Risky Things to do: with Sorcery
Theah is a continent infused with magic. Disciplines of Sorcery inform a nation's identity as much as its people or their lands. But the Church denounces Sorcery as blasphemous¸ exposing magicians to superstitious bigotry as dangerous as the dark powers they bargain with. For Heroic sorcerers¸ this prejudice is rarely justified - they are careful to limit the harmful effects of their magic. But Villainous sorcerers use their abilities to oppress others and violate nature¸ and the lay-people are right to be afraid of them.
When the roleplay is intense¸ GMs are pressured to quickly come up with Consequences and Opportunities - the Risky Things series exists to take some of the load off. It anticipates likely Risks for Heroes in a swashbuckling game¸ and suggests Consequences and Opportunities for those Risks. You might use these examples to spark your own creativity¸ or employ them in your own game as-written.
This bumper-sized entry in the Risky Things series includes:
- Six new Risks for sorcerers¸ their allies and their enemies: resource scavenging¸ communing with the Graal¸ tracking a target¸ entering the otherworldly walkway¸ enduring natural disasters¸ and battling in a fate duel.
- Consequences and Opportunities for all new Risks¸ including Game Master advice for how to implement and modify them in your games¸ with quick reference sheets for use at the table.
- New Villain Advantages and Game Master advice for all six types of sorcerer from the core book¸ and new Monstrous Qualities for the most corrupted sorcerers and their Monstrous allies.
- Appendices for new minor forms of burgeoning Sorcery¸ and new Arcana rules for use by Villains.