Difference between revisions of "Mastermind (FiD)"

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{{FiD}}
 
{{FiD}}
The Mastermind is 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.
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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.  
 
An adaptation of the Spider.  
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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.  
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# '''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.
 
# '''Connected:''' During downtime, you get +1 result level when you acquire an asset or reduce heat.  
 
# '''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 prepared for this.  
 
# '''Foresight:''' Two times per score you can assist a teammate without paying stress and without being present. Tell us how you prepared for this.  
# '''Functioning Vice:''' When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.
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# '''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.  
# '''Extensive Contacts:''' All your ''shrewd friends'' turn into contacts except your enemy. You have additional effec to actions to recruit new contacts.
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# '''Magical 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".  
# '''Magical Contract:''' When you shake on a deal, you and your partner— human or otherwise—both bear a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".  
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# '''Networking:''' All your ''shrewd friends'' turn into contacts except your enemy. Each score you may add a single NPC you had significant interaction with as a new contact.
# '''Mastermind:''' You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.  
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# '''Plans Within Plans:''' You may expend your special armor to protect a teammate, to negate the stress cost of a group action, or to push yourself when you gather information or work on a long-term project.  
 
# '''Weaving the Web:''' You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.
 
# '''Weaving the Web:''' You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.
  
 
'''Shrewd Friends
 
'''Shrewd Friends
: ˄ ˅ Salia, an information broker.
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: ˄ ˅ Arlin, an architect.
: ˄ ˅ Augus, a master architect.
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: ˄ ˅ Kael, a alchemist.
: ˄ ˅ Jennah, a servant.
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: ˄ ˅ Lenn, an information broker.
: ˄ ˅ Riven, a chemist.
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: ˄ ˅ Nix, an archivist.
: ˄ ˅ Jeren, a bluecoat archivist.
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: ˄ ˅ Soryn, a domestic.
  
 
'''Items
 
'''Items
: Fine cover identity.
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: Fine cover identity.
: ☐ Fine bottle of whiskey.
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: ☐ Fine bottle of wine.
 
: ☐ Relevant map.
 
: ☐ Relevant map.
 
: ■ Vial of slumber essence.
 
: ■ Vial of slumber essence.
: ☐ Concealed palm pistol.
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: ■ Palm pistol.
  
 
'''XP
 
'''XP
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'''Starting Actions
 
'''Starting Actions
 
: Consort 2
 
: Consort 2
: Survey 1
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: Finesse 1
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one
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'''Gather Information
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* What do they want most?
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* What should I look out for?
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* Where's the leverage here?
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* How can I discover [X]?
 +
* What do they intend to do?
 +
* How can I get them to [X]?
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* What's really going on here?

Latest revision as of 14:02, 13 September 2024

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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. 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 +1 result level when you acquire an asset or reduce heat.
  3. Foresight: Two times per score you can assist a teammate without paying stress and without being present. Tell us how you prepared for this.
  4. 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.
  5. Magical 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".
  6. Networking: All your shrewd friends turn into contacts except your enemy. Each score you may add a single NPC you had significant interaction with as a new contact.
  7. Plans Within Plans: You may expend your special armor to protect a teammate, to negate the 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 to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.

Shrewd Friends

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

Items

☐ Fine cover identity.
☐ Fine bottle of wine.
☐ Relevant map.
■ Vial of slumber essence.
■ Palm pistol.

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

Gather Information

  • What do they want most?
  • What should I look out for?
  • Where's the leverage here?
  • How can I discover [X]?
  • What do they intend to do?
  • How can I get them to [X]?
  • What's really going on here?