Difference between revisions of "Mastermind (FiD)"

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=== Special Abilities ===
 
=== Special Abilities ===
 
# '''Calculating:''' Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action. You can take this ability several times, but each character can only get one additional downtime action this way.  
 
# '''Calculating:''' Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action. You can take this ability several times, but each character can only get one additional downtime action this way.  
# '''Double the Devil:''' When you or an ally fails a roll, you allow a re-roll. If this second roll also fails, in addition to the consequence of failure, you end up in an immediate desperate situation as the enemy sees through and foils your plan. This is typically an ambush or the enemy forcing your hand.
+
# '''Connected:''' During downtime, you get +1d  when you acquire an asset or reduce heat. At the end of each downtime phase, you earn +2 stash.
# '''Foresight:''' Two times per score you can assist a teammate without paying stress and without being present. Tell us how you prepared for this.
+
# '''Double the Devil:''' When you or an ally fails a roll, you allow a re-roll. If this second roll also fails, in addition to the consequence of failure, you end up in an immediate desperate situation. This is typically an ambush or the enemy forcing your hand.
# '''Connected:''' During downtime, you get +1 result level when you acquire an asset or reduce heat.
+
# '''Foresight:''' Two times per score you can assist a teammate without paying stress and without being present. Tell us how you planned for this.  
 
# '''Functioning Vice:''' When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally may join in your vice and get the same benefit, even if they normally have another vice, but they roll separately.
 
# '''Functioning Vice:''' When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally may join in your vice and get the same benefit, even if they normally have another vice, but they roll separately.
# '''Ghost Contract:''' With a short ritual you and your partner both gain a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".
 
 
# '''Networking:''' All your ''shrewd friends'' turn into contacts except your enemy. Each score you may add a single NPC you interacted with as a new contact.
 
# '''Networking:''' All your ''shrewd friends'' turn into contacts except your enemy. Each score you may add a single NPC you interacted with as a new contact.
 
# '''Plans Within Plans:''' You may expend your special armor to protect a teammate, to negate the entire stress cost of a group action, or to push yourself when you gather information or work on a long-term project.  
 
# '''Plans Within Plans:''' You may expend your special armor to protect a teammate, to negate the entire stress cost of a group action, or to push yourself when you gather information or work on a long-term project.  

Revision as of 01:36, 8 October 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

As the Mastermind, you are the architect behind every plan, the schemer who pulls the strings from the shadows. Where others see only chaos and danger, you see opportunities to exploit and connections to be made. Through cunning, manipulation, and careful calculation, you wield power not by strength of arms but by the force of your intellect.

An adaptation of the Spider from Blades in the Dark. This is not a class in D&D.

Special Abilities

  1. Calculating: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action. You can take this ability several times, but each character can only get one additional downtime action this way.
  2. Connected: During downtime, you get +1d when you acquire an asset or reduce heat. At the end of each downtime phase, you earn +2 stash.
  3. Double the Devil: When you or an ally fails a roll, you allow a re-roll. If this second roll also fails, in addition to the consequence of failure, you end up in an immediate desperate situation. This is typically an ambush or the enemy forcing your hand.
  4. Foresight: Two times per score you can assist a teammate without paying stress and without being present. Tell us how you planned for this.
  5. Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally may join in your vice and get the same benefit, even if they normally have another vice, but they roll separately.
  6. Networking: All your shrewd friends turn into contacts except your enemy. Each score you may add a single NPC you interacted with as a new contact.
  7. Plans Within Plans: You may expend your special armor to protect a teammate, to negate the entire stress cost of a group action, or to push yourself when you gather information or work on a long-term project.
  8. Weaving the Web: You gain +1d when you gather information. If you succeeded at gathering information about a score, get +1d to the engagement roll.

Shrewd Friends

˄ ˅ Arlin, an architect.
˄ ˅ Kael, a alchemist.
˄ ˅ Lenn, an information broker.
˄ ˅ Nix, an archivist.
˄ ˅ Soryn, a domestic.

Inventory

☐, ☐ Fine bottle of wine.
☐-☐ Fine crew identity.
◯ Fine palm pistol.
☐ Relevant map.
☐, ☐ Slumber essence.
☐ Spyglass.
  • Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.
  • Fine Crew Identity ☐-☐: A fake identity for your crew, covering insignia, false relationships, and planted rumors. Gives +1d to each member to maintain group identity.
  • Fine Palm Pistol ◯: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. Often concealed as a snuffbox, holy symbol, or other personal item. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched. The fine quality improves effect.
  • Relevant Map ☐: A map of the area of operations, gained through contacts and information gathering. Negates the engagement roll penalty for complex plans.
  • Slumber Essence ☐: A dose of slumber essence sufficient to put someone to sleep for an hour. This can be imbibed, inhaled, or made wet to be injected. The victim's sleep isn't supernatural, but it is deep—they can be roused with some effort but this gives them level 1 harm: drowsy. Consumable.
  • Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times.

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 using calculation or conspiracy..
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Consort 2
Finesse 1
4 points by choice, no higher than 2 in any one.