Delvers (FiD)

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The Delvers are intrepid explorers and treasure hunters, driven by the thrill of discovery and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches and powerful artifacts. For the Delvers, every expedition is a gamble where fortune favors the bold—or the foolish.

Delvers seek treasures and loot dungeons.

Claims

For treasure hunters that move around, claims are the usual lair, facilities, and holdings. For delvers that are exploring a single huge dungeon, claims are often parts of the dungeon that have been cleared and can be used as a base.

Trove: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Secret Paths: You get +1d to the engagement roll for Assault and Stealth plans. Artifact Dealer: You get +2 coin in payoff for scores that involve money and valuables. Map Collection: You get +1d to Prowl and Survey in dungeons and ruins.
Turf Hideout: -2 heat per score. Safe retreat for weary adventurers. Lair: Your secret base of operations where plans are made and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally. Lookouts: You get +1d to Survey and Hunt in dungeons and ruins. Expedition Safehouse: +1d to Consort and Sway rolls on-site. The comfort and supplies you offer draw loyal allies.
Secret Lore: You get +1d to Attune and Study in dungeons and ruins. Healing Shrine: You get +1d to healing treatment rolls during downtime. Supply Cache: You get +2 coin in payoff for scores that involve rare artifacts. Sanctuary: You get +1d to the engagement roll for Magic and Probe plans. Arcane Cache: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Treasure Hunters: Each PC may add +1 action rating to Hunt, Study, or Survey (up to a max rating of 3).
  2. Pathfinders: You gain +1d to engagement rolls for exploration or transport plans.
  3. Relic Snatchers: When you recover an ancient or valuable artifact, gain +1d to Study or Survey rolls related to it.
  4. Survivors: When you resist consequences from environmental hazards (traps, dangerous terrain, etc.), clear 1 stress.
  5. Relic Brokers: You have connections to rare artifact dealers. Take -1 heat during downtime when you sell recovered relics.
  6. Fortune's Favor: Once per score, when you push yourself, you may also add +1d to resist a consequence without taking extra stress.
  7. Expedition Leader: When you lead a group action, everyone who rolls gets +1d. What famous treasure did you find to earn your reputation?
  8. Additional Playbook: Select another crew playbook. From now on, you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.

Crew XP

At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).

  1. Execute an exploration, treasure hunt, or delve into dangerous places.
  2. Contend with challenges above your current station.
  3. Bolster your crew's reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Contacts

  1. Doran, an antiquities dealer.
  2. Jyn, an archaeologist.
  3. Kez, a scavenger.
  4. Lias, a historian.
  5. Pyra, a guide for treacherous areas.
  6. Renn, a relic hunter.

Crew Upgrades

Lair ☐☐ Camp ☐☐ Hidden ☐ Quarters ☐☐ Secure ☐☐ Vault ☐ Workshop

Training ☐ Insight ☐ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery

Quality ☐ Documents ☐ Gear ☐ Implements ☐ Pet/Special ☐ Supplies ☐ Tools ☐ Weapons

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Explorers

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Scouts

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Sentries

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Opportunities

  1. A forgotten ruin lies deep in the wilderness, said to hold the key to a legendary treasure. What dangers guard it?
  2. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  3. The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
  4. A merchant has discovered a dangerous relic they don’t understand. Retrieve it before disaster strikes.
  5. An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
  6. A reclusive scholar needs help locating a forgotten temple. What will you find inside?
  7. A strange storm has revealed a hidden island. Explore it before others claim the spoils.
  8. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  9. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  10. An underground cavern system has been discovered, leading to forgotten riches—or untold danger.