Difference between revisions of "Warriors (FiD)"

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{{FiD}}
 
{{FiD}}
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The Warriors are seasoned fighters, mercenaries, and protectors, who offer their blades to the highest bidder. Whether on the battlefield, in the depths of dungeons, or guarding precious relics, they excel in the art of war and survival. For the Warriors, every conflict is a test of skill, bravery, and loyalty, where victory brings honor and riches.
  
Warriors are masters of organized violence, thriving on chaos and conflict. Whether as disciplined soldiers, ruthless mercenaries, relentless raiders, or leaders of insurgent movements, they excel in tactics and intimidation. With their prowess in battle and strategic acumen, Warriors turn any confrontation to their advantage.
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An adaptation of the Bravos crew playbook.
 +
 
 +
=== Claims ===
 +
{| class="wikitable"
 +
|align="center" valign=top | '''Barracks:''' Your Fighter cohorts get +1 scale. ''An expansive training ground and armory allows for a larger, well-equipped company.''
 +
|align="center" valign=top | '''Fighting Pits:''' During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. ''Bloodsports and duels attract the wealthy and reckless alike.''
 +
|align="center" valign=top | '''Infirmary:''' You get +1d to healing treatment rolls. ''An experienced medic and proper facilities help your warriors recover quickly.''
 +
|align="center" valign=top | '''Weapon Forge:''' You get +1d to acquire asset rolls for weapons and armor. ''A skilled blacksmith ensures your arsenal is always ready.''
 +
|align="center" valign=top | '''Training Grounds:''' +1d to Prowess training rolls. ''A dedicated space for honing combat skills and physical conditioning.''
 +
|-
 +
|align="center" valign=top | '''Bluecoat Confederates:''' You get +1d to the engagement roll for assault plans. ''City guardsmen have been persuaded to turn a blind eye.''
 +
|align="center" valign=top | '''Warehouses:''' You get +1d to acquire asset rolls. ''Ample storage for supplies and spoils of war.''
 +
|align="center" valign=top | '''Lair:''' Your fortified stronghold where plans are made and spoils are secured.
 +
|align="center" valign=top | '''Lookouts:''' You get +1d to Hunt or Survey on your turf. ''Vigilant sentries keep watch for threats and opportunities.''
 +
|align="center" valign=top | '''Luxury Barracks:''' +1d to Command and Sway rolls on-site. ''Impressive quarters boost morale and loyalty among your ranks.''
 +
|-
 +
|align="center" valign=top | '''Protection Racket:''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. ''Local merchants pay for your protection, ensuring peace—or else.''
 +
|align="center" valign=top | '''Street Fence:''' You get +2 coin in your payoff for scores that involve lower-class targets. ''Trusted contacts can offload loot quickly, no questions asked.''
 +
|align="center" valign=top | '''Intimidation:''' You get -2 heat per score. ''Your reputation for violence keeps trouble at bay.''
 +
|align="center" valign=top | '''Shrine:''' You get -2 heat per score. ''Dedication to a deity or cause grants your actions divine sanction.''
 +
|align="center" valign=top | '''Cover Identities:''' You get +1d to the engagement roll for deception plans. ''False papers and disguises make your warriors hard to pin down.''
 +
|}
 +
 
 +
=== Heat & Wanted Level ===
 +
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 +
 
 +
=== Coin ===
 +
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 +
 
 +
=== Special Abilities ===
 +
# '''Dangerous:''' Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
 +
# '''Blood Brothers:''' When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Fighters type for free (if they're already Fighters, add another type).
 +
# '''Door Kickers:''' When you execute an assault plan, take +1d to the engagement roll.
 +
# '''War Dogs:''' When you're at war (-3 faction status), PCs get +1d to vice rolls and still get two downtime actions, instead of just one.
 +
# '''Forged in Fire:''' Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
 +
# '''Patron:''' When you advance your Tier, it costs half the coin it normally would. ''Who is your patron? Why do they support your endeavors?''
 +
# '''Fiends:''' Fear is as good as respect. You may count each wanted level as if it were turf.
 +
 
