Difference between revisions of "Soldiers (FiD)"

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=== Contacts ===
 
=== Contacts ===
# Darrin, a seasoned mercenary captain.
+
# Aedric, a warlike noble.
# Lucinda, a wealthy noble with a penchant for hiring warriors.
+
# Berris, a ranger scout.
# Magnus, a blacksmith who forges custom weapons.
+
# Dravin, a captain of warriors.
# Soraya, a healer with battlefield experience.
+
# Lira, a camp follower.
# Cedric, a tavern owner who knows everyone’s secrets.
+
# Maris, an armorer.
# Beatrix, a spy who trades in military intelligence.
+
# Talyn, a sawbones.
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===

Revision as of 08:37, 6 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

Prestige Contracts: During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Customers pay well for you to show your flag. Barracks: Your Fighter cohorts get +1 scale. An expansive training ground and armory allows for a larger, well-equipped company. Quartermaster: You get +2 coin in your payoff for scores that involve looting. Quartermasters know what to keep and what to sell. Training Grounds: +1d to Prowess training rolls. A dedicated space for honing combat skills and physical conditioning. Weapon Forge: Thug cohorts gain +1 quality because of fine gear. A skilled blacksmith ensures your arsenal is always ready.
Confederates: You get +1d to the engagement roll for assault plans. Allies provide support. 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. Claims start here and can extend horizontally or vertically, but not diagonally. Lookouts: You get +1d to Hunt or Survey on your turf. Vigilant sentries keep watch for threats and opportunities. Cover Identities: You get +1d to the engagement roll for Social plans. False papers and disguises make your warriors hard to pin down.
Infirmary: You get +1d to healing treatment rolls. An experienced medic and proper facilities help your warriors recover quickly. Shrine: You get -2 heat per score. Dedication to a deity or cause grants your actions divine sanction. Profiteering: You get +2 coin in your payoff for scores that involve fighting for pay. You drive a hard bargain in desperate times. Luxury Barracks: +1d to Command and Sway rolls on-site. Impressive quarters boost morale and loyalty among your ranks. Cadre: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Skim the cream when training others' troops.

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: All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
  3. Fiends: Fear is as good as respect. You may count each wanted level as if it were turf.
  4. Forged in Fire: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
  5. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they support your endeavors?
  6. Protectors: Add defend or protect people to tow two of your Crew Xp.
  7. 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.
  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 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. Aedric, a warlike noble.
  2. Berris, a ranger scout.
  3. Dravin, a captain of warriors.
  4. Lira, a camp follower.
  5. Maris, an armorer.
  6. Talyn, a sawbones.

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 Thugs ☐ Elite Rovers ☐-☐-☐ Hardened (+1 trauma box)

Lair ☐☐ Carriage ☐☐ Boat ☐ 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

Hardware: ☐,☐ Boat, ☐,☐ Cannon, ☐,☐ Carriage, ☐,☐ Stable.

Lair: ☐,☐ Hidden, ☐,☐ Secure, ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐ Workshop, ☐ Prison.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort

Cohorts

Name:

☐ Gang or ☐ Expert.

Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.

Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.

Opportunities

  1. A business fires all their demi-human workers and refuses to pay their wages for time already worked. The demis are camped outside, demanding justice.
  2. A Cabal needs to quietly suppress unrest.
  3. A Cartel has set up shop nearby. Lots of tempting pieces for the grabbing.
  4. A Cartel is building a loud, clanking machine in a tower across from an apartment building. The tenants are outraged by the noise and smoke.
  5. A community is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
  6. A Cult is suffering persecution.
  7. A Cult wants a resistant community made an example of.
  8. A distillery is being looted, flooding the community and your company with drink.
  9. 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?
  10. A group of merchants are seeking mercenary muscle to defy the local gang payoffs.
  11. A group of militia have appeared, fighting to protect locals from abuse, likely including you.
  12. A horde of monsters are loose, dragging people to death and terrorizing the area, shutting down commerce and vice.
  13. A local is telling everyone that they '”never capitulate to brutes” and urges others to follow suit. People are listening.
  14. A local noble has retreated to their hold, fearing an assassination. Sell them out or offer your protection for a price?
  15. A monster hunter needs assistance.
  16. A mysterious figure offers a large sum for an ostensibly easy mission.
  17. A natural disaster strikes. Will you assist or plunder the survivors?
  18. A noble has hired a private army to guard their estate for some reason. Must be something worth defending in there...
  19. A notorious warlord has put a price on your heads. Will you confront them or disappear into the shadows?
  20. A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?
  21. A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
  22. A rival company is muscling in on your contracts. Time to teach them a lesson they won’t forget.
  23. A rival company keeps treasures out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.
  24. A rival group has stolen a powerful weapon. Will you recover it and exact revenge?
  25. A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
  26. A sacred relic has been stolen by raiders. Can you retrieve it before the faith’s wrath falls upon the city?
  27. A tavern or community is plagued by rowdy brawls every night. They want an end to it.
  28. A Troupe's performances are causing riots.
  29. A vicious band stalks the district, robbing with impunity and daring anyone to challenge them.
  30. A warlord's hoard is rumored to be hidden in a remote stronghold. Will you claim it for yourself?
  31. A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you save it, or take the prize and escape unscathed?
  32. A wealthy patron seeks your aid in retrieving a priceless artifact from a well-guarded fortress. Do you accept the challenge?
  33. An Academy is hiring security for a special expedition.
  34. An ancient ruin is said to be filled with both treasure and deadly traps. Will you brave the dangers for the riches within?
  35. Bandits have stolen an armed naval ship, and are assaulting craft nearby.
  36. Delvers are hiring security for an expedition. Their crew is a weird mix of people.
  37. Escort a caravan of prisoners.
  38. Inquisitors have trouble with overt rather than covert opposition.
  39. Pioneers need a supply camp protected.
  40. Pioneers needs resistent enclave defeated.
  41. Sentinels need temporary reinforcements.
  42. The city council wants leg-breakers to put an end to unionizing.
  43. The local lord have set up watchtowers and checkpoints to search people for weapons and general harassment.
  44. Trackers for hire, but they need a favor.
  45. Traders need a bandit camp destroyed.
  46. Traders need additional escorts.
  47. Traders or fishers wants competitor’s boats destroyed.
  48. Academy opportunity.
  49. Cabal opportunity.
  50. Cartel opportunity.
  51. Cult opportunity.
  52. Delvers opportunity.
  53. Glimmers opportunity.
  54. Inquisitors opportunity.
  55. Pioneers opportunity.
  56. Sentinels opportunity.
  57. Trackers opportunity.
  58. Traveler opportunity.
  59. Troupe opportunity.