Difference between revisions of "Fighter (FiD)"

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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.
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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
An adaptation of the Cutter and D&D Fighter.  
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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.
Unlike a Fighter, this version is not automatically versed in ranged combat, see Ranger and Soldier for that.
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You might be a scion of a warrior family, a sergeant-at-arms, a legionaire, a slave Mamluk (possibly escaped), or a secutor gladiator.
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Balian (''Kingdom of Heaven'' 2005),
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Thomas Marshal (''Ironclad'' 2011),
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Robert the Bruce (''Outlaw King'' 2018),
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Martin (''Flesh and Blood'' 1985).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Band of Brothers:''' When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll.
 
# '''Battleborn:''' You may expend your '''special armor'''to resist harm or push yourself during a fight.
 
# '''Bravery:''' 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—dodge an area attack.''
 
# '''Dreadslayer:''' You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.
 
# '''Loyal:''' Gain +1d when resisting Resolve consequences.
 
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
 
# '''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.
 
# '''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.
 
 
Fighter actions:
 
:Prowl 1
 
:Skirmish 2
 
 
=== Dangerous Friends ===
 
: ˄ ˅ Cade, a vicious thug.
 
: ˄ ˅ Gray, an armorer.
 
: ˄ ˅ Marlen, a soldier.
 
: ˄ ˅ Rune, an supply officer.
 
: ˄ ˅ Voss, a physicker.
 
 
=== Inventory ===
 
: ☐☐ Breastplate.
 
: ☐☐ Fine Demolition Tools.
 
: ☐, ☐ Fine hand weapon.
 
: ☐☐, ☐☐ Fine heavy weapon.
 
: ☐ Fine Unusual Weapon.
 
: ☐ Light Camping Gear.
 
: ☐ Shield.
 
  
* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
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==== Band of Brothers ====
* '''Fine Demolition Tools''' ☐☐: A axe, saw, sledgehammer, and iron spikes. Heavy drill. Crowbar. Fine quality increases effect.
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When you assist (p. 134) or protect (p. 135) a teammate, gain +1d to any resistance roll this causes.
* '''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, longbow, crossbow, musket, or pole-arm.  This is a masterwork weapon that fits you perfectly, improving your effect.
 
* '''Fine Unusual Weapon:''' ☐: A curiosity or tool turned into a weapon. A whip, a flail,
 
a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots. This is a masterwork weapon that fits you perfectly, improving your effect.
 
* '''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 ===
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==== Brave ====
* ''Every time you roll a desperate action, mark xp in that action's attribute.
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Push Skirmish and add one of these to a successful roll: ''perform a physical feat that verges on the superhuman — fight a gang at scale (p 211) without losing effect — negate consequences of assisting you.''
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 ===
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==== Dreadslayer ====
: Skirmish 2
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You may imbue your hands and melee weapons with spirit energy, making them potent. You can grapple a [[Spirit (FiD)|Spirit]].
: Wreck 1
 
: 4 points by choice, no higher than 2 in any one
 
  
=== Gather Information ===
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==== Mule ====
* How can I hurt them?
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Your load limits are higher: Light 4, Normal 8, Heavy 12.
* Who's most afraid of me?
 
* Who's most dangerous here?
 
* What do they intend to do?
 
* How can I get them to [X]?
 
* Are they telling the truth?
 
* What's really going on here?
 
  
= Knight =
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==== Right on Time ====
Put here for mutual development as these two playbooks are separated.
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When its time for a fight, you can be right there if it makes any kind of sense at all — spurious reasons are ok.
  
Heavily armed and armored, knights are the warrior elite of feudal countries and mercenary companies alike.
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==== Steadfast ====
Usually from a privileged background but not nobles themselves, they are welcome in both hovels and courts but only truly at home in castles and barracks.
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Gain +1d when resisting a consequence with Insight or Resolve.  
  
Trained from childhood in the use of weapons, armor, and horsemanship, knights are superlative warriors and can often overthrow their enemies with sheer power, but they often lack mobility and finesse, going with a heavy load of armor instead.
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==== Vigorous ====
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You ignore penalties from level 1 harm. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
  
'''Touchstones
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==== Warlord ====
An adaptation of the D&D Knight and the Pathfinder Cavalier.
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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.
A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]].
 
  
=== Special Abilities ===
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==== Additional Playbook ====
# '''Argent :''' You may imbue yourself with spirit energy. Your melee weapons gain potency. You can manacle a helpless spirit, forcing them to materialize.
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Select another playbook where you have a rating in each of its starting actions.
# '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.
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You gain immediate access to its Inventory and XP conditions.  
# '''Heroism:''' When you push Command or Skirmish you can do one of the following: ''perform a physical feat that verges on the superhuman—when mounted engage or disengage as you wish—make yourself heard over noise and distance.''
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From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook.  
# '''Honor:''' Gain +1d when resisting Resolve consequences.
 
# '''Ironheart:''' You may expend your '''special armor'''to reduce harm from an attack in combat or to push yourself during a fight or to inspire others.
 
# '''Juggernaut :''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
 
# '''Thunderer:''' When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
 
# '''Vanguard:''' 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 1 armor.
 
  
=== Chivalric Encounters ===
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=== Dangerous Friends ===
: ˄ ˅ Lord Ashenbrand, a vicious thug.
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: ˄ ˅ Cade, a thug.  
: ˄ ˅ Grayforge, an armorer.
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: ˄ ˅ Gray, an armorer.  
: ˄ ˅ Runeveil, a mage.
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: ˄ ˅ Marlen, a soldier.  
: ˄ ˅ Talen Crest, a soldier.
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: ˄ ˅ Rune, a veteran.  
: ˄ ˅ Voss the Leech, a physicker.
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: ˄ ˅ Voss, a physicker.
  
 
=== Inventory ===
 
=== Inventory ===
: ☐☐ Breastplate
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: ☐☐ Breastplate.
 +
: ☐ Light Demolition Tools.
 
: ☐, ☐ Fine hand weapon.
 
: ☐, ☐ Fine hand weapon.
: ☐☐ Fine heavy weapon.
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: ☐☐, ☐☐ Fine heavy weapon.
: ◯ Heraldry.
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: ☐ Light Camping Gear.
: ◯ Mount.
 
 
: ☐ 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 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, longbow, crossbow, musket, or pole-arm.  This is a masterwork weapon that fits you perfectly, improving your effect.
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* '''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.
* '''Heraldry''' : Shield mark, blazoned surcoat, or other 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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* '''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.
* '''Mount''' : A horse (or other appropriate mount) trained to carry you in battle.  
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* '''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.
 
* '''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.
  
Line 118: Line 71:
  
 
=== Starting Actions ===
 
=== Starting Actions ===
: Command 1
 
 
: Skirmish 2
 
: Skirmish 2
: 4 points by choice, no higher than 2 in any one
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: Survey 1
 
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: 4 points by choice, no higher than 2 in any one.
=== Gather Information ===
 
* How can I hurt them?
 
* Who's most afraid of me?
 
* Who's most dangerous here?
 
* What do they intend to do?
 
* How can I get them to [X]?
 
* Are they telling the truth?
 
* What's really going on here?
 

Latest revision as of 19:39, 26 November 2025

Fox in the DarkFox in the Dark logo
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

Push Skirmish and add one of these to a successful roll: perform a physical feat that verges on the superhuman — fight a gang at scale (p 211) without losing effect — negate consequences of assisting you.

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.

Additional Playbook

Select another playbook where you have a rating in each of its starting actions. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook.

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.