Difference between revisions of "Sage (FiD)"

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As a sage, you are a master history, medicine, and general of lore.  
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You are a master of history, medicine, and general lore. You give advice on almost any subject, convince others through logic, and uncover the truth from evidence. You may lead, but more often you are the advisor or right hand of a leader. You might be known as a confident, counselor, detective, executive, inquisitor, judge, philosopher, scholar, or student.
You can give advice on almost any subject, convince others by logical argumentation, and sort out truth among lies and past event from evidence.
 
You might be known as a philosopher, detective, inquisitor, judge, or scholar.
 
  
'''Touchstones
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The sage is the mundane equivalent of the wizard and the humanist scholar compared to the savant's technologist.
Thomas More (The Tudors, TV series starting 2007–2010),
+
 
Ibn Fadlan (The 13th Warrior, 1999),
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'''Touchstones:'''
Solomon Northup (12 Years a Slave, 2013),
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Father George (''Flesh and Blood'', 1985),
William of Baskerville (Name of the Rose, 1986),
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William of Baskerville (''Name of the Rose'', 1986),
Elrond (The Lord of the Rings: The Fellowship of the Ring, 2001).
+
Ibn Fadlan (''The 13th Warrior'', 1999),
 +
Thomas More (''Wolf Hall'', 2015).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Deep Pockets:''' Increase your load capacity by two.
+
==== Analytic ====
# '''Fortitude''': You may expend your '''special armor''' to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill.
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Use Study to Set Up any action, in the moment or as a flashback. '''4-5''': Improve position. '''6''' Improvs position or effect. '''Critical''' Improves both. Stacks with others' Set Up actions, but you must explain this to benefit others.  
# '''Ghost Ward:''' You know how to Tinker with an area so it is either anathema or enticing to creatures linked to one power (your choice when using this ability). This takes about one minute to affect an area based on your tier (p 221). You can stack several wards of different types.
+
 
# '''Physicker:''' You can treat wounds and stabilize the dying. Everyone in your crew (including you) gets +1d to their healing treatment rolls. Take a few minutes to make a Tinker roll to reduce an injury suffered in the last hour by one level. Limited outcome treats level 1 harm. Standard outcome level 2 harm. Great outcome level 3 harm. Great outcome and a critical roll for level 4 harm. Only one attempt per harm. Consequences usually give complications to patients rather than to you.
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==== Apothecary ====
# '''Loremaster:''' You may always use Study for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve position. On a full success, improve position or increase effect. On a critical success, improve position and increase effect.
+
You can research [[Rituals (FiD)|Rituals]] (p. 222) and [[Crafting (FiD)|Craft]] [[Alchemy (FiD)|Alchemicals]] with the Medical tag with Study instead of Tinker. Start with no Ritual Procedures but the Formulas for all Medicine Chest [[Alchemy (FiD)|Alchemicals]].
# '''Ritualist:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. You know the arcane Procedure to perform a specific ritual and can research Procedures for new rituals. See p 222.
+
 
# '''Sage:''' When you use Study to gather information about a target, either in the present or in a flashback, you can ask one additional question about their weaknesses or habits. On a full success you discover a method to gain potency against such a target that anyone can use, usually a material or rune it is vulnerable to.
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==== Consolation of Philosophy ====
 +
During downtime, you can take a downtime action to roll Study to recover stress. When resisting a consequence, you may roll Study instead of the relevant attribute.
 +
 
 +
==== Discerning ====
 +
Roll Study to determine the truth behind spoken words: '''1''': failed insight, '''2-3''': uncover white lies, '''4-5''': uncover lies about things, '''6''': uncover lies about people, '''critical''': expose the underlying intention.
 +
 
 +
==== Investigator ====
 +
Spend a few minutes examining a creature or location to make a Study roll. Gather Information based on success: '''1''': no information, '''2-3''': 1 question, '''4-5''': 2 questions, '''6''': 3 questions, '''Critical''': 5 questions. Adjust type of success for situation and tier difference. A success against a creature reveals a way to gain potency against a target (e.g., silver weapons or an occult symbol).
 +
 
 +
==== Physicker ====
 +
You can reduce Harm that is internal, systemic, and psychic harm (poison, disease, shock, curse, exhaustion, mental collapse).
 +
Spend several minutes on a Study roll to reduce non-wound Harm suffered in the last hour by one level. This roll takes a -1d penalty per level of harm (-1 to -4 dice, level 4 Harm is stabilizing the dying). This has no consequences but each instance of Harm can only be treated once. During downtime your crew (2 stress to affect yourself) can use your Study for healing rolls.
  
