Difference between revisions of "Warlock (FiD)"
(Chat GPT raw) |
|||
Line 1: | Line 1: | ||
{{FiD}}{{FiD-Powers}} | {{FiD}}{{FiD-Powers}} | ||
− | In a world of supernatural dominion and lurking shadows, you have forged a pact with a monstrous patron—be it a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death—in exchange for otherworldly power. Bound by this unholy bargain you wield forbidden magic and command otherworldly creatures, but at a dire cost. | + | In a world of supernatural dominion and lurking shadows, you have forged a pact with a monstrous patron—be it a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death—in exchange for otherworldly power. Bound by this unholy bargain you wield forbidden magic and command otherworldly creatures, but at a dire cost. |
'''Touchstones:''' | '''Touchstones:''' | ||
Line 15: | Line 15: | ||
=== Trauma Condition—Cerberic === | === Trauma Condition—Cerberic === | ||
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 heads of Cerberus, the guardian of the gate to the underworld. | ||
− | # '''Curse''': 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. | + | # '''Curse''': 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. |
− | # '''Chant''': You must invoke the name or title of your patron to wield powers. It must be audible, but in quiet settings, a whisper will suffice. When in conflict with your patron, you may call on some | + | # '''Chant''': You must invoke the name or title of your patron to wield powers. It must be audible, but in quiet settings, a whisper will suffice. When in conflict with your patron, you may call on some abstract power source instead. |
− | # '''Conflict''': You have duties as a warlock, but you are not bound to obey. Your patron may send other minions to enforce its will or punish your defiance. Warlocks serving the same patron often clash to assert dominance or curry favor. | + | # '''Conflict''': You have duties as a warlock, but you are not bound to obey. Your patron may send other minions to enforce its will or punish your defiance. Warlocks serving the same patron often clash to assert dominance or curry 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 power's stress cost is reduced by one. | # '''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 power's stress cost is reduced by one. | ||
− | # '''Monstrous Companion:''' Your Familiar Spirit grows to human size and becomes an expert cohort (bodyguard and loremaster, p. 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. Its attacks are potent, and it gains one arcane ability: 'elemental attack,' 'mind-link,' or 'reduces non-potent damage.' You can take this ability multiple times to grant additional arcane abilities | + | # '''Monstrous Companion:''' Your Familiar Spirit grows to human size and becomes an expert cohort (bodyguard and loremaster, p. 96) that is [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]]. Its attacks are potent, and it gains one arcane ability: ''elemental attack,'' ''mind-link,'' or ''reduces non-potent damage.'' You can take this ability multiple times to grant additional arcane abilities. |
− | # '''Pact Ward''' You may expend your special armor to resist harm | + | # '''Pact Ward:''' You may expend your special armor to resist harm or to push yourself on an Attune or Command action. |
− | # '''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. | + | # '''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. |
− | # '''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 the murder of a helpless creature. | + | # '''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 a great outcome or the murder of 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. | + | # '''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. | # '''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. | ||
# '''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]]. | # '''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]]. | ||
=== 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 === | + | === Inventory === |
− | : ☐ Black Lotus | + | : ☐ Black Lotus |
− | : ◯ Familiar Spirit | + | : ◯ Familiar Spirit |
− | : ☐ or ☐☐ Fine | + | : ☐ or ☐☐ Fine Potent Melee Weapon |
− | : ☐ Power | + | : ☐ Power Robe |
− | * '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of vivid visions and stupor. When its effects end, you suffer 'Vertigo' (Level 2 Harm), leaving you disoriented and physically unsteady. | + | * '''Black Lotus''' ☐: A tar-like resin made from the leaves of the plant. Induces hours of vivid visions and stupor. When its effects end, you suffer ''Vertigo'' (Level 2 Harm), leaving you disoriented and physically unsteady. |
− | * '''Familiar''' ◯: A monster camouflaged as an item or a small animal that acts as an agent of your patron. This is an expert (loremaster | + | * '''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 between you and your patron, advancing their agenda while supporting you. |
− | * '''Fine and Potent Weapon''' ☐: A masterwork hand weapon such as a dagger, sword, or 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. | + | * '''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.''' | * '''Power Robe''' ☐: An extravagant robe displaying your power and allegiance. When worn openly, it grants +1d to Command rolls. '''Conspicuous, Playbook.''' | ||
=== XP === | === 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 | + | 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 | ||
* 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. |
Revision as of 15:33, 27 December 2024
Starfox's Blades in the Dark fan page |
In a world of supernatural dominion and lurking shadows, you have forged a pact with a monstrous patron—be it a lord of hell, a beguiling fey, an incomprehensible alien, or a revenant mocking death—in exchange for otherworldly power. Bound by this unholy bargain you wield forbidden magic and command otherworldly creatures, but at a dire cost.
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—Cerberic
Your pact has three facets, like the three heads of Cerberus, the guardian of the gate to the underworld.
- Curse: 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.
- Chant: You must invoke the name or title of your patron to wield powers. It must be audible, but in quiet settings, a whisper will suffice. When in conflict with your patron, you may call on some abstract power source instead.
- Conflict: You have duties as a warlock, but you are not bound to obey. Your patron may send other minions to enforce its will or punish your defiance. Warlocks serving the same patron often clash to assert dominance or curry favor.
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 power's stress cost is reduced by one.
- Monstrous Companion: Your Familiar Spirit grows to human size and becomes an expert cohort (bodyguard and loremaster, p. 96) that is Intelligent. Its attacks are potent, and it gains one arcane ability: elemental attack, mind-link, or reduces non-potent damage. You can take this ability multiple times to grant additional arcane abilities.
- Pact Ward: You may expend your special armor to resist harm or to push yourself on an Attune or Command action.
- 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.
- 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 a great outcome or the murder of 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.
- Powers: 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 ☐: A tar-like resin made from the leaves of the plant. Induces hours of vivid visions and stupor. When its effects end, you suffer Vertigo (Level 2 Harm), leaving you disoriented and physically unsteady.
- 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 between you and your patron, advancing their 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.
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.