Sorcerer
You’re one of the rare few. You have the aptitude, inborn talent, and capacity to conferwith dark entities without losing your mind, allowing you to unlock and command magic. Most people gaze upon you with fear when they realize your abilities are not mere pageantry, butinstead the secrets of a forgotten age reborn in you. Whenyou open your inner eye, your mind expands, allowing you to see the unseen, bend others to your will, and lash their minds directly. Your magic is useful in a fight, especially since you don’t need to physically strike your foes to harm or sway them; however,you lean on others in your group to provide physical security lest you be overrun by mere force before you have a chance to shine. Outside a conflict, your deeper knowledge of ancient,sorcerousloremayspellthedifferencebetweenasuccessfulforayandanearlygrave.
Background Options
When you woke from a ten-year coma as a young adult, you had your abilities but no memories of your past. Now you hope to recover them if possible.
Rumors suggest the small kingdom where you were born fell to shadows a year ago.
Youchangedyournameandlooksixmonthsagoafterbeingaccusedofnecromancy.
The thieves’ guild sometimes contracts your servicesduring interrogations.
Your grandmother had the sight too, until assassins ofthe crown killed her. So you try to keep your abilities hidden, biding your time until you can claim your revenge.
You sometimes dream of a “smiling man” whosewhispers threaten madness.
A monstrous alien species kidnapped you and performed strange tests on you, and when they released you, you had your abilities. You’re afraid they also may have changedyou inother ways that are still not apparent.
You had a child who grew to adulthood, joined a war, and died three years ago.
Sorcerer Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+4 to Intellect Pool Add+1 Edge in Pool of your choice Freely use light and medium weapons Freely use light armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Cypher Use: You can bear one additional cypher at a time. Enabler. OpenInnerEye(2+Intellectplus1minorwound):Afteraten-minuteritualthatconcludesbyyou or an ally puncturing your forehead with a blade (inflicting a minor wound), you can peer into the
spiritual realm until you use a ten-hour recovery. While yourinner eye is open, your perception tasks in physical reality are hindered, but you gain additional abilities. At tier 3, the time you need to activate the ritual is reduced to one minute and your perception tasks in the real world are no longer hindered. While your inner eye is open, you can useany ofthe following abilities, paying the Pool point cost for each use. Detect Spirit (2+ Intellect): Makean Intellect roll to scan for mental presences of living creatures and undead spirits within short range. You detect any such creature whose level is equal to or less than the level of your result. Barriers of higher level than the level of your result block this sense. Effort: Until your next turn you can pinpoint those presences in physical space. Action. Mindslice (1 Intellect): You mentally attack a target youcansee within short range, focusing your mind to blast their thoughts for 2 damage (ignores Armor). Creatures without minds (such as relatively mindless undead) might be immune. Action. Psychic Suggestion (2 Intellect): If you succeed on an Intellect attack against a creature with a mind, on their next turn they attempt one of the following actions that you specify: identify themself, say why they are present, close oropen a door or container, drop something or pick something up, move an immediate distance, pass something they’re holding to you, or just stand quietly and do nothing. Action. Ten minutes to activate (one minute to activate at tier 3 and higher).
Most types give you three abilities. Sorcerer only gives you two, but Cypher Use gives you additionaloptionsandOpenInnerEyeislikethreeabilitieswrappedinone.
[!example]
Sorcerer Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own startingequipment. A dagger, appropriate clothing, a book of lore, a backpack, a bedroll, incense (ten sticks), matchsticks (ten), a magnifying glass, three torches, two flasks of oil, rations and water for three days, and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Part of Swords & Sorcery