Rogue (FiD)

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The Rogue thrives in the shadows, adept at stealth, subterfuge, and precision strikes. Masters of infiltration and evasion, they excel in navigating dangerous environments unnoticed and executing surprise attacks. Whether slipping past guards or disarming traps, the Rogue combines cunning and agility to outmaneuver and outwit their foes.

An adaptation of the Lurk.

Special Abilities

  1. Acrobat: When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman—maneuver to confuse your enemies so they mistakenly attack each other.
  2. Ambush: When you attack from hiding or spring a trap, you get +1d and increased effect.
  3. Daredevil: When you roll a desperate action, you get +1d to your roll.
  4. Expertise: Choose one of your action ratings you have a rating of two or more in. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls. You may take this again for additional actions.
  5. Infiltrator: You are not affected by quality or Tier when you bypass security measures.
  6. Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
  7. Shadow: You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.
  8. Shadowdancer: You may shift partially into the ether, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments—you are invisible rather than shadowy—you may float through the air like a ghost.

Dangerous Friends

˄ ˅ Telly, a beggar.
˄ ˅ Darro, a city guard.
˄ ˅ Fren, a locksmith.
˄ ˅ Rellan Kellis, a noble.
˄ ˅ Perin, a city clerk.

Items

☐ Fine burglar kit.
☐ Fine shadow cloak.
☐ Light climbing gear.
☐ Dark-sight goggles.
☐ Rage essence vial.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with stealth or evasion.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Prowl 2
Tinker 1
4 points by choice, no higher than 2 in any one