Difference between revisions of "Knight (FiD)"

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m (Starfox moved page Fighter (FiD) to Knight (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. You might be a seasoned knight, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words.
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The Knight 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 Knight 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.  
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An adaptation of the Cutter and D&D Fighter.  
Unlike a D&D fighter, this version is not automatically versed in ranged combat.
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Unlike a D&D Fighter, this version is not automatically versed in ranged combat.
A paladin is usually a fighter multiclassed into [[Chosen_(FiD)|Chosen]].
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A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]].
  
 
=== Special Abilities ===
 
=== 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.  
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# '''Ghost Knight:''' 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, 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.''  
 
# '''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.''  
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: ☐ Fine hidden weapon.
 
: ☐ Fine hidden weapon.
 
: ◯ Heraldry
 
: ◯ Heraldry
: ☐ Shield (functions as armor, takes one hand).
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: ☐ Shield.
  
 
* '''Breastplate''' ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
 
* '''Breastplate''' ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.

Revision as of 20:06, 3 October 2024

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The Knight 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 Knight 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 and D&D Fighter. Unlike a D&D Fighter, this version is not automatically versed in ranged combat. A paladin is usually a Knight multiclassed into Chosen.

Special Abilities

  1. Battleborn: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
  2. 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.
  3. Ghost Knight: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat.
  4. Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
  5. 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.
  6. Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
  7. Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
  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). 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.

Inventory

☐-☐ Breastplate
☐, ☐ Fine hand weapon.
☐-☐ Fine heavy weapon.
☐ Fine hidden weapon.
◯ Heraldry
☐ Shield.
  • Breastplate ☐-☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
  • 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 and each is a singular weapon that must be replaced if lost.
  • Fine Heavy Weapon ☐-☐: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm. This is a masterwork weapon that fits you perfectly, improving your effect and is a singular weapon that must be replaced if lost.
  • Fine Hidden Weapon ☐: A small weapon such as a dagger, pistol, sap, or garotte worn in an unconventional location: in a boot, cleavage, down the back or otherwise concealed. Will usually pass a visual examination. This is a masterwork weapon that fits you perfectly, improving your effect and is a singular weapon that must be replaced if lost.
  • Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
  • 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

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?