Difference between revisions of "Bravo (FiD)"

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{{FiD}}
 
{{FiD}}
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.  
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As a Bravo, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you through any challenge.  
  
A new playbook based on the D&D barbarian class.  
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A new playbook loosely based on the D&D barbarian class.
 +
A Pathfinder bloodrager is a bravo multiclassing as a sorcerer.
  
 
'''Special Abilities'''<br>
 
'''Special Abilities'''<br>
In addition to the listed powers, you have access to these special abilities.
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# '''Berserker:''' Reduce all harm from attacks that lack potency by one level. You cannot use armor (including special armor) to reduce harm.
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# '''Irresistible Force:''' You may expend your '''special armor''' to reduce consequences in combat or to push Wreck.
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# '''Presence:''' You can use Wreck instead of Sway to impress someone with your physical allure. 
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# '''Rage:''' You can enter a rage when using Wreck. You worsen position, increase effect, and ignore the penalties of level 1 and 2 harm.
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# '''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. When you push you ignore all penalties from harm.
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# '''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.''
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# '''Spirit Shield:''' Improve position against power effects and supernatural enemies.
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# '''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.
  
# '''Beast Warrior:''' You can attack like a wild beast, fighting unarmed as if you were using a potent light melee weapon.
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'''Braves
# '''Berserker:''' You cannot use armor except special armor, but you reduce all harm from attacks that lack potency by one level.
 
# '''Force of Nature:''' You may expend your special armor to reduce consequences in combat or to push Wreck.
 
# '''Headlong Rush:''' You can push yourself to do one of the following: ''perform a feat of physical force that verges on the superhuman—push through the ranks of the enemy to engage a select target.''
 
# '''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.
 
# '''Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
 
# '''Spirit Warrior:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.
 
# '''Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 
# '''Warlord:''' 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 potency and fine fighting ability.
 
 
 
'''Vicious Folk
 
 
: ˄ ˅ Ari, a bravo.
 
: ˄ ˅ Ari, a bravo.
: ˄ ˅ Dex, an arena master.
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: ˄ ˅ Dex, an thief.
: ˄ ˅ Joss, war leader.
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: ˄ ˅ Joss, a warlord.
: ˄ ˅ Kerr, a shaman.
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: ˄ ˅ Kerr, a power-user.
: ˄ ˅ Remi, sawbones.
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: ˄ ˅ Remi, a noble.
  
 
'''Items
 
'''Items
: ☐ Fine hand weapon.
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: ☐ Fine one-handed weapon.
 
: ☐ Fine heavy weapon.
 
: ☐ Fine heavy weapon.
: ☐ Fine scary weapon or tool.
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: ☐ Fine climbing kit.
: ■ Manacles & chain.
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: ☐-☐ Shield (functions as armor, takes one hand).
: ■ Rage essence vial.
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: ☐ Thrown weapons (3).
  
 
'''XP
 
'''XP
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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.
 
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 coercion.''
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* ''You addressed a challenge using physical prowess.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You struggled with issues from your vice or traumas during the session.''
  
 
'''Starting Actions
 
'''Starting Actions
: Command 1
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: Prowl 1
 
: Wreck 2
 
: Wreck 2
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Revision as of 18:46, 1 September 2024

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As a Bravo, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you 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

  1. Berserker: Reduce all harm from attacks that lack potency by one level. You cannot use armor (including special armor) to reduce harm.
  2. Irresistible Force: You may expend your special armor to reduce consequences in combat or to push Wreck.
  3. Presence: You can use Wreck instead of Sway to impress someone with your physical allure.
  4. Rage: You can enter a rage when using Wreck. You worsen position, increase effect, and ignore the penalties of level 1 and 2 harm.
  5. 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. When you push you ignore all penalties from harm.
  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 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