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.

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

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, fellow sorcerer
˄ ˅ Yuclan, cultist
˄ ˅ Hatakan, mastermind
˄ ˅ Jolanpah the innocent
˄ ˅ Wester, a monster

Items

☐☐ Staff (or similar large item like a tome or big crustal ball) that allows pushing action rolls for powers at a cost of one 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.
☐ Scary mask
☐, ☐, ☐ A drug that enhances your power, increasing effect by one.

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

Skirmish 2
Command 1
4 points by choice, no higher than 2 in any one