Difference between revisions of "Knight (FiD)"
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{{FiD}} | {{FiD}} | ||
− | The | + | 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. | + | An adaptation of the Cutter and D&D Fighter. |
− | Unlike a D&D | + | Unlike a D&D Fighter, this version is not automatically versed in ranged combat. |
− | A paladin is usually a | + | A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]]. |
− | ''' | + | === Special Abilities === |
− | + | # ''' 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. | ||
− | + | === Dangerous Friends === | |
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: ˄ ˅ Cade, a vicious thug. | : ˄ ˅ Cade, a vicious thug. | ||
− | : ˄ ˅ Gray, an | + | : ˄ ˅ Gray, an armorer. |
− | : ˄ ˅ Marlen, a | + | : ˄ ˅ Marlen, a soldier. |
: ˄ ˅ Rune, a cold killer. | : ˄ ˅ Rune, a cold killer. | ||
− | : ˄ ˅ Voss, a | + | : ˄ ˅ Voss, a physicker. |
− | + | === Inventory === | |
− | : ☐ Fine hand weapon. | + | : ☐☐ Breastplate |
− | : | + | : ☐, ☐ Fine hand weapon. |
− | : | + | : ☐☐ Fine heavy weapon. |
− | : | + | : ◯ Heraldry. |
− | : | + | : ◯ Mount. |
+ | : ☐ Shield. | ||
− | '''XP | + | * '''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. | * ''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 === | |
: 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
Starfox's Blades in the Dark fan page |
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
- 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.
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?