Difference between revisions of "Sorcerer (FiD)"

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Sorcery calls to those with an innate connection to the arcane, weaving spells with instinctual finesse.
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Sorcery belongs to those with an innate connection to the arcane, weaving spells through instinct rather than study.
It is raw power and untamed intuition—a mesmerizing dance of potential and peril.
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It is raw power — intuitive, volatile, and dangerous.
  
Sorcerers wield magic not through study or divine revelation, but as an innate, natural gift.
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Sorcerers do not learn magic; they are magic.
Many claim or invent a monstrous or ancestor, others simply discover it within themselves.
+
Many claim a monstrous or spiritual ancestor, while others simply find power waking inside them without warning.
  
Sorcerers make lords or lowlifes, with few in between.
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They rarely sit comfortably in society.
Wild and beyond society’s control, they disrupt the social order. 
+
Unpredictable, unregulated, and impossible to control, sorcerers unsettle kingdoms and churches alike.
No institution can easily regulate them, and no code governs their actions.
+
They become champions or criminals — seldom anything in between.
This makes sorcerers both a menace to society and a force of heroic potential.
 
  
Discovering your powers was likely a dramatic event.
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Your awakening was almost certainly dramatic.
From poltergeist activity around your cradle to an explosive show of emotion in adolescence, your powers clearly set you apart from your peers.
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Perhaps objects moved on their own around your cradle, or an adolescent outburst shattered glass and stunned a crowd.
How did those around you react?
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How did people respond?
Were you cast out by a hostile, superstitious community, perhaps taken in by wanderers and other outcasts?
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Were you feared and cast out, or sheltered by wanderers, hermits, or other misfits?
  
'''Touchstones:'''
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'''Touchstones:'''
The idea of innate sorcery is an ancient one. 
+
Thulsa Doom (''Conan the Barbarian'' 1982),
Merlin, the son of a nun and a devil or fairy, exemplifies this. 
+
Sorsha (''Willow'' 1988),
Sorcery also features prominently in games like D&D, XXX, and XXX.
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Merlin (''Merlin'' TV 2008–2012),
 +
Wanda Maximoff / Scarlet Witch (''Avengers: Age of Ultron'' 2015).
  
Sorsha – ''Willow'' (1988), 
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=== Trauma Condition — Ostentatious ===
Merlin – ''Merlin'' (2008–2012, TV series), 
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As a sorcerer, you must speak and gesture to use powers.
Daenerys Targaryen – ''Game of Thrones'' (2011–2019), 
+
Many sorcerers name their signature workings and shout these names when casting.
Wanda Maximoff (Scarlet Witch) – ''Avengers: Age of Ultron'' (2015), ''WandaVision'' (2021), and ''Doctor Strange in the Multiverse of Madness'' (2022).
 
  
=== Trauma Condition—Ostentatious ===
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Your powers are always dramatic.
As a sorcerer, you must speak and gesture to use powers.
+
Higher-tier effects unleash increasingly spectacular side effects: a strong fire working might scorch walls, blast out waves of heat, or rattle the ground.
Sorcerers often name their favorite powers and boldly call these names when casting. 
+
 
Your power effects are dramatic, with higher-tier effects creating more spectacular side effects.
+
You can mute the visual and auditory noise, but suppressing the display builds pressure inside, worsening Position.
Annoying or chaotic side effects are common consequences for sorcerers.
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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 ===
# '''Casual Blaster:''' When you use a power to make an attack that is '''fine and/or potent''', you can choose to remove these qualities. For each quality you choose '''not''' to use, reduce the stress cost of the power by one.
+
 
# '''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 grant your companion additional abilities similar to what you can do with Powers.
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==== Chaos Magic ====
# '''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. 
+
When you accept a Devil’s Bargain on an action using powers, you can gain improved Effect instead of the normal +1d.
# '''Power of Desperation:''' When you roll a desperate action using powers, gain +1d to your roll.
+
You cannot Push on the same roll.
# '''Presence of Power:''' When you unleash your powers, they are especially frightening. You gain additional effect when you Command a frightened target. 
+
 
# '''Shape Dancer:''' You can use Skirmish instead of Consort when using powers that would normally require Consort. Select one specific shape; you gain +2d when assuming this form.
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==== Casual Blaster ====
# '''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.   
+
When you use a power to make an attack that is '''Fine and/or Potent''', you can choose to remove these qualities.  
# '''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]], [[Water Powers (FiD)|Water]].
+
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 [[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]],  
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[[Barrier Powers (FiD)|Barrier]],  
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[[Darkness Powers (FiD)|Darkness]],  
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[[Death Powers (FiD)|Death]],  
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[[Earth Powers (FiD)|Earth]],  
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[[Electricity Powers (FiD)|Electricity]],  
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[[Fire Powers (FiD)|Fire]],  
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[[Ice Powers (FiD)|Ice]],  
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[[Flux Powers (FiD)|Flux]],  
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[[Illusion Powers (FiD)|Illusion]],  
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[[Kinesis Powers (FiD)|Kinesis]],  
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[[Life Powers (FiD)|Life]],  
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[[Light Powers (FiD)|Light]],  
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[[Metal Powers (FiD)|Metal]],  
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[[Mind Powers (FiD)|Mind]],  
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[[Order Powers (FiD)|Order]],  
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[[Plant Powers (FiD)|Plant]],  
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[[Space Powers (FiD)|Space]],  
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[[Time Powers (FiD)|Time]],  
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[[Water Powers (FiD)|Water]].
  
 
=== Powerful Personas ===
 
=== Powerful Personas ===
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=== Inventory ===
 
=== Inventory ===
: , , ☐ Charm.   
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: , , ☑ Charm. 
: Power Seal.   
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: Pandora's Box.   
 +
: Power Seal.   
 
: ☐ or ☐☐ Potent Weapon.   
 
: ☐ or ☐☐ Potent Weapon.   
: ☐ Scroll. 
 
  
* '''Charm''' ☐: A small object of power that increases the effect of a single use of a Power. '''Consumable, Playbook'''
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* '''Charm''' ☐: A token imbued with power. Gives +1d on a single use of a power. '''Consumable, Playbook'''.
* '''Power Seal''' : A wearable seal that enhances your control of your powers. Breaking it (by selecting it as an item) causes your powers to manifest wildly and visibly for up to ten minutes minutes, clearly identifying you and your abilities to observers. ''You might be surrounded by an aura, magical patterns, or glyphs.'' Reduces the stress cost of all powers by one for the duration. '''Consumable, Playbook'''
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* '''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 include daggers and swords. Common heavy weapons include spears and polearms. Potency allows you to damage supernatural targets.
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* '''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 an attribute) or 2 XP if that item occurred multiple times.''   
+
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 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.
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* You struggled with issues from your vice or traumas during the session.
  
 
=== Starting Actions ===
 
=== Starting Actions ===
 
: Command 1   
 
: Command 1   
: Skirmish 2   
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: 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.