Difference between revisions of "Warlock (FiD)"
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| − | {{FiD}}{{FiD-Powers}} | + | {{FiD}}{{FiD-Powers}}{{tocright}} |
| − | In a world | + | In a world ruled by supernatural forces and lurking shadows, you entered a forbidden bargain with a monstrous patron, such as a hellish harbinger, fickle fey, apocalyptic angel, aberrant alien, or restless revenant. In return, you wield powers no mortal was meant to command. |
| − | + | You constantly wrestle with your patron’s will. Their influence slips in as whispered omens, unwanted compulsions, or the slow erosion of your soul. The gifts are undeniable — and so is the price. [[GM]]s can use this as plot hooks and inspiration for Consequences. | |
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| − | ''' | + | '''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 — Weave of Wyrd === | |
| + | Your pact has three facets, like the three fates, weavers of fate. | ||
| + | # '''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 even when you are not directly involved. | ||
| + | # '''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, such as chaos or darkness. | ||
| + | # '''Discord''': You have duties as a warlock, but you are not bound to obey. If you waver, your patron may send other minions to enforce its will or punish your defiance, but cannot steal your powers. Warlocks serving the same patron often clash to assert dominance or curry favor. | ||
| − | + | === Trauma Condition — Weave of Wyrd === | |
| + | Your pact entangles you in a three-fold doom, like the fates who weave destiny. | ||
| − | ''' | + | # '''Dread''': Your malignant aura unsettles animals and common folk within a range based on your Tier (p. 221). Interactions in this area may suffer reduced Effect or altered Position, even when you are not directly involved. |
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| − | ''' | + | # '''Demand''': You must invoke the name or title of your patron to wield powers. It must be audible, though a whisper suffices in quiet surroundings. When at odds with your patron, you may instead invoke an abstract force, such as chaos or darkness. |
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| − | ''' | + | # '''Discord''': Your patron sets tasks, but you are not bound to obey. If you defy them, they may send other minions to punish or pressure you, but cannot strip your powers. Warlocks serving the same patron often clash for dominance or favor. |
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| − | '''XP | + | === Special Abilities === |
| − | * ''Every time you roll a desperate action, mark | + | |
| − | At the end of each session, for each item below, mark 1 xp (in your playbook or | + | ==== Endless Wrath ==== |
| − | an attribute) or 2 xp if that item occurred multiple times. | + | 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. | ||
| + | |||
| + | ==== Monstrous Companion ==== | ||
| + | Your Familiar Spirit grows to human size and becomes a Cohort Expert (bodyguard and loremaster) (p. 96). | ||
| + | It has natural attacks that are Potent. | ||
| + | Choose a [[Powers_(FiD)#Forms|Form]] you know; your companion can use the Basic Prowl and Wreck effects of this Form. | ||
| + | You can take this ability several times to grant your companion a new Form or the next Prowl and Wreck effects of all Forms it knows: Advanced → Master. | ||
| + | It can never learn Apex powers. | ||
| + | |||
| + | ==== Pact Bargain ==== | ||
| + | When you seek a Devil’s Bargain, you may ask your patron to provide it. | ||
| + | The [[GM]] describes the terms — you may still make suggestions. | ||
| + | Such a bargain is sometimes harsh and far-reaching, such as accepting a mutation, a quest, or a doomed fate. | ||
| + | After hearing the terms, you may agree or refuse. | ||
| + | You always gain the +1d from the Devil’s Bargain. | ||
| + | '''Agree:''' increased Effect. Appeases your patron for past transgressions. | ||
| + | '''Refuse:''' worse Position. | ||
| + | |||
| + | ==== Ritualist ==== | ||
| + | You gain +1d on actions to perform, research, and resist consequences of using [[Rituals (FiD)|Rituals]]. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one [[Rituals (FiD)|Ritual]] up to Complexity 6. | ||
| + | |||
| + | ==== Sacrifice ==== | ||
| + | When you kill a [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent or Sapient]] creature, | ||
| + | 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 murdering a helpless creature. | ||
| + | |||
| + | ==== 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 ==== | ||
| + | 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. | ||
| + | |||
| + | Your summons or acts of violence instill terror in witnesses. Gain increased Effect when you Command a frightened target or intimidate others with a show of power. | ||
| + | |||
| + | ==== 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 Powers (FiD)|Abyss]], | ||
| + | [[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 === | ||
| + | : ˄ ˅ 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''' ☐: Incense made from the leaves of the black lotus plant. An hour of exposure induces hours of stupor and visions and adds effect to Attune rolls. '''Consumable, Medical, Rare, Volatile.''' Causes level 1 harm: "Stumbling" as the effect ends. Can be smoked for a faster effect, but this increases Violative Harm by one level. | ||
| + | * '''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. | ||
| + | * '''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.''' | ||
| + | |||
| + | === Inventory === | ||
| + | : ☐ Black Lotus | ||
| + | : ☑ Familiar Spirit | ||
| + | : ☐ or ☐☐ Fine Potent Weapon | ||
| + | : ☐ Power Robe | ||
| + | |||
| + | * '''Black Lotus''' ☐: Incense made from the leaves of the black lotus plant. An hour of exposure induces hours of stupor and visions and adds effect to Attune rolls. '''Alchemical, Consumable, Medical, Rare, Volatile.''' Causes level 1 Harm: "Stumbling" as the effect ends. Can be smoked for a faster effect, but this increases Violative Harm by one level. | ||
| + | * '''Familiar Spirit''' ☑: A monster disguised as an item or small animal, acting as an agent of your patron, advancing your patron’s agenda. This is an Expert Cohort (loremaster, p. 96). '''Playbook.''' | ||
| + | * '''Fine Potent Weapon''' ☐ or ☐☐: A masterwork hand weapon (☐) or heavy weapon (☐☐), etched with a magical sigils. Its Fine quality increases effect against higher Tiers, and its potency allows it to harm supernatural targets. | ||
| + | * '''Power Robe''' ☐: An extravagant robe marking your allegiance. When worn openly, it grants +1d to Command rolls but may make you enemies. '''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 addressed a challenge using powers or coercion. | ||
* 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 === | |
| − | : Attune | + | : Attune 1 |
| − | : Command | + | : Command 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 15:20, 25 November 2025
| Starfox's Blades in the Dark fan page |
In a world ruled by supernatural forces and lurking shadows, you entered a forbidden bargain with a monstrous patron, such as a hellish harbinger, fickle fey, apocalyptic angel, aberrant alien, or restless revenant. In return, you wield powers no mortal was meant to command.
