Sorcerous Origins
Below are example origins available to sorcerers. The Advanced section for each one is gained via the Advanced Origin edge.
Aberration
This sorcerer gains their power from a bizarre and alien creature from beyond the stars, whether due to their own contact with such a creature or an ancestor's. This strange connection provides the following benefits:
- Transformation of Body: The sorcerer's body is changed through channeling of this untamed power. A sorcerer's Toughness increases by 1 due to this molding of her body. Their limbs are also elongated, granting Reach +1, which also applies to a power's range.
- Lingering Effects: Bolt, Blast, and Burst spells are cast with the Lingering Damage modifier, but only cost 1 additional Power Point instead of 2.
- Suggested Trappings: Tentacles grasping, purple scintillating energy,
Advanced Aberration
- Eldritch Sight The Aberrant form grants the sorcerer eldritch sight through senses or through additional eyes. She is never Surprised and is immune to The Drop unless Bound. She also has Night Vision, eliminating all illumination penalties.
- Aberrant Body The sorceress is granted another point of Toughness.
Divine Touch
Some sort of divine intervention or celestial ancestor has blessed this hero or his bloodline.
Advanced Divine Touch
- Winged The Divine Touched can extend or hide angel-like wings as a free action. While extended, she gains Flight at Pace 12.
- Mystic Intervention: The sorcerer gains the Mystic Intervention power.
Draconic
Somewhere in the sorcerer's family tree is likely a dragon, or perhaps they or an ancestor did a great favor for a dragon and received this blessing.
- Draconic Form The draconic magic causes the sorcerer to gain claws that deal Str + d4 damage and a scaly skin that provides Armor +2.
- Draconic Power: Draconic sorcerers channel their draconic power dealing an extra +1 damage when using powers with trappings suitable to their draconic bloodline.
Advanced Draconic
- Enhanced Draconic Form The sorcerer's claws now have Armor Piercing 2 and they gain an environmental resistance common to her draconic connection (fire for red, etc).
Elemental Forces
A powerful elemental force touched this sorcerer or their ancestors. Choose one of the elements listed below, your hero gains resistance to that element and the associated ability:
- Air Flight, Pace 6.
- Earth Burrowing, Pace 6.
- Fire +2 damage to damaging Powers with a fire Trapping.
- Water Enemies are automatically hindered as per the modifier when affected by your powers.
- Metal Your powers automatically apply the armor piercing modifier, granting them AP 2.
- Wood You are immune to difficult terrain from natural sources and your pace increases by 2.
Advanced Elemental Forces
- Elemental Form Your body takes on the form of an elemental of your associated element. See the following for details:
- Air: For a power point, your body can shift into a misty, gaseous form, allowing you to pass through cracks in doors, bubble through water, etc. Each turn you keep this active costs you an additional power point.
- Earth: For a power point, your body can meld with stone, soil and other earthy materials, taking up no space and allowing you to move through it at normal speed.Each turn you keep this active costs you an additional power point.
- Fire: You are immune to fire damage. You can ignite your body for 2 power points, causing any who you attack at melee range or vice versa to have to evade or take 2d6 damage from the fire. Each turn you keep this active costs you an additional power point.This can destroy your own equipment.
- Water: You can breathe underwater and your Swimming pace is doubled. For a power point, as a limited you can turn your body into a watery form to allowing you to seep through porous material. Each turn you keep this active costs you an additional power point.
- Metal: For 2 power points, as a limited action, you can turn your body to metal, granting +2 Armor and +1 Toughness. You also can turn a limb into any standard metal weapon with an Armor Piercing 2 bonus. Each turn you keep this active costs you an additional power point.
- Wood: For a power point, you can turn your arms to vines, granting you Reach +2, which applies to your spells' range. Each turn you keep this active costs you an additional power point.