Sorcery (FiD)

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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 particularly annoying side effects.

Special Abilities

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

  1. Blood Power: You may expend your special armor to reduce harm from a consequence when using a power or to push yourself when using a power.
  2. 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.
  3. Monster Companion: You have a monster or dangerous animal serving you. This is an expert cohort (bodyguard) (p 96). It has Intelligent as a flaw, allowing an edge as normal.
  4. Power of Desperation: When you roll a desperate action when using powers, you get +1d to your roll.
  5. Presence of Power: When you unleash violence using powers, it's especially frightening. When you Command a frightened target, take +1d.
  6. 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.
  7. 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.
  8. Powers. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Powerful Personas

˄ ˅ Hatakan, a politician.
˄ ˅ Jolanpah an inquisitor.
˄ ˅ Wester, a monster.
˄ ˅ Xanaxan, a sorcerer.
˄ ˅ Yuclan, a cultist.

Items

☐ Coca Leaves.
☐ Fetish.
◯ Memento.
☐ or ☐-☐ Potent Weapon.
☐ Scroll.
☐ Sorcerous Seal.
  • Coca Leaves ☐: Leaves grown in tropical mountains, rolled into a ball and chewed. Restores 2 points of stress. Improves energy for 10 hours. Common, Consumable, Volatile level 2 damage "Restless" when the effect ends.
  • Fetish ☐: A figurine or medicine bundle made of bones and feathers, increases the effect of a single use of a power. Consumable, Playbook.
  • Memento ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. Playbook.
  • Potent Weapon ☐ or ☐-☐: This can be a hand weapon or a heavy weapon, common hand weapons are a club, curved sword, or sling. Common heavy weapons are a spear or bow. Potency allows you to damage supernatural targets.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
  • Sorcerous Seal ☐: A seal or other token of your heritage, such as a piece of jewelry. Use it to cause your power(s) to display around you for a few minutes, clearly identifying you and your powers to any observer, even at a distance. Ruins any disguise, even powers used for concealment. Reduces the stress cost of all powers by one for the duration. One sue per score. 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 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.