Difference between revisions of "Travelers (FiD)"

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=== Claims ===
 
=== Claims ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" valign= Top | '''Local Investments''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
+
|align="center" valign= Top | '''Investments''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.  
|align="center" valign= Top | '''Cover Operation''' You get -2 heat per score. ''What’s your cover?
+
|align="center" valign= Top | '''Cover Operation''' <br> You get -2 heat per score. ''What’s your cover?
|align="center" valign= Top | '''Heavy Vehicles''' You get +2 coin in payoff for scores that involve high-volume transport.
+
|align="center" valign= Top | '''Wagon Train''' <br>  +2 coin in payoff for scores that focus on cargo.
|align="center" valign= Top | '''Informants''' You get +1d to gather information for a score. ''Your network of local contacts helps you navigate unfamiliar terrain.
+
|align="center" valign= Top | '''Informants''' <br>  +1d to gather information for a score. ''Your network of local contacts helps you navigate unfamiliar terrain.
|align="center" valign= Top | '''Turf'''
+
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
 
|-
 
|-
|align="center" valign= Top | '''Luxuries''' get +1d to the engagement roll for plans involving Transport or Travel.
+
|align="center" valign= Top | '''Luxuries''' <br> +1d to the engagement roll for Social and Deception plans.
|align="center" valign= Top | '''Suppliers''' You get +1d to acquire asset rolls. ''You have established contacts with local suppliers.  
+
|align="center" valign= Top | '''Suppliers''' <br>  +1d to acquire asset rolls. ''You have established contacts with local suppliers.  
|align="center" valign= Top | '''Itinerant Hub''' Your base of operations, with options to expand vertically or horizontally, but not diagonally. It moves along as the campaign moves. You can position it
+
|align="center" valign= Top | '''Hub''' <br> Your base of operations.
|align="center" valign= Top | '''Fast Hub''' Extra mobility for your lair. You can move it to a new location as a downtime activity. Reduces heat by 2 and allows shift between hidden, secure, and quarters lair improvements.
+
|align="center" valign= Top | '''Mobile Hub''' <br> Move your lair as a downtime activity, and shift between Hidden, Secure, and Quarters improvements.
|align="center" valign= Top | '''Hidden Paths''' You get +1d to the engagement roll for Stealth and Transport plans.  
+
|align="center" valign= Top | '''Hidden Paths''' <br>  +1d to the engagement roll for Stealth and Transport plans.  
 
|-  
 
|-  
|align="center" valign= Top | '''Secret Aproches''' You get +1d to the engagement roll for Assault and Magic plans.  
+
|align="center" valign= Top | '''Secret Approaches''' <br>  +1d to the engagement roll for Occult and Transport plans.  
|align="center" valign= Top | '''Waystation''' You get +1d to Consort and Sway rolls on-site.  
+
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
|align="center" valign= Top | '''High-Class Travel''' You get +2 coin in payoff for scores that mainly involve passengers.
+
|align="center" valign= Top | '''Coaches''' <br>  +2 coin in payoff for scores that mainly involve passengers.
|align="center" valign= Top | '''Fleet''' Your cohorts have their own vehicles or mounts. Each cohort has a common vehicle with quality equal to your Tier. Doubles cohort income.
+
|align="center" valign= Top | '''Fleet''' <br> Your cohorts have vehicles, doubling their income from downtime activities.
|align="center" valign= Top | '''Established Route''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.  
+
|align="center" valign= Top | '''Established Route''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
 
|}
 
|}
  
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# '''Flexible Operations:''' Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
 
# '''Flexible Operations:''' Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
 
# '''Hidden Routes:''' Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
 
# '''Hidden Routes:''' Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
# '''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). <br> • '''Vehicle Edges:''' ''Nimble:'' The vehicle handles easily. +1d 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.<br> • '''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.
 
