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homebrew:blade_in_the_towers:playbooks:enforcer

Enforcer

A dangerous and intimidating fighter

  • 2 Skirmish or Wreck, 1 Command
  • Earn xp when you address a challenge with violence or coersion

Abilities

Legbreaker (Signature)

When you use Wreck or Skirmish to tick a clock to inflict harm in melee, gain +1 tick on the clock.

The extra tick applies to a single clock related to inflicting harm or dealing damage to creatures or objects.

Combined Arms

When you lead a group action to fight, your allies may choose to use a different skill on the roll. Whatever will accomplish the goal of battling will work (such as Hunt, Wreck, Prowl, or even Cast if they're properly armed). In addition, you may count multiple 6s as a Critical Success.

This lets the Enforcer and their allies use a more diverse range of skills to work together in combat. In order to use an action in this way, make sure it makes sense in the fiction; e.g. you can't use Prowl if you aren't already hidden in some way, and you can't use Hunt if you don't have a ranged weapon.

Action Surge

Every time you score a critical success on an action roll, gain 1 Action Point.

You gain this Action Point even if you spend an Action Point on the roll. You can gain a maximum of 1 Action Point per roll. If you roll a Critical Success when leading a group action using Combined Arms, you (and only you) gain the action point.

Frenzied Assault

When you choose to make a Wreck roll, use this ability to take +1d and gain potency, but you receive the level 1 harm Exhausted as an additional consequence (no matter the result of the roll). Gain -1d to resist this consequence.

You may resist the Exhausted consequence in addition to any other potential consequences from the roll.

Battleborn

You may expend your Special Armor to reduce harm from an attack in combat or to Push yourself during a fight.

When you use this ability, tick the special armor box on your playbook sheet. If you “reduce harm” that means the level of harm you’re facing right now is reduced by one. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress. Your special armor is restored at the beginning of downtime.

Bodyguard

When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.

The protect teamwork maneuver lets you face a consequence for a teammate. If you choose to resist that consequence, this ability gives you +1d to your resistance roll. Also, when you read a situation to gather information about hidden dangers or potential attackers, you get +1 effect—which means more detailed information.

Mule

Your load limits are increased by 2. Without any other increases to your load, your light load is 5, your normal load is 7, and your heavy load is 8.

This ability is great if you want to wear heavy armor and pack a heavy weapon without attracting lots of attention. Since your exact gear is determined on-the- fly during an operation, having more load also gives you more options to get creative with when dealing with problems during a score.

Vigorous

You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.

Your healing clock becomes a 3-clock, and you get a bonus die when you recover

Predator

Take +1d to rolls against weakened or vulnerable targets. Whenever you gather information on a weakness or vulnerability, the worst you can get is a 4/5 result.

You know how to leverage fear, pain, and vulnerability to get your way. When trying to suss out such things in a person, you usually come up with something, even if the information isn’t immediately useful or is incomplete. Someone in a vulnerable state might be drugged, trusting, badly wounded, or frightened.

Scary

You have an air of menace and danger obvious to even the most unobservant. You gain potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.

You instill fear in those around you, particularly when you get violent. How they react depends on them. Some will flee from you, some will be impressed, some will get violent in return. The GM judges the response of a given NPC. Intimidation is usually handled with a command roll, and your efforts to do so are more successful if you show you mean business.

Leader

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 +1 effect and 1 armor.

This ability makes your cohorts more effective in battle and also allows them to resist harm by using armor. While you lead your cohorts, they won’t stop fighting until they take fatal harm (level 4) or you order them to cease. What do you do to inspire such bravery in battle?

Enforcer Equipment

Fine hand weapon (1 Load): A finely-crafted one-handed melee weapon of your choice.

Fine heavy weapon (2 Load): A finely-crafted two-handed melee weapon of your choice.

Scary weapon or tool (1 Load): A scary-looking hand weapon or tool. This item grants increased effect when you intimidate, not increased harm in combat.

Fitted heavy armor (4 load): A finely-crafted set of heavy armor specially fitted for you, making it lighter and easier to carry than an off-the-rack suit.

Manacles and Chain: (0 load) A set of heavy manacles and chain, suitable for restraining a prisoner.

homebrew/blade_in_the_towers/playbooks/enforcer.txt · Last modified: 2022/02/17 14:29 by teddy

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