Difference between revisions of "Warlock (FiD)"

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{{FiD}}{{FiD-Powers}}
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{{FiD}}{{FiD-Powers}}{{tocright}}
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 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.
  
'''Touchstones:
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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.
Faust, Elric of Melnibone.
 
  
'''Trauma Condition - Cerberic
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'''Touchstones:''' 
Your pact has three facets, like the three heads of Cerberus.
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Elric of Melnibone and Arioch, Lord of Chaos – ''The Elric Saga'' by Michael Moorcock, 
# Invocation: You must invoke the name of your patron to wield your powers.
+
Faustus and Mephistopheles – ''Doctor Faustus'' by Christopher Marlowe,  
# Aura: You emit a malignant aura that causes animals and common people to be reluctant to associate with you.  
+
Manfred and various potential patrons – ''Manfred'' by Lord Byron,
# 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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Margarita and Woland – ''The Master and Margarita'' by Mikhail Bulgakov.
  
'''Special Abilities'''<br>
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Eric Draven and the Crow (''The Crow'' 1994), 
In addition to the listed powers, you have access to these special abilities.
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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).
  
* '''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 and die requirement of that power use is each reduced by one.
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=== 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.
  
* '''Demonforge:''' When you are working on a long-time project to create an item you may bind a creature you have summoned into that item. The creature should be appropriate  to the effect you want. You gain twice the ticks you would normally get on such a long-term project. You can't summon this creature as long as the item exists.
+
=== Trauma Condition — Weave of Wyrd ===
 +
Your pact entangles you in a three-fold doom, like the fates who weave destiny.
  
* '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
+
# '''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.
  
* '''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.  
+
# '''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.
  
* '''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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# '''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.
  
* '''Unnatural Presence:''' When you unleash violence using powers or summon a creature, it's especially frightening. When you Command a frightened target, take +1d.
+
=== Special Abilities ===
  
'''Powers
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==== Endless Wrath ====
[[Air Powers (FiD)|Air]],
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When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities.
[[Animal Powers (FiD)|Animal]],
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If you do so, reduce the category of the power, Apex → Master → Advanced → Basic.
[[Barrier Powers (FiD)|Barrier]],
+
This reduces the risk of Stress and the number of dice needed to use the power.
[[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]].
 
  
'''Dark Allies, Dire Foes
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==== Monstrous Companion ====
: ˄ ˅ Magelus, a rich patron
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Your Familiar Spirit grows to human size and becomes a Cohort Expert (bodyguard and loremaster) (p. 96).
: ˄ ˅ Ziphon, an inquisitor
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It has natural attacks that are Potent.
: ˄ ˅ Zordan, a soulsworn
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Choose a [[Powers_(FiD)#Forms|Form]] you know; your companion can use the Basic Prowl and Wreck effects of this Form.
: ˄ ˅ Noggaron, a cultist
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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.
: ˄ ˅ Eladin, a dealer in forbidden goods
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It can never learn Apex powers.
  
'''Items
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==== Pact Bargain ====
: ■ Familiar Spirit, a monster camouflaged as an item or a small animal that acts as an agent of your patron.  
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When you seek a Devil’s Bargain, you may ask your patron to provide it.  
: ☐ Drug that gives you +2d to a single action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted. 
+
The [[GM]] describes the terms — you may still make suggestions.
: ☐ Fine potent melee weapon, usually a sword or dagger.  
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Such a bargain is sometimes harsh and far-reaching, such as accepting a mutation, a quest, or a doomed fate.  
: ☐ Incense that reduces all your stress costs for powers by 1 at a single location.
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After hearing the terms, you may agree or refuse.
: ☐ Fine scary mask or costume.
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You always gain the +1d from the Devil’s Bargain.  
 +
'''Agree:''' increased Effect. Appeases your patron for past transgressions.  
 +
'''Refuse:''' worse Position.
  
'''XP
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==== Ritualist ====
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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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.
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.
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==== 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]],
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[[Air Powers (FiD)|Air]],
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[[Animal Powers (FiD)|Animal]],
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[[Barrier Powers (FiD)|Barrier]],
 +
[[Darkness Powers (FiD)|Darkness]],
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[[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
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=== Starting Actions ===
 
: Attune 1
 
: Attune 1
 
: Command 2
 
: 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

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 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.

  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 even when you are not directly involved.
  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, such as chaos or darkness.
  3. 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.

  1. 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.
  1. 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.
  1. 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.