Difference between revisions of "Sophist (IB)"

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* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You pointed out an established NPC whom the GM then brought into the action.''
 
* ''You pointed out an established NPC whom the GM then brought into the action.''
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=== Starting Actions ===
 +
: [[Actions (IB)#Judge|Judge]] 1 
 +
: [[Actions (IB)#Sway|Sway]] 2 
 +
: 4 points by choice, no higher than 2 in any one.

Latest revision as of 23:28, 7 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark space hack

Age cannot wither her, nor custom stale her infinite variety.

— Enobarbus on Cleopatra, Shakespeare, Antony and Cleopatra II.2.

Sophist Playbook

The Sophist is a master of persuasion — charming, elusive, and always two sentences ahead. They trade in appearances, knowing that belief is more powerful than truth. Where others wield weapons or data, the Sophist shapes perception itself. They are diplomats, deceivers, and performers, moving with ease through markets, salons, and courts. Some make an honest living as negotiators or entertainers; others profit from the con. All understand that every conversation is a performance — and every mask, a kind of truth.

Touchstones: Cleopatra (Cleopatra (1963)), Rachael (Blade Runner (1982)), Number Six (Battlestar Galactica TV (2004–09)), Starlord / Peter Quill (Guardians of the Galaxy (2014)).

Special Abilities

  1. Conversationalist: In Downtime and when Gathering Information, you gain +1d on all Resolve actions.
  2. Cosmopolite: You know many of the languages of the setting and can improvise communication in those you don’t. You always gain the benefits of speaking someone's language even if you don't. You know your native tongue and a number of additional languages equal to the sum of your ratings in Consort, Study, and Sway.
  3. Demagogue: By performing or orating before an appreciative audience, you can recruit a temporary gang of cohorts (p. 96) suited to the situation. They are easily distracted, especially of the scene changes.
  4. Distraction: You may expend your Special Armor to Resist or Push yourself for a Resolve Consequence or Action.
  5. Gracious: You can roll your Consort to recover Stress when indulging vice. Your crew gains this benefit when they indulge with you; they can use your vice and provider.
  6. Inception: When you Sway someone, you can cause them to believe it was originally their own idea. Consequences may complicate this.
  7. Spotlight: When you push yourself on a Resolve action, choose one additional benefit: attract everyone’s attention — get a scene alone with someone — escape a location.
  8. Star: Gain increased Effect when you perform for an audience. You know a number of performing arts equal to the sum of your ratings in Consort, Finesse, and Sway.

Associates and Rivals

˄ ˅ Bryl, a fixer.
˄ ˅ Batzo, a vice squad cop.
˄ ˅ Klyra, a venue owner.
˄ ˅ Harky, a leader.
˄ ˅ Nyryx, a professional companion.

Inventory

☐ Cover identity
☐ Disguised weapon
☐, ☐, ☐ Fine bottle of wine
Fine clothes [☐ if carried]
☐ Fine disguise kit
Fine loaded dice or trick cards
  • Cover Identity ☐: An advanced disguise, complete with clothing, papers, planted stories, and false connections sufficient to sustain a persona. +2d to maintain this identity. Takes at least an hour to don, so usually worn at the start of a score. Playbook.
  • Disguised Fine Weapon ☐: A weapon hidden in plain sight — cane sword, hairpin dagger, belt buckle blade, or palm pistol. Can also be a sash, belt, or chain designed as a garotte or whip.
  • Fine Bottle of Wine ☐: A highly desirable vintage, effective at loosening tongues and leaving lasting impressions.
  • Fine Clothes ◯: Attire that raises your apparent lifestyle (p. 43) by +1, to a minimum of 2. If carried as a spare outfit to change into, this is ☐.
  • Fine Disguise Kit ☐: A theatrical makeup kit with professional tools to alter appearance or enhance beauty. Increases Effect when playing a role.
  • Fine Loaded Dice, Trick Cards ◯: Gambling implements subtly altered to favor desired outcomes. Adds Effect, making wins larger — and losses riskier.

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 it occurred multiple times.

  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.
  • You pointed out an established NPC whom the GM then brought into the action.

Starting Actions

Judge 1
Sway 2
4 points by choice, no higher than 2 in any one.