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.
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Heavily armed and armored, knights are the warrior elite of feudal countries and mercenary companies alike.
They are also natural philosophers, with practical knowledge of science and mechanics.
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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.
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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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.
  
'''Special Abilities'''<br>
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'''Touchstones
In addition to the listed powers, you have access to these special abilities.
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An adaptation of the D&D Knight and the Pathfinder Cavalier.
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A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]].
  
# '''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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=== Special Abilities ===
# '''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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# '''Argent :''' You may imbue yourself with spirit energy. Your melee weapons gain potency. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
# '''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.  
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# '''Bodyguard:''' When you protect a teammate (p 135), take +1d to your resistance roll. When you gather info to anticipate immediate threats you get +1d.  
# '''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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# '''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.''
# '''Mule:''' Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
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# '''Honor:''' Gain +1d when resisting Resolve consequences.  
# '''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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# '''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.  
# ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.  
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# '''Juggernaut :''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.  
# ''' Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
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# '''Thunderer:''' When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.  
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# '''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.
  
'''Dangerous Friends
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=== Chivalric Encounters ===
: ˄ ˅ Marle, a pugilist.
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: ˄ ˅ Lord Ashenbrand, a vicious thug.
: ˄ ˅ Chael, a vicious thug.
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: ˄ ˅ Grayforge, an armorer.
: ˄ ˅ Mercy, a cold killer.
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: ˄ ˅ Runeveil, a mage.
: ˄ ˅ Grace, an extortionist.
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: ˄ ˅ Talen Crest, a soldier.
: ˄ ˅ Sawtooth, a physicker.
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: ˄ ˅ Voss the Leech, a physicker.
  
'''Items
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=== Inventory ===
: ☐ Fine hand weapon.
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: ☐☐ Breastplate 
: ☐-☐ Fine heavy weapon.
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: ☐, ☐ Fine hand weapon.
: ☐ Fine scary weapon or tool.
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: ☐☐ Fine heavy weapon.
: ■ Manacles & chain.
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: ◯ Heraldry.
: ■ Rage essence vial.
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: ◯ Mount.
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: ☐ Shield.
  
'''XP
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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 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 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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* '''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, once per score. '''Playbook'''
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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.
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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.
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* ''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 21:26, 15 December 2024

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Heavily armed and armored, knights are the warrior elite of feudal countries and mercenary companies alike. 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.

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.

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

Special Abilities

  1. Argent : You may imbue yourself with spirit energy. Your melee weapons gain potency. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
  2. Bodyguard: When you protect a teammate (p 135), take +1d to your resistance roll. When you gather info to anticipate immediate threats you get +1d.
  3. 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.
  4. Honor: Gain +1d when resisting Resolve consequences.
  5. Ironheart: You may expend your special armorto reduce harm from an attack in combat or to push yourself during a fight or to inspire others.
  6. Juggernaut : Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  7. Thunderer: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
  8. 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

˄ ˅ Lord Ashenbrand, a vicious thug.
˄ ˅ Grayforge, an armorer.
˄ ˅ Runeveil, a mage.
˄ ˅ Talen Crest, a soldier.
˄ ˅ Voss the Leech, 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 ◯: 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, once per score. 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
Finesse 2
4 points by choice, no higher than 2 in any one.