Difference between revisions of "Sage (FiD)"

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{{FiD}}{{wip}}
 
{{FiD}}{{wip}}
As a sage, you are a master history, medicine, and general of lore.  
+
You are a master history, medicine, and general of lore.  
 
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 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.
+
You understand the value of teamwork, tactics, and controlling your pride and anger.
 +
You might be known as a staff officer, philosopher, detective, inquisitor, judge, or scholar.
  
 
The sage is the mundane version of wizard and the humanist scholar compared to the savant's technologist.
 
The sage is the mundane version of wizard and the humanist scholar compared to the savant's technologist.
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Ibn Fadlan (The 13th Warrior, 1999),
 
Ibn Fadlan (The 13th Warrior, 1999),
 
Solomon Northup (12 Years a Slave, 2013),
 
Solomon Northup (12 Years a Slave, 2013),
William of Baskerville (Name of the Rose, 1986),
+
William of Baskerville (Name of the Rose, 1986).
Elrond (The Lord of the Rings: The Fellowship of the Ring, 2001).
 
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Detective:''' Spend a few minutes at a scene and make a Study roll to gather information. You can ask a number of questions about what happened here depending on your degree of success: '''1''': failure, '''2-3''': 1 question, '''4-5''': 2 questions, '''6''': 3 questions, '''66''': 5 questions. Add the relative tier to the number of questions, and reduce the number of questions if the site has been significantly disturbed.
+
# '''Analytic:''' You may always use Study for a set up for any action, 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. This does not prevent others from using set up actions.
# '''Ghost Ward:''' You know how to prepare 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.
+
# '''Consolation of Philosophy''': During downtime, you can take an action to roll Study to recover stress instead of indulging in your vice. Additionally, when resisting a consequence, you may roll Study instead of the relevant attribute. If this does not improve your number of dice, instead gain +1d on these rolls.
# '''Mystic Apothecary:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. See p 222. You can craft [[Alchemy (FiD)|Alchemicals]] that are not bombs or grenades using Study instead of Tinker. You can research new Procedures for [[Rituals (FiD)|Ritual]]s and Formulas for [[Alchemy (FiD)|Alchemy]]. You do not learn any arcane Procedure with this special ability, but you know the Formulas for all the [[Alchemy (FiD)|Alchemicals]] in a Medicine Chest.  
+
# '''Discerning:''' You have an acute perception that lets you see past the surface of what is being said. Roll Study to determine the truth behind spoken words: '''1''': means you miss subtle falsehoods, '''2-3''': uncovers white lies, '''4-5''': uncover lies about things, '''6''': uncover  lies about people, '''66''': exposes the underlying intention.
# '''Physicker:''' Everyone in your crew (including you) gets +1d to their healing treatment rolls. Take a few minutes to make a Study roll to reduce lasting consequences suffered in the last hour that are not open wounds by one level. Limited outcome treats controlled consequences. Standard outcome risky consequences. Great outcome desperate consequences. Only one attempt per harm. Using Physicker does not cause any consequences.
+
# '''Inquisitive:''' Spend a few minutes examining physical evidence to make a Study roll to gather information. You can ask a number of questions about what happened here depending on your degree of success: '''1''': failure, '''2-3''': 1 question, '''4-5''': 2 questions, '''6''': 3 questions, '''66''': 5 questions. Subtract the difference in tier from the number of questions, and reduce the number of questions if the site has been significantly disturbed.
# '''Praxic:''' You may always use Study for a set up for any action, 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. This does not prevent others from using set up actions.
+
# '''Mystic Apothecary:''' You can use occult [[Rituals (FiD)|Ritual]] to summon a supernatural effect or being. See p 222. You can craft [[Alchemy (FiD)|Alchemicals]] that are not bombs or grenades using Study instead of Tinker. You can research new Procedures for [[Rituals (FiD)|Ritual]]s and Formulas for [[Alchemy (FiD)|Alchemy]]. You do not start with any Procedures for rituals with this special ability, but you know the Formulas for each of the [[Alchemy (FiD)|Alchemicals]] in the Medicine Chest.  
# '''Studious:''' 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 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. If successfully used before a score you gain +1d on the engagement roll.
+
# '''Physicker:''' Your crew (including you) gets +1d to healing rolls. You can spend several minutes to make a Study roll to reduce non-wound harm suffered in the last hour by one level. This roll takes a -1d penalty for each level of the harm being treated, from -1 to -3 dice. Each harm can only be treated once. This action has no standard consequences.
# '''Truthsayer:''' You can always tell when someone you can see and hear is saying something they know is not true. You can make a Study roll to figure out what the truth of the statement is. '''1''': you believe a falsehood, '''2-3''': discover the truth of white lies, '''4-5''': discover the truth of lies about things, '''6''': discover the truth of lies about creatures, '''66''': discover the truth about an intrigue.
+
# '''Studious:''' When using Study to gather information on a target, you can ask an additional question about their vulnerabilities or habits. On success, you identify a way to gain potency against them (e.g., a material or occult symbol). If used before a score, gain +1d on the engagement roll..
# '''Wisdom''': You may expend your '''special armor''' to resist an Insight or Resolve consequence or to push yourself using Study.
+
# '''Wisdom''': You may expend your '''special armor''' to resist any consequence or to push yourself using Study.
  
 
=== Allies and Antagonists ===
 
=== Allies and Antagonists ===
 
: ˄ ˅ Alathis, a librarian.
 
