Difference between revisions of "Fighter (FiD)"

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=== Special Abilities ===
 
=== Special Abilities ===
 
# '''Band of Brothers:''' When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll.  
 
# '''Band of Brothers:''' When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll.  
# '''Battleborn:''' You may expend your '''special armor'''to resist harm or push yourself during a fight.  
+
# '''Battleborn:''' You may expend your '''special armor'''to resist harm or to push yourself during a fight.  
 
# '''Bravery:''' When you push Skirmish you can do one of the following: ''perform a physical feat that verges on the superhuman—engage a gang at your scale (p 211) on equal footing—dodge an area attack.''  
 
# '''Bravery:''' When you push Skirmish you can do one of the following: ''perform a physical feat that verges on the superhuman—engage a gang at your scale (p 211) on equal footing—dodge an area attack.''  
 
# '''Dreadslayer:''' You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.  
 
# '''Dreadslayer:''' You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.  

Revision as of 14:19, 5 December 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

The Fighter 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 Fighter stands at the forefront of conflict.

Touchstones An adaptation of the Cutter and D&D Fighter. Unlike a Fighter, this version is not automatically versed in ranged combat, see Ranger and Soldier for that. You might be a soldier, legionnaire, ex slave soldier, or gladiator.

Special Abilities

  1. Band of Brothers: When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll.
  2. Battleborn: You may expend your special armorto resist harm or to push yourself during a fight.
  3. Bravery: When you push Skirmish you can do one of the following: perform a physical feat that verges on the superhuman—engage a gang at your scale (p 211) on equal footing—dodge an area attack.
  4. Dreadslayer: You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.
  5. Loyal: Gain +1d when resisting Resolve consequences.
  6. Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  7. Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls and rolls to resist Prowess harm.
  8. 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). When you retreat or leave the group, survivors safely retreat.

Fighter actions:

Prowl 1
Skirmish 2

Dangerous Friends

˄ ˅ Cade, a vicious thug.
˄ ˅ Gray, an armorer.
˄ ˅ Marlen, a soldier.
˄ ˅ Rune, an supply officer.
˄ ˅ Voss, a physicker.

Inventory

☐☐ Breastplate.
☐☐ Fine Demolition Tools.
☐, ☐ Fine hand weapon.
☐☐, ☐☐ Fine heavy weapon.
☐ Fine Unusual Weapon.
☐ Light Camping Gear.
☐ Shield.
  • Breastplate ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
  • Fine Demolition Tools ☐☐: A axe, saw, sledgehammer, and iron spikes. Heavy drill. Crowbar. Fine quality increases effect.
  • 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 Unusual Weapon: ☐: A curiosity or tool turned into a weapon. A whip, a flail,

a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots. This is a masterwork weapon that fits you perfectly, improving your effect.

  • 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

Skirmish 2
Wreck 1
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?

Knight

Put here for mutual development as these two playbooks are separated.

Heavily armed and armored, knights are the warrior elite of feudal countries and mercenary companies alike. Usually from a privileged background but not nobles themselves, they are welcome in both hovels and courts but only truly at home in castles and barracks.

Trained from childhood in the use of weapons, armor, and horsemanship, knights are superlative warriors and can often overthrow their enemies with sheer power, but they often lack mobility and finesse, going with a heavy load of armor instead.

Touchstones An adaptation of the D&D Knight and the Pathfinder Cavalier. A paladin is usually a Knight multiclassed into Chosen.

Special Abilities

  1. Argent : You may imbue yourself with spirit energy. Your melee weapons gain potency. You can manacle a helpless spirit, forcing them to materialize.
  2. Bodyguard: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.
  3. Heroism: When you push Command or Skirmish you can do one of the following: perform a physical feat that verges on the superhuman—when mounted engage or disengage as you wish—make yourself heard over noise and distance.
  4. Honor: Gain +1d when resisting Resolve consequences.
  5. Ironheart: You may expend your special armorto reduce harm from an attack in combat or to push yourself during a fight or to inspire others.
  6. Juggernaut : Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  7. Thunderer: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
  8. Vanguard: 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.

Chivalric Encounters

˄ ˅ Lord Ashenbrand, a vicious thug.
˄ ˅ Grayforge, an armorer.
˄ ˅ Runeveil, a mage.
˄ ˅ Talen Crest, a soldier.
˄ ˅ Voss the Leech, a physicker.

Inventory

☐☐ Breastplate
☐, ☐ Fine hand weapon.
☐☐ Fine heavy weapon.
◯ Heraldry.
◯ Mount.
☐ 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.
  • Heraldry ◯: Shield mark, blazoned surcoat, or other badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. Playbook
  • Mount ◯: A horse (or other appropriate mount) trained to carry you in battle.
  • 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?