 
# '''Reavers:''' When you go into vehicle combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
 
# '''Reavers:''' When you go into vehicle combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
 
# '''Route Masters:''' When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
 
# '''Route Masters:''' When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
 +
# '''Signature Ride:''' Treat one of your vehicles or mounts as a cohort (p. 95). Use the vehicle edges and flaws below. Its quality is equal to your Tier +1. 
 +
#* '''Vehicle Edges:''' ''Nimble:'' The vehicle handles easily. +1d for maneuvers. ''Simple:'' +2d to repair. ''Sturdy:'' The vehicle takes no penalties for damage until broken.
 +
#* '''Vehicle Flaws:''' ''Conspicuous:'' +1 heat when you use it on a score. ''Costly:'' The vehicle costs 1 coin score when used. ''Finicky:'' The vehicle suffers -1 quality except with its one expert operator.
 
# '''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.
 
# '''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.
  
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=== Crew Upgrades ===
 
=== Crew Upgrades ===
☐  Carrying Slings (2 extra load to entire crew)
+
'''Start
☐  Traveler's rigging (2 carried items are perfectly concealed)
+
Rover cohorts, a boat or carriage.
☐  Camouflage (Your vehicles or mounts are perfectly concealed when at rest)
 
☐  Elite Rovers
 
☐-☐-☐  Steady (+1 stress box for each PC)
 
  
'''Lair''' 
+
'''Travelers
■☐ Vehicle
+
Carrying Slings (2 extra load to entire crew),
☐☐ Carriage
+
Movable Lair (move as a downtime action).
☐☐ 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 ===
 
 
{{ : Cohorts (FiD) }}
 
{{ : Cohorts (FiD) }}
  
 +
{| class="wikitable" align=right
 +
|+ '''Random Forms'''
 +
|-
 +
|
 +
# Air
 +
# Animal
 +
# Darkness
 +
# Death
 +
# Earth
 +
# Electricity
 +
# Fire
 +
# Flux
 +
# Ice
 +
# Illusion
 +
# Kinesis
 +
# Life
 +
# Light
 +
# Metal
 +
# Mind
 +
# Order
 +
# Plant
 +
# Space
 +
# Time
 +
# Water 
 +
|}
 
=== 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.
+
# Spirit of a random [[Powers (FiD)#Forms|Form]].
# A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.  
+
# Monster of a random [[Powers (FiD)#Forms|Form]].
# A cult wants to smuggle their demon-tainted “chosen one” past the Spirit Wardens and out into the deathlands.  
+
# Magic secrets of a random [[Powers (FiD)#Forms|Form]].
 +
# Sorcerous specialist of a random [[Powers (FiD)#Forms|Form]].
 +
# Magic item of a random [[Powers (FiD)#Forms|Form]].
 +
# Power source of a random [[Powers (FiD)#Forms|Form]].
 +
# Cabal opportunity.
 +
# Cartel opportunity.
 +
# Cult opportunity.
 +
# Delver opportunity.
 +
# Glimmer opportunity.
 +
# Manhunter opportunity.
 +
# Soldier opportunity.
 +
# Traveler opportunity.
 +
# Troupe opportunity.
 +
# Warden opportunity.
 +
# A client wants you to move a strange package around the city for two days straight. Don't stop moving!  
 +
# A criminal organization needs weapons smuggled into prison to seize control of a cell-block.  
 +
# A cult wants to smuggle their demon-tainted “chosen one”.  
 
# A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
 
# 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 derailed caravan 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 district is quarantined due to monster infestation or plague. They need basic supplies and magic even more.  
 
# A hidden trade route has been discovered, offering potential for great profit—or danger.
 
# 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 jailbreak means many escaped prisoners seek flight from the city.  
 
# A massive gang war creates high demand for restricted military weapons and heavy ordnance.  
 
# 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 new spice has been discovered but it's officially banned. Naturally, everyone wants it.  
 
# A noble family needs a secret delivery made, no questions asked.
 
# 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 noble’s crimes leave their assets frozen. Their commercial expedition, full from an expedition, is forbidden to sell its cargo.
 
