Difference between revisions of "Sorcerer (FiD)"

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: ☐ or ☐☐ Potent Weapon.   
 
: ☐ or ☐☐ Potent Weapon.   
  
* '''Charm''' ☐: A token imbued with power. Gives +1d on a single use of a Wee One power. '''Consumable, Playbook'''.
+
* '''Charm''' ☐: A token imbued with power. Gives +1d on a single use of a power. '''Consumable, Playbook'''.
 
* '''Pandora's Box''' ☐: Gives you the ability to use a [[Powers_(FiD)#Forms|Power Form]] of your choice for the rest of this scene. '''Playbook.'''  
 
* '''Pandora's Box''' ☐: Gives you the ability to use a [[Powers_(FiD)#Forms|Power Form]] of your choice for the rest of this scene. '''Playbook.'''  
 
* '''Power Seal''' ◯: A seal that restrains your volatile magic. When used, it breaks, and your power flares wildly for the rest of the scene, clearly revealing your true nature to observers.  
 
* '''Power Seal''' ◯: A seal that restrains your volatile magic. When used, it breaks, and your power flares wildly for the rest of the scene, clearly revealing your true nature to observers.  

Revision as of 02:16, 25 November 2025

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Powers (FiD)Fox in the Dark logo

Sorcery belongs to those with an innate connection to the arcane, weaving spells through instinct rather than study. It is raw power — intuitive, volatile, and dangerous.

Sorcerers do not learn magic; they are magic. Many claim a monstrous or spiritual ancestor, while others simply find power waking inside them without warning.

They rarely sit comfortably in society. Unpredictable, unregulated, and impossible to control, sorcerers unsettle kingdoms and churches alike. They become champions or criminals — seldom anything in between.

Your awakening was almost certainly dramatic. Perhaps objects moved on their own around your cradle, or an adolescent outburst shattered glass and stunned a crowd. How did people respond? Were you feared and cast out, or sheltered by wanderers, hermits, or other misfits?

Touchstones: Thulsa Doom (Conan the Barbarian 1982), Sorsha (Willow 1988)), Merlin (Merlin TV 2008–2012), Wanda Maximoff / Scarlet Witch (Avengers: Age of Ultron 2015).

Trauma Condition — Ostentatious

As a sorcerer, you must speak and gesture to use powers. Many sorcerers name their signature workings and shout these names when casting.

Your powers are always dramatic. Higher-tier effects unleash increasingly spectacular side effects: a strong fire working might scorch walls, blast out waves of heat, or rattle the ground.

You can mute the visual and auditory noise, but suppressing the display builds pressure inside, worsening Position. Annoying or chaotic side effects are a common Consequence for sorcerers.

Some sorcerers suffer Consequences that gradually change their appearance to match their powers. This is a matter of taste, GMs should not force this on players.

Special Abilities

Chaos Magic

When you accept a Devil’s Bargain on an action using powers, you gain the full benefits of a Push instead of the normal +1d. You cannot Push on the same roll.

Casual Blaster

When you use a power to make an attack that is Fine and/or Potent, you can choose to remove these qualities. If you do so, reduce the category of the power, Apex → Master → Advanced → Basic. This reduces the risk of stress and the number of dice needed to use the power.

Focused Power

Pick a Form of Power. When you use powers from this Form, improve your Position by one step, but not above Controlled.

Monster Companion

You have a monster or dangerous animal serving you. This is a Cohort Extra (beast) (p. 96). It is intelligent and its attacks are potent. Choose a Form, your companion can use the Basic Prowl and Wreck effects of this Form. You can take this ability several times to grant your companion the next Prowl and Wreck effects of this Form: Advanced → Master → Apex.

Power of Desperation

When you roll a Desperate action using powers, gain +1d to your roll.

Shape Dancer

You can use Wreck instead of Consort when using powers that would normally require Consort. If you have a Monster Companion it can do the same. Select one specific shape you can automatically assume without a roll.

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.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each.

Abyss, 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.
☐ Pandora's Box.
◯ Power Seal.
☐ or ☐☐ Potent Weapon.
  • Charm ☐: A token imbued with power. Gives +1d on a single use of a power. Consumable, Playbook.
  • Pandora's Box ☐: Gives you the ability to use a Power Form of your choice for the rest of this scene. Playbook.
  • Power Seal ◯: A seal that restrains your volatile magic. When used, it breaks, and your power flares wildly for the rest of the scene, clearly revealing your true nature to observers.

While flaring you can Push power use at a cost of one Stress (instead of the usual two).

  • 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.

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.