=== Human Resources ===
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==== Specialist ====
 +
Choose a specialization — a field of science or the humanities such as astronomy, history, or law. When you act in this field, improve the degree of success by one step: Fumble → Failure → Opposed success → Success → Critical.
 +
 
 +
==== Ward ====
 +
You make an area anathema to creatures associated with a specific [[Powers_(FiD)#Forms|Form]] of Power decided when you create the ward.
 +
Spend a minute and select a [[Powers_(FiD)#Forms|Form]] to create a ward in an an area based on your tier (p. 221).
 +
A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. 
 +
You can create connected wards to cover more ground and overlapping wards to protect against multiple different [[Powers_(FiD)#Forms|Forms]] in the same area.
 +
 
 +
==== Additional Playbook ====
 +
Select another playbook. You gain immediate access to its Inventory and XP conditions. but not base upgrades. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. ''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
 +
 
 +
=== Allies and Antagonists ===
 
: ˄ ˅ Alathis, a librarian.
 
: ˄ ˅ Alathis, a librarian.
: ˄ ˅ Fenric, a specialist.
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: ˄ ˅ Jorven, a savant.
: ˄ ˅ Jorven, an artisan of books.
 
 
: ˄ ˅ Kyris, a mastermind.
 
: ˄ ˅ Kyris, a mastermind.
: ˄ ˅ Lyneth, an sage.
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: ˄ ˅ Lyneth, a sage.
 
: ˄ ˅ Taren, a wizard.
 
: ˄ ˅ Taren, a wizard.
  
 
=== Inventory ===
 
=== Inventory ===
: Emerald Pen.
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: Emerald Pen.
: ☐ Fine Disguised Weapon.
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: ☐ Fine Hand Weapon.
: ☐ Fine tinker tools.
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: ☐,☐ Fine Monster Lure.
: ◯ Tinker Drone.
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: ☐,☐ Manual.
 +
: ☐☐ Medicine Chest.
 +
: ☐ Shared Meal.
 +
 
 +
* '''Emerald Pen''' ☑: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors. '''Common, Gadget'''.
 +
* '''Fine Hand Weapon''' ☐: A one handed weapon, usually a sword or spear. The fine quality improves effect.
 +
* '''Fine Monster Lure''' ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality improves effect.
 +
* '''Manual''' ☐: Allows you to use Study instead of any one Insight or Resolve action for one specific task. You can use the manual again on a very similar task. Each use takes a few minutes.
 +
* '''Medicine Chest''' ☐☐: A chest of medical drugs and tools such as leeches, scalpels, mortar and pestle, and linen bandages. Using this gives +1d on recovery checks. The medicine chest also contains up to five ☐,☐,☐,☐,☐ doses total of [[Alchemy (FiD)|Alchemicals]] listed below. '''Playbook'''.  
 +
* '''Shared Meal''' ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. '''Consumable, Playbook'''.
  
* 3 '''Emerald Pen''' ◯: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors. '''Common'''.
+
==== Medicine Chest Alchemicals ====
* '''Manual''' ☐: Allows you to use Study instead of any one Insight or Resolve action selected when you pick this item. Each use takes a few minutes.
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Your medicine chest can hold up to five doses of any [[Alchemy (FiD)|Alchemical]] listed below.
* '''Monster Lure''' ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure.
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For Unreliability tests, use the listed complexity unless your Tier exceeds it, in which case use your Tier.
* '''Fine Disguised Weapon''' ◯: A weapon that does not appear to be a weapon except under close scrutiny. Examples include cane swords, fighting fans, hair pin daggers, blades concealed in everyday objects like holy symbols, belt buckles, shoes, and emblems of rank, palm pistols concealed in cutlery, snuff boxes, swagger sticks, or purses. Sashes, belts, or clock chains can be made to be used as whips or garottes. This is a masterwork weapon that fits you perfectly, improving your effect.
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* '''Potion of Heroism''' (Complexity 0) ☐: Drinking this potion makes you fearless. For the next hour fear effects lose effect and have at worst a controlled position. '''Volatile''' you may lose all sense of self-preservation. Addictive. '''Common, Consumable.'''
* '''Medicine Chest''' ☐☐ A chest of medical drugs and tools such as leeches, scalpels, mortar and pestle, linen bandages, and up to five ☐,☐,☐,☐,☐ doses total of the following drugs:
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* '''Second Sight Potion''' (Complexity 1) ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Consumable, Unreliable/Volatile.''' You may see things that are not there.
** Complexity 0 '''Potion of Heroism''' ☐: Drinking this potion makes you fearless. For the next hour fear effects lose effect and have at worst a controlled position. '''Volatile''' you may lose all sense of self-preservation. Addictive. '''Common, Consumable.'''
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* '''Trance Powder''' (Complexity 1) ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. '''Common, Consumable, Unreliable.'''
** Complexity 1 '''Second Sight Potion''' ☐: Gives the ability to see spirits and the invisible. Lasts several hours. '''Consumable, Unreliable/Volatile.''' You may see things that are not there.  
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* '''Bewitching Perfume''' (Complexity 2) ☐: Apply this perfume to give yourself +1d on Consort and Sway actions for the next hour. You also attract general attention, making yourself notorious. '''Conspicuous, Consumable.'''
** Complexity 1 '''Trance Powder''' ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. '''Common, Consumable, Unreliable'''.
+
* '''Coca Leaves''' (Complexity 2) ☐: Leaves grown in tropical mountains, rolled into a ball and chewed. Restores 2 points of stress. Improves energy for 10 hours. '''Common, Consumable, Unreliable/Volatile.''' Complexity roll when the effect ends: '''1-3''' level 2 harm: "Restless" when the effect ends.
** Complexity 2 '''Bewitching Perfume''' ☐: Apply this perfume to give yourself +1d on Consort and Sway action for the next hour. You also attract general attention, making yourself notorious. '''Conspicuous, Consumable'''.
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* '''Cure-All''' (Complexity 2) ☐: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. '''Common, Consumable.'''
** Complexity 2 '''Coca Leaves''' ☐: Leaves grown in tropical mountains, rolled into a ball and chewed. Restores 2 points of stress. Improves energy for 10 hours. '''Alchemy, Common, Consumable, Unreliable/Volatile''' Complexity roll when the effect ends: '''1-3''' level 2 harm: "Restless" when the effect ends.
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* '''Slumber Essence''' (Complexity 2) ☐: 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. '''Common, Consumable.'''
** Complexity 2 '''Cure-All''' ☐: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. '''Common, Consumable.'''  
 
