Difference between revisions of "Fighter (FiD)"

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{{FiD}}
 
{{FiD}}
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. You might be a scion of a fighterly family, a sergeant-at-arms, a legionaire, a slave Mamluk (possibly escaped), or a secutor gladiator.  
+
As a fighter, you are the embodiment of physical prowess, martial skill, and sheer force of will. Whether your abilities were honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, you stand at the forefront of conflict. As the ultimate master of weapons and armor, you can wield a wide variety of armaments to suit any combat role.
  
An adaptation of the Cutter and D&D Fighter.  
+
'''Touchstones
Unlike a D&D Fighter, this version is not automatically versed in ranged combat.
+
A soldier, legionnaire, ex-slave soldier, or gladiator. This playbook is an adaptation of both the Cutter and the D&D Fighter. Unlike a standard Fighter, this version is not automatically versed in ranged combat. For ranged specialization, refer to the Ranger and Sharpshooter playbooks.
A paladin is usually a Fighter multiclassed into [[Chosen_(FiD)|Chosen]].
 
 
 
=== Special Abilities ===
 
# '''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 or when using athletics.
 
# '''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.
 
# '''Loyal:''' Gain +1d when resisting Resolve consequences.
 
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
 
# '''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.
 
# '''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, they safely retreat.
 
 
 
Fighter actions:
 
:Prowl 1
 
:Skirmish 2
 
 
 
=== 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.
 
: ◯ 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 ===
+
Ironclad (2011), Outlaw King (2018).
* ''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?
 
 
 
= 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_(FiD)|Chosen]].
 
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# ''' Savage:''' When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
+
# '''Band of Brothers:''' When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll.  
# ''' 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 resist harm or to push yourself during a fight.  
# '''Battleborn:''' You may expend your '''special armor''' to negate harm from an attack in combat or to push yourself during a fight.  
+
# '''Brave:''' 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—entirely dodge an area attack.''
# '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.  
+
# '''Dreadslayer:''' You may imbue your hands and melee weapons with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
# '''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.
+
# '''Mule:''' Your load limits are higher: Light 4, Normal 8, Heavy 12.
# '''Heroism:''' When you push Command or 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—make yourself heard over noise and distance.''
+
# '''Steadfast:''' Gain +1d when resisting a consequence with Prowess or Resolve.  
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.  
+
# '''Vigorous:''' You ignore penalties from level 1 harm. Permanently fill in one segment of your healing clock. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
# '''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.
+
# '''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 can safely retreat.
  
 
=== Dangerous Friends ===
 
=== Dangerous Friends ===
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: ˄ ˅ Gray, an armorer.  
 
: ˄ ˅ Gray, an armorer.  
 
: ˄ ˅ Marlen, a soldier.  
 
: ˄ ˅ Marlen, a soldier.  
: ˄ ˅ Rune, a cold killer.  
+
: ˄ ˅ Rune, a supply officer.  
 
: ˄ ˅ Voss, a physicker.  
 
: ˄ ˅ Voss, a physicker.  
  
 
=== Inventory ===
 
=== Inventory ===
: ☐☐ Breastplate
+
: ☐☐ Breastplate.
 +
: ☐☐ Fine Demolition Tools.
 
: ☐, ☐ Fine hand weapon.
 
: ☐, ☐ Fine hand weapon.
: ☐☐ Fine heavy weapon.
+
: ☐☐, ☐☐ Fine heavy weapon.
: ◯ Heraldry.
+
: ☐ Light Camping Gear.
: ◯ Mount.
 
 
: ☐ Shield.
 
: ☐ Shield.
  
 
* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
 
* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
 +
* '''Fine Demolition Tools''' ☐☐: An 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 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 Heavy Weapon''' ☐☐: A two-handed weapon such as a longsword, greatsword, or pole-arm.  This is a hand-picked weapon that you have mastered, 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'''
+
* '''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.
* '''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.
 
* '''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.
  
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=== Starting Actions ===
 
=== Starting Actions ===
: Command 1
+
: Prowl 1
 
: Skirmish 2
 
: Skirmish 2
: 4 points by choice, no higher than 2 in any one
+
: 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?
 

Revision as of 19:44, 19 December 2024

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

As a fighter, you are the embodiment of physical prowess, martial skill, and sheer force of will. Whether your abilities were honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, you stand at the forefront of conflict. As the ultimate master of weapons and armor, you can wield a wide variety of armaments to suit any combat role.

Touchstones A soldier, legionnaire, ex-slave soldier, or gladiator. This playbook is an adaptation of both the Cutter and the D&D Fighter. Unlike a standard Fighter, this version is not automatically versed in ranged combat. For ranged specialization, refer to the Ranger and Sharpshooter playbooks.

Ironclad (2011), Outlaw King (2018).

Special Abilities

  1. Band of Brothers: When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll.
  2. Battleborn: You may expend your Special Armor to resist harm or to push yourself during a fight.
  3. Brave: 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—entirely dodge an area attack.
  4. Dreadslayer: You may imbue your hands and melee weapons with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
  5. Mule: Your load limits are higher: Light 4, Normal 8, Heavy 12.
  6. Steadfast: Gain +1d when resisting a consequence with Prowess or Resolve.
  7. Vigorous: You ignore penalties from level 1 harm. Permanently fill in one segment of your healing clock. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
  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 can safely retreat.

Dangerous Friends

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

Inventory

☐☐ Breastplate.
☐☐ Fine Demolition Tools.
☐, ☐ Fine hand weapon.
☐☐, ☐☐ Fine heavy 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 ☐☐: An 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, or pole-arm. This is a hand-picked weapon that you have mastered, improving your effect.
  • 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.
  • 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

Prowl 1
Skirmish 2
4 points by choice, no higher than 2 in any one.