Difference between revisions of "Mastermind (FiD)"
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=== Special Abilities === | === Special Abilities === | ||
− | # '''Devil's Due:''' When you or a crewmate fails a roll, you can spend | + | # '''Devil's Due:''' When you or a crewmate fails a roll, you can spend 2 stress to 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, the result of overthinking or the enemy seeing through your plan. |
# '''Foresight:''' Two times per score you can assist a teammate without paying stress and without being present. Tell us how you planned for this. You can take this power several times to gain two additional of free assistance. | # '''Foresight:''' Two times per score you can assist a teammate without paying stress and without being present. Tell us how you planned for this. You can take this power several times to gain two additional of free assistance. | ||
# '''Functioning Vice:''' When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). | # '''Functioning Vice:''' When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). |
Revision as of 20:36, 3 December 2024
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
- Devil's Due: When you or a crewmate fails a roll, you can spend 2 stress to 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, the result of overthinking or the enemy seeing through your plan.
- Foresight: Two times per score you can assist a teammate without paying stress and without being present. Tell us how you planned for this. You can take this power several times to gain two additional of free assistance.
- Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down).
- Master of Masks: When you use Consort to misdirect or assume a disguise, you get +1d to rolls to maintain the role or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation. You can choose to stay out of a score at the beginning, only to appear later disguised as a minion of the opposition. You can don or doff a disguise in seconds.
- Networking: All your Shrewd Friends turn into contacts except the one you have selected as your enemy. During each downtime, you can add one NPC you or your crew recently got along with as a new contact.
- Plans Within Plans: You may expend your special armor when you 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.
- Rook's Gambit: Take 2 stress to roll your best action rating while performing a different action. Fib how you adapt to this use.
- Web of Information: 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.
- ☐ Fine Disguise Kit.
- ☐ Relevant map.
- ☐ Spyglass.
- Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.
- Crew Disguise ☐: A fake identity for your crew, covering clothing, insignia, and planted rumors. Gives each group member +1d to maintain a disguise. Playbook.
- Fine Disguise Kit ☐: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect when playing a role or relying on beauty.
- 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. Playbook.
- Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times. Gadget.
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
- Study 1
- 4 points by choice, no higher than 2 in any one.