Difference between revisions of "Wardens (FiD)"

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=== Opportunities ===
 
=== Opportunities ===
# 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.
+
# A rebel faction has begun encroaching on your territory. What will you do to defend your land and people?
# A Cabal needs to quietly suppress unrest.
+
# A series of mysterious disappearances in a border village suggests something unnatural. Investigate the cause.
# A Cartel has set up shop nearby. Lots of tempting pieces for the grabbing.
+
# A neighboring lord challenges your authority and claims your territory as their own. How will you respond?
# 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.  
+
# A valuable resource has been discovered in a contested area. Secure it before others claim it.
# A community is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
+
# A band of marauders has been attacking caravans along the border. Track them down and put an end to their raids.
# A Cult is suffering persecution.
+
# An ancient fortress, long abandoned, has been rediscovered in your region. What secrets does it hold?
# A Cult wants a resistant community made an example of.
+
# A noble seeks refuge in your lands, claiming they are being pursued by an enemy. Decide whether to protect or turn them away.
# A distillery is being looted, flooding the community and your company with drink.  
+
# Strange symbols have been appearing on the borders of your territory. They seem to be part of a larger puzzle.
# 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?
+
# A local village is suffering from a mysterious plague. Investigate its origin and find a cure.
# A group of merchants are seeking mercenary muscle to defy the local gang payoffs.  
+
# An old ally has been captured by an enemy force. What will you do to rescue them?
# A group of militia have appeared, fighting to protect locals from abuse, likely including you.  
+
# A rival warden claims that you have overstepped your boundaries. Defend your position or negotiate a settlement.
# A horde of monsters are loose, dragging people to death and terrorizing the area, shutting down commerce and vice.  
+
# A once-quiet border town is experiencing unexplained supernatural phenomena. What is causing the disturbances?
# A local is telling everyone that they '”never capitulate to brutes” and urges others to follow suit. People are listening.  
+
# A secret entrance to an ancient underground network has been found. Explore it for potential benefits or threats.
# A local noble has retreated to their hold, fearing an assassination. Sell them out or offer your protection for a price?
+
# A rare and dangerous beast has been sighted in your lands. Track it down and ensure it doesn’t pose a threat.
# A monster hunter needs assistance.
+
# A local leader is suspected of treason. Investigate their activities and determine their loyalty.
# A mysterious figure offers a large sum for an ostensibly easy mission.
+
# A historic artifact, linked to your region's past, has gone missing. Find it before it falls into the wrong hands.
# A natural disaster strikes. Will you assist or plunder the survivors?
+
# A rival faction is inciting unrest among your people. Discover their motives and quell the rebellion.
# A noble has hired a private army to guard their estate for some reason. Must be something worth defending in there...  
+
# A series of natural disasters has struck your territory. Manage the crisis and aid those affected.
# A notorious warlord has put a price on your heads. Will you confront them or disappear into the shadows?
+
# An enemy has begun spreading false rumors about you. Address the misinformation and restore your reputation.
# A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?
+
# A long-forgotten prophecy relates to your region. Investigate its meaning and potential implications.
# A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
+
# A valuable trading route has been jeopardized by hostile forces. Protect it to ensure continued commerce.
# A rival company is muscling in on your contracts. Time to teach them a lesson they won’t forget.
+
# An old alliance with a neighboring land is in danger of unraveling. Reaffirm the pact or face the consequences.
# A rival company keeps treasures out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.  
+
# A group of deserters from an opposing force seeks asylum. Decide their fate and the impact on your own forces.
# A rival group has stolen a powerful weapon. Will you recover it and exact revenge?
+
# A hidden cache of ancient weapons has been discovered. Determine its worth and how to use it.
# A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
+
# A series of inexplicable attacks on your outposts has left them vulnerable. Fortify and defend your positions.
# A sacred relic has been stolen by raiders. Can you retrieve it before the faith’s wrath falls upon the city?
+
# A powerful sorcerer claims to have insight into a looming threat. Seek their counsel or challenge their claims.
# A tavern or community is plagued by rowdy brawls every night. They want an end to it.  
+
# A local noble’s land is under siege. Offer aid or risk their animosity.
# A Troupe's performances are causing riots.
+
# A long-lost relative of a prominent figure in your lands has resurfaced. Investigate their motives and potential claims.
# A vicious band stalks the district, robbing with impunity and daring anyone to challenge them.
+
# A covert operation to infiltrate a rival's stronghold has been proposed. Will you take the risk?
# A warlord's hoard is rumored to be hidden in a remote stronghold. Will you claim it for yourself?
+
# A secretive group has started building fortifications near your borders. Uncover their intentions and plans.
# A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you save it, or take the prize and escape unscathed?
+
# A legendary beast from local folklore has been spotted. Whether real or myth, it could impact your territory.
# A wealthy patron seeks your aid in retrieving a priceless artifact from a well-guarded fortress. Do you accept the challenge?
 
# An Academy is hiring security for a special expedition.  
 
# An ancient ruin is said to be filled with both treasure and deadly traps. Will you brave the dangers for the riches within?
 
