Difference between revisions of "Knight (FiD)"
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: ☐, ☐ Fine hand weapon. | : ☐, ☐ Fine hand weapon. | ||
: ☐-☐ Fine heavy weapon. | : ☐-☐ Fine heavy weapon. | ||
− | : ■ | + | : ■ '''Heraldry''': Kaō, shield mark, blazoned surcoat, or badge of identity that negates the cost of resisting once per score. |
: ☐ Shield (functions as armor, takes one hand). | : ☐ Shield (functions as armor, takes one hand). | ||
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+ | '''Heraldry''': Kaō, shield mark, blazoned surcoat, or badge of identity that negates the cost of resisting once per score. | ||
=== XP === | === XP === |
Revision as of 22:01, 24 September 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 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
- 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: When you push Command, Skirmish, or Wreck, you can 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.
- Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
- Vigorous: Ignore the penalties from level 1 harm. 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 armorer.
- ˄ ˅ Marlen, a soldier.
- ˄ ˅ Rune, a cold killer.
- ˄ ˅ Voss, a physicker.
Items
- ☐-☐ Breastplate (functions as armor).
- ☐, ☐ Fine hand weapon.
- ☐-☐ Fine heavy weapon.
- ■ Heraldry: Kaō, shield mark, blazoned surcoat, or badge of identity that negates the cost of resisting once per score.
- ☐ Shield (functions as armor, takes one hand).
Heraldry: Kaō, shield mark, blazoned surcoat, or badge of identity that negates the cost of resisting once per score.
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?