# A notorious bandit gang is targeting your caravans and demanding tribute.
 
# 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 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 crew offers a partnership, but can they be trusted?
# A rival traveler is undercutting your prices in a key market.
+
# A rival traveler group 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 route is closed to traffic and there are no tolls 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.
# An ancient artifact has been spotted outside the barrier and academics need it in the city yesterday. For study, of course.  
+
# An ancient artifact has been spotted 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.  
+
# Nobility slumming it 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.  
+
# For a nominal "gift", the guard 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.  
 
# 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.  
+
# The fleet 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.  
+
# 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.
 
# The city council outlaws a formerly legal product.  
 
# The city council outlaws a formerly legal product.  
 
# 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.
 
# Union organizers want to arm factory workers in advance of a strike.
 
# Union organizers want to arm factory workers in advance of a strike.
# Academy opportunity.  
+
# Transport escaped prisoners.
# Cabal opportunity.
+
# Transport contract workers fleeing obligations.
# Cartel opportunity.
+
# Transport insurrectionists and anarchists.
# Cult opportunity.  
+
# Transport refugees or immigrants.
# Delvers opportunity.  
+
# Transport a noble or official seeking secret travel.
# Glimmers opportunity.
+
# Transport fine tobacco, whiskey, wine, etc.
# Inquisitors opportunity.
+
# Transport luxuries—perfumes, silks, spices.
# Pioneers opportunity.
+
# Transport livestock or dangerous animals.
# Sentinels opportunity.
+
# Transport medical, alchemicals.
# Trackers opportunity.
+
# Transport military arms.
# Troupe opportunity.
+
# Transport confidential documents.
# Warrior opportunity.
+
# Transport banned art, seditious materials.
 
