Knight (FiD)

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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 mercenary, 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

  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 Fighter: 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: You can push yourself to 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.
  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.

Items

☐-☐ Breastplate (functions as armor).
☐, ☐ Fine hand weapon.
☐-☐ Fine heavy weapon.
■ 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