Difference between revisions of "Wardens (FiD)"

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=== Crew Upgrades ===
 
=== Crew Upgrades ===
 
'''Start
 
'''Start
Secure lair, Vice (obligation), 2 of choice.
+
Secure lair,  
 +
Vice (obligation),  
 +
2 of choice.
  
 
'''Wardens
 
'''Wardens
☐  Patron (+1 Tier in interactions with government)
+
☐  Patron (+1 Tier in interactions with government),
☐  Elite Thugs
+
☐  Elite Thugs,
☐  Tenacious Thugs
+
☐  Tenacious Thugs,
☐  Elite Rovers
+
☐  Elite Rovers,
  
 
{{ : Cohorts (FiD) }}
 
{{ : Cohorts (FiD) }}

Revision as of 11:37, 15 December 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 Thugs 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 the 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 and Transport 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

Start Secure lair, Vice (obligation), 2 of choice.

Wardens ☐ Patron (+1 Tier in interactions with government), ☐ Elite Thugs, ☐ Tenacious Thugs, ☐ Elite Rovers,

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. Cabal opportunity
  2. Cabal opportunity
  3. Cartel opportunity
  4. Cartel opportunity
  5. Cult opportunity
  6. Cult opportunity
  7. Delver opportunity
  8. Delver opportunity
  9. Glimmer opportunity
  10. Glimmer opportunity
  11. Manhunter opportunity
  12. Manhunter opportunity
  13. Traveler opportunity
  14. Traveler opportunity
  15. Troupe opportunity
  16. Troupe opportunity
  17. Warden opportunity
  18. Warden opportunity
  19. Warrior opportunity
  20. Warrior opportunity
  21. Air opportunity
  22. Animal opportunity
  23. Barrier opportunity
  24. Darkness opportunity
  25. Death opportunity
  26. Earth opportunity
  27. Electricity opportunity
  28. Fire opportunity
  29. Flux opportunity
  30. Ice opportunity
  31. Illusion opportunity
  32. Kinesis opportunity
  33. Life opportunity
  34. Light opportunity
  35. Metal opportunity
  36. Mind opportunity
  37. Order opportunity
  38. Plant opportunity
  39. Space opportunity
  40. Time opportunity
  41. Water opportunity
  42. A rebel faction has begun encroaching on your territory. What will you do to defend your land and people?
  43. A series of mysterious disappearances in a border village suggests something unnatural. Investigate the cause.
  44. A neighboring lord challenges your authority and claims your territory as their own. How will you respond?
  45. A valuable resource has been discovered in a contested area. Secure it before others claim it.
  46. A band of marauders has been attacking caravans along the border. Track them down and put an end to their raids.
  47. An ancient fortress, long abandoned, has been rediscovered in your region. What secrets does it hold?
  48. A noble seeks refuge in your lands, claiming they are being pursued by an enemy. Decide whether to protect or turn them away.
  49. Strange symbols have been appearing on the borders of your territory. They seem to be part of a larger puzzle.
  50. A local village is suffering from a mysterious plague. Investigate its origin and find a cure.
  51. An old ally has been captured by an enemy force. What will you do to rescue them?
  52. A rival warden claims that you have overstepped your boundaries. Defend your position or negotiate a settlement.
  53. A once-quiet border town is experiencing unexplained supernatural phenomena. What is causing the disturbances?
  54. A secret entrance to an ancient underground network has been found. Explore it for potential benefits or threats.
  55. A rare and dangerous beast has been sighted in your lands. Track it down and ensure it doesn’t pose a threat.
  56. A local leader is suspected of treason. Investigate their activities and determine their loyalty.
  57. A historic artifact, linked to your region's past, has gone missing. Find it before it falls into the wrong hands.
  58. A rival faction is inciting unrest among your people. Discover their motives and quell the rebellion.
  59. A series of natural disasters has struck your territory. Manage the crisis and aid those affected.
  60. An enemy has begun spreading false rumors about you. Address the misinformation and restore your reputation.
  61. A long-forgotten prophecy relates to your region. Investigate its meaning and potential implications.
  62. A valuable trading route has been jeopardized by hostile forces. Protect it to ensure continued commerce.
  63. An old alliance with a neighboring land is in danger of unraveling. Reaffirm the pact or face the consequences.
  64. A group of deserters from an opposing force seeks asylum. Decide their fate and the impact on your own forces.
  65. A hidden cache of ancient weapons has been discovered. Determine its worth and how to use it.
  66. A series of inexplicable attacks on your outposts has left them vulnerable. Fortify and defend your positions.
  67. A powerful sorcerer claims to have insight into a looming threat. Seek their counsel or challenge their claims.
  68. A local noble’s land is under siege. Offer aid or risk their animosity.
  69. A long-lost relative of a prominent figure in your lands has resurfaced. Investigate their motives and potential claims.
  70. A covert operation to infiltrate a rival's stronghold has been proposed. Will you take the risk?