** Complexity 2 '''Dream Essence''' ☐: A distillation of a vivid, lucid dream, perfectly recreated for the user. An expensive drug. '''Common, Consumable.'''
 
** Complexity 2 '''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.  '''Common, Consumable.'''
 
** Complexity 3 '''Conotoxin''' ☐: Salvaged from cone snails, this potent venom causes immediate level 3 harm: paralysis and possibly heart failure in a few minutes. '''Common, Conspicuous, Consumable, Rare, Unreliable'''.
 
** Complexity 3 '''Dust of Deliciousness''' ☐: This reddish brown dust resembles ground brick. When you throw the dust into the air, any open food within 3 meters of you ar detoxified and greatly improve in flavor, allowing the consumption of most any organic matter.  '''Consumable.'''
 
** Complexity 3 '''Ether Fumes''' ☐: When burnt, this creates fumes in the ether that are anathema to spirits. A complexity check might be required to repel a powerful or determined spirit, especially one tied to this location. '''Consumable, Unreliable'''.
 
** Complexity 3 '''Philter of Love''' ☐: The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is one you are normally attracted to, you regard it as your true love while charmed. That creature gains improved effect on any Sway action against you (desperate position for a PC drinker). This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. '''Common,  Consumable, Unreliable'''.
 
** Complexity 3 '''Potent Oil''' ☐: Renders a weapon coated in this oil potent against the supernatural for an hour. '''Common, Consumable.'''
 
** Complexity 3 '''Potion of Super-heroism''' ☐: A combination painkiller and anxiety reducer. Suppresses level 1 or 2 harm that involve pain and improved position against fear effects for the next hour. '''Consumable, Volatile''' you may lose all sense of self-preservation. Addictive with frequent use.
 
** Complexity 5 '''Alcahest''' ☐: A fluid that stops the effects of any other alchemical item. '''Common, Consumable.'''
 
  
 
=== XP ===
 
=== XP ===
Line 62: Line 82:
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You struggled with issues from your vice or traumas during the session.''
* '''Mule''' ◯: A draft animal trained to carry load. Depending on location this might be a lama or dromedary. Carries three times as much load as a person for the same load category. Can carry a rider, but is not a good mount.
 
  
 
=== Starting Actions ===
 
=== Starting Actions ===
: Finesse 1
+
: Skirmish 1
 
: Study 2
 
: Study 2
 
: 4 points by choice, no higher than 2 in any one.
 
: 4 points by choice, no higher than 2 in any one.

Latest revision as of 09:54, 2 January 2026

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

You are a master of history, medicine, and general lore. You give advice on almost any subject, convince others through logic, and uncover the truth from evidence. You may lead, but more often you are the advisor or right hand of a leader. You might be known as a confident, counselor, detective, executive, inquisitor, judge, philosopher, scholar, or student.

The sage is the mundane equivalent of the wizard and the humanist scholar compared to the savant's technologist.

Touchstones: Father George (Flesh and Blood, 1985), William of Baskerville (Name of the Rose, 1986), Ibn Fadlan (The 13th Warrior, 1999), Thomas More (Wolf Hall, 2015).