 +
=== 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).
 +
# Execute a successful battle, extortion, sabotage, or smash & grab operation.
 +
# Contend with challenges above your current station.
 +
# Bolster your crew's reputation or develop a new one.
 +
# Express the goals, drives, inner conflict, or essential nature of the crew.
 +
 
 +
=== Contacts ===
 +
# Darrin, a seasoned mercenary captain.
 +
# Lucinda, a wealthy noble with a penchant for hiring warriors.
 +
# Magnus, a blacksmith who forges custom weapons.
 +
# Soraya, a healer with battlefield experience.
 +
# Cedric, a tavern owner who knows everyone’s secrets.
 +
# Beatrix, a spy who trades in military intelligence.
 +
 
 +
=== Crew Upgrades ===
 +
☐  Warriors' rigging (1 carried weapon or armor item is concealed and has no load)
 +
☐  Bluecoat Contacts (+1 Tier in interactions with guards or city watch)
 +
☐  Elite Fighters
 +
☐  Elite Rovers
 +
☐-☐-☐  Hardened (+1 trauma box)
 +
 
 +
'''Lair''' 
 +
☐ ☐  Reinforced Walls 
 +
☐ ☐  Hidden 
 +
☐  Quarters 
 +
☐  Secure 
 +
☐ ☐  Vault 
 +
☐  Armory 
 +
 
 +
'''Training''' 
 +
☐  Insight 
 +
☐  Prowess 
 +
☐  Resolve 
 +
☐  Personal 
 +
☐-☐-☐-☐  Mastery 
 +
 
 +
'''Quality''' 
 +
☐  Gear 
 +
☐  Implements 
 +
☐  Supplies 
 +
☐  Tools 
 +
☐  Weapons 
 +
 
 +
'''Cohort upgrade costs''' 
 +
:New Cohort: ☐-☐ 
 +
:Add Type: ☐-☐ 
 +
 
 +
=== Cohorts ===
 +
==== Fighters ====
 +
Quality ☐ ☐ ☐ ☐ 
 +
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ 
 +
==== Rovers ====
 +
Quality ☐ ☐ ☐ ☐ 
 +
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ 
 +
==== Sappers ====
 +
Quality ☐ ☐ ☐ ☐ 
 +
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ 
 +
==== Scouts ====
 +
Quality ☐ ☐ ☐ ☐ 
 +
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ 
 +
 
 +
=== Opportunities ===
 +
# A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
 +
# A wealthy patron seeks your aid in retrieving a priceless artifact from a well-guarded fortress. Do you accept the challenge?
 +
# A local noble has gone into hiding, fearing an assassination. Can you find them and offer your protection for a price?
 +
# A warlord's hoard is rumored to be hidden in a remote mountain stronghold. Will you claim it for yourself?
 +
# A village is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
 +
# A mysterious figure offers a large sum for the capture of a dangerous criminal. Can you bring them in alive?
 +
# An ancient tomb is said to be filled with both treasure and deadly traps. Will you brave the dangers for the riches within?
 +
# A rival guild has stolen a powerful weapon. Will you recover it and exact revenge?
 +
# A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you take the prize and escape unscathed?
 +
# A sacred relic has been stolen from a temple. Can you retrieve it before the faith’s wrath falls upon the city?
 +
# A fortress under siege offers a hefty reward for its relief. Will you break the siege or join the attackers for a share of the spoils?
 +
# A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
 +
# A notorious warlord has put a price on your head. Will you confront them or disappear into the shadows?
 +
# A rival gang is muscling in on your protection racket. Time to teach them a lesson they won’t forget.
 +
# A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?

Revision as of 08:29, 4 September 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

The Warriors are seasoned fighters, mercenaries, and protectors, who offer their blades to the highest bidder. Whether on the battlefield, in the depths of dungeons, or guarding precious relics, they excel in the art of war and survival. For the Warriors, every conflict is a test of skill, bravery, and loyalty, where victory brings honor and riches.

An adaptation of the Bravos crew playbook.

