Difference between revisions of "Weapon Master (FiD)"

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The Weapon master 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 Weapon master stands at the forefront of conflict. The ultimate master of weapons, the weapon master can use a wide variety of weapons to fit different combat roles.
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As a weapon master you focus on a single weapon, turning its use into an art form.
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Full mastery of a weapon is both a physical and a spiritual journey. You hone your mind and body, in the end fining unity with your weapon and becoming a weapon in yourself.
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Also known as a kensai or sword saint. The Mystic Touch ability can turn this into an unarmed fighter.
  
 
'''Touchstones
 
'''Touchstones
A soldier, legionnaire, ex slave soldier, or gladiator.
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Highlander (1986),
An adaptation of the Cutter and D&D Weapon master.  
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Kill Bill Vol. 1 & Vol. 2 (2003-2004),
Unlike a Weapon master, this version is not automatically versed in ranged combat, see Ranger and Soldier for that.
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Zatoichi (2003).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Battleborn:''' You may expend your '''special armor'''to resist harm or to push yourself using your Focus Weapon.  
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# '''Blademaster (Edge of Stillness):''' Expend your Special Armor to resist harm or to push yourself for an attack with your Focus Weapon.  
# '''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—engage a specific opponent.''  
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# '''Bulwark (Serene Swirl)''': On a successful Skirmish roll, prevent human-size opponents within an area defined by your tier (p. 211) from moving except as you allow. They can all attack you.
# '''Focused:''' Gain +1d when resisting a consequence when holding your Focus Weapon.  
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# '''Dauntless (Centered Will):''' Push Skirmish to choose one: ''strike a hidden or pinpoint-precise target—engage a gang up to your scale (p. 211) on equal footing—deliver a single decisive strike, treating partial success as full success.''
# '''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.
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# '''Focused (Courageous Arc):''' Gain +1d when resisting a consequence when wielding your Focus Weapon in combat.  
# '''Berserker:''' Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor.  
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# '''Mystic Touch (Echoing Strike):''' Gain improved position against Powers and supernatural foes. Your unarmed attacks are potent hand weapons and benefit from Blademaster, Focused, and Unyielding.
# '''Rush:''' You can push Wreck to do one of the following: ''perform a physical feat that verges on the superhuman—push through the ranks of the enemy—frighten onlookers with your ferocity.''
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# '''Reflexes (Flash of Clarity):''' 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. 
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# '''Sixth Sense (Wind’s Whisper):''' You automatically notice when someone is hostile to you or your companions, and can make an immediate Survey roll to locate them. You can use Survey to gather information about people just by looking at them.
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.
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# '''Untouchable (Immovable Stream):''' Reduce  harm from a source that lack potency by one level as long as you don't wear armor. Ignore penalties from the first instance of level 1 or level 2 harm.
# '''Flamboyance:''' When you push yourself on a daring feat you can do one of the following: ''avoid anything in your way—attract the attention of all—have a moment alone with someone—mysteriously disappear afterwards.''
 
# '''Idol:''' When you push a Consort roll you soon find someone willing to act as a temporary contact.  
 
# '''Reflexes:''' When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
 
  
=== Dangerous Friends ===
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=== Encounters on the Path ===
: ˄ ˅ Cade, a teacher.  
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: ˄ ˅ Ashen, a weaponsmith.
: ˄ ˅ Gray, an armorer.  
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: ˄ ˅ Caldrin, a fabulist.
: ˄ ˅ Marlen, a bard.  
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: ˄ ˅ Fenric, a sage.
: ˄ ˅ Rune, a mountebank.  
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: ˄ ˅ Rynar, an informer.
: ˄ ˅ Voss, a sage.  
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: ˄ ˅ Sorin, a teacher.
  
 
=== Inventory ===
 
=== Inventory ===
: ☐ or ☐☐ Fine and Potent Weapon.  
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: ◯ Binding Cloth.
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: ☐ or ☐☐ Focus Weapon.
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: ◯ Heraldry.
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: ☐ Light Camping Gear.
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: ◯ Touchstone.
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: ☐ Whetstone.
  
