Difference between revisions of "Weapon Master (FiD)"

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{{FiD}}
 
 
 
As a weapon master you focus on a single weapon, turning its use into an art form.
 
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
The hero who develops the use of a single weapon to heroic proportions.
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Highlander (1986),
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),
 
Kill Bill Vol. 1 & Vol. 2 (2003-2004),
Zatoichi (2003),
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Zatoichi (2003).
Highlander (1986).
 
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Blademaster:''' You may expend your Special Armor to resist harm or to push yourself when attacking with 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.
# '''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—focus a roll in a single strike with no consequences on an opposed success.''  
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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 wielding 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.''
# '''Mystic Touch:''' Your unarmed attacks are potent. Improve position against Power effects and supernatural enemies.
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# '''Focused (Courageous Arc):''' Gain +1d when resisting a consequence when wielding your Focus Weapon in combat.  
# '''Reflexes:''' When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
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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.
# '''Sixth Sense:''' You automatically notice when someone is about to attack you or your companions, but this does not locate them. You can use Survey to gather information about people just by looking at them.
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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).
# '''Tenacious:''' Ignore the penalties from level 1 and 2 harm when fighting with your Focus Weapon. 
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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.
# '''Untouchable:''' Reduce  harm from attacks that lack potency by one level. You cannot use regular armor, but you may still use Special Armor. If you have the Blademaster, Focused, or Tenacious special abilities, you can benefit from them even when not wielding your Focus Weapon.
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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.
  
 
=== Encounters on the Path ===
 
=== Encounters on the Path ===
Line 38: Line 35:
 
: ☐ Whetstone.
 
: ☐ Whetstone.
  
* '''Binding Cloth''' ◯: A cloth belt or wrap useable as a 3 meter rope or as bandages. +1d on rolls for these things.  
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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.  
* '''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.'''
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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.'''
* '''Heraldry''' ◯: Some badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. '''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.
 
* '''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'''.
 
* '''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'''.
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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