Difference between revisions of "Sorcery (FiD)"

From Action
Jump to navigation Jump to search
Line 10: Line 10:
 
In addition to the listed powers, you have access to these special abilities.
 
In addition to the listed powers, you have access to these special abilities.
  
* '''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 the power use is each reduced by one.
+
* '''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 the power use is each reduced by one.
  
* '''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.
+
* '''Power Incarnate:''' You can use Skirmish instead of Consort when using what is normally Consort powers.
 +
 
 +
* '''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.
  
 
'''Powers
 
'''Powers

Revision as of 22:04, 22 August 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with an 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.

Trauma Condition - Ostentatious As a sorcerer you must speak out loud and gesture to use powers. Your power effects are dramatic and obvious to observers. You might be surrounded by an aura appropriate to the power used or consisting of magical symbols, momentarily hover above where you were standing, or cause an explosion of power. Higher tier effects have more spectacular side effects, and the consequences you suffer can be based on particularly annoying side effects.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • 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 the power use is each reduced by one.
  • Power Incarnate: You can use Skirmish instead of Consort when using what is normally Consort powers.
  • 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.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Powerful Personas

˄ ˅ Xanatan, a sorcerer
˄ ˅ Yuclan, a cultist
˄ ˅ Hatakan, a mastermind
˄ ˅ Jolanpah an innocent
˄ ˅ Wester, a monster

Items

☐-☐ Rod (or similar large item like a tome or big crystal ball) that allows pushing action rolls for powers at a cost of only one point of stress.
☐ Scroll that allows one use of a power on the list of sorcerer powers that you do not know.
☐ A familiar, a small intelligent animal that serves you as a messenger, spy and confidante.
☐ Fine scary mask and a cape that hides your identity that can be quickly donned or doffed.
☐ A drug that enhances your power, increasing the effect of a single use of a power.

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 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
Skirmish 2
4 points by choice, no higher than 2 in any one