Mastermind (FiD)

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As the Mastermind, you are the architect behind every plan, the schemer who pulls the strings from the shadows. Where others see only chaos and danger, you see opportunities to exploit and connections to be made. Through cunning, manipulation, and careful calculation, you wield power not by strength of arms but by the force of your intellect.

An adaptation of the Spider. This is not a class in D&D.

Special Abilities

  1. Calculating: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action. You can take this ability several times, but each character can only get one additional downtime action this way.
  2. Connected: During downtime, you get +1 result level when you acquire an asset or reduce heat.
  3. Foresight: Two times per score you can assist a teammate without paying stress and without being present. Tell us how you prepared for this.
  4. Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally may join in your vice and get the same benefit.
  5. Magical Contract: With a short ritual you and your partner both gain a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".
  6. Networking: All your shrewd friends turn into contacts except your enemy. Each score you may add a single NPC you had significant interaction with as a new contact.
  7. Plans Within Plans: You may expend your special armor to protect a teammate, to negate the stress cost of a group action, or to push yourself when you gather information or work on a long-term project.
  8. Weaving the Web: You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.

Shrewd Friends

˄ ˅ Arlin, an architect.
˄ ˅ Kael, a alchemist.
˄ ˅ Lenn, an information broker.
˄ ˅ Nix, an archivist.
˄ ˅ Soryn, a domestic.

Items

☐ Fine cover identity.
☐ Fine bottle of whiskey.
☐ Relevant map.
■ Vial of slumber essence.
■ Concealed palm pistol.

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 calculation or conspiracy..
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Consort 2
Finesse 1
4 points by choice, no higher than 2 in any one

Gather Information

  • What do they want most?
  • What should I look out for?
  • Where's the leverage here?
  • How can I discover [X]?
  • What do they intend to do?
  • How can I get them to [X]?
  • What's really going on here?