Claims

Barracks: Your Fighter cohorts get +1 scale. An expansive training ground and armory allows for a larger, well-equipped company. Fighting Pits: During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Bloodsports and duels attract the wealthy and reckless alike. Infirmary: You get +1d to healing treatment rolls. An experienced medic and proper facilities help your warriors recover quickly. Weapon Forge: You get +1d to acquire asset rolls for weapons and armor. A skilled blacksmith ensures your arsenal is always ready. Training Grounds: +1d to Prowess training rolls. A dedicated space for honing combat skills and physical conditioning.
Bluecoat Confederates: You get +1d to the engagement roll for assault plans. City guardsmen have been persuaded to turn a blind eye. Warehouses: You get +1d to acquire asset rolls. Ample storage for supplies and spoils of war. Lair: Your fortified stronghold where plans are made and spoils are secured. Lookouts: You get +1d to Hunt or Survey on your turf. Vigilant sentries keep watch for threats and opportunities. Luxury Barracks: +1d to Command and Sway rolls on-site. Impressive quarters boost morale and loyalty among your ranks.
Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Local merchants pay for your protection, ensuring peace—or else. Street Fence: You get +2 coin in your payoff for scores that involve lower-class targets. Trusted contacts can offload loot quickly, no questions asked. Intimidation: You get -2 heat per score. Your reputation for violence keeps trouble at bay. Shrine: You get -2 heat per score. Dedication to a deity or cause grants your actions divine sanction. Cover Identities: You get +1d to the engagement roll for deception plans. False papers and disguises make your warriors hard to pin down.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Dangerous: Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
  2. Blood Brothers: When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Fighters type for free (if they're already Fighters, add another type).
  3. Door Kickers: When you execute an assault plan, take +1d to the engagement roll.
  4. War Dogs: When you're at war (-3 faction status), PCs get +1d to vice rolls and still get two downtime actions, instead of just one.
  5. Forged in Fire: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
  6. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they support your endeavors?
  7. Fiends: Fear is as good as respect. You may count each wanted level as if it were turf.

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 successful battle, extortion, sabotage, or smash & grab operation.
  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. Darrin, a seasoned mercenary captain.
  2. Lucinda, a wealthy noble with a penchant for hiring warriors.
  3. Magnus, a blacksmith who forges custom weapons.
  4. Soraya, a healer with battlefield experience.
  5. Cedric, a tavern owner who knows everyone’s secrets.
  6. Beatrix, a spy who trades in military intelligence.

Crew Upgrades

☐ Warriors' rigging (1 carried weapon or armor item is concealed and has no load) ☐ Bluecoat Contacts (+1 Tier in interactions with guards or city watch) ☐ Elite Fighters ☐ Elite Rovers ☐-☐-☐ Hardened (+1 trauma box)

Lair ☐ ☐ Reinforced Walls ☐ ☐ Hidden ☐ Quarters ☐ Secure ☐ ☐ Vault ☐ Armory

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

Quality ☐ Gear ☐ Implements ☐ Supplies ☐ Tools ☐ Weapons

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Fighters

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

Rovers

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

Sappers

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

Scouts

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

Opportunities

  1. A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
  2. A wealthy patron seeks your aid in retrieving a priceless artifact from a well-guarded fortress. Do you accept the challenge?
  3. A local noble has gone into hiding, fearing an assassination. Can you find them and offer your protection for a price?
  4. A warlord's hoard is rumored to be hidden in a remote mountain stronghold. Will you claim it for yourself?
  5. A village is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
  6. A mysterious figure offers a large sum for the capture of a dangerous criminal. Can you bring them in alive?
  7. An ancient tomb is said to be filled with both treasure and deadly traps. Will you brave the dangers for the riches within?
  8. A rival guild has stolen a powerful weapon. Will you recover it and exact revenge?
  9. A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you take the prize and escape unscathed?
  10. A sacred relic has been stolen from a temple. Can you retrieve it before the faith’s wrath falls upon the city?
  11. A fortress under siege offers a hefty reward for its relief. Will you break the siege or join the attackers for a share of the spoils?
  12. A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
  13. A notorious warlord has put a price on your head. Will you confront them or disappear into the shadows?
  14. A rival gang is muscling in on your protection racket. Time to teach them a lesson they won’t forget.
  15. A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?