Difference between revisions of "Knight (FiD)"
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A paladin is usually a fighter multiclassed into [[Chosen_(FiD)|Chosen]]. | A paladin is usually a fighter multiclassed into [[Chosen_(FiD)|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. | # '''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. | # '''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. | # '''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. | # '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. | ||
− | # '''Heroism:''' When you push Command, Skirmish, or Wreck, | + | # '''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. | # ''' 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. | # ''' 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. | # '''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. | : ˄ ˅ Cade, a vicious thug. | ||
: ˄ ˅ Gray, an armorer. | : ˄ ˅ Gray, an armorer. | ||
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: ˄ ˅ Voss, a physicker. | : ˄ ˅ Voss, a physicker. | ||
− | + | === Items === | |
: ☐-☐ Breastplate (functions as armor). | : ☐-☐ Breastplate (functions as armor). | ||
: ☐, ☐ Fine hand weapon. | : ☐, ☐ Fine hand weapon. | ||
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: ☐ Shield (functions as armor, takes one hand). | : ☐ Shield (functions as armor, takes one hand). | ||
− | + | === XP === | |
* ''Every time you roll a desperate action, mark xp in that action's attribute. | * ''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. | 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. | ||
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* ''You struggled with issues from your vice or traumas during the session.'' | * ''You struggled with issues from your vice or traumas during the session.'' | ||
− | + | === Starting Actions === | |
: Command 1 | : Command 1 | ||
: 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? | * How can I hurt them? | ||
* Who's most afraid of me? | * Who's most afraid of me? |
Revision as of 21:08, 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.
- ■ 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?