Difference between revisions of "Manhunters (FiD)"
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{{ : 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 === | ||
+ | # Spirit of a random [[Powers (FiD)#Forms|Form]]. | ||
+ | # Monster of a random [[Powers (FiD)#Forms|Form]]. | ||
+ | # 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. | # Cabal opportunity. | ||
# Cartel opportunity. | # Cartel opportunity. | ||
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# Delver opportunity. | # Delver opportunity. | ||
# Glimmer opportunity. | # Glimmer opportunity. | ||
+ | # Soldier opportunity. | ||
# Traveler opportunity. | # Traveler opportunity. | ||
# Troupe opportunity. | # Troupe opportunity. | ||
# Warden opportunity. | # Warden opportunity. | ||
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# A corrupt official is using legal loopholes to free notorious criminals. Will you take them down or expose their dealings? | # A corrupt official is using legal loopholes to free notorious criminals. Will you take them down or expose their dealings? | ||
# A wanted fugitive has fled into a dangerous district, hiding among the desperate. Can you track them without drawing attention? | # A wanted fugitive has fled into a dangerous district, hiding among the desperate. Can you track them without drawing attention? | ||
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# A former Manhunter, now hunted themselves, seeks the aid of their old comrades, forcing difficult choices and confrontations. | # A former Manhunter, now hunted themselves, seeks the aid of their old comrades, forcing difficult choices and confrontations. | ||
# A previous target has returned roaming free. Did they escape, or was there a case of mistaken identity? | # A previous target has returned roaming free. Did they escape, or was there a case of mistaken identity? | ||
+ | # A notorious fugitive has changed identities and integrated into a noble’s household. The Manhunters must uncover their disguise. | ||
+ | # A rogue alchemist is selling explosive devices to insurgents, and the Manhunters must track and capture them before the city is endangered. | ||
+ | # A caravan carrying a cache of illicit goods is ambushed, and the Manhunters are hired to recover the stolen items and apprehend the thieves. | ||
+ | # A deserter from a rival mercenary company is hiding in the slums. Do you bring them to justice or leverage their knowledge? | ||
+ | # A secretive noble house is sheltering a criminal wanted for war crimes. The Manhunters must infiltrate to extract the target. | ||
+ | # An escaped convict has taken hostages in a heavily fortified position. The Manhunters must negotiate or breach to resolve the situation. | ||
+ | # A high-profile heist leaves the local authority scrambling. The Manhunters are hired to find and detain the culprits. | ||
+ | # A gang leader has placed a bounty on the head of a rival. The Manhunters are caught between rival factions and must navigate carefully. | ||
+ | # A dangerous fugitive has sought asylum in a temple claiming redemption. The Manhunters must determine whether to honor sanctuary or seize them. | ||
+ | # A rare magical artifact has been stolen, and the thief is using its powers to evade capture. The Manhunters must neutralize the threat. | ||
+ | # A mysterious figure is organizing jailbreaks across the city. The Manhunters are tasked with uncovering and stopping the mastermind. | ||
+ | # A former ally is suspected of leaking critical information about ongoing Manhunter operations. Investigate and resolve the betrayal. | ||
+ | # A prisoner with crucial intelligence has escaped during transport. Recapturing them is essential to completing a larger mission. | ||
+ | # A rebel faction hires the Manhunters to capture a traitor within their ranks who knows their secrets. | ||
+ | # A rogue artificer is selling dangerous constructs to criminal groups. The Manhunters are hired to shut down their operation. | ||
+ | # A wealthy patron’s heir has been taken hostage by a rival merchant house. The Manhunters must extract the heir and return them unharmed. | ||
+ | # A prominent figure is assassinated, and the Manhunters are hired to apprehend the suspected killer before they escape the city. | ||
+ | # A magical beast that was illegally smuggled into the city has escaped and is wreaking havoc. The Manhunters must capture it alive. | ||
+ | # A criminal syndicate has been spreading false leads to distract from their true operations. The Manhunters must untangle the deception. | ||
+ | # A pirate captain with a massive bounty is rumored to be seeking refuge in a port town. The Manhunters must investigate the claims. | ||
+ | # A deadly poison has been unleashed in a public market. The Manhunters must track down the source and apprehend the culprit. | ||
+ | # A rogue knight accused of atrocities during a border conflict is hiding in plain sight. The Manhunters must unmask and capture them. | ||
+ | # A series of disappearances leads the Manhunters to an underground fight ring run by a powerful criminal lord. | ||
+ | # A foreign diplomat hires the Manhunters to locate a stolen treaty that could prevent a looming war. | ||
+ | # A cursed relic stolen from an ancient tomb is causing chaos wherever it travels. The Manhunters must retrieve it and find a safe way to neutralize it. | ||
+ | # A fugitive sorcerer has created a network of magical illusions to cover their tracks. The Manhunters must dispel the illusions and capture them. |
Latest revision as of 22:14, 18 January 2025
Starfox's Blades in the Dark fan page |
The Manhunters are skilled trackers, inquisitors, bounty hunters, and detectives, dedicated to hunting fugitives, uncovering hidden truths, and enforcing justice. Whether pursuing dangerous criminals or exposing dark conspiracies, they excel at bringing their quarry to justice while navigating the perilous underworld. For the Manhunters, every chase is a test of wit, patience, and tenacity, where success brings reputation and coin.
