Difference between revisions of "Sharpshooter (FiD)"

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==== Veteran ====
 
==== Veteran ====
When you push Hunt you can do one of the following: ''reload really quickly — hit a tiny mark — ignore any area effect''.
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Push Hunt to pursue one of these goals: ''reload really quickly — hit a tiny mark — ignore any area effect''.
  
 
==== Additional Playbook ====
 
==== Additional Playbook ====

Revision as of 13:05, 22 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Sharpshooters are the soldiers of the future, unleashing their cumbersome but powerful firearms. Sharpshooters are simultaneously the faceless minions of states and the warriors of the future. Mercenaries and soldiers, sharpshooters fight for money using modern weapons such as bombs and firearms. They don't have the honor codes of traditional fighters, but are developing their own codes over time, including such things as the difference between war and peace and loyalty to company, cause, or nation rather than a liege lord or cult.

Touchstones: Steven (Flesh and Blood 1985), Benjamin Martin (The Patriot 2000), Hawkeye / Natty Bumppo (The Last of the Mohicans 1992), Davy Crockett and James Bowie (The Alamo 2004).

Special Abilities

Armed to the Teeth

Increase your load limit by 2.

Buddies

When you protect a teammate or they protect you (p 135), either gains +1d to their resistance roll.

Grenadier

Gain a Bandolier of five grenades when you select Grenade as an item. Use Wreck to craft any grenade Alchemical once you learn its formula.

Grounded

Wherever you are, you read the terrain like a local. You intuit paths, hazards, and positions of advantage at a glance. You improve Position when leveraging the terrain. You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.

Sapper

Your Bombs only have a load of one ☐.

Sergeant

When you Command a cohort in combat, they ignore penalties from harm until incapacitated. They gain increased effect in ranged combat.

Survivor

Ignore the penalties from level 2 harm (but not level 1 harm). Gain +2d to healing rolls.

Veteran

Push Hunt to pursue one of these goals: reload really quickly — hit a tiny mark — ignore any area effect.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Dangerous Friends

˄ ˅ Ash, an armorer.
˄ ˅ Cade, an officer.
˄ ˅ Hale, a civilian.
˄ ˅ Riven, a sharpshooter.
˄ ˅ Voss, a surgeon.

Inventory

☐ Fine hand weapon.
☐☐ Fine Musket.
☐ Grenade. [Grenadier Bandolier: ☐, ☐, ☐, ☐, ☐]
☐☐ Powder Keg. [Sapper: ☐]
☐ Silver shot.
◯ Slow match.
  • Fine Hand Weapon ☐: A masterwork weapon such as a pistol or sword that fits you perfectly, improving your effect.
  • Fine Musket ☐☐: A masterwork musket (or other long firearm like a blunderbuss or arquebus) that fits you perfectly, improving your effect.
  • Grenade ☐: Explodes in a cloud of smoke and shrapnel. Overcomes scale. Grenadier special ability adds a bandolier of grenades. Alchemy.
  • Powder Keg ☐☐: A small keg of gunpowder, along with some fuse and fuse cord. Useful as a reserve store of gunpowder, but mainly as a bomb. It can be deployed to destroy a strong gate or masonry wall or to overcome scale. If you have the Sapper special ability you gain three powder kegs without additional load. Alchemy.
  • Silver Shot ☐: Especially cast in a holy or magical place, this ammunition makes ranged attacks potent. You have enough silver bullets for the entire score. Consumable, Gadget
  • Slow Match ◯ A slow match is a slow-burning Fuse that can burn even underwater. Commonly worn on a small rod, it can be worn in many ways—Blackbeard wore several in his beard. Serves as an instant source of fire used to light fuses and fire firearms. Alchemy.

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 teamwork or show of force.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Hunt 2
Wreck 1
4 points by choice, no higher than 2 in any one