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 The hero who develops the use of a single weapon to heroic proportions. A recurring trope in Japan, it can represent the later renaissance sword masters of Europe that focused on the use of one weapon. Also known as a kensai or sword saint.

Kill Bill Vol. 1 & Vol. 2 (2003-2004), Zatoichi (2003), Highlander (1986).

Special Abilities

  1. Blademaster: You may expend your special armorto resist harm or to push yourself when using your Focus Weapon.
  2. Dauntless: 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 wielding your Focus Weapon.
  4. Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
  5. Sixth Sense: You automatically notice when someone is about to attack you. You can use Survey to gather information about people just by looking at them.
  6. Spirit Warrior: Improve position against Power effects and supernatural enemies.
  7. Tenacious: Ignore the penalties from level 1 and 2 harm when fighting with your Focus Weapon.
  8. Untouchable: Reduce all harm from physical attacks that lack potency by one level. You cannot use regular armor but you can use special armor. You no longer need your Focus Weapon for the Blademaster, Focused, and Tenacious special abilities.

Encounters on the Path

˄ ˅ Ashen, a weaponsmith.
˄ ˅ Caldrin, a fabulist.
˄ ˅ Fenric, a sage.
˄ ˅ Rynar, an informer.
˄ ˅ Sorin, a teacher.

Inventory

◯ Binding Cloth.
☐ or ☐☐ Focus Weapon.
◯ Heraldry.
☐ Light Camping Gear.
◯ Touchstone.
☐ Whetstone.
  • Binding Cloth ◯: A cloth belt or wrap useable as a 3 meter rope or as bandages. +1d on rolls for these things.
  • 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.
  • Heraldry ◯: Some badge of identity and pride that identifies you to everyone and negates the cost of a resistance roll you just made. 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.
  • Touchstone ◯: A small personal item reminding you of your goals and motivation. With a minute of meditation this reduces stress by one once per score. Playbook.
  • Whetstone ☐: A fine-grit sharpening stone. Used to maintain your Focus Weapon. Can also be used as a makeshift tool for scraping or starting fires. Before a score you can work over one ally's bladed weapon, rendering it temporarily fine. Playbook.

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