Difference between revisions of "Fighter (FiD)"
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{{FiD}} | {{FiD}} | ||
− | + | 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 | '''Touchstones | ||
− | A soldier, legionnaire, ex slave soldier, or gladiator. | + | 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. |
− | + | ||
− | Unlike a Fighter, this version is not automatically versed in ranged combat, | + | Ironclad (2011), Outlaw King (2018). |
=== Special Abilities === | === Special Abilities === | ||
− | # '''Band of Brothers:''' When you assist (p 134) or protect (p 135) a teammate and | + | # '''Band of Brothers:''' When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll. |
− | # '''Battleborn:''' You may expend your | + | # '''Battleborn:''' You may expend your Special Armor to resist harm 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 | + | # '''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.'' |
− | # '''Dreadslayer:''' You may imbue your hands | + | # '''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. |
− | # '''Mule:''' Your load limits are higher | + | # '''Mule:''' Your load limits are higher: Light 4, Normal 8, Heavy 12. |
# '''Steadfast:''' Gain +1d when resisting a consequence with Prowess or Resolve. | # '''Steadfast:''' Gain +1d when resisting a consequence with Prowess or Resolve. | ||
− | # '''Vigorous:''' | + | # '''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). When you retreat or leave the group, survivors safely retreat. | + | # '''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, | + | : ˄ ˅ Rune, a supply officer. |
: ˄ ˅ Voss, a physicker. | : ˄ ˅ Voss, a physicker. | ||
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: ☐, ☐ Fine hand weapon. | : ☐, ☐ Fine hand weapon. | ||
: ☐☐, ☐☐ Fine heavy weapon. | : ☐☐, ☐☐ Fine heavy weapon. | ||
− | : ☐ | + | : ☐ Light Camping Gear. |
: ☐ 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''' ☐☐: | + | * '''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 | + | * '''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. | * '''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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: Prowl 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. |
Revision as of 19:44, 19 December 2024
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
- Band of Brothers: When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll.
- Battleborn: You may expend your Special Armor to resist harm 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.
- 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.
- Mule: Your load limits are higher: Light 4, Normal 8, Heavy 12.
- Steadfast: Gain +1d when resisting a consequence with Prowess or Resolve.
- 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). 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.