Travelers (FiD)

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Travelers are versatile adventurers and seasoned navigators, skilled at traversing various terrains and overcoming obstacles. Their expertise ranges from guiding people through perilous regions to hauling valuable goods across dangerous routes. Whether crossing hostile landscapes, dodging dangers on the high seas, or managing logistics in treacherous environments, Travelers thrive on dynamic and risky endeavors where adaptability and resourcefulness are crucial.

Claims

Local Investments Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Cover Operation You get -2 heat per score. What’s your cover? Cargo Capacity You get +2 coin in payoff for scores that involve high-volume transport. Informants You get +1d to gather information for a score. Your network of local contacts helps you navigate unfamiliar terrain. Turf
Luxuries get +1d to the engagement roll for plans involving Transport or Travel. Suppliers You get +1d to acquire asset rolls. You have established contacts with local suppliers. Hub Your base of operations, with options to expand vertically or horizontally, but not diagonally. Itinerant Hub Add mobility to your lair. You can move it to a new location as a downtime activity. Hidden Paths You get +1d to the engagement roll for Stealth and Transport plans.
Secret Aproches You get +1d to the engagement roll for Assault and Magic plans. Waystation You get +1d to Consort and Sway rolls on-site. High-Class Travel You get +2 coin in payoff for scores that mainly involve passengers. Fleet Your cohorts have their own vehicles or mounts. Each cohort has a common vehicle with quality equal to your Tier. Doubles cohort income. Established Route 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. Adaptable Routes: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
  2. All Hands: By spending 2 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime.
  3. Hidden Passage: Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
  4. On the Move: During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary travelers.
  5. Flexible Operations: Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
  6. Like Family: Create one of your vehicles or mounts as a cohort (p 95) (use the vehicle edges and flaws). Its quality is equal to your Tier +1. If the vehicle is upgraded (two boxes), it also gets armor. The vehicle can use teamwork actions (using quality for rolls).
    Vehicle Edges: Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers. Simple: The vehicle is easy to repair. Remove all of its harm during downtime. Sturdy: The vehicle keeps operating even when broken.
    Vehicle Flaws: Costly: The vehicle costs 1 coin per downtime to keep in operation. Distinct: The vehicle has memorable features. Take +1 heat when you use it on a score. Finicky: The vehicle has quirks that only one person understands. When operated without them, it has -1 quality.
  7. Route Masters: When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  8. Additional Playbook: Select another crew playbook. From now on can now 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 a transport operation or acquire new clients or transport sources.
  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. Elynn, a guide.
  2. Rolan, a trader.
  3. Sera, a smuggler.
  4. Nyelle, a route planner.
  5. Decker, a nomad.
  6. Esme, a waystation owner.

Crew Upgrades

☐ Traveler's rigging (2 carried items are perfectly concealed) ☐ Camouflage (Your vehicles or mounts are perfectly concealed when at rest) ☐ Elite Rovers ☐ Mobile Lair (Add mobility to your lair) ☐-☐-☐ Steady (+1 stress box for each PC)

Lair ☐ ☐ Caravan ☐ ☐ Ship ☐ Hidden ☐ Quarters ☐ Secure ☐ ☐ Vault ☐ Workshop

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

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

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Rovers

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

Vehicle

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

Opportunities

  1. A client wants you to move a strange package around the city for two days straight. Don't stop moving! That would be bad.
  2. A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.
  3. A cult wants to smuggle their demon-tainted “chosen one” past the Spirit Wardens and out into the deathlands.
  4. A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
  5. A derailed train in the deathlands has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
  6. A district is quarantined due to ghost infestation or plague. They need basic supplies, and spirit wards even more.
  7. A hidden trade route has been discovered, offering potential for great profit—or danger.
  8. A jailbreak at Ironhook means many escaped prisoners seek flight from the city.
  9. A massive gang war creates high demand for restricted military weapons and heavy ordnance.
  10. A new spice has been “discovered” in Tycheros but it's officially banned. Naturally, everyone wants it.
  11. A noble family needs a secret delivery made, no questions asked.
  12. A noble’s crimes leave their assets frozen. Their leviathan hunter, full from an expedition, is forbidden to dock.
  13. A notorious bandit gang is targeting your caravans and demanding tribute.
  14. A pirate lord demands a share of your profits in exchange for safe passage.
  15. A rival crew offers a partnership, but can they be trusted?
  16. A rival traveler is undercutting your prices in a key market.
  17. A route is closed to traffic (and Bluecoat inspection) due to: imminent collapse—weird events—toxic gas— fires.
  18. A wealthy client wants a dangerous delivery made to a fortified location.
  19. An ancient artifact has been spotted outside the barrier and academics need it in the city yesterday. For study, of course.
  20. Exiled nobility slumming it in Doskvol has a sudden and urgent need to go home that they won't explain.
  21. For a nominal fee, a Bluecoat will help you acquire a vehicle seized from another gang.
  22. Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.
  23. Leviathan hunter made undocumented stops. Meet them outside the city and bring some things in uninspected.
  24. Skovlander insurrectionists need supplies for their campaign of terror attacks against city institutions.
  25. Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
  26. The city council outlaws a formerly legal product.
  27. The local government has imposed new tariffs, making smuggling more profitable—but riskier.
  28. Union organizers want to arm factory workers in advance of a strike.
  29. Academy opportunity.
  30. Cabal opportunity.
  31. Cartel opportunity.
  32. Cult opportunity.
  33. Delvers opportunity.
  34. Glimmers opportunity.
  35. Inquisitors opportunity.
  36. Pioneers opportunity.
  37. Sentinels opportunity.
  38. Trackers opportunity.
  39. Troupe opportunity.
  40. Warrior opportunity.

Cargoes and their Problems

  1. Escaped Prisoners, Spies (forbidden)
  2. Workers Fleeing Contracts (forbidden)
  3. A Devil or Dangerous Artifact (forbidden)
  4. Insurrectionists or Anarchists (forbidden)
  5. Refugees or Immigrants (restricted access)
  6. A Noble or Official Seeking Secret Travel
  7. Fine Tobacco, Whiskey, Wine, etc. (high tax)
  8. Luxuries—Perfumes, Silks, Spices (high tax)
  9. Livestock or Dangerous Animals (restricted ownership)
  10. Medicine, Alchemicals (restricted ownership)
  11. Military Arms (restricted ownership)
  12. Drugs (high tax)
  13. Confidential Documents (restricted ownership)
  14. Banned Art, Seditious Materials (restricted ownership)
  15. Arcane Implements or Documents (forbidden)
  16. Electroplasmic Tech (restricted ownership)
  17. Volatile Alchemicals or Explosives (forbidden)
  18. Spirit Essences (restricted ownership)