Difference between revisions of "Weapon Master (FiD)"
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# '''Reflexes:''' When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously). | # '''Reflexes:''' When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously). | ||
# '''Spirit Warrior:''' Improve position against Power effects and supernatural enemies. | # '''Spirit Warrior:''' Improve position against Power effects and supernatural enemies. | ||
− | # '''Tenacious:''' Ignore the penalties from level 1 and 2 harm when | + | # '''Tenacious:''' Ignore the penalties from level 1 and 2 harm when fighting with your Focus Weapon. |
# '''Untouchable:''' Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor. | # '''Untouchable:''' Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor. | ||
Revision as of 14:30, 14 December 2024
- This is a work in progress.
Starfox's Blades in the Dark fan page |
As a weapon master you focus on a single weapon, turning its use into an art form.
Touchstones
The hero who develops the use of a single weapon to heroic proportions.
A recurring trope in Japan, it can represent the later renaissance sword masters of Europe that focused on the use of one weapon.
Also known as a kensai or sword saint.
Kill Bill Vol. 1 & Vol. 2 (2003-2004), Zatoichi (2003), Highlander (1986).
Special Abilities
- Blademaster: You may expend your special armorto resist harm or to push yourself when using your Focus Weapon.
- Daredevil: When you roll a desperate action, you get +1d to your roll.
- Dauntless: 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—engage a specific opponent.
- Focused: Gain +1d when resisting a consequence when wielding your Focus Weapon.
- Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
- Spirit Warrior: Improve position against Power effects and supernatural enemies.
- Tenacious: Ignore the penalties from level 1 and 2 harm when fighting with your Focus Weapon.
- Untouchable: Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor.
Encounters on the Path
- ˄ ˅ Ashen, a weaponsmith.
- ˄ ˅ Caldrin, a fabulist.
- ˄ ˅ Fenric, a sage.
- ˄ ˅ Rynar, a guide.
- ˄ ˅ Sorin, a teacher.
Inventory
- ◯ Binding Cloth.
- ☐ or ☐☐ Focus Weapon.
- ◯ Heraldry.
- ☐ Light Camping Gear.
- ◯ Touchstone.
- ☐ Whetstone.
- Binding Cloth ◯: A cloth belt or wrap useable as a 3 meter rope or as bandages. +1d on rolls for these things.
- Focus Weapon ☐ or ☐☐: This is the weapon you are focusing your training on and remains the same weapon each time. It is a masterwork weapon, improving its effect. Your spiritual focus also makes it potent against supernatural threats. To others it is a fine weapon. This can be a hand weapon or great weapon, usually a sword. Playbook.
- 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
- Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.
- Touchstone ◯: A small personal item reminding you of your goals and motivation. With a minute of meditation this reduces stress by one once per score. Playbook.
- Whetstone ☐: A fine-grit sharpening stone. Used to maintain your Focus Weapon. Can also be used as a makeshift tool for scraping or starting fires. Before a score you can work over one ally's bladed weapon, rendering it temporarily fine. Playbook.
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 observation.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Skirmish 2
- Survey 1
- 4 points by choice, no higher than 2 in any one