Bravo (FiD)
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As a Bravo, you are a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage wilderness or asserting dominance in the chaotic streets, your might is unmatched. You charge into danger with overwhelming force, confident that your raw power will see you through any challenge.
A new playbook loosely based on the D&D barbarian class. A Pathfinder bloodrager is a bravo multiclassing as a sorcerer.
Special Abilities
- Animal Magnetism: You can use Wreck instead of Sway to impress someone using your physique.
- Berserker: Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor.
- Irresistible Force: You may expend your special armor to resist any type of consequence or to push Wreck.
- Rage: You can enter a rage when using Wreck. You worsen position, increase effect, and gain +1d to resist consequences. This stacks with trading position for effect.
- Resilient: You can use Wreck for healing treatment rolls. When you push you ignore all penalties from harm.
- Rush: You can push Wreck to do one of the following: perform a physical feat that verges on the superhuman—push through the ranks of the enemy to engage a select target.
- Spirit Warrior: Improve position against Power effects and supernatural enemies. You can attack like a wild beast, fighting unarmed as if you were using a potent melee weapon. You may grapple spirits to restrain and capture them.
- Stalker of Beasts: You are an expert at hunting wild beasts. +1d on all Prowl checks in the wild and you can use Prowl to forage for food with increased effect. You and your crew do not need camping gear and can take two downtime actions when camping out.
Braves
- ˄ ˅ Ari, a bravo.
- ˄ ˅ Dex, an thief.
- ˄ ˅ Joss, a warlord.
- ˄ ˅ Kerr, a power-user.
- ˄ ˅ Remi, a noble.
Inventory
- ☐, ☐ Fine one-handed weapon.
- ☐ Fine heavy weapon.
- ☐ Light camping gear.
- ☐ Light climbing gear.
- ☐ Shield.
- ☐ Thrown Weapons (3).
- 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.
- Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.
- Light Climbing Gear ☐: A well-crafted set of Climbing Gear that is less bulky and heavy than a standard set. A chalk dust stone. A climbing harness concealed in your clothes. A set of steel pitons and a small silenced mallet. A silenced grappling hook. 15 meters of rope made of silk or hair.
- 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.
- Thrown Weapons (3) ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You generally get three throwing weapons in the package, and they can be picked up and thrown again.
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 strength or ferocity.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Prowl 1
- Wreck 2
- 4 points by choice, no higher than 2 in any one