ Power Robe
: ◯ Memento.
 
: ☐ Power robe. 
 
  
* '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of stupor and visions. Adds effect to Attune rolls. '''Alchemic, Consumable, Volatile''' “Woozy,” lvl 2 harm.
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* '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of vivid visions and stupor. When its effects end, you suffer ''Vertigo'' (Level 2 Harm), leaving you disoriented and physically unsteady.
* '''Fetish''' ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. '''Consumable, Playbook'''.
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* '''Familiar''' ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster, p. 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. Your Familiar acts as an intermediary, advancing your patron's agenda while supporting you.
* '''Familiar Spirit''' ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster) (p 96). It can pick [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] as a flaw, allowing an edge as normal.
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* '''Fine and Potent Weapon''' ☐: A masterwork hand weapon such as a dagger, sword, or a heavy weapon like a ☐☐ greatsword. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
* '''Fine and Potent Weapon''' ☐: A masterwork hand weapon like a dagger or sword. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
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* '''Power Robe''' ☐: An extravagant robe displaying your power and allegiance. When worn openly, it grants +1d to Command rolls. '''Conspicuous, Playbook.'''
* '''Memento''' ☐: An item reminding you of your goals and passions. Reduces the stress cost of an orphic power by one. One use per score. '''Playbook'''.
 
* '''Power Robe''' ☐: An extravagant robe displaying your power and allegiance. +1d on Command rolls. If you're carrying this item as a second outfit to change into, it is ☐-☐. '''Conspicuous, Playbook.'''
 
  
 
=== XP ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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''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
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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.''
an attribute) or 2 xp if that item occurred multiple times.
 
 
* You addressed a challenge using powers or coercion.
 
* You addressed a challenge using powers or coercion.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You expressed your beliefs, drives, heritage, or background.

Latest revision as of 09:37, 14 February 2025

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

In a world of supernatural dominion and lurking shadows, you have forged a pact with a monstrous patron—be it a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death—in exchange for otherworldly power. Bound by this unholy bargain, you wield forbidden magic and command otherworldly creatures, but at a dire cost.

Touchstones: Elric of Melnibone and Arioch, Lord of Chaos – The Elric Saga by Michael Moorcock, Faustus and Mephistopheles – Doctor Faustus by Christopher Marlowe, Manfred and various potential patrons – Manfred by Lord Byron, Margarita and Woland – The Master and Margarita by Mikhail Bulgakov.

Eric Draven and the Crow – The Crow (1994), Spawn (Al Simmons) and Malebolgia – Spawn (1997), Maleficent and Diaval – Maleficent (2014), Wanda Maximoff (Scarlet Witch) and Chthon – Doctor Strange in the Multiverse of Madness (2022).

Trauma Condition—Cerberic

Your pact has three facets, like the three heads of Cerberus, the guardian of the gate to the underworld.

  1. Dread: Your malignant aura unsettles animals and common people, fostering unease and suspicion within a range based on your tier (p. 221). Interactions in this range may suffer reduced effect or altered position.
  2. Demand: You must invoke the name or title of your patron to wield powers. It must be audible, but in quiet surroundings, a whisper will suffice. When in conflict with your patron, you may call on some abstract power source instead.
  3. Discord: You have duties as a warlock, but you are not bound to obey. Your patron may send other minions to enforce its will or punish your defiance. Warlocks serving the same patron often clash to assert dominance or curry favor.

Special Abilities

  1. Endless Wrath: When you use a power to make an attack that is fine and/or potent, you may choose to forego these qualities. For each quality you choose not to use, the power's stress cost is reduced by one.
  2. Monstrous Companion: Your Familiar Spirit grows to human size and becomes an expert cohort (bodyguard and loremaster, p. 96) that is Intelligent. Its attacks are potent, and it gains one arcane ability: elemental attack, mind-link, or reduces non-potent damage. You can take this ability multiple times to grant additional arcane abilities.
  3. Pact Ward: You may expend your special armor to resist harm or to push yourself on an Attune or Command action.
  4. Ritualist: You gain +1d on actions to perform Rituals or research rituals. You can research Procedures for new rituals, see p 222.You know the arcane Procedure to perform one specific Ritual.
  5. Sacrifice: When you kill a person, you can dedicate their soul to your patron to recover one stress. You can recover up to three stress per score this way. Killing someone usually requires a great outcome or by murdering a helpless creature.
  6. Spirit 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.
  7. Unnatural Presence: Your summons or displays of violence instill terror in those who witness them. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dark Allies, Dire Foes

˄ ˅ Ardyn, dealer in the forbidden
˄ ˅ Draxon, a warlock
˄ ˅ Invar, an inquisitor
˄ ˅ Lorin, a rich patron
˄ ˅ Thalon, a cultist

Inventory

☐ Black Lotus
◯ Familiar Spirit
☐ or ☐☐ Fine Potent Melee Weapon
☐ Power Robe
  • Black Lotus ☐: A tar-like resin made from the leaves of the plant. Induces hours of vivid visions and stupor. When its effects end, you suffer Vertigo (Level 2 Harm), leaving you disoriented and physically unsteady.
  • Familiar ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster, p. 96) that is Intelligent. Your Familiar acts as an intermediary, advancing your patron's agenda while supporting you.
  • Fine and Potent Weapon ☐: A masterwork hand weapon such as a dagger, sword, or a heavy weapon like a ☐☐ greatsword. This weapon carries a magical sigil, making it potent. The fine quality improves the effect while the potency allows you to damage supernatural targets.
  • Power Robe ☐: An extravagant robe displaying your power and allegiance. When worn openly, it grants +1d to Command rolls. Conspicuous, 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 coercion.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

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