Difference between revisions of "Sage (FiD)"

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{{FiD}}
 
{{FiD}}
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 understand teamwork, tactics, and the importance of controlling pride and anger. You might be known as a staff officer, philosopher, detective, inquisitor, judge, or scholar.
+
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 understand teamwork, tactics, and the importance of controlling pride and anger. You might be known as a chancellor, philosopher, inquisitor, judge, or scholar.
  
The Sage is the mundane version of a wizard and a humanist scholar compared to the Savant's technologist.
+
The sage is a mundane variant of the wizard and the humanist scholar compared to the savant's technologist.
  
'''Touchstones:'''
+
'''Touchstones:'''
William of Baskerville (Name of the Rose, 1986),
+
William of Baskerville (Name of the Rose, 1986),
Ibn Fadlan (The 13th Warrior, 1999),
+
Ibn Fadlan (The 13th Warrior, 1999),
Thomas More (The Tudors, 2007–2010),
+
Thomas More (The Tudors, 2007–2010),
Solomon Northup (12 Years a Slave, 2013), 
+
Father George (Flesh and Blood, 1985).
Celine (Flesh and Blood, 1985).
 
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Analytic:''' You may always use Study for a setup 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 setup actions.
+
# '''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.
# '''Consolation of Philosophy:''' During downtime, roll Study to recover stress instead of indulging in your vice. When resisting a consequence, you may roll Study instead of the relevant attribute. If this does not improve your number of dice, gain +1d on the roll.
+
# '''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.
# '''Discerning:''' Roll Study to determine the truth behind spoken words: '''1''': miss subtle falsehoods, '''2-3''': uncover white lies, '''4-5''': uncover lies about things, '''6''': uncover lies about people, '''66''': expose the underlying intention.
+
# '''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.
# '''Inquisitive:''' Spend a few minutes examining evidence to roll Study and gather information. Ask questions based on 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 if the site has been disturbed.
+
# '''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, '''critical''': 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.  
# '''Mystic Apothecary:''' You can use occult [[Rituals (FiD)|Rituals]] and craft non-explosive [[Alchemy (FiD)|Alchemicals]] with Study instead of Tinker. Research new Ritual Procedures and Alchemical Formulas. You do not start with Ritual Procedures, but you know the Formulas for the [[Alchemy (FiD)|Alchemicals]] in the Medicine Chest.
+
# '''Mystic Apothecary:''' You can use [[Rituals (FiD)|Rituals]], see p 222. You can craft [[Alchemy (FiD)|Alchemical]] drugs, medicines, and potions using Study instead of Tinker. You can use Study to research new Procedures for [[Rituals (FiD)|Ritual]]s and Formulas for drugs, medicines, and potions. You do not start with any Procedures for rituals, but you know the Formulas for each of the [[Alchemy (FiD)|Alchemicals]] in the Medicine Chest.  
# '''Physicker:''' Your crew (including you) gets +1d to healing rolls. Spend several minutes to roll Study and reduce non-wound harm suffered in the last hour by one level. This roll takes a -1d penalty per harm level (up to -3). Each harm can be treated only once.
+
# '''Physicker:''' Your crew (2 stress to affect yourself) can use your Study for healing rolls. 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 -3 dice). This has no consequences but each harm can only be treated once.
# '''Studious:''' When using Study to gather information on a target, ask an additional question about their vulnerabilities or habits. On success, identify a way to gain potency against them. If used before a score, gain +1d on the engagement roll.
+
# '''Spirit 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.
# '''Wisdom:''' Expend your '''special armor''' to resist any consequence or to push yourself using Study.
+
# '''Studious:''' Use Study to gather information on a target. On success, and ask an additional question about their vulnerabilities or habits and 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''': 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.
: ˄ ˅ Jorven, a savant
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: ˄ ˅ Jorven, a savant.
: ˄ ˅ Kyris, a mastermind
+
: ˄ ˅ Kyris, a mastermind.
: ˄ ˅ Lyneth, a 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 Hand Weapon
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: ☐ Fine Hand Weapon.
: ☐,☐ Fine Monster Lure
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: ☐,☐ Fine Monster Lure.
: ☐,☐ Manual
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: ☐,☐ Manual.
: ☐☐ Medicine Chest
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: ☐☐ Medicine Chest.
: ☐ Shared Meal
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: ☐ Shared Meal.
  