+
# Transport arcane implements or documents.
# Escaped Prisoners, Spies (forbidden)
+
# Transport volatile alchemical explosives.
# Workers Fleeing Contracts (forbidden)
+
# Transport rare beasts for gladiatorial games.
# Insurrectionists or Anarchists (forbidden)
+
# Transport relics of ancient cultures.
# Refugees or Immigrants (restricted access)
+
# Transport of political prisoners.
# A Noble or Official Seeking Secret Travel
+
# Transport merchant guild secrets or ledgers.
# Fine Tobacco, Whiskey, Wine, etc. (high tax)
+
# Transport stolen artwork from famous collections.
# Luxuries—Perfumes, Silks, Spices (high tax)
+
# Transport dangerous magical flora or fauna.
# Livestock or Dangerous Animals (restricted ownership)
+
# Transport prisoners of war.
# Medicine, Alchemicals (restricted ownership)
+
# Transport clandestine religious icons.
# Military Arms (restricted ownership)
+
# Transport pirate’s treasure map.
# Drugs (high tax)
+
# Transport cursed shipwreck artifacts.
# Confidential Documents (restricted ownership)
+
# Transport assassination contracts.
# Banned Art, Seditious Materials (restricted ownership)
+
# Transport war trophies from a disputed territory.
# Arcane Implements or Documents (forbidden)
+
# Transport smuggled war correspondence.
# Electroplasmic Tech (restricted ownership)
+
# Transport escaped royal heir.
# Volatile Alchemicals or Explosives (forbidden)
+
# Transport untaxed gemstones or precious metals.
# Spirit Essences (restricted ownership)
+
# Transport rare manuscripts of forbidden knowledge.
# Rare Beasts for Gladiatorial Games (restricted ownership)
+
# Transport black market luxury goods.
# Forbidden Relics of Ancient Cultures (forbidden)
+
# Transport ancient maps to lost cities.
# Smuggling of Political Prisoners (forbidden)
+
# Transport escaped sorcerer or mage.
# Merchant Guild Secrets or Ledgers (confidential)
+
# Transport people with illicit magical tattoos.
# Stolen Artwork from Famous Collections (restricted ownership)
+
# Transport smuggled sea serpent eggs.
# Dangerous Magical Flora or Fauna (restricted ownership)
+
# Transport abducted nobles.
# Smuggled Prisoners of War (forbidden)
+
# Transport high-priced mercenaries.
# Clandestine Religious Icons (banned)
+
# Transport poached magical creatures.
# Pirate’s Treasure Map (forbidden)
+
# Transport controlled substances from other realms.
# Cursed Shipwreck Artifacts (forbidden)
+
# Transport disguised royal family members in hiding.
# Assassination Contracts (forbidden)
+
# Transport forbidden love letters.
# War Trophies from a Disputed Territory (restricted ownership)
+
# Transport escaped djinn or elemental.
# Smuggled War Correspondence (confidential)
+
# Transport slaves runaway from highborn families.
# Escaped Royal Heir (forbidden)
+
# Transport rogue alchemists selling experimental potions.
# Untaxed Gemstones or Precious Metals (high tax)
+
# Transport stolen merchant fleet cargo.
# Rare Manuscripts of Forbidden Knowledge (banned)
+
# Transport cursed weapons from a lost civilization.
# Black Market Luxury Goods (high tax)
+
# Transport illicitly traded dragon’s blood.
# Ancient Maps to Lost Cities (confidential)
+
# Transport hostile tribe seeking passage.
# Escaped Sorcerer or Mage (forbidden)
+
# Transport smuggling heirs of disgraced nobility.
# Illicitly Traded Magical Tattoos (restricted ownership)
+
# Transport dangerous beasts captured for scientific study.
# Smuggled Sea Serpent Eggs (restricted ownership)
+
# Transport black market medical supplies.
# Abducted Nobles (confidential)
+
