Weapon Master (FiD)

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As a weapon master you focus on a single weapon, turning its use into an art form.


Touchstones A recurring trope in Japan, the hero who develops the use of a single weapon to heroic proportions works in any setting. Also known as a kensai or sword saint.

Touchstones Usagi Yojimbo comic book, Electra comic.

Special Abilities

  1. Battleborn: You may expend your special armorto resist harm or to push yourself when using your Focus Weapon.
  2. Brave: 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—rush to engage a specific opponent.
  3. Concentration: Ignore the penalties from level 1 and 2 harm when wielding your Focus Weapon.
  4. Daredevil: When you roll a desperate action, you get +1d to your roll.
  5. Focused: Gain +1d when resisting a consequence when wielding your Focus Weapon.
  6. Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
  7. Spirit Warrior: Improve position against Power effects and supernatural enemies.
  8. Untouchable: Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can still use special armor.

Dangerous Friends

˄ ˅ Ashen, an armorer.
˄ ˅ Caldrin, a bard.
˄ ˅ Fenric, a sage.
˄ ˅ Rynar, a mountebank.
˄ ˅ Sorin, a teacher.

Inventory

☐ or ☐☐ Focus Weapon.
  • Focus Weapon ☐ or ☐☐: This is the weapon you are focusing your training on and remains the same weapon each time. It is a masterwork weapon, improving its effect. Your spiritual focus also makes it potent against supernatural threats. To others it is a fine weapon. This can be a hand weapon or great weapon, usually a sword. Playbook.
  • 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.

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 observation.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Skirmish 2
Survey 1
4 points by choice, no higher than 2 in any one