Sorcerer (FiD)

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Sorcery beckons those with an innate connection to the arcane, weaving spells effortlessly with 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 and gesture to use powers. Sorcerers commonly name their favorite powers and bravely call these names when calling on the power. Your power effects are dramatic, with higher tier effects have more spectacular side effects. Particularly annoying side effects is a common consequence for sorcerers.

Special Abilities

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 is Intelligent and its attacks are potent. You can take this ability again to give your monster companion abilities similar to what you can do yourself.
  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 your 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.

Inventory

☐, ☐, ☐ Fetish.
◯ Power Seal.
☐ or ☐☐ Potent Weapon.
☐ Scroll.
  • Fetish ☐: A figurine or medicine bundle, increases the effect of a single use of a power. Consumable, Playbook.
  • Power Seal ◯: A seal you wear to control your powers. When broken (which is when you pick it as an item) this causes your power(s) to display around you for a minute, clearly identifying you and your powers to any observer, ruining any stealth or disguise. You might be surrounded by an aura appropriate to your forms, magical patterns, or glyphs. Reduces the stress cost of all powers by one for the duration. Consumable, Playbook.
  • Potent Weapon ☐ or ☐☐: This can be a hand weapon ☐ or a heavy weapon ☐☐. Common hand weapons are a dagger and sword. Common heavy weapons are a spear or pole arm. 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.

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.