Difference between revisions of "Sorcerer (FiD)"

From Action
Jump to navigation Jump to search
 
(28 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}{{FiD-Powers}}
+
{{FiD}}{{FiD-Powers}}{{tocright}}
Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with instinctual finesse. Embark on a journey through the mystical realms of magic, where raw power intertwines with untamed intuition in a mesmerizing dance of potential and peril.
+
Sorcery belongs to those with an innate connection to the arcane, weaving spells through instinct rather than study.
Sorcerers don't base their magic in study or divine revelation.  
+
It is raw power — intuitive, volatile, and dangerous.
A sorcerer's magic is inborn, natural.
 
Many sorcerers have (or claim to have) an ancestor that was a monster or spirit, having inherited their magic this way.
 
Others have no idea why, they just know that magic was always at their fingertips.
 
  
Sorcerers make heroes or villains, with few in between.
+
Sorcerers do not learn magic; they are magic.
Essentially random an out of society's control, sorcerers are disruptive to the social order.  
+
Many claim a monstrous or spiritual ancestor, while others simply find power waking inside them without warning.
No institution can easily regulate them, no code regulates their behavior.
 
This makes sorcerers a potential menace to society, but also gives them heroic potential.
 
  
As a sorcerer, discovering your powers was a dramatic event.  
+
They rarely sit comfortably in society.
From poltergeist activity around your cradle to an explosive show of mood in puberty, this is when you clearly stood out from your peers.  
+
Unpredictable, unregulated, and impossible to control, sorcerers unsettle kingdoms and churches alike.
How did people around you react?
+
They become champions or criminals — seldom anything in between.
Many sorcerers were cast out by a hostile and superstitious community and had to make their own way early on, some were picked up by wanderers or other outcasts.
 
  
'''Touchstones''':
+
Your awakening was almost certainly dramatic.
The idea of sorcery as something you are born with are an old one.
+
Perhaps objects moved on their own around your cradle, or an adolescent outburst shattered glass and stunned a crowd.
Merlin, the son of a nun and a devil or fairy, is the prime example.  
+
How did people respond?
It is also a class or background in games like D&D, XXX, and XXX.
+
Were you feared and cast out, or sheltered by wanderers, hermits, or other misfits?
  
Sorsha – ''Willow'' (1988),
+
'''Touchstones:'''
Merlin – ''Merlin'' (2008–2012, TV series),
+
Thulsa Doom (''Conan the Barbarian'' 1982),
Daenerys Targaryen – ''Game of Thrones'' (2011–2019),
+
Sorsha (''Willow'' 1988),
Wanda Maximoff (Scarlet Witch) – ''Avengers: Age of Ultron'' (2015), ''WandaVision'' (2021), and ''Doctor Strange in the Multiverse of Madness'' (2022).
+
Merlin (''Merlin'' TV 2008–2012),
 +
Wanda Maximoff / Scarlet Witch (''Avengers: Age of Ultron'' 2015).
  
=== Trauma Condition—Ostentatious ===
+
=== Trauma Condition — Ostentatious ===
As a sorcerer you must speak and gesture to use powers.
+
As a sorcerer, you must speak and gesture to use powers.
Sorcerers commonly name their favorite powers and bravely call these names when calling on the power.
+
Many sorcerers name their signature workings and shout these names when casting.
Your power effects are dramatic, with higher tier effects have more spectacular side effects.
+
 
Particularly annoying side effects is a common consequence for sorcerers.
+
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, [[GM]]s should not force this on players.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
You have access to these special abilities.
+
 
# '''Power of Blood:''' You may expend your Special Armor to reduce harm from a consequence when using a power or to push yourself when using a power.
+
==== Chaos Magic ====
# '''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.
+
When you accept a Devil’s Bargain on an action using powers, you can gain improved Effect instead of the normal +1d.
# '''Monster Companion:''' You have a monster or dangerous animal serving you. This is an expert cohort (bodyguard) (p 96). It is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] and its attacks are potent. You can take this ability again to give your monster companion specific abilities similar to what you can do with Powers.
+
You cannot Push on the same roll.
# '''Power of Desperation:''' When you roll a desperate action when using powers, you get +1d to your roll.
+
 
