Difference between revisions of "Sage (FiD)"

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{{FiD}}{{wip}}
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{{FiD}}
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 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 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.
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The Sage is the mundane version of a wizard and a humanist scholar compared to the Savant's technologist.
  
'''Touchstones:'''
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'''Touchstones:'''
William of Baskerville (Name of the Rose, 1986),
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William of Baskerville (Name of the Rose, 1986),
Ibn Fadlan (The 13th Warrior, 1999),
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Ibn Fadlan (The 13th Warrior, 1999),
Thomas More (The Tudors, TV series starting 2007–2010),
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Thomas More (The Tudors, 2007–2010),
Solomon Northup (12 Years a Slave, 2013),
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Solomon Northup (12 Years a Slave, 2013),
Celine from Flesh and Blood (1985).
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Celine (Flesh and Blood, 1985).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''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.
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# '''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.
# '''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.
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# '''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.
# '''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.
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# '''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.
# '''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.
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# '''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.
# '''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.  
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# '''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.
# '''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.
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# '''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.
# '''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..
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# '''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.
# '''Wisdom''': You may expend your '''special armor''' to resist any consequence or to push yourself using Study.
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# '''Wisdom:''' Expend your '''special armor''' to resist any consequence or to push yourself using Study.
  
 
=== Allies and Antagonists ===
 
=== Allies and Antagonists ===
: ˄ ˅ Alathis, a librarian.
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: ˄ ˅ Alathis, a librarian
: ˄ ˅ Jorven, a savant.
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: ˄ ˅ Jorven, a savant
: ˄ ˅ Kyris, a mastermind.
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: ˄ ˅ Kyris, a mastermind
: ˄ ˅ Lyneth, an sage.
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: ˄ ˅ Lyneth, a sage
: ˄ ˅ Taren, a wizard.
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: ˄ ˅ 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''' ◯: 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'''.
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* '''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'''.
* '''Fine Hand Weapon''' ☐: A one handed weapon, usually a sword or spear. The fine quality improves effect.
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* '''Fine Hand Weapon''' ☐: A one-handed weapon like a sword or spear. 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.
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* '''Fine Monster Lure''' ☐: A high-quality lure such as a decoy, beads, strong drink, food, or scent. 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.
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* '''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.
* '''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'''.  
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* '''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'''.
* '''Shared Meal''' ☐: Share a simple meal with the crew during a score. Everyone recovers 1 stress. '''Consumable'''.
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* '''Shared Meal''' ☐: Share a simple meal during a score. Everyone recovers 1 stress. '''Consumable'''.
  
'''Medicine Chest Alchemicals.
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'''Medicine Chest Alchemicals''' 
Your medicine chest can contain up to five of these [[Alchemy (FiD)|Alchemicals]].
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Up to five doses can be stored in the Medicine Chest. Use Tier instead of Complexity once it exceeds the listed number.
Complexity is listed for Unreliability tests. Use your tier instead once it exceeds this number.
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* 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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* 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 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 1 '''Second Sight Potion''' ☐: See spirits and invisible things for several hours. '''Unreliable/Volatile:''' May cause hallucinations. '''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'''.
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* Complexity 1 '''Trance Powder''' ☐: Induces a suggestible, hypnotic state. +1d on Resolve actions against the 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'''.
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* Complexity 2 '''Bewitching Perfume''' ☐: +1d to Consort and Sway for 1 hour. Draws attention, making you 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.
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* 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 '''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.'''  
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* Complexity 2 '''Cure-All''' ☐: Suppresses pain from level 1 or 2 harm for 1 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.'''
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* 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.'''
  
 
=== XP ===
 
=== XP ===
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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* ''Mark XP in the action’s attribute whenever you roll a desperate action.''
At the end of each session, for each item below, mark 1 xp (in your playbook or
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''At the end of each session, mark 1 XP (or 2 XP if multiple times) for:'' 
an attribute) or 2 xp if that item occurred multiple times.
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  - ''Addressing a challenge using insight or knowledge.''
* ''You addressed a challenge using insight or knowledge.''
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  - ''Expressing beliefs, drives, heritage, or background.''
* ''You expressed your beliefs, drives, heritage, or background.''
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  - ''Struggling with issues from your vice or trauma.''
* ''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
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: Study 2
 
: 4 points by choice, no higher than 2 in any one.
 
: 4 points by choice, no higher than 2 in any one.

Revision as of 21:30, 20 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 staff officer, philosopher, detective, inquisitor, judge, or scholar.

The Sage is the mundane version of a wizard and a 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), Solomon Northup (12 Years a Slave, 2013), Celine (Flesh and Blood, 1985).

Special Abilities

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Mystic Apothecary: You can use occult Rituals and craft non-explosive 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 Alchemicals in the Medicine Chest.
  6. 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.
  7. 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.
  8. 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 ◯: 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.
  • Fine Hand Weapon ☐: A one-handed weapon like a sword or spear. 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.
  • 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.
  • Medicine Chest ☐☐: Contains medical tools and drugs (+1d to recovery checks). Holds up to five doses of Alchemicals from the list below. Playbook.
  • Shared Meal ☐: Share a simple meal during a score. Everyone recovers 1 stress. Consumable.

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.

  • 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 1 Second Sight Potion ☐: See spirits and invisible things for several hours. Unreliable/Volatile: May cause hallucinations. Consumable.
  • Complexity 1 Trance Powder ☐: Induces a suggestible, hypnotic state. +1d on Resolve actions against the imbiber. Common, Consumable, Unreliable.
  • Complexity 2 Bewitching Perfume ☐: +1d to Consort and Sway for 1 hour. Draws attention, making you 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 Cure-All ☐: Suppresses pain from level 1 or 2 harm for 1 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.

XP

  • Mark XP in the action’s attribute whenever you roll a desperate action.

At the end of each session, mark 1 XP (or 2 XP if multiple times) for:

  - Addressing a challenge using insight or knowledge.  
  - Expressing beliefs, drives, heritage, or background.  
  - Struggling with issues from your vice or trauma.

Starting Actions

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