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Latest revision as of 09:19, 18 November 2025
| 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, 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.
Balian (Kingdom of Heaven 2005), Thomas Marshal (Ironclad 2011), Robert the Bruce (Outlaw King 2018), Martin (Flesh and Blood 1985).
Special Abilities
Band of Brothers
When you assist (p. 134) or protect (p. 135) a teammate, gain +1d to any resistance roll this causes.
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, making them potent. You can grapple a Spirit.
Mule
Your load limits are higher: Light 4, Normal 8, Heavy 12.
Right on Time
When its time for a fight, you can be right there if it makes any kind of sense at all — spurious reasons are ok.
Steadfast
Gain +1d when resisting a consequence with Insight or Resolve.
Vigorous
You ignore penalties from level 1 harm. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
Warlord
When you Command a cohort in combat, they ignore penalties from harm until incapacitated. When you retreat or leave the group, survivors can safely retreat.
Dangerous Friends
- ˄ ˅ Cade, a thug.
- ˄ ˅ Gray, an armorer.
- ˄ ˅ Marlen, a soldier.
- ˄ ˅ Rune, a veteran.
- ˄ ˅ Voss, a physicker.
Inventory
- ☐☐ Breastplate.
- ☐ Light 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 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.
- Light Demolition Tools ☐: Just the right tool for the job, nothing more, nothing less. Reduced Load.
- 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
- Skirmish 2
- Survey 1
- 4 points by choice, no higher than 2 in any one.