# '''Presence of Power''': When you unleash your powers, it's especially frightening. You gain additional effect when you Command a frightened target.
+
==== Casual Blaster ====
# '''Shape Dancer:''' You can use Skirmish instead of Consort when using what is normally Consort powers. Select one specific form, you gain +2d to assume this form.
+
When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities.  
# '''Summon Ally:''' You have a supernatural ally you can summon using Advanced Attune powers. You know this creature intimately and have an established relationship which gives you +2d and improves your position on all Resolve action rolls against it. Your ally will advance in tier as you do. You can select this several times to pick additional allies..
+
If you do so,  reduce the category of the power, Apex → Master → Advanced → Basic.
# '''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]].
+
This reduces the risk of stress and the number of dice needed to use the power.
 +
 
 +
==== Focused Power ====
 +
Pick a [[Powers_(FiD)#Forms|Form of Power]].
 +
When you use powers from this Form, improve your Position by one step, but not beyond Controlled.
 +
 
 +
==== Monster Companion ====
 +
You have a monster or dangerous animal serving you. This is a Cohort Expert (beast) (p. 96).
 +
It is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] and natural attacks that are Potent.
 +
Choose a [[Powers_(FiD)#Forms|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.
 +
It can never learn Apex powers.
 +
 
 +
==== 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|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 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]],  
 +
[[Water Powers (FiD)|Water]].
  
 
=== Powerful Personas ===
 
=== Powerful Personas ===
: ˄ ˅ Hatakan, a politician.
+
: ˄ ˅ Hatakan, a politician.
: ˄ ˅ Jolanpah an inquisitor.
+
: ˄ ˅ Jolanpah, an inquisitor.
: ˄ ˅ Wester, a monster.
+
: ˄ ˅ Wester, a monster.
: ˄ ˅ Xanaxan, a sorcerer.
+
: ˄ ˅ Xanaxan, a sorcerer.
: ˄ ˅ Yuclan, a cultist.
+
: ˄ ˅ Yuclan, a cultist.
  
 
=== Inventory ===
 
=== Inventory ===
: , , ☐ Fetish.
+
: , , ☑ Charm. 
: Power Seal.
+
: Pandora's Box.
: ☐ or ☐☐ Potent Weapon.
+
: Power Seal.
: ☐ Scroll.
+
: ☐ or ☐☐ Potent Weapon.
  
* '''Charm ''' ☐: A small object of power, increases the effect of a single use of a Power. '''Consumable, Playbook'''.
+
* '''Charm''' ☐: A token imbued with power. Gives +1d on a single use of a power. '''Consumable, Playbook'''.
* '''Power Seal''' : A seal you wear to control your powers. When broken (which happens when you pick it as an item) this causes your power(s) to display around you for a minute, clearly identifying you and your powers to any observer, ruining any stealth or disguise. ''You might be surrounded by an aura appropriate to your forms, magical patterns, or glyphs.'' Reduces the stress cost of all powers by one for the duration. '''Consumable, Playbook'''.
+
* '''Pandora's Box''' ☐: You can use a [[Powers_(FiD)#Forms|Power Form]] of your choice for the rest of this scene. '''Consumable, Playbook.'''  
* '''Potent Weapon''' ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons are a dagger and sword. Common heavy weapons are a spear or pole arm. Potency allows you to damage supernatural targets.
+
* '''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). '''Consumable, Playbook.'''
* '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Playbook'''.
+
* '''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 ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
+
''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
+
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 majesty.
* ''You addressed a challenge using powers or majesty.
+
* 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 ===
 
=== Starting Actions ===
: Command 1
+
: Command 1
: Skirmish 2
+
: Wreck 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 15:22, 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

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 can gain improved Effect 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 beyond Controlled.

Monster Companion

You have a monster or dangerous animal serving you. This is a Cohort Expert (beast) (p. 96). It is Intelligent and natural attacks that 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. It can never learn Apex powers.

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 ☐: You can use a Power Form of your choice for the rest of this scene. Consumable, 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). Consumable, Playbook.
  • 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.