Sage (FiD)

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As a sage, 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 might be known as a 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. Consolation of Philosophy: During downtime, you can use Study to recover stress instead of indulging in your vice. Reflecting on philosophy brings peace of mind. Additionally, when resisting an Insight or Resolve consequence, you may roll Study instead of the relevant attribute.
  2. 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.
  3. 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 learn any arcane Procedure with this special ability, but you know the Formulas for all the Alchemicals in a Medicine Chest.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Wisdom: You may expend your special armor to resist an Insight or Resolve consequence or to push yourself using Study.

Allies and Antagonists

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

Inventory

◯ Emerald Pen.
◯ Fine Disguised 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 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 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.
  • 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 ☐: 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.

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

  • 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 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

  • 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

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