# Transport escaped mutants from forbidden experiments.
# High-Priced Mercenaries (restricted contracts)
+
# Transport documents detailing military secrets.
# Poached Magical Creatures (forbidden)
+
# Transport contraband from the Feywild.
# Controlled Substances from Other Realms (high tax)
+
# Transport stolen naval plans from a rival kingdom.
# Disguised Royal Family Members in Hiding (confidential)
+
# Transport illegally traded living constructs.
# Forbidden Love Letters Between Enemy Nations (confidential)
+
# Transport unauthorized maps of hidden passageways.
# Escaped Djinn or Elemental (forbidden)
+
# Transport poached legendary game animals.
# Slaves Runaway from Highborn Families (forbidden)
+
# Transport rebel leaders seeking safe passage.
# Rogue Alchemists Selling Experimental Potions (restricted ownership)
+
# Transport dangerous storm lore or weather manipulation artifacts.
# Stolen Merchant Fleet Cargo (confidential)
+
# Transport smuggling cult artifacts.
# Cursed Weapons from a Lost Civilization (forbidden)
+
# Transport stolen obsidian blades from dark temples.
# Illicitly Traded Dragon’s Blood (restricted ownership)
+
# Transport fugitive rival smugglers.
# Hostile Tribe Seeking Passage (restricted access)
+
# Transport captured pirate lord.
# Smuggling Heirs of Disgraced Nobility (forbidden)
+
# Transport sealed royal decrees.
# Dangerous Beasts Captured for Scientific Study (restricted ownership)
+
# Transport arcane siege engines.
# Black Market Medical Supplies (high tax)
+
# Transport sentient objects.
# Escaped Mutants from Forbidden Experiments (forbidden)
+
# Transport necromantic ingredients.
# Smuggled Relics of Fallen Empires (banned)
+
# Transport wild fey beasts captured for exhibition.
# Documents Detailing Military Secrets (confidential)
+
# Transport contraband from the Underdark.
# Contraband From the Feywild (forbidden)
+
# Transport runaway automata.
# Stolen Naval Plans from a Rival Kingdom (confidential)
+
# Transport treasures of the undersea kingdoms.
# Illegally Traded Living Constructs (restricted ownership)
+
# Transport treasures of the drow.
# Unauthorized Maps of Hidden Passageways (confidential)
+
# Transport illegal portal device.
# Poached Legendary Game Animals (forbidden)
+
# Transport spices from infernal realms.
# Rebel Leaders Seeking Safe Passage (forbidden)
+
# Transport seditious propaganda.
# Dangerous Storm Lore or Weather Manipulation Artifacts (forbidden)
+
# Transport dangerous alchemical weapons.
# Smuggling Cult Artifacts (forbidden)
+
# Transport stolen military uniforms and identification.
# Dangerous Flora From the Shadowfell (restricted ownership)
+
# Transport poisonous creatures.
# Stolen Obsidian Blades from Dark Temples (restricted ownership)
+
# Transport stolen ship logs from pirate captains.
# Fugitive Smugglers (forbidden)
+
# Transport cursed amulets of ancient deities.
# Captured Pirate Lords (forbidden)
+
# Transport smuggling flesh grafts from forbidden lands.
# Stolen Sealed Royal Decrees (confidential)
+
# Transport prisoners of an overthrown kingdom.
# Livestock Infected with Magical Diseases (restricted ownership)
+
# Transport dwarven underworld blacksmith secrets.
# Plundered Vaults of Fallen Kings (restricted ownership)
+
# Transport elves on the run.
# Stolen Plans for Arcane Siege Engines (confidential)
+
# Transport royal family lineage records.
# Illicit Exports of Sentient Objects (forbidden)
+
# Transport illicit animal trading of exotic monsters.
# Illegal Transport of Necromantic Ingredients (forbidden)
+
# Transport poached phoenix feathers.
# Wild Fey Beasts Captured for Exhibition (restricted ownership)
 
