Difference between revisions of "Travelers (FiD)"

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

Revision as of 15:00, 4 September 2024

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Traders are cunning caravaneers and daring navigators, adept at transporting goods and people across dangerous territories. Many of them do speculative trading, while others focus on transport on demand for others. Whether running caravans past bandits, dodging pirates on merchant ships, or smuggling contraband through customs, sieges, and blockades, traders thrive on high-risk ventures where profit and ingenuity are key.

Claims

Turf Reduces the reputation needed to advance by one. Cover Operation You get -2 heat per score. What’s your cover? Who did you seize it from? Fleet Your cohorts have their own vehicles. Each cohort has a common vehicle, with quality equal to your Tier. Informants You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients. Luxury Fence You get +2 coin in payoff for scores that involve high-class targets.
Turf Reduces the reputation needed to advance by one. Warehouses You get +1d to acquire asset rolls. You have space to hold all the various items and supplies you end up with from your trading runs. Lair Your base of operations, with options to expand vertically or horizontally, but not diagonally. Turf Reduces the reputation needed to advance by one. Secret Routes You get +1d to the engagement roll for transport plans.
Side Business Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Barge Add mobility to your lair. You can move it to a new location as a downtime activity. Shrine You get -2 heat per score. Tavern You get +1d to Consort and Sway rolls on-site. Vice Den 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. Like Part of the Family: Create one of your vehicles as a cohort (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).
  2. All Hands: During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.
  3. Ghost Passage: From harsh experience or occult ritual, all crew members are immune to possession by spirits, but may choose to “carry” a ghost as a passenger within their body.
  4. Just Passing Through: 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 citizens.
  5. Leverage: Your crew supplies illicit goods for other factions. Whenever you gain rep, gain +1 rep.
  6. Reavers: When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  7. Renegades: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).

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 trade 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 dock worker.
  2. Rolan, a drug dealer.
  3. Sera, an arms dealer.
  4. Nyelle, a spirit trafficker.
  5. Decker, an anarchist.
  6. Esme, a tavern owner.

Crew Upgrades

☐ Trader's rigging (2 carried items are perfectly concealed) ☐ Camouflage (Your vehicles are perfectly concealed when at rest) ☐ Elite Rovers ☐ Barge (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 trader 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.