Difference between revisions of "Knight (FiD)"

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{{FiD}}
 
{{FiD}}
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, sergeant-at-arms, a slave Mamluk (possibly escaped), or a secutor gladiator.
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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.  
 
An adaptation of the Cutter and D&D Fighter.  

Latest revision as of 12:37, 8 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 negates the cost of resisting once per score.
  • 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?