Some heroes are born with powers, others gain them through experimentation or freak accidents. No one deny them these gifts. This however is not the path of the Sorcerer. The power of the Sorcerer is earned through study and an understanding beyond the comprehension of the mundane. To put this another way…
You think you know how the world works? You think that this material universe is all there is? What is real? What mysteries lie beyond the reach of your senses? At the root of existence, mind and matter meet. Thoughts shape reality. This universe is only one of an infinite number. Worlds without end. Some benevolent and life giving. Others filled with malice and hunger. Dark places where powers older than time lie ravenous… and waiting. Who are you in this vast multiverse…
– The Ancient One
Power Framework:
The powers of a Sorcerer can vary wildly, as lets focus on some common aspects of magicians. Magic generally offers the a wide of options, commonly represented as the various spells or charms they know. Consider the trappings you envision for your Sorcerer, do they ward their body in magical tattoos, or summon unspeakable horrors bound to their will? This should help you determine the primary role of the power. Powers in Metahumans Rising begin with three basic categories, Defense, Offense, and Support. However, the Secondary Role Boon allows powers to provide multiple benefits. The following is a basic Power framework to hang various Boons from related to your Sorcerer’s specific trappings.
Power: Arcane Arts
- Parent Attribute: Intelligence
- Primary Role: Support: Mental
- Power Boons
- Alternate Source (Select an option based on magical style such as Elemental Magic)
- Ranged
- Added Support: Occult
- Secondary Role: Defense
- Defends Against (Might and Psyche)
- Secondary Role: Offense
The base framework tells us that the Sorcerer will be Intelligent, Their Power unable to exceed their Parent Attribute. Also, their study of the Arcane has given them a vast force of will and understanding of the unseen world. Support Mental and Added Support Occult allow the Sorcerer to add their power any time these characteristics are rolled. Secondary Role: Defense allows the Sorcerer to defend themselves with magic. While Secondary Role: Offense lets them call arcane forces to strike their foes, at at distance thanks to the Ranged Boon.
From this basic framework we can dive into any number of different styles of magic. A Voodoo practitioner that summons spirits and hexes foes might add the following Power Boons:
- Backup (Better Backup, Fast Friends, More Backup)
- Lingering
- Meddling
Backup, and the listed Advancements, allow the Sorcerer to quickly call powerful spirits to fight for them. This allows them to stay back interfering with foes using the Meddling Boon to interfere. Lingering allows the Sorcerer to hex one target then focus on someone else.
Now lets look at a wizard we might find a high fantasy style story.
- Full Role: Offense
- Devastating (Boost Devastation, Total Devastation)
- Cone
- Radius
Our arcane caster begins with the same framework but moves in a very different direction. Full Role gives equal focus to both Support and Offense. Devastating allows the Sorcerer to unleash lethal blasts of arcane force. Cone and Radius allow the Sorcerer to target large groups of foes with ease.
Common Talents:
- Occult
- Religion
- Study: Topic related to arcane style
Sorcerers are often repositories of hidden, or forbidden lore. Conversely, their Talents should reflect this, providing them knowledge few others have access to or an understand.
Common Weaknesses:
While the Sorcerer generally has a number of tricks, they rarely can take a hit, or can’t take a hit like other heroes. Our basic framework provides some defense, but no Armor, or many defensive options. A common Drawback for Sorcerers is Power Loss, in the form of performing arcane rites, or preparing their spells in advance.
Overall, the Sorcerer can fill many different roles, but often prefers to lead from the rear, with a host of magical tricks and abilities to keep foes on their toes, or just unconscious.