An adaptation of the Assassin crew playbook.
Claims
Bounty Office During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat. |
Justice Office Reduce heat by 2 per score. Ties to local law enforcement reduce scrutiny. |
Bounty Agent Earn +2 coin in payoff for scores involving capture without killing. |
Turf Reduce the reputation cost to advance. |
Armory Your Thug cohorts gain +1 quality. Specialized gear ensures your crew is always prepared. |
Cover Identities Gain +1d to engagement rolls for Social and Transport plans. |
Turf Reduce the reputation cost to advance. |
Lair Your hideout where fugitives are held and investigations are planned. |
Informants Gain +1d to engagement rolls for Assault and Stealth plans. |
Legal Sanction Killing on a score does not increase heat. |
Infirmary Gain +1d to healing treatment rolls and to Command rolls for interrogations on-site. |
Case Files Gain +1d to gather information for investigative scores. A comprehensive archive of criminal records and intel. |
Murder Market Earn +2 coin in payoff for scores involving killing. |
Turf Reduce the reputation cost to advance. |
Small Marks During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat. |
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Coin
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Relentless: Each PC may add +1 action rating to Hunt, Survey, or Skirmish (up to a max rating of 3).
- Pack Hunters: When working with cohorts on a target, they gain +1d for teamwork rolls (setup and group actions). All cohorts gain the Tracker type for free (if already Trackers, add another type).
- Clean Getaway: Gain +1d to engagement rolls for Stealth or Deception plans.
- Marked Prey: Treat each Wanted Level as if it were turf.
- Toughened: Each PC gains +1d to resistance rolls from years of hunting dangerous targets.
- Bounty Patron: Advancing your Tier costs half the usual coin. Who funds your bounty hunts, and why?
- Against All Odds: While at war (-3 faction status), PCs gain +1d to vice rolls and retain two downtime actions instead of just one.
- Additional Playbook: Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.
Crew XP
At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):
- Execute a successful capture, investigation, sabotage, or heist 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
- Karlos, a relentless bounty hunter.
- Alina, a magistrate who provides leads on fugitives.
- Roth, a fence who moves confiscated goods.
- Mira, an underworld informant with a wide network of spies.
- Jorik, a jailer with connections to many captives.
- Thorne, a former target turned reluctant ally.
Crew Upgrades
Starting Upgrades Secure, Thug Cohorts, 2 of choice.
Manhunters Only Upgrades ☐ Disassembly Weapons (1 weapon per crew member is concealed, has no load, but requires assembly) ☐ Magistrate Contract (+1 Tier in interactions with the law)
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
- Spirit of a random Form.
- Monster of a random Form.
- Magic secrets of a random Form.
- Sorcerous specialist of a random Form.
- Magic item of a random Form.
- Power source of a random Form.
- Cabal opportunity.
- Cartel opportunity.
- Cult opportunity.
- Delver opportunity.
- Glimmer opportunity.
- Soldier opportunity.
- Traveler opportunity.
- Troupe opportunity.
- Warden opportunity.
- A corrupt official is using legal loopholes to free notorious criminals. Will you take them down or expose their dealings?
- A wanted fugitive has fled into a dangerous district, hiding among the desperate. Can you track them without drawing attention?
- A noble hires you to discreetly capture a rival involved in illegal activities.
- A cartel has stolen evidence from a government archive. Will you recover it or use it for your own gain?
