Sage (FiD)

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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.

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.