Sorcerer (FiD)

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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 — 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: Merlin (Merlin TV 2008–2012), Sorsha (Willow 1988)), Daenerys Targaryen (Game of Thrones TV 2011–2019), Wanda Maximoff / Scarlet Witch (Avengers: Age of Ultron (2015); WandaVision TV (2021);.

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 you. If you don’t vent that energy slowly, it amplifies the side effects of later powers, worsening Position. Annoying or chaotic distortions are a common Consequence for sorcerers.

Special Abilities

Chaos Magic

When you accept a Devil’s Bargain on an action using powers, you gain the full benefits of a Push 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.

Monster Companion

You have a monster or dangerous animal serving you. This is a Cohort Extra (beast) (p. 96). It is intelligent and its attacks are potent. Choose a Form, your pet can use the Basic Prowl and Wreck effects of this Form. You can take this ability again for your companion to learn. You can take this ability several times to grant your companion the next Prowl and Wreck effects of this Forms, Advanced → Master → Apex.

Power of Desperation

When you roll a Desperate action using powers, gain +1d to your roll.

Presence of Power

When you unleash your powers, they are terrifying. You gain additional Effect when you Command and display your power.

Shape Dancer

You can use Wreck instead of Consort when using powers that would normally require Consort. Select one specific shape; you can automatically assume this form. If you have a Monster Companion it can do the same.

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.
◯ Power Seal.
☐ or ☐☐ Potent Weapon.
☐ Scroll.
  • Charm ☐: A small object of power that increases the effect of 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, clearly identifying you and your abilities to observers. You might be surrounded by an aura, magical patterns, or glyphs. Select one each time you use a power for the duration. Consumable, Playbook.
    • Reduce the stress cost by one.
    • Increase the stress cost by one and improve the effect.
  • 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.
  • Scroll ☐: Allows a single use of a Power available to your playbook but not known to you. Consumable, Playbook.

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.