- A secretive cult has been abducting people. Are you hired to find them, or to put an end to their sinister activities?
- A fortress under siege is harboring a fugitive. Will you break the siege to capture the target or side with the attackers?
- A group of bounty hunters are closing in on the same quarry. Will you cooperate, or eliminate the competition?
- A powerful mage has evaded the law for too long. Will you bring them to justice, or fall prey to their magic?
- A rival company has stolen a valuable artifact. Will you recover it and make a name for yourself, or sell it to the highest bidder?
- A notorious criminal has resurfaced after years in hiding. Can you capture them before their old allies find them first?
- A wealthy merchant seeks revenge on a thief who stole their fortune. Will you catch the thief, or take the loot for yourself?
- An underworld figure is threatening your operation. Will you take them down or strike a deal to avoid conflict?
- Authorities are looking for extra manpower to contain a violent uprising. Will you help restore order, or profit from the chaos?
- A prominent figure is accused of a crime they didn't commit. Will you expose the truth or take the opportunity to profit from the lie?
- A mysterious benefactor offers a large sum to retrieve a dangerous fugitive. Will you accept the job, or investigate their true motives?
- A monstrous creature has been terrorizing the countryside
- A fugitive noble accused of treason has vanished, and the Manhunters are hired to track them down before they rally supporters.
- A notorious bandit leader with a high bounty is rumored to be hiding in a nearby village under an assumed identity.
- A wealthy merchant’s heir has been kidnapped, and the Manhunters must rescue them before the ransom deadline.
- A serial killer is targeting clergy, leaving cryptic messages at each crime scene, and the Manhunters are called to investigate.
- A disgraced alchemist on the run has stolen a dangerous formula, and the Manhunters must retrieve it before it falls into the wrong hands.
- A rival assassin has put a price on the head of a prominent political figure, and the Manhunters must intercept them.
- A debtor has fled town, and a ruthless moneylender hires the Manhunters to retrieve their "investment".
- A famous bard accused of slander has gone into hiding, and their accuser wants them brought to justice.
- A spy has stolen sensitive documents from a military outpost, and the Manhunters must recover them before they’re sold.
- A mercenary deserter is spreading secrets about their former employer, and the Manhunters must silence them.
- A cult leader responsible for inciting riots has fled to the wilderness, and the Manhunters are tasked with their capture.
- A thief who stole a priceless artifact has vanished into the city’s underworld, and the Manhunters must navigate its dangers to find them.
- A missing scholar holds the key to deciphering an ancient script, and the Manhunters must bring them back safely.
- A rogue mage has been causing havoc with forbidden magic, and the Manhunters are hired to bring them in, dead or alive.
- A political agitator has gone into hiding, and the Manhunters must uncover their secret network to locate them.
- A wealthy patron’s child has joined a band of pirates, and the Manhunters are tasked with bringing them home.
- An escaped prisoner is gathering allies for a rebellion, and the Manhunters must stop them before their plans come to fruition.
- A shadowy figure is blackmailing prominent citizens, and the Manhunters must track them down before more secrets are revealed.
- A former ally of the Manhunters has betrayed them and fled with vital information, forcing a personal hunt.
- A demon-possessed individual is on the run, spreading chaos, and the Manhunters must capture them for an exorcism.
- A con artist posing as a noble has disappeared after swindling half the city, and the Manhunters are hired to recover the stolen wealth.
- A retired soldier with a bounty on their head for past war crimes has gone into hiding, and the Manhunters must bring them to justice.
- A prisoner transport has been ambushed, and a dangerous criminal is on the loose; the Manhunters must track them down.
- A rogue inquisitor is using their position to settle personal vendettas, and the Manhunters are hired to end their reign of terror.
- A legendary outlaw long thought dead has resurfaced, and the Manhunters must confirm their identity and bring them in.
- A healer accused of poisoning a noble family has fled, and the Manhunters must uncover the truth while pursuing them.
- A werewolf terrorizing a rural area is revealed to be a well-respected local, and the Manhunters must deal with the fallout.
- A disgruntled inventor has kidnapped a rival’s family to force them to destroy their latest creation, and the Manhunters are on their trail.
- A gang leader who escaped justice is hiding in plain sight, protected by a network of loyalists the Manhunters must dismantle.
