Arcane Skill: Sorcery (Spirit) Starting Power Points: 10 Starting Powers: 3
The powers of sorcery have lain dormant in humanity's deepest nature since the beginning of time. Sorcery is the power to use one’s own spiritual energy to call upon other realms of existence for the raw supernatural power to alter the world as we know it. Over time, these techniques for bending the fabric of reality to the whim of man has become a study with individual schools of thought alternately opposing or conspiring with one another. If a character does not begin with the arcane background in Sorcery, he must learn the basic techniques from a master to buy the background as an advance. Sorcery replaces the Magic arcane background from the rulebook.
Backlash: On a failure, the fabric of reality takes a toll on the sorcerer as it snaps back to its original weave. When a sorcerer character rolls a 1 on his Sorcery die he is automatically Shaken (regardless of Wild Die). This can cause a wound.
Disruption: A character who is actively maintaining a power may be disrupted if he suffers damage. To maintain concentration for all of his powers, the sorcerer makes one opposed arcane skill roll versus the damage he suffered. If his roll is higher, he maintains all of his spells. If he fails, he instantly drops all of his powers after the attack that caused the disruption is resolved. A sorcerer who is Shaken by non-damaging means (such as a Test of Wills) must make a simple Smarts roll to maintain his powers.
The Lesser Mysteries are powers that may be chosen by anyone who takes the sorcery arcane background. Some of these mysteries are prerequisites for other more sinister powers.
The greater mysteries are only available to wild cards who are at least seasoned.
Dark secrets are only available to Veteran wild cards and require that certain lesser mysteries are taken first.