Special Abilities

Analytic

Use Study to Set Up any action, in the moment or as a flashback. 4-5: Improve position. 6 Improvs position or effect. Critical Improves both. Stacks with others' Set Up actions, but you must explain this to benefit others.

Apothecary

You can research Rituals (p. 222) and Craft Alchemicals with the Medical tag with Study instead of Tinker. Start with no Ritual Procedures but the Formulas for all Medicine Chest Alchemicals.

Consolation of Philosophy

During downtime, you can take a downtime action to roll Study to recover stress. When resisting a consequence, you may roll Study instead of the relevant attribute.

Discerning

Roll Study to determine the truth behind spoken words: 1: failed insight, 2-3: uncover white lies, 4-5: uncover lies about things, 6: uncover lies about people, critical: expose the underlying intention.

Investigator

Spend a few minutes examining a creature or location to make a Study roll. Gather Information based on success: 1: no information, 2-3: 1 question, 4-5: 2 questions, 6: 3 questions, Critical: 5 questions. Adjust type of success for situation and tier difference. A success against a creature reveals a way to gain potency against a target (e.g., silver weapons or an occult symbol).

Physicker

You can reduce Harm that is internal, systemic, and psychic harm (poison, disease, shock, curse, exhaustion, mental collapse). Spend several minutes on a Study roll to reduce non-wound Harm suffered in the last hour by one level. This roll takes a -1d penalty per level of harm (-1 to -4 dice, level 4 Harm is stabilizing the dying). This has no consequences but each instance of Harm can only be treated once. During downtime your crew (2 stress to affect yourself) can use your Study for healing rolls.

Specialist

Choose a specialization — a field of science or the humanities such as astronomy, history, or law. When you act in this field, improve the degree of success by one step: Fumble → Failure → Opposed success → Success → Critical.

Ward

You make an area anathema to creatures associated with a specific Form of Power decided when you create the ward. Spend a minute and select a Form to create a ward in an an area based on your tier (p. 221). A ward is obvious and reduces the effective Tier of creatures tied to that Form by 1 for an hour after entering it or when acting against anyone within it. You can create connected wards to cover more ground and overlapping wards to protect against multiple different Forms in the same area.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. but not base upgrades. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Allies and Antagonists

˄ ˅ Alathis, a librarian.
˄ ˅ Jorven, a savant.
˄ ˅ Kyris, a mastermind.
˄ ˅ Lyneth, a sage.
˄ ˅ Taren, a wizard.

Inventory

☑ Emerald Pen.
☐ Fine Hand Weapon.
☐,☐ Fine Monster Lure.
☐,☐ Manual.
☐☐ Medicine Chest.
☐ Shared Meal.
  • Emerald Pen ☑: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors. Common, Gadget.
  • Fine Hand Weapon ☐: A one handed weapon, usually a sword or spear. The fine quality improves effect.
  • Fine Monster Lure ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality improves effect.
  • Manual ☐: Allows you to use Study instead of any one Insight or Resolve action for one specific task. You can use the manual again on a very similar task. Each use takes a few minutes.
  • Medicine Chest ☐☐: A chest of medical drugs and tools such as leeches, scalpels, mortar and pestle, and linen bandages. Using this gives +1d on recovery checks. The medicine chest also contains up to five ☐,☐,☐,☐,☐ doses total of Alchemicals listed below. Playbook.
  • Shared Meal ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. Consumable, Playbook.

Medicine Chest Alchemicals

Your medicine chest can hold up to five doses of any Alchemical listed below. For Unreliability tests, use the listed complexity unless your Tier exceeds it, in which case use your Tier.

  • Potion of Heroism (Complexity 0) ☐: Drinking this potion makes you fearless. For the next hour fear effects lose effect and have at worst a controlled position. Volatile you may lose all sense of self-preservation. Addictive. Common, Consumable.
  • Second Sight Potion (Complexity 1) ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Consumable, Unreliable/Volatile. You may see things that are not there.
  • Trance Powder (Complexity 1) ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. Common, Consumable, Unreliable.
  • Bewitching Perfume (Complexity 2) ☐: Apply this perfume to give yourself +1d on Consort and Sway actions for the next hour. You also attract general attention, making yourself notorious. Conspicuous, Consumable.
  • Coca Leaves (Complexity 2) ☐: Leaves grown in tropical mountains, rolled into a ball and chewed. Restores 2 points of stress. Improves energy for 10 hours. Common, Consumable, Unreliable/Volatile. Complexity roll when the effect ends: 1-3 level 2 harm: "Restless" when the effect ends.
  • Cure-All (Complexity 2) ☐: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. Common, Consumable.
  • Slumber Essence (Complexity 2) ☐: 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. Common, Consumable.

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

Starting Actions

Skirmish 1
Study 2
4 points by choice, no higher than 2 in any one.