Difference between revisions of "Bravo (FiD)"
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: ☐ Thrown Weapons (3). | : ☐ Thrown Weapons (3). | ||
− | + | '''Light Climbing Gear''' ☐: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. Includes 15 meters of rope made of silk or hair. | |
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− | + | '''Shield''' ☐: A shield functions as armor, and combines with other sorts of armor. It takes up one hand, meaning you cannot use it with a heavy weapon. It is also a great place to put your heraldry or symbol. | |
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+ | '''Thrown Weapons''' ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You generally get three throwing weapons in the package, and they can be picked up and thrown again. | ||
=== XP === | === XP === |
Revision as of 22:01, 24 September 2024
Starfox's Blades in the Dark fan page |
As a Bravo, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you through any challenge.
A new playbook loosely based on the D&D barbarian class. A Pathfinder bloodrager is a bravo multiclassing as a sorcerer.
Special Abilities
- Berserker: Reduce all harm from attacks that lack potency by one level. You cannot use armor (including special armor) to reduce harm.
- Irresistible Force: You may expend your special armor to reduce consequences in combat or to push Wreck.
- Presence: You can use Wreck instead of Sway to impress someone with your physical allure.
- Rage: You can enter a rage when using Wreck. You worsen position, increase effect, and ignore the penalties of level 1 and 2 harm.
- Resilient: You recover from harm faster. Take +3d to healing treatment rolls. You ignore the penalty from a single level one and a single level two harm. When you push you ignore all penalties from harm.
- Rush: You can push yourself to do one of the following: perform a physical feat that verges on the superhuman—push through the ranks of the enemy to engage a select target.
- Spirit Shield: Improve position against power effects and supernatural enemies.
- Spirit Warrior: You can attack like a wild beast, fighting unarmed as if you were using a potent melee weapon. You may grapple spirits to restrain and capture them.
Braves
- ˄ ˅ Ari, a bravo.
- ˄ ˅ Dex, an thief.
- ˄ ˅ Joss, a warlord.
- ˄ ˅ Kerr, a power-user.
- ˄ ˅ Remi, a noble.
Items
- ☐ Fine one-handed weapon.
- ☐ Fine heavy weapon.
- ☐ Light climbing gear.
- ☐ Shield.
- ☐ Thrown Weapons (3).
Light Climbing Gear ☐: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. Includes 15 meters of rope made of silk or hair.
Shield ☐: A shield functions as armor, and combines with other sorts of armor. It takes up one hand, meaning you cannot use it with a heavy weapon. It is also a great place to put your heraldry or symbol.
Thrown Weapons ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You generally get three throwing weapons in the package, and they can be picked up and thrown again.
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 physical prowess.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Prowl 1
- Wreck 2
- 4 points by choice, no higher than 2 in any one