Difference between revisions of "Fighter (FiD)"

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{{FiD}}
 
{{FiD}}
The Fighter 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 Fighter stands at the forefront of conflict. The ultimate master of weapons, the fighter can use a wide variety of weapons to fit different combat roles.
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As a fighter, you are the embodiment of physical prowess, martial skill, and sheer force of will. Whether your abilities were honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, you stand at the forefront of conflict. As the ultimate master of weapons and armor, you can wield a wide variety of armaments to suit any combat role.
  
 
'''Touchstones
 
'''Touchstones
A soldier, legionnaire, ex slave soldier, or gladiator.
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A soldier, legionnaire, ex-slave soldier, or gladiator. This playbook is an adaptation of both the Cutter and the D&D Fighter. Unlike a standard Fighter, this version is not automatically versed in ranged combat. For ranged specialization, refer to the Ranger and Sharpshooter playbooks.
An adaptation of the Cutter and D&D Fighter.  
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Unlike a Fighter, this version is not automatically versed in ranged combat, see Ranger and Soldier for that.
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Ironclad (2011),
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Outlaw King (2018),
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Martin from Flesh and Blood (1985).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Band of Brothers:''' When you assist (p 134) or protect (p 135) a teammate and suffer a consequence, gain +1d to your resistance roll.  
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# '''Band of Brothers:''' When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll.  
# '''Battleborn:''' You may expend your '''special armor'''to resist harm or to push yourself during a fight.  
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# '''Battleborn:''' You may expend your Special Armor to resist harm or to push yourself during a fight.  
# '''Brave:''' When you push 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—dodge an area attack.''  
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# '''Brave:''' When you push 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—entirely dodge an area attack.''  
# '''Dreadslayer:''' You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.  
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# '''Dreadslayer:''' You may imbue your hands and melee weapons with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
# '''Loyal:''' Gain +1d when resisting Resolve consequences.
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# '''Mule:''' Your load limits are higher: Light 4, Normal 8, Heavy 12.  
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.  
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# '''Steadfast:''' Gain +1d when resisting a consequence with Prowess or Resolve.  
# '''Vigorous:''' Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls and rolls to resist Prowess harm.
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# '''Vigorous:''' You ignore penalties from level 1 harm. Permanently fill in one segment of your healing clock. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
# '''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). When you retreat or leave the group, survivors safely retreat.
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# '''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). When you retreat or leave the group, survivors can safely retreat.
  
 
=== Dangerous Friends ===
 
=== Dangerous Friends ===
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: ˄ ˅ Gray, an armorer.  
 
: ˄ ˅ Gray, an armorer.  
 
: ˄ ˅ Marlen, a soldier.  
 
: ˄ ˅ Marlen, a soldier.  
: ˄ ˅ Rune, an supply officer.  
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: ˄ ˅ Rune, a supply officer.  
 
: ˄ ˅ Voss, a physicker.  
 
: ˄ ˅ Voss, a physicker.  
  
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: ☐, ☐ Fine hand weapon.
 
: ☐, ☐ Fine hand weapon.
 
: ☐☐, ☐☐ Fine heavy weapon.
 
: ☐☐, ☐☐ Fine heavy weapon.
: ☐ Fine Unusual Weapon.
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: ☐ Light Camping Gear.
 
: ☐ Shield.
 
: ☐ Shield.
  
 
* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
 
* '''Breastplate''' ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
* '''Fine Demolition Tools''' ☐☐: A axe, saw, sledgehammer, and iron spikes. Heavy drill. Crowbar. Fine quality increases effect.
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* '''Fine Demolition Tools''' ☐☐: An axe, saw, sledgehammer, and iron spikes. Heavy drill. Crowbar. Fine quality increases 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 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 hand-picked weapon that you have mastered, improving your effect.
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* '''Fine Heavy Weapon''' ☐☐: A two-handed weapon such as a longsword, greatsword, or pole-arm.  This is a hand-picked weapon that you have mastered, improving your effect.
* '''Fine Unusual Weapon:''' ☐: A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots. This is a masterwork weapon that fits you perfectly, improving your effect.  
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* '''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.
 
* '''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.
  
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=== Starting Actions ===
 
=== Starting Actions ===
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: Prowl 1
 
: Skirmish 2
 
: Skirmish 2
: Wreck 1
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: 4 points by choice, no higher than 2 in any one.
: 4 points by choice, no higher than 2 in any one
 

Latest revision as of 01:15, 20 December 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

As a fighter, you are the embodiment of physical prowess, martial skill, and sheer force of will. Whether your abilities were honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, you stand at the forefront of conflict. As the ultimate master of weapons and armor, you can wield a wide variety of armaments to suit any combat role.

Touchstones A soldier, legionnaire, ex-slave soldier, or gladiator. This playbook is an adaptation of both the Cutter and the D&D Fighter. Unlike a standard Fighter, this version is not automatically versed in ranged combat. For ranged specialization, refer to the Ranger and Sharpshooter playbooks.

Ironclad (2011), Outlaw King (2018), Martin from Flesh and Blood (1985).

Special Abilities

  1. Band of Brothers: When you assist (p. 134) or protect (p. 135) a teammate and make a resistance roll, gain +1d to that roll.
  2. Battleborn: You may expend your Special Armor to resist harm or to push yourself during a fight.
  3. Brave: When you push 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—entirely dodge an area attack.
  4. Dreadslayer: You may imbue your hands and melee weapons with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize as long as they are manacled.
  5. Mule: Your load limits are higher: Light 4, Normal 8, Heavy 12.
  6. Steadfast: Gain +1d when resisting a consequence with Prowess or Resolve.
  7. Vigorous: You ignore penalties from level 1 harm. Permanently fill in one segment of your healing clock. Take +1d to treatment rolls for healing and to rolls to resist harm with Prowess.
  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). When you retreat or leave the group, survivors can safely retreat.

Dangerous Friends

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

Inventory

☐☐ Breastplate.
☐☐ Fine Demolition Tools.
☐, ☐ Fine hand weapon.
☐☐, ☐☐ Fine heavy weapon.
☐ Light Camping Gear.
☐ Shield.
  • Breastplate ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
  • Fine Demolition Tools ☐☐: An axe, saw, sledgehammer, and iron spikes. Heavy drill. Crowbar. Fine quality increases 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, or pole-arm. This is a hand-picked weapon that you have mastered, 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.
  • 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

Prowl 1
Skirmish 2
4 points by choice, no higher than 2 in any one.