Weapon Master (FiD)

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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

  1. Battleborn: You may expend your special armorto resist harm or to push yourself 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—engage a specific opponent.
  3. Focused: Gain +1d when resisting a consequence when holding your Focus Weapon.
  4. 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.
  5. 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.
  6. 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.
  7. Spirit Warrior: Improve position against Power effects and supernatural enemies.
  8. Daredevil: When you roll a desperate action, you get +1d to your roll.
  9. 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.
  10. Idol: When you push a Consort roll you soon find someone willing to act as a temporary contact.
  11. 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