* '''Focus Weapon''' ☐ or ☐☐: This is the weapon you are focusing your training on. It is a masterwork weapon you have adjusted to, 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.'''
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* '''Binding Cloth''' ◯: A sturdy length of cloth (about 5 meters) that can serve as a rope or be worn as a belt. Using it in situations where tying, securing, or climbing would help grants +1d to the relevant action.
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* '''Focus Weapon''' ☐ or ☐☐: Your signature, masterwork weapon. It grants improved effect for you and is potent against supernatural threats, but is only a fine weapon for anyone else. Typically a sword, it can be a one-load hand weapon (☐) or a two-load great weapon (☐☐). Once chosen, your Focus Weapon remains the same, but can be upgraded. '''Playbook.'''
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* '''Heraldry''' ◯: A recognizable symbol of your identity—''a painted banner, an embroidered sash''. You are displaying your heraldry until it breaks, which is represented by using it. Breaking the heraldry allows you to make a resistance roll with no stress cost. '''Consumable, 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.
 
* '''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.
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* '''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'''.
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* '''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 blade weapon carried by your crew, rendering it temporarily fine. '''Playbook'''.
  
 
=== XP ===
 
=== XP ===

Latest revision as of 22:23, 11 February 2025

Fox in the DarkFox in the Dark logo
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. Full mastery of a weapon is both a physical and a spiritual journey. You hone your mind and body, in the end fining unity with your weapon and becoming a weapon in yourself.

Also known as a kensai or sword saint. The Mystic Touch ability can turn this into an unarmed fighter.

Touchstones Highlander (1986), Kill Bill Vol. 1 & Vol. 2 (2003-2004), Zatoichi (2003).

Special Abilities

  1. Blademaster (Edge of Stillness): Expend your Special Armor to resist harm or to push yourself for an attack with your Focus Weapon.
  2. Bulwark (Serene Swirl): On a successful Skirmish roll, prevent human-size opponents within an area defined by your tier (p. 211) from moving except as you allow. They can all attack you.
  3. Dauntless (Centered Will): Push Skirmish to choose one: strike a hidden or pinpoint-precise target—engage a gang up to your scale (p. 211) on equal footing—deliver a single decisive strike, treating partial success as full success.
  4. Focused (Courageous Arc): Gain +1d when resisting a consequence when wielding your Focus Weapon in combat.
  5. Mystic Touch (Echoing Strike): Gain improved position against Powers and supernatural foes. Your unarmed attacks are potent hand weapons and benefit from Blademaster, Focused, and Unyielding.
  6. Reflexes (Flash of Clarity): When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
  7. Sixth Sense (Wind’s Whisper): You automatically notice when someone is hostile to you or your companions, and can make an immediate Survey roll to locate them. You can use Survey to gather information about people just by looking at them.
  8. Untouchable (Immovable Stream): Reduce harm from a source that lack potency by one level as long as you don't wear armor. Ignore penalties from the first instance of level 1 or level 2 harm.

Encounters on the Path

˄ ˅ Ashen, a weaponsmith.
˄ ˅ Caldrin, a fabulist.
˄ ˅ Fenric, a sage.
˄ ˅ Rynar, an informer.
˄ ˅ Sorin, a teacher.

Inventory

◯ Binding Cloth.
☐ or ☐☐ Focus Weapon.
◯ Heraldry.
☐ Light Camping Gear.
◯ Touchstone.
☐ Whetstone.
  • Binding Cloth ◯: A sturdy length of cloth (about 5 meters) that can serve as a rope or be worn as a belt. Using it in situations where tying, securing, or climbing would help grants +1d to the relevant action.
  • Focus Weapon ☐ or ☐☐: Your signature, masterwork weapon. It grants improved effect for you and is potent against supernatural threats, but is only a fine weapon for anyone else. Typically a sword, it can be a one-load hand weapon (☐) or a two-load great weapon (☐☐). Once chosen, your Focus Weapon remains the same, but can be upgraded. Playbook.
  • Heraldry ◯: A recognizable symbol of your identity—a painted banner, an embroidered sash. You are displaying your heraldry until it breaks, which is represented by using it. Breaking the heraldry allows you to make a resistance roll with no stress cost. Consumable, 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 blade weapon carried by your crew, 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