Weapon Master (FiD)
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- This is a work in progress.
Starfox's Blades in the Dark fan page |
The Weapon master 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 Weapon master stands at the forefront of conflict. The ultimate master of weapons, the weapon master can use a wide variety of weapons to fit different combat roles.
Touchstones A soldier, legionnaire, ex slave soldier, or gladiator. An adaptation of the Cutter and D&D Weapon master. Unlike a Weapon master, this version is not automatically versed in ranged combat, see Ranger and Soldier for that.
Special Abilities
- Battleborn: You may expend your special armorto resist harm or to push yourself using your Focus Weapon.
- 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—engage a specific opponent.
- Focused: Gain +1d when resisting a consequence when holding your Focus Weapon.
- 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.
- 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.
- 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—frighten onlookers with your ferocity.
- Spirit Warrior: Improve position against Power effects and supernatural enemies.
- Daredevil: When you roll a desperate action, you get +1d to your roll.
- Flamboyance: When you push yourself on a daring feat you can do one of the following: avoid anything in your way—attract the attention of all—have a moment alone with someone—mysteriously disappear afterwards.
- Idol: When you push a Consort roll you soon find someone willing to act as a temporary contact.
- Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
Dangerous Friends
- ˄ ˅ Cade, a teacher.
- ˄ ˅ Gray, an armorer.
- ˄ ˅ Marlen, a bard.
- ˄ ˅ Rune, a mountebank.
- ˄ ˅ Voss, a sage.
Inventory
- ☐ or ☐☐ Fine and Potent Weapon.
- Focus Weapon ☐ or ☐☐: This is the weapon you are focusing your training on. It is a masterwork weapon you have adjusted to, 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