Difference between revisions of "Fighter (FiD)"
Line 7: | Line 7: | ||
=== Special Abilities === | === Special Abilities === | ||
− | # ''' | + | # '''Band of Brothers:''' When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll. |
− | + | # '''Battleborn:''' You may expend your '''special armor'''to resist harm or push yourself during a fight or when using athletics. | |
− | # '''Battleborn:''' You may expend your '''special armor''' to | + | # '''Bravery:''' 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.'' |
− | # ''' | + | # '''Dreadslayer:''' You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat. |
− | # ''' | + | # '''Loyal:''' Gain +1d when resisting Resolve consequences. |
− | # ''' | ||
# '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. | # '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. | ||
− | # '''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). | + | # '''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. |
+ | # '''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, they safely retreat. | ||
+ | |||
+ | Fighter actions: | ||
+ | :Prowl 1 | ||
+ | :Skirmish 2 | ||
=== Dangerous Friends === | === Dangerous Friends === |
Revision as of 17:14, 4 December 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 scion of a fighterly family, a sergeant-at-arms, a legionaire, a slave Mamluk (possibly escaped), or a secutor gladiator.
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 Fighter multiclassed into Chosen.
Special Abilities
- Band of Brothers: When you protect or assist a teammate and suffer a consequence, take +1d to your resistance roll.
- Battleborn: You may expend your special armorto resist harm or push yourself during a fight or when using athletics.
- Bravery: 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.
- Dreadslayer: You may imbue your hands, weapons, and tools with spirit energy. You gain potency in combat.
- Loyal: Gain +1d when resisting Resolve consequences.
- Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- 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.
- 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, they safely retreat.
Fighter actions:
- Prowl 1
- Skirmish 2
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.
- ◯ Heraldry.
- ◯ Mount.
- ☐ 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.
- 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.
- Heraldry ◯: Shield mark, blazoned surcoat, or other badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. Playbook
- Mount ◯: A horse (or other appropriate mount) trained to carry you in battle.
- 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?
Knight
Put here for mutual development as these two playbooks are separated.
Heavily armed and armored, knights are the warrior elite of feudal countries and mercenary companies alike. Usually from a privileged background but not nobles themselves, they are welcome in both hovels and courts but only truly at home in castles and barracks.
Trained from childhood in the use of weapons, armor, and horsemanship, knights are superlative warriors and can often overthrow their enemies with sheer power, but they often lack mobility and finesse, going with a heavy load of armor instead.
Touchstones An adaptation of the D&D Knight and the Pathfinder Cavalier. A paladin is usually a Knight multiclassed into Chosen.
Special Abilities
- Savage: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target.
- Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- Battleborn: You may expend your special armor to negate 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 you get +1d.
- Ghost Knight: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. You can manacle a helpless spirit, forcing them to materialize.
- Heroism: When you push Command or 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—make yourself heard over noise and distance.
- Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- 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 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.
- ◯ Heraldry.
- ◯ Mount.
- ☐ 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.
- 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.
- Heraldry ◯: Shield mark, blazoned surcoat, or other badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. Playbook
- Mount ◯: A horse (or other appropriate mount) trained to carry you in battle.
- 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?