Difference between revisions of "Knight (FiD)"

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{{FiD}}
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{{FiD}}{{tocright}}
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 seasoned knight, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words.
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As a heavily armed and armored knight you are the warrior elite of feudal holdings and mercenary companies alike. Usually proud of your noble heritage but not actually rich, you are welcomed in both humble hovels and lavish courts, tough you truly feel at home in castles and barracks.
  
An adaptation of the Cutter.
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Trained from childhood in the use of weapons, armor, and horsemanship, you are a superlative warrior, able to overthrow enemies with sheer power. You sacrifice mobility on foot, relying on your mount and the security of your heavy armor.
Unlike a D&D fighter, this version is not automatically versed in ranged combat.
 
A paladin is usually a fighter multiclassed into [[Chosen_(FiD)|Chosen]].
 
  
'''Special Abilities'''<br>
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'''Touchstones
# '''Battleborn:''' You may expend your '''special armor''' to reduce harm from an attack in combat or to push yourself during a fight.
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An adaptation of the D&D Knight and the Pathfinder Cavalier.  
# '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1d.
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A paladin is usually a Knight multiclassed into [[Saint (FiD)|Saint]].
# '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat.
 
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
 
# '''Heroism:''' You can push yourself to do one of the following: ''perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat.''
 
# ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
 
# ''' Vigorous:''' Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 
# '''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 potency and 1 armor.  
 
  
'''Dangerous Friends
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Sir Lancelot (''Excalibur'' 1981),
: ˄ ˅ Cade, a vicious thug.
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Captain Etienne Navarre (''Ladyhawke'' 1985),
: ˄ ˅ Gray, an armorer.
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Niccolo (''Flesh and Blood'' 1985),
: ˄ ˅ Marlen, a soldier.
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William Thatcher / Sir Ulrich von Liechtenstein (''A Knight’s Tale'' 2001).
: ˄ ˅ Rune, a cold killer.
 
: ˄ ˅ Voss, a physicker.  
 
  
'''Items
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=== Special Abilities ===
: ☐-Breastplate (functions as armor).
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==== Argent  ====
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Imbue yourself with spirit energy. Your melee weapons gain Potency. You can offer a spirit a promise for mercy, and if accepted such a promise is binding for the spirit.
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==== Bodyguard ====
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When you protect a teammate (p 135), take +1d to your resistance roll. You get +1d when you gather info to anticipate immediate threats.
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==== Heraldry ====
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You have a recognizable symbol of your identity that you wear — ''a pennant, back banner, painted shield, embroidered surcoat''. This gives +1d resisting Prowess or Resolve. After rolling to resist, instead of spending stress, you can lose your heraldic display along with the ability, appearing as a common soldier for the rest of the score.
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==== Heroism ====
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When you Push Command or Finesse you can do one of the following: ''engage and disengage at will — insure your mount or vehicle is unharmed — make yourself heard over noise and distance.''
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==== Ironheart ====
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When you Push a roll, you, your mount, and any cohorts following you ignore wound penalties.
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==== Juggernaut ====
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When you are mounted, each item of armor has a Load cost of .
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==== Thunderer ====
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You gain additional effect when you use Command to issue a challenge or to impress troops, allies, and bystanders.
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==== Vanguard ====
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When you Command a cohort in combat, they ignore penalties from harm until incapacitated. They gain 1 armor.
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=== Chivalric Encounters ===
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: ˄ ˅ Lord Ashenbrand, a warlord.
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: ˄ ˅ Grayforge, an armorer.
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: ˄ ˅ Runeveil, a mage.
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: ˄ ˅ Talen Crest, a soldier.
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: ˄ ˅ Vossoli, a courtier.
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=== Inventory ===
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: ☐☐ Breastplate.
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: ◯ Fine clothes [if carried].
 
: ☐, ☐ Fine hand weapon.
 
