Difference between revisions of "Warrior (FiD)"
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'''Special Abilities'''<br> | '''Special Abilities'''<br> | ||
− | # '''Berserker:''' Reduce all harm from attacks that lack potency by one level. You cannot use armor to reduce harm. | + | # '''Berserker:''' Reduce all harm from attacks that lack potency by one level. You cannot use armor (including special armor) to reduce harm. |
# '''Irresistible Force:''' You may expend your '''special armor''' to reduce consequences in combat or to push Wreck. | # '''Irresistible Force:''' You may expend your '''special armor''' to reduce consequences in combat or to push Wreck. | ||
# '''Presence:''' You can use Wreck instead of Sway to impress someone with your physical allure. | # '''Presence:''' You can use Wreck instead of Sway to impress someone with your physical allure. |
Revision as of 17:47, 1 September 2024
Starfox's Blades in the Dark fan page |
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 loosely based on the D&D barbarian class. A Pathfinder bloodrager is a bravo multiclassing as a sorcerer.
Special Abilities
- Berserker: Reduce all harm from attacks that lack potency by one level. You cannot use armor (including special armor) to reduce harm.
- Irresistible Force: You may expend your special armor to reduce consequences in combat or to push Wreck.
- Presence: You can use Wreck instead of Sway to impress someone with your physical allure.
- Rage: You can enter a rage when using wreck. You worsen position, increase effect, and ignore the penalties of level 1 and 2 harm.
- Resilient: You recover from harm faster. Take +3d to healing treatment rolls. You ignore the penalty from a single level one and a single level two harm. You can mark one Weight to ignore all penalties from harm, including being twonked, for a single action.
- 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.
- Spirit Shield: Improve position against power effects and supernatural enemies.
- 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 warlord.
- ˄ ˅ Kerr, a power-user.
- ˄ ˅ Remi, a noble.
Items
- ☐ Fine one-handed weapon.
- ☐ Fine heavy weapon.
- ☐ Fine climbing kit.
- ☐-☐ Shield (functions as armor, takes one hand).
- ☐ 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 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