# Bandits have stolen an armed naval ship, and are assaulting craft nearby.  
 
# Delvers are hiring security for an expedition. Their crew is a weird mix of people.  
 
# Escort a caravan of prisoners.
 
# Inquisitors have trouble with overt rather than covert opposition.
 
# Pioneers need a supply camp protected.
 
# Pioneers needs resistent enclave defeated.
 
# Sentinels need temporary reinforcements.
 
# The city council wants leg-breakers to put an end to unionizing.  
 
# The local lord have set up watchtowers and checkpoints to search people for weapons and general harassment.  
 
# Trackers for hire, but they need a favor.
 
# Traders need a bandit camp destroyed.
 
# Traders need additional escorts.
 
# Traders or fishers wants competitor’s boats destroyed.
 

Revision as of 01:15, 6 September 2024

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Wardens are the stalwart protectors and explorers of uncharted lands. They tread the line between guardian and pioneer, dedicating themselves to both safeguarding their territories and expanding into the unknown. As sentinels of the frontier, they ensure the safety of new settlements and the preservation of their domains.

Claims

Colonization: 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. Camps: +1d to Command and Consort outside scores. Helping immigrants and refugees settle in. Land Grab: You get +2 coin in your payoff for scores that involve exploration and expanding your lands. Barracks: Your Fighter cohorts get +1 scale. An expansive training ground and armory allows for a larger, well-equipped company. Supply Lines: You get +1d to acquire asset rolls. You have established contacts with distant suppliers.
Hospital: You get +1d to healing treatment rolls for entire population. Sheriffs: You get +1d to the engagement roll for Probe and Social plans. The law keeps track of your people. Capital: Your fortified stronghold where plans are made and spoils are secured. Claims start here and can extend horizontally or vertically, but not diagonally. Lookout Beacons: You get +1d to Hunt or Survey on your land. Vigilant sentries keep watch for threats and opportunities. Confederates: You get +1d to the engagement roll for assault plans. Allies provide support.
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. Border Guard: You get +2 coin in your payoff for scores that involve developing and protecting your land. Hunting Lodge: +1d to Hunt and Sway outside scores. Impressive quarters boost morale and loyalty. Land Tax: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Training others' troops is lucrative.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Sentinels: Each PC may add +1 action rating to Hunt, Skirmish, or Survey (up to a max rating of 3).
  2. Ancestral Claims: When you stake a claim, gain 2 reputation.
  3. Expanding Capital: When you add a feature to your lair, gain 1 coin.
  4. Militia: When you defend your lands, cohort gangs gain +1 scale.
  5. Minutemen: All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
  6. Oath of Loyalty: Each PC has been toughened by oaths. You get +1d to resistance rolls.
  7. Vassal: When you advance your Tier, it costs half the coin it normally would. You owe obedience to your sponsor.
  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. Explore, develop, and defend your lands.
  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. Darrin, a seasoned mercenary captain.
  2. Lucinda, a wealthy noble with a penchant for hiring warriors.
  3. Magnus, a blacksmith who forges custom weapons.
  4. Soraya, a healer with battlefield experience.
  5. Cedric, a tavern owner who knows everyone’s secrets.
  6. Beatrix, a spy who trades in military intelligence.

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

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 rebel faction has begun encroaching on your territory. What will you do to defend your land and people?
  2. A series of mysterious disappearances in a border village suggests something unnatural. Investigate the cause.
  3. A neighboring lord challenges your authority and claims your territory as their own. How will you respond?
  4. A valuable resource has been discovered in a contested area. Secure it before others claim it.
  5. A band of marauders has been attacking caravans along the border. Track them down and put an end to their raids.
  6. An ancient fortress, long abandoned, has been rediscovered in your region. What secrets does it hold?
  7. A noble seeks refuge in your lands, claiming they are being pursued by an enemy. Decide whether to protect or turn them away.
  8. Strange symbols have been appearing on the borders of your territory. They seem to be part of a larger puzzle.
  9. A local village is suffering from a mysterious plague. Investigate its origin and find a cure.
  10. An old ally has been captured by an enemy force. What will you do to rescue them?
  11. A rival warden claims that you have overstepped your boundaries. Defend your position or negotiate a settlement.
  12. A once-quiet border town is experiencing unexplained supernatural phenomena. What is causing the disturbances?
  13. A secret entrance to an ancient underground network has been found. Explore it for potential benefits or threats.
  14. A rare and dangerous beast has been sighted in your lands. Track it down and ensure it doesn’t pose a threat.
  15. A local leader is suspected of treason. Investigate their activities and determine their loyalty.
  16. A historic artifact, linked to your region's past, has gone missing. Find it before it falls into the wrong hands.
  17. A rival faction is inciting unrest among your people. Discover their motives and quell the rebellion.
  18. A series of natural disasters has struck your territory. Manage the crisis and aid those affected.
  19. An enemy has begun spreading false rumors about you. Address the misinformation and restore your reputation.
  20. A long-forgotten prophecy relates to your region. Investigate its meaning and potential implications.
  21. A valuable trading route has been jeopardized by hostile forces. Protect it to ensure continued commerce.
  22. An old alliance with a neighboring land is in danger of unraveling. Reaffirm the pact or face the consequences.
  23. A group of deserters from an opposing force seeks asylum. Decide their fate and the impact on your own forces.
  24. A hidden cache of ancient weapons has been discovered. Determine its worth and how to use it.
  25. A series of inexplicable attacks on your outposts has left them vulnerable. Fortify and defend your positions.
  26. A powerful sorcerer claims to have insight into a looming threat. Seek their counsel or challenge their claims.
  27. A local noble’s land is under siege. Offer aid or risk their animosity.
  28. A long-lost relative of a prominent figure in your lands has resurfaced. Investigate their motives and potential claims.
  29. A covert operation to infiltrate a rival's stronghold has been proposed. Will you take the risk?
  30. A secretive group has started building fortifications near your borders. Uncover their intentions and plans.
  31. A legendary beast from local folklore has been spotted. Whether real or myth, it could impact your territory.