Difference between revisions of "Knight (FiD)"
Jump to navigation
Jump to search
Line 10: | Line 10: | ||
# '''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. | # '''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. | ||
# '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. | # '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. | ||
− | # '''Mule:''' Your load limits are higher. Light: | + | # '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. |
# '''Heroism:''' 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.'' | # '''Heroism:''' 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.'' | ||
# ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d. | # ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d. |
Revision as of 14:26, 26 August 2024
Starfox's Blades in the Dark fan page |
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. You might be a seasoned mercenary, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words.
An adaptation of the Cutter. Unlike a D&D fighter, this version is not automatically versed in ranged combat. A paladin is usually a fighter multiclassed into Chosen.
Special Abilities
- Battleborn: You may expend your special armor to reduce 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 in the current situation, you get +1d.
- Ghost Fighter: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat.
- Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- Heroism: 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.
- Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
- Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- 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 potency and 1 armor.
Dangerous Friends
- ˄ ˅ Cade, a vicious thug.
- ˄ ˅ Gray, an extortionist.
- ˄ ˅ Marlen, a pugilist.
- ˄ ˅ Rune, a cold killer.
- ˄ ˅ Voss, a physicker.
Items
- ☐ Fine hand weapon.
- ☐-☐ Fine heavy weapon.
- ☐ Fine scary trophy.
- ☐-☐-☐ Fortified armor (used after other armor).
- ■ Painkiller, reduces harm penalties by one level.
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