  71. A secretive group has started building fortifications near your borders. Uncover their intentions and plans.
  72. A legendary beast from local folklore has been spotted. Whether real or myth, it could impact your territory.
  73. A new settlement has been established on the edge of your territory. Help them thrive, or decide if they encroach on your land.
  74. A series of harsh winters threatens to wipe out the frontier farms. Organize aid or prepare for mass migration.
  75. A neighboring faction is over-hunting in your forests. Will you enforce your claim or share the resources?
  76. An ancient warden’s tomb has been disturbed, releasing an ancient curse. Can you put it to rest before it spreads?
  77. A massive storm has unearthed strange ruins near a coastal settlement. What secrets do they hold, and what dangers lurk inside?
  78. A rogue group of Wardens, disillusioned by their duty, have begun acting as mercenaries. Will you rein them in or join their cause?
  79. A powerful artifact tied to your land’s history has surfaced in the hands of bandits. Retrieve it before it’s lost forever.
  80. A rival faction has cut off a key river crossing, threatening the movement of goods and people. How will you reopen the route?
  81. A long-dormant volcano on your frontier shows signs of life. Can you evacuate settlements in time or contain the disaster?
  82. A well-connected merchant offers a fortune for exclusive rights to the resources of your lands. Will you accept their deal or maintain control?
  83. A strange, unseasonal blight has devastated crops on the outskirts of your territory. Investigate the source and protect the rest.
  84. The bones of a colossal creature have been discovered deep in your wilderness. Scholars, adventurers, and opportunists are flocking to the site.
  85. A large, organized band of poachers is threatening the wildlife of your protected lands. Will you confront them head-on or devise a subtler solution?
  86. A rival warden has started secretly hiring your people. Expose their treachery or retaliate in kind.
  87. An ancient ritual site deep in your forests has been defiled, and the spirits of the land are restless. Can you restore balance before disaster strikes?
  88. A mysterious new warden has appeared on the borders of your territory, claiming a forgotten right to the land. Will you challenge their claim?
  89. A powerful druid has arrived, claiming the land for nature alone. Negotiate a peaceful coexistence or prepare for a long conflict.
  90. A new cult is rising in your lands, preaching that the wilderness itself should be worshipped. How will you respond to their growing influence?
  91. A rival faction is sending spies into your domain disguised as traders and travelers. Root them out before they can do any damage.
  92. Strange lights and sounds have been seen and heard in a remote part of your territory. Investigate the phenomena before it causes panic.
  93. A neighboring kingdom demands tribute in the form of rare beasts or herbs from your lands. Will you comply or resist their demands?
  94. A series of earthquakes have opened deep fissures in your land, revealing ancient and dangerous creatures. How will you defend your people?
  95. A once-loyal ally has turned to a life of crime, raiding your settlements and resources. Will you bring them to justice or seek reconciliation?
  96. A hidden network of caves has been found beneath one of your outposts. Explore them to secure any hidden dangers or treasures.
  97. A long-lost Warden’s journal has been discovered, detailing an uncharted area of your lands. Follow their clues and see what remains.
  98. A new breed of fast-spreading, predatory plant has appeared in your territory, choking crops and devouring wildlife. Find the source and stop it before it’s too late.
  99. A noble family has requested your help in securing a betrothal with a rival, promising favors in return for your protection of the wedding.
  100. A warband from a distant land has landed on your shores, seeking to conquer the uncharted frontier. Will you rally the locals to resist?
  101. A caravan of refugees fleeing war seeks safe passage through your lands. Do you offer them protection or turn them away to avoid attracting enemies?
  102. A powerful beast that was thought to be extinct has resurfaced, hunting in your wilderness. Can you track and eliminate it before it grows too bold?
  103. An exiled mage has taken refuge in your lands, offering their services in exchange for sanctuary. Will you trust their intentions?
  104. A massive dam project threatens to flood part of your territory. Will you support its completion for future prosperity or sabotage it to preserve your lands?
  105. A deadly rivalry between two neighboring settlements threatens to spiral into open war. Mediate their conflict or use it to your advantage.
  106. A forgotten oath to an ancient guardian of your lands has come due. Can you fulfill the old promise, or will you face the guardian’s wrath?
  107. A famed explorer has returned from the wilderness with a map to a fabled treasure. Will you sponsor their expedition or claim the prize for yourself?
  108. A mysterious illness is spreading through the wildlife of your territory, and it’s starting to affect settlements. Investigate the cause and find a solution.