You constantly wrestle with your patron’s will. Their influence slips in as whispered omens, unwanted compulsions, or the slow erosion of your soul. The gifts are undeniable — and so is the price. GMs can use this as plot hooks and inspiration for Consequences.
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 — Weave of Wyrd
Your pact has three facets, like the three fates, weavers of fate.
- 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 even when you are not directly involved.
- 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, such as chaos or darkness.
- Discord: You have duties as a warlock, but you are not bound to obey. If you waver, your patron may send other minions to enforce its will or punish your defiance, but cannot steal your powers. Warlocks serving the same patron often clash to assert dominance or curry favor.
Trauma Condition — Weave of Wyrd
Your pact entangles you in a three-fold doom, like the fates who weave destiny.
- Dread: Your malignant aura unsettles animals and common folk within a range based on your Tier (p. 221). Interactions in this area may suffer reduced Effect or altered Position, even when you are not directly involved.
- Demand: You must invoke the name or title of your patron to wield powers. It must be audible, though a whisper suffices in quiet surroundings. When at odds with your patron, you may instead invoke an abstract force, such as chaos or darkness.
- Discord: Your patron sets tasks, but you are not bound to obey. If you defy them, they may send other minions to punish or pressure you, but cannot strip your powers. Warlocks serving the same patron often clash for dominance or favor.
Special Abilities
Endless Wrath
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.
Monstrous Companion
Your Familiar Spirit grows to human size and becomes a Cohort Expert (bodyguard and loremaster) (p. 96). It has natural attacks that are Potent. Choose a Form you know; your companion can use the Basic Prowl and Wreck effects of this Form. You can take this ability several times to grant your companion a new Form or the next Prowl and Wreck effects of all Forms it knows: Advanced → Master. It can never learn Apex powers.
Pact Bargain
When you seek a Devil’s Bargain, you may ask your patron to provide it. The GM describes the terms — you may still make suggestions. Such a bargain is sometimes harsh and far-reaching, such as accepting a mutation, a quest, or a doomed fate. After hearing the terms, you may agree or refuse. You always gain the +1d from the Devil’s Bargain. Agree: increased Effect. Appeases your patron for past transgressions. Refuse: worse Position.
Ritualist
You gain +1d on actions to perform, research, and resist consequences of using Rituals. You can research Procedures for new rituals. You know by heart the arcane Procedure to perform one Ritual up to Complexity 6.
Sacrifice
When you kill a Intelligent or Sapient creature, 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 murdering a helpless creature.
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
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.
Your summons or acts of violence instill terror in witnesses. Gain increased Effect when you Command a frightened target or intimidate others with a show of power.
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, 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 ☐: Incense made from the leaves of the black lotus plant. An hour of exposure induces hours of stupor and visions and adds effect to Attune rolls. Consumable, Medical, Rare, Volatile. Causes level 1 harm: "Stumbling" as the effect ends. Can be smoked for a faster effect, but this increases Violative Harm by one level.
- 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.
Inventory
- ☐ Black Lotus
- ☑ Familiar Spirit
- ☐ or ☐☐ Fine Potent Weapon
- ☐ Power Robe
- Black Lotus ☐: Incense made from the leaves of the black lotus plant. An hour of exposure induces hours of stupor and visions and adds effect to Attune rolls. Alchemical, Consumable, Medical, Rare, Volatile. Causes level 1 Harm: "Stumbling" as the effect ends. Can be smoked for a faster effect, but this increases Violative Harm by one level.
- Familiar Spirit ☑: A monster disguised as an item or small animal, acting as an agent of your patron, advancing your patron’s agenda. This is an Expert Cohort (loremaster, p. 96). Playbook.
- Fine Potent Weapon ☐ or ☐☐: A masterwork hand weapon (☐) or heavy weapon (☐☐), etched with a magical sigils. Its Fine quality increases effect against higher Tiers, and its potency allows it to harm supernatural targets.
- Power Robe ☐: An extravagant robe marking your allegiance. When worn openly, it grants +1d to Command rolls but may make you enemies. 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.