Difference between revisions of "Knight (FiD)"

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: 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?

Revision as of 19:37, 2 September 2024

Fox in the DarkFox in the Dark logo
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 knight, 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

  1. Battleborn: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
  2. 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.
  3. Ghost Fighter: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat.
  4. Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  5. Heroism: When you push Command, Skirmish, or Wreck, youcan 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—make yourself heard far away.
  6. Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
  7. Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
  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 potency and 1 armor.

Dangerous Friends

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

Items

☐-☐ Breastplate (functions as armor).
☐, ☐ Fine hand weapon.
☐-☐ Fine heavy weapon.
■ Coat or arms or badge that reduces stress cost of a group action you lead by 1.
☐ Shield (functions as armor, takes one hand).

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?