: ☐, ☐ Fine hand weapon.
: ☐-☐ Fine heavy weapon.
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: ☐☐ Fine heavy weapon.
: ■ Badge that reduces stress cost of a group action you lead by 1.
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: ◯ Mount.
: ☐ Shield (functions as armor, takes one hand).
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: ☐ Shield.
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* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
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* '''Fine Clothes''' ◯: Attire that increases your apparent lifestyle (p 43) by +1, to a minimum of 2. If carried as a second outfit to change into, this is ☐. 
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* '''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.
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* '''Fine Lance''' ☐☐: The lance is a long spear, a heavy weapon that is used one-handed on horseback. This is a masterwork weapon that fits you perfectly, improving your effect.
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* '''Mount''' ◯: A horse (or other appropriate mount) trained to carry you in battle.
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* '''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. Can be used with the lance.
  
'''XP
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=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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.
 
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.''
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* ''You addressed a challenge using violence or by impressing others.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You expressed your beliefs, drives, heritage, or background.''
 
* ''You struggled with issues from your vice or traumas during the session.''
 
* ''You struggled with issues from your vice or traumas during the session.''
  
'''Starting Actions
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=== Starting Actions ===
 
: Command 1
 
: Command 1
: Skirmish 2
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: Finesse 2
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 09:53, 18 November 2025

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As a heavily armed and armored knight you are the warrior elite of feudal holdings and mercenary companies alike. Usually proud of your noble heritage but not actually rich, you are welcomed in both humble hovels and lavish courts, tough you truly feel at home in castles and barracks.

Trained from childhood in the use of weapons, armor, and horsemanship, you are a superlative warrior, able to overthrow enemies with sheer power. You sacrifice mobility on foot, relying on your mount and the security of your heavy armor.

Touchstones An adaptation of the D&D Knight and the Pathfinder Cavalier. A paladin is usually a Knight multiclassed into Saint.

Sir Lancelot (Excalibur 1981), Captain Etienne Navarre (Ladyhawke 1985), Niccolo (Flesh and Blood 1985), William Thatcher / Sir Ulrich von Liechtenstein (A Knight’s Tale 2001).

Special Abilities

Argent

Imbue yourself with spirit energy. Your melee weapons gain Potency. You can offer a spirit a promise for mercy, and if accepted such a promise is binding for the spirit.

Bodyguard

When you protect a teammate (p 135), take +1d to your resistance roll. You get +1d when you gather info to anticipate immediate threats.

Heraldry

You have a recognizable symbol of your identity that you wear — a pennant, back banner, painted shield, embroidered surcoat. This gives +1d resisting Prowess or Resolve. After rolling to resist, instead of spending stress, you can lose your heraldic display along with the ability, appearing as a common soldier for the rest of the score.

Heroism

When you Push Command or Finesse you can do one of the following: engage and disengage at will — insure your mount or vehicle is unharmed — make yourself heard over noise and distance.

Ironheart

When you Push a roll, you, your mount, and any cohorts following you ignore wound penalties.

Juggernaut

When you are mounted, each item of armor has a Load cost of ☐.

Thunderer

You gain additional effect when you use Command to issue a challenge or to impress troops, allies, and bystanders.

Vanguard

When you Command a cohort in combat, they ignore penalties from harm until incapacitated. They gain 1 armor.

Chivalric Encounters

˄ ˅ Lord Ashenbrand, a warlord.
˄ ˅ Grayforge, an armorer.
˄ ˅ Runeveil, a mage.
˄ ˅ Talen Crest, a soldier.
˄ ˅ Vossoli, a courtier.

Inventory

☐☐ Breastplate.
◯ Fine clothes [☐ if carried].
☐, ☐ Fine hand weapon.
☐☐ Fine heavy weapon.
◯ Mount.
☐ Shield.
  • Breastplate ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
  • Fine Clothes ◯: Attire that increases your apparent lifestyle (p 43) by +1, to a minimum of 2. If carried as a second outfit to change into, this is ☐.
  • 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 Lance ☐☐: The lance is a long spear, a heavy weapon that is used one-handed on horseback. This is a masterwork weapon that fits you perfectly, improving your effect.
  • 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. Can be used with the lance.

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 by impressing others.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Command 1
Finesse 2
4 points by choice, no higher than 2 in any one.