Soldier (FiD)

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Soldiers are simultaneously the faceless minions of states and the warriors of the future. Beginning as mercenaries, soldiers fight for money using modern weapons such as bombs and firearms. They don't have the honor codes of traditional fighters, but are developing their own codes over time, including such things as the difference between war and peace and loyalty to causes or nations rather than a liege lord.

Special Abilities

  1. Armed to the Teeth: Increase your load limit by 2.
  2. Buddies: When you protect a teammate or they protect you, either gains +1d to their resistance roll.
  3. Cold-blooded: When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman—ignore an environmental danger up to and including a bomb.
  4. Hot Lead: Your attacks with fire, explosives, and firearms gain potency.
  5. Sapper: Use wreck to dig or demolish things with increased effect. Gain three bombs when you select bomb as an item.
  6. Sergeant: When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain armor useable two times.
  7. Survivor: Ignore the penalties from level 2 harm (but not level 1 harm). Take +2d to healing treatment rolls.
  8. Veteran: You may expend your special armor to reduce harm or to push yourself to survive.

Dangerous Friends

˄ ˅ Ash, an armorer.
˄ ˅ Cade, an officer.
˄ ˅ Hale, a civilian.
˄ ˅ Riven, a soldier.
˄ ˅ Voss, a surgeon.

Items

☐-☐ Bomb, improves effect of demolition. [Sapper: ☐, ☐, ☐]
☐ Fine hand weapon.
☐, ☐, ☐ Grenade, overcomes scale.
☐-☐ Musket.
☐ Slow match, makes muskets, bombs, and grenades fine.

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 teamwork or show of force.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

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