# Contraband from the Underdark (restricted ownership)
 
# Runaway War Automata (restricted ownership)
 
# Forbidden Treasures of the Undersea Kingdoms (forbidden)
 
# Forbidden Treasures of the Drow (forbidden)
 
# Dangerous Explosive Cargo for Rebel Factions (forbidden)
 
# Illegal Portal Technology (forbidden)
 
# Lost Blueprints of Arcane Cities (confidential)
 
# Smuggling Spices from Infernal Realms (high tax)
 
# Seditious Propaganda Against the Crown (banned)
 
# Dangerous Alchemical Weapons (forbidden)
 
# Stolen Military Uniforms and Identification (confidential)
 
# Poisonous Creatures from Other Planes (restricted ownership)
 
# Stolen Ship Logs from Pirate Captains (confidential)
 
# Illicit Trade of Teleportation Devices (restricted ownership)
 
# Cursed Amulets of Ancient Deities (forbidden)
 
# Smuggling Flesh Grafts from Forbidden Lands (forbidden)
 
# Prisoners of an Overthrown Kingdom (restricted access)
 
# Dwarven Underworld Blacksmith Secrets (confidential)
 
# Elves on the run (confidential)
 
# Stolen Royal Family Lineage Records (confidential)
 
# Dangerous Arcane Batteries for Siege Engines (forbidden)
 
# Illicit Animal Trading of Exotic Monsters (restricted ownership)
 
# Poached Phoenix Feathers (restricted ownership)
 
# Roll twice.
 

Latest revision as of 00:33, 20 March 2025

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

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

Investments
During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
Cover Operation
You get -2 heat per score. What’s your cover?
Wagon Train
+2 coin in payoff for scores that focus on cargo.
Informants
+1d to gather information for a score. Your network of local contacts helps you navigate unfamiliar terrain.
Turf
Reduces the coin cost multiplier to advance crew tier.
Luxuries
+1d to the engagement roll for Social and Deception plans.
Suppliers
+1d to acquire asset rolls. You have established contacts with local suppliers.
Hub
Your base of operations.
Mobile Hub
Move your lair as a downtime activity, and shift between Hidden, Secure, and Quarters improvements.
Hidden Paths
+1d to the engagement roll for Stealth and Transport plans.
Secret Approaches
+1d to the engagement roll for Occult and Transport plans.
Turf
Reduces the coin cost multiplier to advance crew tier.
Coaches
+2 coin in payoff for scores that mainly involve passengers.
Fleet
Your cohorts have vehicles, doubling their income from downtime activities.
Established Route
During downtime, roll your Tier. 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 3 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime.
  3. Flexible Operations: Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
  4. Hidden Routes: Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
  5. Reavers: When you go into vehicle combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  6. Route Masters: When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  7. Signature Ride: Treat one of your vehicles or mounts as a cohort (p. 95). Use the vehicle edges and flaws below. Its quality is equal to your Tier +1.
    • Vehicle Edges: Nimble: The vehicle handles easily. +1d for maneuvers. Simple: +2d to repair. Sturdy: The vehicle takes no penalties for damage until broken.
    • Vehicle Flaws: Conspicuous: +1 heat when you use it on a score. Costly: The vehicle costs 1 coin score when used. Finicky: The vehicle suffers -1 quality except with its one expert operator.
  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. Alen, a waystation owner.
  2. Decker, a nomad.
  3. Kyris, a customs agent.
  4. Nyce, a patroller.
  5. Orin, a merchant.
  6. Thalen, a guide.

