CONGRATULATIONS, YOU’RE THE BASELINE (+1)
Description: Pure Humans receive a bonus point of refresh over other races
SORCEROUS BLOODLINE [Boreal] (-3)
- An appropriate High Concept which includes the character’s Bloodline.
• Purchase the skill Sorcery .
• Wild Magic: Power use has unpredictable side effects. Any power skill check that Succeeds with Style or is a Failure which succeeds at a serious cost, creates a random and often detrimental aspect on the scene or caster.
• Any two other weakness/limitations:
Big Hands (No Fine Manipulation)
The character’s sense of touch is adversely affected, and fine manipulations (picking locks, writing, etc) incur a -2 penalty.
Manipulation of Boreal powers can only apply to the creation or manipulation of the elements, not the diminishment. Ergo, the sorcerer cannot dismiss a hurricane or melt a glacier. As such, the Dispel Magic manipulation is similarly restricted, including the dispelling of the caster’s own effects. The power may be used despite the restriction, but only at Mediocre (+0) level.
All sorcerers are powerful in the manipulation of their bloodline magic. When they cast spells within their bloodline sphere, they do so at a +2 bonus to their Sorcery skill. Additionally, the sorcerer receives a special bloodline power specific to their bloodline.
A Sorcery skill roll is required for all Overcome Actions or to Create an Advantage. Sorcery can be used to Attack, but they are flat rolls. For example, magic missile is a lot like using a bow, except that you attack with Wizardry instead of Missile Combat. For Defense, Sorcery must be either 1) cast in advance as a shield or other specific magical effect (which must include extra shifts for duration), or 2) the sorcerer can cast on the fly to throw up a defense or counter an attack, but such a action will cost the sorcerer two extra shifts of power.
Sorcery uses the standard magic use rules, and may be manipulated normally.
Cost for casting: Casting any spell requires you pay a cost of some sort. There are four ways to pay the cost:
• Accept one shift of Composure stress.
• Pay a fate point.
• Use a boost.
• Create an advantage on your spellcasting aspect in one round, cast the spell the next.
Skill Roll to:
• Create an Advantage:
BOREAL BLOODLINE (Included from above)
The following Extra is included with Sorcery (Boreal) bloodline:
Cold Steel (-0): Once per scene you can, as a supplemental action, add a “FROST EFFECT” to any attack, be it missile or melee combat. Additionally, with the expenditure of one FATE POINT, this Extra lasts the entire scene.
The following Stunt is included with Sorcery (Boreal) bloodline:
Diehard (Physique) (-0)
The character won’t go down without a fight. Whenever you suffer a Health consequence, you may spend a Fate point to delay that consequence for another exchange, or until you take another consequence, whichever comes first. You may keep spending Fate points as long as you have them: when you run out, or stop spending them on this stunt, all delayed effects come to bear at once.
This means that with a whole handful of Fate points you might carry on for three exchanges with no consequences, then suddenly keel over from Multiple Bruises, a Broken Rib, Internal Bleeding, and whatever else you have coming. If that includes more than three consequences, you’re taken out, even if the attacker has been defeated in the interim!
Icewalker (-1): You do not suffer deleterious effects of the cold. You are more resistant to attacks by cold and ice, and may defend against any such attacks with your Sorcery skill. Additionally, you can move across snow and icy surfaces without penalty and without leaving tracks.
Area Effect (Sorcery) (-1)
Requires two other power stunts
For a Fate point, you can affect all the targets in a single zone, plus one additional zone per point of spin
Duration Casting (-1)
You can extend your spell durations by one step per shift