Rogue (FiD)

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The Rogue thrives in the shadows, adept at stealth, subterfuge, and precision strikes. Masters of infiltration and evasion, they excel in navigating dangerous environments unnoticed and executing surprise attacks. Whether slipping past guards or disarming traps, the Rogue combines cunning and agility to outmaneuver and outwit their foes.

An adaptation of the Lurk.

Special Abilities

  1. Ambush: When you attack from hiding or spring a trap, you get +1d and increased effect.
  2. Daredevil: When you roll a desperate action, you get +1d to your roll.
  3. Evasion: When you push yourself using Prowl, choose one of the following additional benefits: get to a seemingly impossible place—perform a feat of agility that verges on the superhuman—maneuver to confuse your enemies so they mistakenly attack each other—entirely dodge an area attack.
  4. Expertise: When you lead a group action using Prowl, you can suffer only 1 stress at most regardless of the number of failed rolls.
  5. Infiltrator: You are not affected by quality or Tier when you bypass security measures.
  6. Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
  7. Shadow: You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics, stealth or intrusion.
  8. Shadowdancer: You may shift partially into the ether, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: it lasts for a few minutes rather than moments—you are invisible rather than shadowy—you may float through the air like a ghost.

Dangerous Friends

˄ ˅ Telly, a beggar.
˄ ˅ Darro, a city guard.
˄ ˅ Fren, a locksmith.
˄ ˅ Rellan Kellis, a noble.
˄ ˅ Perin, a city clerk.

Inventory

☐ Darklight lantern & goggles.
☐ Fine burglar kit.
☐ Light climbing gear.
☐ Silence potion.
☐ Smoke bombs (3).
  • Darklight Lamp ☐: A Lantern that does not shed visible light. Still hot and vulnerable to falls. Gadget.
  • Darklight Goggles ◯: Goggles that lets you see in the invisible light of a Darklight Lamp. Vision is sepia-tinted. Gadget.
  • Fine Burglary Gear ☐: A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand. Refined for your use to give increased effect. Note that the Infiltrator special ability negates the Fine equipment bonus.
  • Light Climbing Gear ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair.
  • Silence Potion ☐: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments. Consumable.
  • Smoke Bombs (3) ☐: Makes a flash and a cloud of smoke, an excellent distraction that also creates a large cloud of dense smoke. Quickly disperses in any wind. Conspicuous, 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 with stealth or evasion.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Prowl 2
Tinker 1
4 points by choice, no higher than 2 in any one

Gather Information

  • What do they intend to do?
  • How can I get them to [X]?
  • What should I look out for?
  • What's the best way in?
  • Where can I hide here?
  • How can I find [X]?
  • What's really going on here?