* '''Emerald Pen''' ◯: A pen with an emerald nib that writes without ink. Draws glowing green text on any material, including air. Air-drawn text disappears when the glow fades. '''Common'''.
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* '''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 like a sword or spear. Fine quality improves effect.
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* '''Fine Hand Weapon''' ☐: A one handed weapon, usually a sword or spear. The fine quality improves effect.
* '''Fine Monster Lure''' ☐: A high-quality lure such as a decoy, beads, strong drink, food, or scent. Fine quality improves effect.
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* '''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''' ☐: Use Study instead of one Insight or Resolve action for a specific task. Can be reused on similar tasks, taking a few minutes each time.
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* '''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''' ☐☐: Contains medical tools and drugs (+1d to recovery checks). Holds up to five doses of [[Alchemy (FiD)|Alchemicals]] from the list below. '''Playbook'''.
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* '''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''' ☐: Share a simple meal during a score. Everyone recovers 1 stress. '''Consumable'''.
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* '''Shared Meal''' ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. '''Consumable, Playbook'''.
  
'''Medicine Chest Alchemicals''' 
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'''Medicine Chest Alchemicals.
Up to five doses can be stored in the Medicine Chest. Use Tier instead of Complexity once it exceeds the listed number.
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Your medicine chest can contain up to five of these [[Alchemy (FiD)|Alchemicals]].
 
+
Complexity is listed for Unreliability tests. Use your tier instead once it exceeds this number.
* Complexity 0 '''Potion of Heroism''' ☐: Grants fearlessness for 1 hour. Fear effects become no worse than controlled. '''Volatile:''' May cause reckless behavior. '''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''' ☐: See spirits and invisible things for several hours. '''Unreliable/Volatile:''' May cause hallucinations. '''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''' ☐: Induces a suggestible, hypnotic state. +1d on Resolve actions against the imbiber. '''Common, Consumable, Unreliable.'''
+
* 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''' ☐: +1d to Consort and Sway for 1 hour. Draws attention, making you notorious. '''Conspicuous, Consumable.'''
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* 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''' ☐: Chewed to restore 2 stress and boost energy for 10 hours. '''Unreliable/Volatile:''' On failure, suffer level 2 harm: "Restless." '''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.
* Complexity 2 '''Cure-All''' ☐: Suppresses pain from level 1 or 2 harm for 1 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 '''Slumber Essence''' ☐: Puts a target to sleep for 1 hour. Can be imbibed, inhaled, or injected. Awakening causes 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.'''
  
 
=== XP ===
 
=== XP ===
* ''Mark XP in the action’s attribute whenever you roll a desperate action.'' 
+
* ''Every time you roll a desperate action, mark xp in that action's attribute.
''At the end of each session, mark 1 XP (or 2 XP if multiple times) for:'' 
+
At the end of each session, for each item below, mark 1 xp (in your playbook or
  - ''Addressing a challenge using insight or knowledge.''
+
an attribute) or 2 xp if that item occurred multiple times.
  - ''Expressing beliefs, drives, heritage, or background.''
+
* ''You addressed a challenge using insight or knowledge.''
  - ''Struggling with issues from your vice or trauma.''
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* ''You expressed your beliefs, drives, heritage, or background.''
 +
* ''You struggled with issues from your vice or traumas during the session.''
  
 
=== Starting Actions ===
 
=== Starting Actions ===
: Skirmish 1
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: 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 21:27, 21 December 2024

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 understand teamwork, tactics, and the importance of controlling pride and anger. You might be known as a chancellor, philosopher, inquisitor, judge, or scholar.

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

Touchstones: William of Baskerville (Name of the Rose, 1986), Ibn Fadlan (The 13th Warrior, 1999), Thomas More (The Tudors, 2007–2010), Father George (Flesh and Blood, 1985).

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.
  3. 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.
  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, critical: 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 Rituals, see p 222. You can craft Alchemical drugs, medicines, and potions using Study instead of Tinker. You can use Study to research new Procedures for Rituals and Formulas for drugs, medicines, and potions. You do not start with any Procedures for rituals, but you know the Formulas for each of the Alchemicals in the Medicine Chest.
  6. Physicker: Your crew (2 stress to affect yourself) can use your Study for healing rolls. 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 -3 dice). This has no consequences but each harm can only be treated once.
  7. Spirit 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.
  8. Studious: Use Study to gather information on a target. On success, and ask an additional question about their vulnerabilities or habits and 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.
  9. Wisdom: 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, 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 the 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 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.