  109. A band of prospectors has begun mining in a remote part of your land. Do you allow them to continue or expel them before they dig too deep?
  110. A rival faction has begun constructing a fortress on the border of your lands. How will you respond to this blatant act of aggression?
  111. A group of settlers has gone missing while trying to establish a new colony in your frontier. Lead a rescue mission or investigate the mystery behind their disappearance.
  112. A powerful noble offers to finance your operations in exchange for a say in how you manage your lands. Will you accept their patronage?
  113. A rare celestial event is about to occur, and scholars believe it could unlock hidden secrets in your lands. Will you allow them entry or investigate the phenomenon yourself?
  114. A new road through your wilderness is proposed to connect distant settlements, but it threatens to disrupt the delicate balance of the ecosystem. Will you oppose or support it?
  115. An ancient blood feud between two powerful families in your territory threatens to spill into open conflict. Will you intervene or let the feud run its course?
  116. A rival Warden has started accusing you of mismanaging your lands, trying to undermine your authority. Defend your honor or expose their own failings.
  117. A bizarre weather pattern has settled over your territory, causing strange and dangerous phenomena. Investigate the cause and put an end to it.
  118. A renegade group of soldiers from a foreign army has been spotted in your lands, robbing and terrorizing the locals. Will you drive them out or strike a deal?
  119. A massive herd of wild animals is migrating through your territory, trampling settlements in their path. Find a way to redirect them or profit from the chaos.
  120. A group of foreign traders is offering advanced technology in exchange for exclusive rights to a resource in your lands. Will you make the deal?
  121. A secret society operating within your borders seeks to influence the politics of neighboring regions. Will you support their machinations or expose them?
  122. A rare mineral deposit has been discovered deep in your frontier. Will you exploit it for profit or protect the land from overuse?
  123. A charismatic leader from a neighboring land has begun preaching revolution in your settlements, stirring unrest. Will you silence them or let the people decide?
  124. A rival warden seeks an alliance with you to fend off a greater threat. Can you trust them, or are they merely looking for an opportunity to betray you?
  125. A caravan of religious pilgrims has entered your territory, seeking a sacred site. Will you guide them safely or extort them for protection?
  126. A rogue mage is using forbidden magic to manipulate the weather in your lands. Will you put a stop to it, or can you find a way to benefit from their power?
  127. A powerful storm has devastated part of your frontier, leaving settlements in disarray. Will you help rebuild or let the wild reclaim what was lost?
  128. A wandering bard has begun singing tales of your exploits—some of them true, others less so. Do you embrace the fame or silence the slander?
  129. A strange cult has set up camp in your wilderness, claiming they are in search of an ancient relic. Investigate their activities or drive them out before they can do harm.
  130. A powerful faction from a neighboring land has offered a treaty of mutual defense. Will you accept their terms or remain independent?
  131. A once-thriving village in your lands has fallen into ruin, plagued by strange occurrences. Investigate what has caused their downfall and restore peace.
  132. A faction of druids demands that you leave the wilderness untouched, threatening violence if you continue to expand. How will you respond?
  133. A hidden network of smugglers has been discovered operating within your borders. Will you shut them down or use them to your advantage?
  134. A rival warden has gone missing on an expedition into the wilderness. Will you rescue them or take advantage of their absence to claim their lands?
  135. A cursed relic has been unearthed in a remote part of your lands, and its presence is corrupting the local wildlife. Will you destroy it or find a way to harness its power?
  136. A massive fire has broken out in the heart of your forests, threatening to spread uncontrollably. Organize a defense or let nature reclaim what it must.
  137. A mysterious group of travelers has arrived, claiming to be from a far-off land unknown to any maps. Will you welcome them or investigate their true intentions?
  138. A young and ambitious Warden under your command has begun challenging your authority, rallying others to their cause. Will you rein them in or allow them to rise as a potential successor?
  139. A new trade route through your lands is being proposed by a wealthy merchant guild, but the path would lead through sacred or protected ground. Will you compromise for economic gain or protect your traditions?
  140. A massive earthquake has revealed a hidden cavern system beneath your territory, filled with strange, glowing crystals and ancient machines. Will you explore it yourself or leave it to experts and adventurers?