Difference between revisions of "Sharpshooter (FiD)"

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# '''Buddies:''' When you protect a teammate or they protect you, either gains +1d to their resistance roll.  
 
# '''Buddies:''' When you protect a teammate or they protect you, either gains +1d to their resistance roll.  
 
# '''Cold-blooded:''' When you push yourself you can do one of the following: ''perform a feat of physical force that verges on the superhuman—ignore any danger affecting an area.
 
# '''Cold-blooded:''' When you push yourself you can do one of the following: ''perform a feat of physical force that verges on the superhuman—ignore any danger affecting an area.
# '''Grenadier:''' Gain a Bandolier of five grenades when you select Grenade as an item.  
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# '''Grenadier:''' Gain a Bandolier of five grenades when you select Grenade as an item. This can be any kind of grenade: normal Grenade, Alchemist's Fire, Acid, Spark Grenade, Fire Oil.
 
# '''Sapper:''' Use Wreck to dig or demolish things with increased effect. Gain three bombs with explosive power equivalent to a powder keg when you select Powder Keg as an item.
 
# '''Sapper:''' Use Wreck to dig or demolish things with increased effect. Gain three bombs with explosive power equivalent to a powder keg when you select Powder Keg as an item.
 
# '''Sergeant:''' 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 increased effect in ranged combat.  
 
# '''Sergeant:''' 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 increased effect in ranged combat.  

Revision as of 20:12, 28 September 2024

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

Soldiers are simultaneously the faceless minions of states and the warriors of the future. Beginning as mercenaries, soldiers 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 causes or nations rather than a liege lord.

Special Abilities

  1. Armed to the Teeth: Increase your load limit by 2.
  2. Buddies: When you protect a teammate or they protect you, either gains +1d to their resistance roll.
  3. Cold-blooded: When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman—ignore any danger affecting an area.
  4. Grenadier: Gain a Bandolier of five grenades when you select Grenade as an item. This can be any kind of grenade: normal Grenade, Alchemist's Fire, Acid, Spark Grenade, Fire Oil.
  5. Sapper: Use Wreck to dig or demolish things with increased effect. Gain three bombs with explosive power equivalent to a powder keg when you select Powder Keg as an item.
  6. Sergeant: 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 increased effect in ranged combat.
  7. Survivor: Ignore the penalties from level 2 harm (but not level 1 harm). Take +2d to healing treatment rolls.
  8. Veteran: You may expend your special armor to reduce harm or to push yourself to survive or confront danger.
  9. Room for Expansion

Dangerous Friends

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

Items

☐ Fine hand weapon.
☐-☐ Fine Musket.
☐ Grenade. [Grenadier: Bandolier ☐, ☐, ☐, ☐, ☐]
☐-☐ Powder Keg. [Sapper: ☐, ☐, ☐]
☐ Silver bullets.
☐ Slow match.
  • Fine Hand Weapon ☐: A masterwork weapon that fits you perfectly, improving your effect. If lost, you have to find a new one. The fine quality improves the effect.
  • Fine Hand Weapon & Fine Musket ☐, ☐-☐: A masterwork weapon that fits you perfectly, improving your effect. Each refers to one particular weapon. If lost, you have to find a new one. The fine quality improves the effect.
  • Grenade ☐: Explodes in a cloud of smoke and shrapnel. Overcomes scale.
  • 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.
  • Silver Bullets ☐: Especially cast in a holy or magical place, these silver bullets make potent attacks with a firearm. A similar effect for bows and crossbows can be gained with silver-tipped arrows and bolts. You have enough silver bullets for the entire score. Consumable.
  • 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 worse several in his beard. Serves as an instant source of fire, used to start fires, light fuses, and fire firearms.

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