Difference between revisions of "Warlock (FiD)"

From Action
Jump to navigation Jump to search
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}{{FiD-Powers}}
+
{{FiD}}{{FiD-Powers}}{{tocright}}
In a world where the supernatural reigns and dark forces lurk, you've entered into a pact with a monstrous patron for a share of power.
+
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.
Whether it's a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death, you've willingly traded your soul for unearthly power. Bound by this unholy bargain, you wield dark magic and command otherworldly creatures to do your bidding.  
+
 
 +
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.
  
 
'''Touchstones:'''   
 
'''Touchstones:'''   
Elric of Melnibone and Arioch, Lord of Chaos ''The Elric Saga'' by Michael Moorcock,   
+
Elric of Melnibone and Arioch, Lord of Chaos ''The Elric Saga'' by Michael Moorcock,   
Faustus and Mephistopheles, ''Doctor Faustus'' by Christopher Marlowe,   
+
Faustus and Mephistopheles ''Doctor Faustus'' by Christopher Marlowe,   
Manfred and various potential patrons, ''Manfred'' by Lord Byron,   
+
Manfred and various potential patrons ''Manfred'' by Lord Byron,   
Margarita and Woland, ''The Master and Margarita'' by Mikhail Bulgakov.   
+
Margarita and Woland ''The Master and Margarita'' by Mikhail Bulgakov.   
  
Eric Draven and the Crow, ''The Crow'' (1994)
+
Eric Draven and the Crow (''The Crow'' 1994)
Spawn (Al Simmons) and Malebolgia, ''Spawn'' (1997),
+
Spawn (Al Simmons) and Malebolgia (''Spawn'' 1997),
Maleficent and Diaval, ''Maleficent'' (2014),
+
Maleficent and Diaval (''Maleficent'' 2014),
Wanda Maximoff (Scarlet Witch) and Chthon, ''Doctor Strange in the Multiverse of Madness'' (2022).
+
Wanda Maximoff (Scarlet Witch) and Chthon (''Doctor Strange in the Multiverse of Madness'' 2022).
  
=== Trauma Condition—Cerberic ===
+
=== Trauma Condition — Weave of Wyrd ===
Your pact has three facets, like the three heads of Cerberus, the guardian of the gate to the underworld.
+
Your pact has three facets, like the three fates, weavers of fate.
# '''Curse''': You emit a malignant aura that disturbs animals and common people. This covers the area within a range based on your tier (p. 221). This creates a sinister mood that might clue someone in that a warlock is around, but it won't point you out.
+
# '''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.
# '''Chant''': You must invoke the name or title of your patron to wield powers. This has to be loud enough to be heard, but in a quiet a whisper will do. When in conflict with your patron, you may call on some more abstract power source instead.
+
# '''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.
# '''Conflict''': Your patron can be demanding, but you are not bound to obey. Your patron can't take away your powers, but it may send its minions against you if you oppose it. Warlocks of the same patron often clash over the patron's favor.
+
# '''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 ===
 
=== Special Abilities ===
# '''Endless Wrath:''' 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.
+
 
# '''Monstrous Companion:''' Upgrade your Familiar Spirit, it grows to be up to human-sized and will now act as a bodyguard. This is an expert cohort (Bodyguard) (p 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. It has potent attacks, and gains an arcane ability: ''elemental attack, mind-link'', or ''reduces non-potent damage''. Take this ability multiple times to choose an additional arcane ability for your pet each time.
+
==== Endless Wrath ====
# '''Pact Ward''' You may expend your special armor to resist harm, or to push yourself on an Attune or Command action.
+
When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities.  
# '''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.
+
If you do so, reduce the category of the power, Apex → Master → Advanced → Basic.
# '''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 great outcome or a helpless creature can be murdered.  
+
This reduces the risk of Stress and the number of dice needed to use the power.
# '''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 or summon a creature, it's especially frightening. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power.
+
==== Monstrous Companion ====
# '''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]].
+
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 ===
 
=== Dark Allies, Dire Foes ===
: ˄ ˅ Ardyn, dealer in the forbidden.
+
: ˄ ˅ Ardyn, dealer in the forbidden
: ˄ ˅ Draxon, a warlock.
+
: ˄ ˅ Draxon, a warlock
: ˄ ˅ Invar, an inquisitor.
+
: ˄ ˅ Invar, an inquisitor
: ˄ ˅ Lorin, a rich patron.
+
: ˄ ˅ Lorin, a rich patron
: ˄ ˅ Thalon, a cultist.
+
: ˄ ˅ 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 ===  
+
=== Inventory ===
: ☐ Black Lotus.
+
: ☐ Black Lotus
: Familiar Spirit.
+
: Familiar Spirit
: ☐ or ☐☐ Fine potent melee weapon. 
+
: ☐ or ☐☐ Fine Potent Weapon
: ☐ Power robe. 
+
: ☐ 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 as the effect ends.
+
* '''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 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]]. The Familiar assists you, but is loyal to your patron's interests.
+
* '''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 and Potent Weapon''' ☐: A masterwork hand weapon like a dagger or sword or a heavy weapons such as 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 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 displaying your power and allegiance. +1d on Command rolls. '''Conspicuous, Playbook.'''
+
* '''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 ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
''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
+
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 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.