Difference between revisions of "Warrior (FiD)"
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− | As a | + | As a Warrior, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you through any challenge. |
+ | '''Touchstones: | ||
A new playbook loosely based on the D&D barbarian class. | A new playbook loosely based on the D&D barbarian class. | ||
− | A Pathfinder bloodrager is a | + | You might be called a bravo, champion, brave or street fighter. |
+ | A Pathfinder bloodrager is a warrior multiclassing as a sorcerer. | ||
+ | |||
+ | Conan the Barbarian (1982), | ||
+ | Braveheart (1995), | ||
+ | 300 (2006). | ||
=== Special Abilities === | === Special Abilities === | ||
− | # ''' | + | # '''Animal Magnetism:''' You can impress someone with your physique to use Wreck instead of Command for physical intimidation and Wreck instead of Sway for sex appeal. |
− | # ''' | + | # '''Bearserker:''' Reduce all harm by one level. You cannot use regular armor but you can still use special armor. |
− | # ''' | + | # '''Beast Sense:''' You automatically notice when someone is looking at you with hostile intent, but this does not locate them. |
− | # '''Rage:''' You can enter a rage when using Wreck. You worsen position, increase effect, and gain +1d to resist. This stacks with trading position for effect. | + | # '''Irresistible Force:''' You may expend your Special Armor to resist any type of consequence or to push Wreck. |
− | # '''Resilient:''' You | + | # '''Rage:''' You can enter a rage when using Wreck. You worsen position, increase effect, and gain +1d to resist consequences. This stacks with trading position for effect. |
− | # '''Rush:''' You can push | + | # '''Resilient:''' You can use Wreck for healing treatment rolls. When you push you ignore all penalties from harm. |
− | # ''' | + | # '''Rush:''' You can push Wreck to do one of the following: ''perform a physical feat that verges on the superhuman—push through the ranks of the enemy—frighten onlookers with your ferocity.'' |
− | + | # '''Stalker of Beasts:''' You are an expert at hunting in the wild. +1d on all Prowl checks in the wild and you can use Prowl to forage for food with increased effect. You and your crew do not need camping gear and can take two downtime actions when camping out. | |
=== Braves === | === Braves === | ||
− | : ˄ ˅ Ari, a | + | : ˄ ˅ Ari, a warrior. |
: ˄ ˅ Dex, an thief. | : ˄ ˅ Dex, an thief. | ||
: ˄ ˅ Joss, a warlord. | : ˄ ˅ Joss, a warlord. | ||
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=== Inventory === | === Inventory === | ||
− | : ☐, ☐ Fine one-handed weapon. | + | : ☐,☐ Fine one-handed weapon. |
: ☐ Fine heavy weapon. | : ☐ Fine heavy weapon. | ||
− | : ☐ | + | : ☐ Light camping gear. |
: ☐ Light climbing gear. | : ☐ Light climbing gear. | ||
: ☐ Shield. | : ☐ Shield. | ||
− | : ☐ Thrown Weapons (3). | + | : ☐,☐ Thrown Weapons (3). |
− | * '''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 | + | * '''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. |
− | * ''' | + | * '''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 Climbing Gear''' ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair. | * '''Light Climbing Gear''' ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair. | ||
* '''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. | ||
− | * ''' | + | * '''Throwing Weapons (3)''' ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You get three throwing weapons in the package, and they can be picked up and thrown again. |
=== XP === | === 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 | + | * ''You addressed a challenge using strength or ferocity.'' |
* ''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.'' |
Latest revision as of 19:53, 15 December 2024
Starfox's Blades in the Dark fan page |
As a Warrior, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you through any challenge.
Touchstones: A new playbook loosely based on the D&D barbarian class. You might be called a bravo, champion, brave or street fighter. A Pathfinder bloodrager is a warrior multiclassing as a sorcerer.
Conan the Barbarian (1982), Braveheart (1995), 300 (2006).
Special Abilities
- Animal Magnetism: You can impress someone with your physique to use Wreck instead of Command for physical intimidation and Wreck instead of Sway for sex appeal.
- Bearserker: Reduce all harm by one level. You cannot use regular armor but you can still use special armor.
- Beast Sense: You automatically notice when someone is looking at you with hostile intent, but this does not locate them.
- Irresistible Force: You may expend your Special Armor to resist any type of consequence or to push Wreck.
- Rage: You can enter a rage when using Wreck. You worsen position, increase effect, and gain +1d to resist consequences. This stacks with trading position for effect.
- Resilient: You can use Wreck for healing treatment rolls. When you push you ignore all penalties from harm.
- Rush: You can push Wreck to do one of the following: perform a physical feat that verges on the superhuman—push through the ranks of the enemy—frighten onlookers with your ferocity.
- Stalker of Beasts: You are an expert at hunting in the wild. +1d on all Prowl checks in the wild and you can use Prowl to forage for food with increased effect. You and your crew do not need camping gear and can take two downtime actions when camping out.
Braves
- ˄ ˅ Ari, a warrior.
- ˄ ˅ Dex, an thief.
- ˄ ˅ Joss, a warlord.
- ˄ ˅ Kerr, a power-user.
- ˄ ˅ Remi, a noble.
Inventory
- ☐,☐ Fine one-handed weapon.
- ☐ Fine heavy weapon.
- ☐ Light camping gear.
- ☐ Light climbing gear.
- ☐ Shield.
- ☐,☐ Thrown Weapons (3).
- 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.
- 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 Climbing Gear ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair.
- 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.
- Throwing Weapons (3) ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You get three throwing weapons in the package, and they can be picked up and thrown again.
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 strength or ferocity.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Prowl 1
- Wreck 2
- 4 points by choice, no higher than 2 in any one