Sharpshooter (FiD)

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Sharpshooters are the soldiers of the future, unleashing their cumbersome but powerful firearms. Soldiers are simultaneously the faceless minions of states and the warriors of the future. Beginning as mercenaries, sharpshooters fight for money using modern weapons such as bombs and firearms. They don't have the honor codes of traditional fighters, but are developing their own codes over time, including such things as the difference between war and peace and loyalty to company, cause, or nation rather than a liege lord or cult.

Touchstones: The Patriot (2000), Master and Commander: The Far Side of the World (2003), Davy Crockett and Colonel James Bowie (The Alamo, 2004), Steven (Flesh and Blood, 1985).

Special Abilities

  1. Armed to the Teeth: Increase your load limit by 2.
  2. Buddies: When you protect a teammate or they protect you (p 135), either gains +1d to their resistance roll.
  3. Cold-blooded: When you push Hunt you can do one of the following: reload really quickly—hit a tiny mark—ignore any danger affecting an area.
  4. Grenadier: Gain a Bandolier of five grenades when you select Grenade as an item. Use Wreck to craft any grenade Alchemical once you learn its formula.
  5. Sapper: Wreck to dig or demolish with increased effect. You can split one Powder Keg into three equally powerful bombs.
  6. Sergeant: 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 increased effect in ranged combat.
  7. Survivor: Ignore the penalties from level 2 harm (but not level 1 harm). Gain +2d to healing rolls.
  8. Veteran: You may expend your Special Armor to reduce harm or to push yourself to survive danger.

Dangerous Friends

˄ ˅ Ash, an armorer.
˄ ˅ Cade, an officer.
˄ ˅ Hale, a civilian.
˄ ˅ Riven, a sharpshooter.
˄ ˅ Voss, a surgeon.

Inventory

☐ Fine hand weapon.
☐☐ Fine Musket.
☐ Grenade. [Grenadier Bandolier: ☐, ☐, ☐, ☐, ☐]
☐☐ Powder Keg. [Sapper: ☐, ☐, ☐]
☐ Silver bullets.
◯ Slow match.
  • Fine Hand Weapon ☐: A masterwork weapon such as a pistol or sword that fits you perfectly, improving your effect.
  • Fine Musket ☐☐: A masterwork musket (or other long firearm like a blunderbuss or arquebus) that fits you perfectly, improving your effect.
  • Grenade ☐: Explodes in a cloud of smoke and shrapnel. Overcomes scale. Grenadier special ability adds a bandolier of grenades. Alchemy.
  • Powder Keg ☐☐: A small keg of gunpowder, along with some fuse and fuse cord. Useful as a reserve store of gunpowder, but mainly as a bomb. It can be deployed to destroy a strong gate or masonry wall or to overcome scale. If you have the Sapper special ability you gain three powder kegs without additional load. Alchemy.
  • Silver Shot ☐: Especially cast in a holy or magical place, this ammunition makes ranged attacks potent. You have enough silver bullets for the entire score. Consumable, Gadget
  • Slow Match ◯ A slow match is a slow-burning Fuse that can burn even underwater. Commonly worn on a small rod, it can be worn in many ways—Blackbeard wore several in his beard. Serves as an instant source of fire used to light fuses and fire firearms. Alchemy.

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 teamwork or show of force.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Hunt 2
Wreck 1
4 points by choice, no higher than 2 in any one