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

Revision as of 14:07, 19 December 2024

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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 A soldier, legionnaire, ex slave soldier, or gladiator. An adaptation of the Cutter and D&D Fighter. Unlike a Fighter, this version is not automatically versed in ranged combat, see Ranger and Soldier for that.

Special Abilities

  1. Band of Brothers: When you assist (p 134) or protect (p 135) a teammate and resist the consequence, gain +1d to your resistance 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—dodge an area attack.
  4. Dreadslayer: You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.
  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: 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.
  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 safely retreat.

Dangerous Friends

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

Inventory

☐☐ Breastplate.
☐☐ Fine Demolition Tools.
☐, ☐ Fine hand weapon.
☐☐, ☐☐ Fine heavy weapon.
☐ Fine Unusual Weapon.
☐ Shield.
  • 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.
  • 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.
  • 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.
  • 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