Difference between revisions of "Cartel (FiD)"

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{{FiD}}
 
{{FiD}}
A cartel is a powerful and secretive coalition of various business entities, guilds, or influential figures who collaborate to control markets, trade routes, and economic resources. Their primary goal is to maximize profit and influence by exerting control over key economic activities.
+
A cartel is a secretive coalition seeking to control markets, trade routes, and economic resources. Their primary goal is to maximize profit and influence by exerting control over key economic activities.
 +
 
 +
=== Claims ===
 +
{| class="wikitable"
 +
|align="center" | '''Turf''' Reduces the reputation needed to advance by one.
 +
|align="center" | '''Clothier''' You get +1d to the engagement roll for social plans. 
 +
|align="center" | '''Graft''' You get +2 coin in payoff for scores that involve a show of force or socializing. 
 +
|align="center" | '''Lookouts''' You get +1d to Hunt or Survey on your turf.
 +
|align="center" | '''Foreign Market''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 +
|-
 +
|align="center" | '''Turf''' Reduces the reputation needed to advance by one.
 +
|align="center" | '''Warehouse''' Reduces the cost of advancing '''Tier''' by two coins.
 +
|align="center" | '''Lair''' Your net of holdings start here and can extend horizontally or vertically, but not diagonally.
 +
|align="center" | '''Turf''' Reduces the reputation needed to advance by one.
 +
|align="center" | '''Luxury Venue''' +1d to Consort and Sway rolls on-site. ''Silks, paintings, and crystal impress the clientele.
 +
|-
 +
|align="center" | '''Factorum''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 +
|align="center" | '''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.
 +
|align="center" | '''Surplus Cache''' You get +2 coin in payoff for scores that involve product sale or supply.
 +
|align="center" | '''Shrine''' You get -2 heat per score.
 +
|align="center" | '''Cover Identities''' get +1d to the engagement roll for deception and social plans. 
 +
|}
 +
 
 +
=== Heat & Wanted Level ===
 +
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 +
 
 +
=== Coin ===
 +
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 +
 
 +
=== Special Abilities ===
 +
# '''Silver Tongues:''' Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
 +
# '''Accord:''' Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.
 +
# '''The Good Stuff:''' Your merchandise is exquisite. The product quality is equal to your Tier+2. 
 +
# '''Ghost Market:''' Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to spirits and monsters. They do not pay in coin. What do they pay with?
 +
# '''High Society:''' It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.
 +
# '''Hooked:''' Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.
 +
# '''Patron:''' When you advance your '''Tier''', it costs half the coin it normally would. Who is your patron? Why do they help you?
 +
# '''Additional Playbook:''' Select another crew playbook. From now on can now choose its Claims, Speical 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).
 +
# Acquire product supply, execute clandestine/covert sales, or secure new territory.
 +
# 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 ===
 +
# Anrae, a dilettante
 +
# Brex, a gang boss
 +
# Duroz, of the city guard
 +
# Hoxley, a smuggler
 +
# Nyren, a deal broker
 +
# Vekrin Wott, a magistrate
 +
 
 +
=== Crew Upgrades ===
 +
☐  Hawker's rigging (1 carried item
 +
is concealed and has no load)
 +
☐  Ironhook Contacts (+1 Tier in
 +
prison)
 +
☐  Elite Rooks
 +
☐  Elite Thugs
 +
☐-☐-☐  Composed (+1 stress 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 ===
 +
{{ : Cohorts (FiD) }}
 +
 
 +
=== Opportunities ===
 +
#  A taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for “the next exciting thing.”
 +
#  A knock-off product shows up on the streets and undercuts your price. Is your supplier cutting you out?
 +
#  Your upscale clients are tired of coming to your territory for their fix. Set up a distribution front in a nicer part of town. (Or the same for low-class clients.)
 +
#  Students at Doskvol Academy have shown an interest in your supply, but they need it delivered to them, past the crisp Bluecoat security.
 +
#  A solo operator is providing a much more popular version of your product.
 +
#  A masked figure will pay you well for the opportunity to discreetly kill one of your regulars while they're... distracted.
 +
#  A city council member is considering a total ban on an illicit product—they might be persuaded to make it yours, driving demand sky-high.
 +
#  The gang who operated your territory years ago is back from the Dagger Isles and expects to get back to business as usual.
 +
#  A Bluecoat killed their last dealer for “pushing their relationship too far,” and comes to the crew for an alternate source.
 +
#  The smugglers in your supply chain want to cut out all intermediaries and deal with you directly.
 +
#  A legendary rip-off man and their crew are hitting stash houses. Now a bounty has been put on their head—can you claim it?
 +
#  A brutal gang of savage killers has wiped out a rival's vice den. Now they want you to step in and run it for them.
 +
#  The cult of a forgotten god approaches you with an offer of partnership: they can make your product much more appealing in exchange for... special considerations.
 +
#  A fiery street-crier rails against your product and drives down demand. But you think you recognize them as a customer...
 +
#  A new vice gang is making really smart, savvy moves. Rumor is, they're guided by the ghost of a legendary street operator.
 +
#  Ghosts of former customers are suddenly drawn back to you, demanding their fix.
 +
#  An arcane killer is targeting vice-users and dealers, leaving their hollowed shells wandering the streets.
 +
#  An infamous adventurer has tastes that... you probably don't usually provide for. But they're willing to pay very well.
 +
# Academy opportunity.
 +
# Cabal opportunity.
 +
# Cult opportunity.
 +
# Delvers opportunity.
 +
# Glimmers opportunity.
 +
# Inquisitors opportunity.
 +
# Pioneers opportunity.
 +
# Sentinels opportunity.
 +
# Trackers opportunity.
 +
# Traveler opportunity.
 +
# Troupe opportunity.
 +
# Warrior opportunity.

