[Types]

Sorcerer

You’re one of the rare few. You have the aptitude, inborn talent, and capacity to confer with 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, but instead the secrets of a forgotten age reborn in you. When you 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, sorcerous lore may spell the difference between a successful foray and an early grave.

Background Options

Sorcerer Abilities

You gain all of the following benefits:

Most types give you three abilities. Sorcerer only gives you two, but Cypher Use gives you additional options and Open Inner Eye is like three abilities wrapped in one.

Cypher Use Enabler

You can bear one additional cypher at a time.

Open Inner Eye (2+ Intellect plus 1 minor wound) Action

After a ten-minute ritual that concludes by you 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 your inner 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 use any of the following abilities, paying the Pool point cost for each use.

Sorcerer Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment starting equipment

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.