Difference between revisions of "Knight (FiD)"

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{{FiD}}
 
{{FiD}}
The Alchemist is a master of potions, poisons, and concoctions. With a vast knowledge of chemicals and herbs, they create powerful elixirs that can heal allies, weaken foes, or enhance physical capabilities.
+
The Knight 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 Knight stands at the forefront of conflict. You might be a scion of a knightly family, a sergeant-at-arms, a legionaire, a slave Mamluk (possibly escaped), or a secutor gladiator.  
They are also natural philosophers, with practical knowledge of science and mechanics.
 
Whether brewing in a lab or improvising in the field, the Alchemist always has something potent up their sleeve.  
 
  
An adaptation of the Cutter.
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An adaptation of the Cutter and D&D Fighter.
 +
Unlike a D&D Fighter, this version is not automatically versed in ranged combat.
 +
A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]].
  
'''Special Abilities'''<br>
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=== Special Abilities ===
In addition to the listed powers, you have access to these special abilities.
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# ''' Savage:''' When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
 +
# ''' Vigorous:''' Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 +
# '''Battleborn:''' You may expend your '''special armor''' to negate harm from an attack in combat or to push yourself during a fight.
 +
# '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.
 +
# '''Ghost Knight:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize.
 +
# '''Heroism:''' When you push Command or 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—make yourself heard over noise and distance.''
 +
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
 +
# '''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 1 armor.
  
# '''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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=== Dangerous Friends ===
# '''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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: ˄ ˅ Cade, a vicious thug.  
# '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.  
+
: ˄ ˅ Gray, an armorer.  
# '''Leader:''' 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.
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: ˄ ˅ Marlen, a soldier.  
# '''Mule:''' Your load limits are higher. Light:''' 5. Normal:''' 7. Heavy:''' 8.
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: ˄ ˅ Rune, a cold killer.  
# '''Not to be Trifled With:''' 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.''
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: ˄ ˅ Voss, a physicker.  
# ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
 
# ''' Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 
  
'''Human Resources and Rivals
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=== Inventory ===
: ˄ ˅ Marle, a pugilist.
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: ☐☐ Breastplate 
: ˄ ˅ Chael, a vicious thug.
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: ☐, ☐ Fine hand weapon.
: ˄ ˅ Mercy, a cold killer.
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: ☐☐ Fine heavy weapon.
: ˄ ˅ Grace, an extortionist.
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: ◯ Heraldry.
: ˄ ˅ Sawtooth, a physicker.
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: ◯ Mount.
 +
: ☐ Shield.
  
'''Items
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* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
: ☐ Fine hand weapon.
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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.
: -☐ Fine heavy weapon.
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* '''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 scary weapon or tool.
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* '''Heraldry''' ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. '''Playbook'''
: ■ Manacles & chain.
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* '''Mount''' ◯: A horse (or other appropriate mount) trained to carry you in battle.  
: ■ Rage essence vial.
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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.
: ☐ Healing Potion.
 
  
'''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
+
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.
an attribute) or 2 xp if that item occurred multiple times.
 
 
* ''You addressed a challenge using violence or coercion.''
 
* ''You addressed a challenge using violence or coercion.''
 
* ''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
 
: Skirmish 2
 
: 4 points by choice, no higher than 2 in any one
 
: 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 01:54, 27 October 2024

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The Knight 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 Knight stands at the forefront of conflict. You might be a scion of a knightly family, a sergeant-at-arms, a legionaire, a slave Mamluk (possibly escaped), or a secutor gladiator.

An adaptation of the Cutter and D&D Fighter. Unlike a D&D Fighter, this version is not automatically versed in ranged combat. A paladin is usually a Knight multiclassed into Chosen.

Special Abilities

  1. Savage: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
  2. Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
  3. Battleborn: You may expend your special armor to negate harm from an attack in combat or to push yourself during a fight.
  4. Bodyguard: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats you get +1d.
  5. Ghost Knight: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize.
  6. Heroism: When you push Command or 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—make yourself heard over noise and distance.
  7. Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  8. 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 1 armor.

Dangerous Friends

˄ ˅ Cade, a vicious thug.
˄ ˅ Gray, an armorer.
˄ ˅ Marlen, a soldier.
˄ ˅ Rune, a cold killer.
˄ ˅ Voss, a physicker.

Inventory

☐☐ Breastplate
☐, ☐ Fine hand weapon.
☐☐ Fine heavy weapon.
◯ Heraldry.
◯ Mount.
☐ 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, longbow, crossbow, musket, or pole-arm. This is a masterwork weapon that fits you perfectly, improving your effect.
  • Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. Playbook
  • 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.

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

Command 1
Skirmish 2
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?