Difference between revisions of "Knight (FiD)"
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=== Special Abilities === | === Special Abilities === | ||
− | # '''Battleborn:''' You may expend your '''special armor''' to | + | # ''' Savage:''' When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target. |
− | # '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats | + | # ''' Vigorous:''' Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls. |
− | # '''Ghost Knight:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. | + | # '''Battleborn:''' You may expend your '''special armor''' to negate harm from an attack in combat or to push yourself during a fight. |
+ | # '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d. | ||
+ | # '''Ghost Knight:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize. | ||
+ | # '''Heroism:''' When you push Command, Skirmish, or Wreck, you can do one of the following: ''perform a physical feat that verges on the superhuman—engage a small gang on equal footing (p 211)—make yourself heard over noise and distance.'' | ||
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. | # '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. | ||
− | + | # '''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 1 armor. | |
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− | # '''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 | ||
=== Dangerous Friends === | === Dangerous Friends === |
Revision as of 01:46, 8 October 2024
Starfox's Blades in the Dark fan page |
The Knight is the embodiment of physical prowess, martial skill, and sheer force of will. Whether honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, the Knight stands at the forefront of conflict. You might be a seasoned knight, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words.
An adaptation of the Cutter and D&D Fighter. Unlike a D&D Fighter, this version is not automatically versed in ranged combat. A paladin is usually a Knight multiclassed into Chosen.
Special Abilities
- Savage: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
- Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- Battleborn: You may expend your special armor to negate harm from an attack in combat or to push yourself during a fight.
- Bodyguard: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.
- Ghost Knight: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize.
- Heroism: When you push Command, Skirmish, or Wreck, you can do one of the following: perform a physical feat that verges on the superhuman—engage a small gang on equal footing (p 211)—make yourself heard over noise and distance.
- Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- 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 1 armor.
Dangerous Friends
- ˄ ˅ Cade, a vicious thug.
- ˄ ˅ Gray, an armorer.
- ˄ ˅ Marlen, a soldier.
- ˄ ˅ Rune, a cold killer.
- ˄ ˅ Voss, a physicker.
Inventory
- ☐-☐ Breastplate
- ☐, ☐ Fine hand weapon.
- ☐-☐ Fine heavy weapon.
- ☐ Fine hidden weapon.
- ◯ Heraldry
- ☐ Shield.
- Breastplate ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
- Fine Hand Weapon ☐: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots. This is a masterwork weapon that fits you perfectly, improving your effect.
- Fine Heavy Weapon ☐-☐: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm. This is a masterwork weapon that fits you perfectly, improving your effect.
- Fine Hidden Weapon ☐: A small weapon such as a dagger, pistol, sap, or garotte worn in an unconventional location: in a boot, cleavage, down the back or otherwise concealed. Will usually pass a casual examination. This is a masterwork weapon that fits you perfectly, improving your effect.
- Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
- Shield ☐: A defensive weapon carried in one hand. Functions as armor and stacks with other armor. Cannot be used with a heavy or off-hand weapon.
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 coercion.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Command 1
- Skirmish 2
- 4 points by choice, no higher than 2 in any one
Gather Information
- How can I hurt them?
- Who's most afraid of me?
- Who's most dangerous here?
- What do they intend to do?
- How can I get them to [X]?
- Are they telling the truth?
- What's really going on here?