Latest revision as of 09:09, 6 September 2024

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A cartel is a secretive coalition seeking to control markets, trade routes, and economic resources. Their primary goal is to maximize profit and influence by exerting control over key economic activities.

Claims

Turf Reduces the reputation needed to advance by one. Clothier You get +1d to the engagement roll for social plans. Graft You get +2 coin in payoff for scores that involve a show of force or socializing. Lookouts You get +1d to Hunt or Survey on your turf. Foreign Market Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Turf Reduces the reputation needed to advance by one. Warehouse Reduces the cost of advancing Tier by two coins. Lair Your net of holdings start here and can extend horizontally or vertically, but not diagonally. Turf Reduces the reputation needed to advance by one. Luxury Venue +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the clientele.
Factorum Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. 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. Surplus Cache You get +2 coin in payoff for scores that involve product sale or supply. Shrine You get -2 heat per score. Cover Identities get +1d to the engagement roll for deception and social plans.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Silver Tongues: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
  2. Accord: Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.
  3. The Good Stuff: Your merchandise is exquisite. The product quality is equal to your Tier+2.
  4. Ghost Market: Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to spirits and monsters. They do not pay in coin. What do they pay with?
  5. High Society: It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.
  6. Hooked: Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.
  7. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
  8. Additional Playbook: Select another crew playbook. From now on can now choose its Claims, Speical 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. Acquire product supply, execute clandestine/covert sales, or secure new territory.
  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. Anrae, a dilettante
  2. Brex, a gang boss
  3. Duroz, of the city guard
  4. Hoxley, a smuggler
  5. Nyren, a deal broker
  6. Vekrin Wott, a magistrate

Crew Upgrades

☐ Hawker's rigging (1 carried item is concealed and has no load) ☐ Ironhook Contacts (+1 Tier in prison) ☐ Elite Rooks ☐ Elite Thugs ☐-☐-☐ Composed (+1 stress 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

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Opportunities

  1. A taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for “the next exciting thing.”
  2. A knock-off product shows up on the streets and undercuts your price. Is your supplier cutting you out?
  3. Your upscale clients are tired of coming to your territory for their fix. Set up a distribution front in a nicer part of town. (Or the same for low-class clients.)
  4. Students at Doskvol Academy have shown an interest in your supply, but they need it delivered to them, past the crisp Bluecoat security.
  5. A solo operator is providing a much more popular version of your product.
  6. A masked figure will pay you well for the opportunity to discreetly kill one of your regulars while they're... distracted.
  7. A city council member is considering a total ban on an illicit product—they might be persuaded to make it yours, driving demand sky-high.
  8. The gang who operated your territory years ago is back from the Dagger Isles and expects to get back to business as usual.
  9. A Bluecoat killed their last dealer for “pushing their relationship too far,” and comes to the crew for an alternate source.
  10. The smugglers in your supply chain want to cut out all intermediaries and deal with you directly.
  11. A legendary rip-off man and their crew are hitting stash houses. Now a bounty has been put on their head—can you claim it?
  12. A brutal gang of savage killers has wiped out a rival's vice den. Now they want you to step in and run it for them.
  13. The cult of a forgotten god approaches you with an offer of partnership: they can make your product much more appealing in exchange for... special considerations.
  14. A fiery street-crier rails against your product and drives down demand. But you think you recognize them as a customer...
  15. A new vice gang is making really smart, savvy moves. Rumor is, they're guided by the ghost of a legendary street operator.
  16. Ghosts of former customers are suddenly drawn back to you, demanding their fix.
  17. An arcane killer is targeting vice-users and dealers, leaving their hollowed shells wandering the streets.
  18. An infamous adventurer has tastes that... you probably don't usually provide for. But they're willing to pay very well.
  19. Academy opportunity.
  20. Cabal opportunity.
  21. Cult opportunity.
  22. Delvers opportunity.
  23. Glimmers opportunity.
  24. Inquisitors opportunity.
  25. Pioneers opportunity.
  26. Sentinels opportunity.
  27. Trackers opportunity.
  28. Traveler opportunity.
  29. Troupe opportunity.
  30. Warrior opportunity.