Warrior (FiD)
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As a Warrior, 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.
Based on the D&D barbarian class. You might be called a bravo, champion, brave or street fighter. A Pathfinder bloodrager is a warrior multiclassing as a sorcerer.
Touchstones: Conan the Barbarian (1982), Braveheart (1995), 300 (2006).
Special Abilities
- Animal Magnetism: You can impress someone with your physique to use Wreck for physical intimidation and sex appeal.
- Berserk: Reduce all harm by one level. You cannot use regular armor but you can still use Special Armor if you have the ability.
- Beast Sense: You automatically notice when someone is looking at you with hostile intent, but this does not locate them.
- 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: 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.
- Stalker of Beasts: You excel in tracking and ambushing. +1d on all Prowl checks in the wild and to crew healing checks. Crew can take an extra downtime action when camping, up to two actions.
Braves
- ˄ ˅ Ari, a warrior.
- ˄ ˅ Dex, an thief.
- ˄ ˅ Joss, a warlord.
- ˄ ˅ Kerr, a conjurer.
- ˄ ˅ Remi, a noble.
Inventory
- ☐,☐ Fine Hand Weapon.
- ☐☐ Fine Heavy Weapon.
- ☐ Light Camping Gear.
- ☐ Light Climbing Gear.
- ☐ Shield.
- ☐,☐ Thrown Weapons (3).
- Fine Hand Weapon ☐: A one handed masterwork weapon that improves your effect, such as a sword, axe, mace, spear, whip, brass knuckles, length of chain, or steel-toed boots.
- Fine Heavy Weapon ☐☐: A two-handed handed masterwork weapon that improves your effect, such as a longsword, greatsword, or boar spear. 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. Lacking camping gear does not allow any downtime actions.
- 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.
- Throwing Weapons (3) ☐: A javelin, throwing axe, shakram, or discus, a heavy throwing weapon that requires strength and room to throw. You get three of them, and they can thrown again if recovered.
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