- An exiled prince has returned to rally their supporters, and the Manhunters must ensure their ambitions are thwarted.
- A merchant caravan has gone missing, and the Manhunters are tasked with finding the caravan leader and uncovering the truth.
- An informant vital to a major investigation has gone dark, and the Manhunters must find them before their enemies do.
- A pirate captain with knowledge of a secret smuggling route has fled their crew, and the Manhunters are hired to retrieve them.
- A healer who knows the cure to a spreading disease has been abducted by rivals seeking to profit from the illness.
- A gladiator who defied their arena masters has gone into hiding, and the Manhunters are sent to retrieve or eliminate them.
- A diplomat carrying crucial treaty negotiations has been abducted, and the Manhunters must rescue them before talks collapse.
- A young thief has stolen an artifact that curses its holder, and the Manhunters must retrieve them before the curse spreads.
- A high-profile defector from an enemy nation seeks asylum, but their former allies are closing in, and the Manhunters must protect them.
- A missing prophet holds the key to averting a prophesied disaster, and the Manhunters must find them before it's too late.
- A powerful crime lord has vanished before trial, and the Manhunters are hired to bring them in despite their extensive security network.
- A runaway noble scion joins a band of revolutionaries, and the Manhunters must decide whether to return or protect them.
- A former Manhunter, now hunted themselves, seeks the aid of their old comrades, forcing difficult choices and confrontations.
- A previous target has returned roaming free. Did they escape, or was there a case of mistaken identity?
- A notorious fugitive has changed identities and integrated into a noble’s household. The Manhunters must uncover their disguise.
- A rogue alchemist is selling explosive devices to insurgents, and the Manhunters must track and capture them before the city is endangered.
- A caravan carrying a cache of illicit goods is ambushed, and the Manhunters are hired to recover the stolen items and apprehend the thieves.
- A deserter from a rival mercenary company is hiding in the slums. Do you bring them to justice or leverage their knowledge?
- A secretive noble house is sheltering a criminal wanted for war crimes. The Manhunters must infiltrate to extract the target.
- An escaped convict has taken hostages in a heavily fortified position. The Manhunters must negotiate or breach to resolve the situation.
- A high-profile heist leaves the local authority scrambling. The Manhunters are hired to find and detain the culprits.
- A gang leader has placed a bounty on the head of a rival. The Manhunters are caught between rival factions and must navigate carefully.
- A dangerous fugitive has sought asylum in a temple claiming redemption. The Manhunters must determine whether to honor sanctuary or seize them.
- A rare magical artifact has been stolen, and the thief is using its powers to evade capture. The Manhunters must neutralize the threat.
- A mysterious figure is organizing jailbreaks across the city. The Manhunters are tasked with uncovering and stopping the mastermind.
- A former ally is suspected of leaking critical information about ongoing Manhunter operations. Investigate and resolve the betrayal.
- A prisoner with crucial intelligence has escaped during transport. Recapturing them is essential to completing a larger mission.
- A rebel faction hires the Manhunters to capture a traitor within their ranks who knows their secrets.
- A rogue artificer is selling dangerous constructs to criminal groups. The Manhunters are hired to shut down their operation.
- A wealthy patron’s heir has been taken hostage by a rival merchant house. The Manhunters must extract the heir and return them unharmed.
- A prominent figure is assassinated, and the Manhunters are hired to apprehend the suspected killer before they escape the city.
- A magical beast that was illegally smuggled into the city has escaped and is wreaking havoc. The Manhunters must capture it alive.
- A criminal syndicate has been spreading false leads to distract from their true operations. The Manhunters must untangle the deception.
- A pirate captain with a massive bounty is rumored to be seeking refuge in a port town. The Manhunters must investigate the claims.
- A deadly poison has been unleashed in a public market. The Manhunters must track down the source and apprehend the culprit.
- A rogue knight accused of atrocities during a border conflict is hiding in plain sight. The Manhunters must unmask and capture them.
- A series of disappearances leads the Manhunters to an underground fight ring run by a powerful criminal lord.
- A foreign diplomat hires the Manhunters to locate a stolen treaty that could prevent a looming war.
- A cursed relic stolen from an ancient tomb is causing chaos wherever it travels. The Manhunters must retrieve it and find a safe way to neutralize it.
- A fugitive sorcerer has created a network of magical illusions to cover their tracks. The Manhunters must dispel the illusions and capture them.