: ˄ ˅ Alathis, a librarian.
: ˄ ˅ Fenric, a specialist.
 
 
: ˄ ˅ Jorven, a savant.
 
: ˄ ˅ Jorven, a savant.
 
: ˄ ˅ Kyris, a mastermind.
 
: ˄ ˅ Kyris, a mastermind.
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=== Inventory ===
 
=== Inventory ===
 
: ◯ Emerald Pen.
 
: ◯ Emerald Pen.
: Fine Disguised Weapon.
+
: Fine Hand Weapon.
: ☐,☐,☐ Fine Monster Lure.
+
: ☐,☐ Fine Monster Lure.
: ☐,☐,☐ Manual.
+
: ☐,☐ Manual.
 
: ☐☐ Medicine Chest.
 
: ☐☐ Medicine Chest.
 
: ☐ Shared Meal.
 
: ☐ 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'''.
 
* '''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'''.
* '''Fine Disguised Weapon''' : A weapon that appears as an everyday object unless closely inspected, such as cane swords, fan blades, concealed daggers, or palm pistols hidden in cutlery. It is a masterwork weapon tailored to you, enhancing your effect.
+
* '''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.
 
* '''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 selected when you pick this item. Each use takes a few minutes.
+
* '''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 the [[Alchemy (FiD)|Alchemicals]] listed below. '''Playbook'''.  
 
* '''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 the [[Alchemy (FiD)|Alchemicals]] listed below. '''Playbook'''.  
* '''Shared Meal''' ☐: Take a few moments to share simple and food and drink with the crew. This act of reflection allows everyone to recover 1 stress. '''Consumable'''.
+
* '''Shared Meal''' ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. '''Consumable'''.
  
 
'''Medicine Chest Alchemicals.
 
'''Medicine Chest Alchemicals.
 
Your medicine chest can contain up to five of these [[Alchemy (FiD)|Alchemicals]].
 
Your medicine chest can contain up to five of these [[Alchemy (FiD)|Alchemicals]].
Complexity is listed for Unreliability tests. When your tier exceeds this number, use tier instead.
+
Complexity is listed for Unreliability tests. Use your tier instead once it exceeds this number.
 
* 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.'''
 
* 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.'''
 
* 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.  
 
* 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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* 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.
 
* 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.
 
* 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 '''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 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 ===
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=== Starting Actions ===
 
=== Starting Actions ===
 +
: Skirmish 1
 
: Study 2
 
: Study 2
: Survey 1
 
 
: 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 21:56, 10 December 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Notepad.png This is a work in progress.

You are a master history, medicine, and general of lore. 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 understand the value of teamwork, tactics, and controlling your pride and anger. You might be known as a staff officer, philosopher, detective, inquisitor, judge, or scholar.

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

Touchstones Thomas More (The Tudors, TV series starting 2007–2010), Ibn Fadlan (The 13th Warrior, 1999), Solomon Northup (12 Years a Slave, 2013), William of Baskerville (Name of the Rose, 1986).

Special Abilities

  1. Analytic: You may always use Study for a set up for any action, 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. This does not prevent others from using set up actions.
  2. Consolation of Philosophy: During downtime, you can take an action to roll Study to recover stress instead of indulging in your vice. Additionally, when resisting a consequence, you may roll Study instead of the relevant attribute. If this does not improve your number of dice, instead gain +1d on these rolls.
  3. Discerning: You have an acute perception that lets you see past the surface of what is being said. Roll Study to determine the truth behind spoken words: 1: means you miss subtle falsehoods, 2-3: uncovers white lies, 4-5: uncover lies about things, 6: uncover lies about people, 66: exposes the underlying intention.
  4. Inquisitive: Spend a few minutes examining physical evidence to make a Study roll to gather information. You can ask a number of questions about what happened here depending on your degree of success: 1: failure, 2-3: 1 question, 4-5: 2 questions, 6: 3 questions, 66: 5 questions. Subtract the difference in tier from the number of questions, and reduce the number of questions if the site has been significantly disturbed.
  5. Mystic Apothecary: You can use occult Ritual to summon a supernatural effect or being. See p 222. You can craft Alchemicals that are not bombs or grenades using Study instead of Tinker. You can research new Procedures for Rituals and Formulas for Alchemy. You do not start with any Procedures for rituals with this special ability, but you know the Formulas for each of the Alchemicals in the Medicine Chest.
  6. Physicker: Your crew (including you) gets +1d to healing rolls. You can spend several minutes to make a Study roll to reduce non-wound harm suffered in the last hour by one level. This roll takes a -1d penalty for each level of the harm being treated, from -1 to -3 dice. Each harm can only be treated once. This action has no standard consequences.
  7. Studious: When using Study to gather information on a target, you can ask an additional question about their vulnerabilities or habits. On success, you identify a way to gain potency against them (e.g., a material or occult symbol). If used before a score, gain +1d on the engagement roll..
  8. Wisdom: You may expend your special armor to resist any consequence or to push yourself using Study.

Allies and Antagonists

˄ ˅ Alathis, a librarian.
˄ ˅ Jorven, a savant.
˄ ˅ Kyris, a mastermind.
˄ ˅ Lyneth, an 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.
  • 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 the Alchemicals listed below. Playbook.
  • Shared Meal ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. Consumable.

Medicine Chest Alchemicals. Your medicine chest can contain up to five of these Alchemicals. Complexity is listed for Unreliability tests. Use your tier instead once it exceeds this number.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 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.

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.