Crew Upgrades

Start Rover cohorts, a boat or carriage.

Travelers ☐ Carrying Slings (2 extra load to entire crew), ☐ Movable Lair (move as a downtime action).

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.

Random Forms
  1. Air
  2. Animal
  3. Darkness
  4. Death
  5. Earth
  6. Electricity
  7. Fire
  8. Flux
  9. Ice
  10. Illusion
  11. Kinesis
  12. Life
  13. Light
  14. Metal
  15. Mind
  16. Order
  17. Plant
  18. Space
  19. Time
  20. Water

Opportunities

  1. Spirit of a random Form.
  2. Monster of a random Form.
  3. Magic secrets of a random Form.
  4. Sorcerous specialist of a random Form.
  5. Magic item of a random Form.
  6. Power source of a random Form.
  7. Cabal opportunity.
  8. Cartel opportunity.
  9. Cult opportunity.
  10. Delver opportunity.
  11. Glimmer opportunity.
  12. Manhunter opportunity.
  13. Soldier opportunity.
  14. Traveler opportunity.
  15. Troupe opportunity.
  16. Warden opportunity.
  17. A client wants you to move a strange package around the city for two days straight. Don't stop moving!
  18. A criminal organization needs weapons smuggled into prison to seize control of a cell-block.
  19. A cult wants to smuggle their demon-tainted “chosen one”.
  20. A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
  21. A derailed caravan has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
  22. A district is quarantined due to monster infestation or plague. They need basic supplies and magic even more.
  23. A hidden trade route has been discovered, offering potential for great profit—or danger.
  24. A jailbreak means many escaped prisoners seek flight from the city.
  25. A massive gang war creates high demand for restricted military weapons and heavy ordnance.
  26. A new spice has been discovered but it's officially banned. Naturally, everyone wants it.
  27. A noble family needs a secret delivery made, no questions asked.
  28. A noble’s crimes leave their assets frozen. Their commercial expedition, full from an expedition, is forbidden to sell its cargo.
  29. A notorious bandit gang is targeting your caravans and demanding tribute.
  30. A pirate lord demands a share of your profits in exchange for safe passage.
  31. A rival crew offers a partnership, but can they be trusted?
  32. A rival traveler group is undercutting your prices in a key market.
  33. A route is closed to traffic and there are no tolls due to: imminent collapse—weird events—toxic gas— fires.
  34. A wealthy client wants a dangerous delivery made to a fortified location.
  35. An ancient artifact has been spotted and academics need it in the city yesterday. For study, of course.
  36. Nobility slumming it has a sudden and urgent need to go home that they won't explain.
  37. For a nominal "gift", the guard will help you acquire a vehicle seized from another gang.
  38. Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.
  39. The fleet made undocumented stops. Meet them outside the city and bring some things in uninspected.
  40. Insurrectionists need supplies for their campaign of terror attacks against city institutions.
  41. Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
  42. The city council outlaws a formerly legal product.
  43. The local government has imposed new tariffs, making smuggling more profitable—but riskier.
  44. Union organizers want to arm factory workers in advance of a strike.
  45. Transport escaped prisoners.
  46. Transport contract workers fleeing obligations.
  47. Transport insurrectionists and anarchists.
  48. Transport refugees or immigrants.
  49. Transport a noble or official seeking secret travel.
  50. Transport fine tobacco, whiskey, wine, etc.
  51. Transport luxuries—perfumes, silks, spices.
  52. Transport livestock or dangerous animals.
  53. Transport medical, alchemicals.
  54. Transport military arms.
  55. Transport confidential documents.
  56. Transport banned art, seditious materials.
  57. Transport arcane implements or documents.
  58. Transport volatile alchemical explosives.
  59. Transport rare beasts for gladiatorial games.
  60. Transport relics of ancient cultures.
  61. Transport of political prisoners.
  62. Transport merchant guild secrets or ledgers.
  63. Transport stolen artwork from famous collections.
  64. Transport dangerous magical flora or fauna.
  65. Transport prisoners of war.
  66. Transport clandestine religious icons.
  67. Transport pirate’s treasure map.
  68. Transport cursed shipwreck artifacts.
  69. Transport assassination contracts.
  70. Transport war trophies from a disputed territory.
  71. Transport smuggled war correspondence.
  72. Transport escaped royal heir.
  73. Transport untaxed gemstones or precious metals.
  74. Transport rare manuscripts of forbidden knowledge.
  75. Transport black market luxury goods.
  76. Transport ancient maps to lost cities.
  77. Transport escaped sorcerer or mage.
  78. Transport people with illicit magical tattoos.
  79. Transport smuggled sea serpent eggs.
  80. Transport abducted nobles.
  81. Transport high-priced mercenaries.
  82. Transport poached magical creatures.
  83. Transport controlled substances from other realms.
  84. Transport disguised royal family members in hiding.
  85. Transport forbidden love letters.
  86. Transport escaped djinn or elemental.
  87. Transport slaves runaway from highborn families.
  88. Transport rogue alchemists selling experimental potions.
  89. Transport stolen merchant fleet cargo.
  90. Transport cursed weapons from a lost civilization.
  91. Transport illicitly traded dragon’s blood.
  92. Transport hostile tribe seeking passage.
  93. Transport smuggling heirs of disgraced nobility.
  94. Transport dangerous beasts captured for scientific study.
  95. Transport black market medical supplies.
  96. Transport escaped mutants from forbidden experiments.
  97. Transport documents detailing military secrets.
  98. Transport contraband from the Feywild.
  99. Transport stolen naval plans from a rival kingdom.
  100. Transport illegally traded living constructs.
  101. Transport unauthorized maps of hidden passageways.
  102. Transport poached legendary game animals.
  103. Transport rebel leaders seeking safe passage.
  104. Transport dangerous storm lore or weather manipulation artifacts.
  105. Transport smuggling cult artifacts.
  106. Transport stolen obsidian blades from dark temples.
  107. Transport fugitive rival smugglers.
  108. Transport captured pirate lord.
  109. Transport sealed royal decrees.
  110. Transport arcane siege engines.
  111. Transport sentient objects.
  112. Transport necromantic ingredients.
  113. Transport wild fey beasts captured for exhibition.
  114. Transport contraband from the Underdark.
  115. Transport runaway automata.
  116. Transport treasures of the undersea kingdoms.
  117. Transport treasures of the drow.
  118. Transport illegal portal device.
  119. Transport spices from infernal realms.
  120. Transport seditious propaganda.
  121. Transport dangerous alchemical weapons.
  122. Transport stolen military uniforms and identification.
  123. Transport poisonous creatures.
  124. Transport stolen ship logs from pirate captains.
  125. Transport cursed amulets of ancient deities.
  126. Transport smuggling flesh grafts from forbidden lands.
  127. Transport prisoners of an overthrown kingdom.
  128. Transport dwarven underworld blacksmith secrets.
  129. Transport elves on the run.
  130. Transport royal family lineage records.
  131. Transport illicit animal trading of exotic monsters.
  132. Transport poached phoenix feathers.