Bravo (FiD)

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The Bravo is a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage melee or asserting dominance in the chaotic streets, the Bravo's might is unmatched. They charge into danger with overwhelming force, confident that their raw power will see them through any challenge.

A new playbook based on the D&D barbarian class.

Special Abilities

  1. Berserker: You cannot use armor except special armor, but you reduce all harm from attacks that lack potency by one level.
  2. Force of Nature: You may expend your special armor to reduce consequences in combat or to push Wreck.
  3. Physical Presence: You can use Wreck instead of Sway to convince someone of your desirability as a champion or lover.
  4. Rage: You can enter a rage in combat. When you rage, worsen position, increase effect, and ignore the effects of harm. You still die at level 4 harm.
  5. Resilient: You recover from harm faster. Take +3d to healing treatment rolls.
  6. Rush: You can push yourself to do one of the following: perform a physical feat that verges on the superhuman—push through the ranks of the enemy to engage a select target.
  7. Spirit Shield: Improve position against power effects and supernatural enemies
  8. Spirit Warrior: You can attack like a wild beast, fighting unarmed as if you were using a potent melee weapon. You may grapple spirits to restrain and capture them.

Braves

˄ ˅ Ari, a bravo.
˄ ˅ Dex, an thief.
˄ ˅ Joss, a war leader.
˄ ˅ Kerr, a shaman.
˄ ˅ Remi, a sawbones.

Items

☐ Fine one-handed weapon.
☐ Fine heavy weapon.
☐ Fine climbing kit.
☐ Bindings to capture enemies, even spirits.
☐ Javelins or other thrown weapons (3).

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

Starting Actions

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