Warrior (FiD)
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The Bravo is a powerhouse on the battlefield, commanding respect through sheer strength and fearless aggression. Whether tearing through enemies in a savage melee or asserting dominance in the chaotic streets, the Bravo's might is unmatched. They charge into danger with overwhelming force, confident that their raw power will see them through any challenge.
A new playbook based on the D&D barbarian class.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- Beast Warrior: You can attack like a wild beast, fighting unarmed as if you were using a potent light melee weapon.
- Berserker: You cannot use armor except special armor, but you reduce all harm from attacks that lack potency by one level.
- Force of Nature: You may expend your special armor to reduce consequences in combat or to push Wreck.
- Rage: You can enter a rage in combat. When you rage, worsen position, increase effect, and ignore the effects of harm. You still die at level 4 harm.
- Rush: You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—push through the ranks of the enemy to engage a select target.
- Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
- Spirit Warrior: You may imbue your hands, melee weapons, and tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple spirits to restrain and capture them.
- Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- 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 fine fighting ability.
Braves
- ˄ ˅ Ari, a bravo.
- ˄ ˅ Dex, an arena master.
- ˄ ˅ Joss, a war leader.
- ˄ ˅ Kerr, a shaman.
- ˄ ˅ Remi, a sawbones.
Items
- ☐ Fine one-handed weapon.
- ☐ Fine heavy weapon.
- ☐ Fine climbing kit.
- ☐ Bindings to capture enemies, even spirits.
- ☐ Javelins or other thrown weapons (3).
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 physical prowess.
- 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