Difference between revisions of "Travelers (FiD)"
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# '''Haulers:''' Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3). | # '''Haulers:''' Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3). | ||
# '''All Hands:''' By spending 2 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime. | # '''All Hands:''' By spending 2 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime. | ||
− | # '''Ghost Passage:''' Crew members can “carry” a spirit as a passenger within their body. | + | # '''Ghost Passage:''' Crew members can “carry” a spirit as a passenger within their body. The spirit is undetectable and can exit or be pushed out at any time. |
# '''Just Passing Through:''' During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens. | # '''Just Passing Through:''' During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens. | ||
# '''Leverage:''' Your crew supplies illicit goods for other factions. Whenever you gain rep, gain +1 rep. | # '''Leverage:''' Your crew supplies illicit goods for other factions. Whenever you gain rep, gain +1 rep. |
Revision as of 21:19, 4 September 2024
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Traders are cunning caravaneers and daring navigators, adept at transporting goods and people across dangerous territories. Many of them do speculative trading, while others focus on transport on demand for others. Whether running caravans past bandits, dodging pirates on merchant ships, or smuggling contraband through customs, sieges, and blockades, traders thrive on high-risk ventures where profit and ingenuity are key.
Claims
Side Business Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. | Cover Operation You get -2 heat per score. What’s your cover? | Wholesale Trade You get +2 coin in payoff for scores that involve high-volume targets. | Informants You get +1d to gather information for a score. Your agents are always on the lookout for new opportunities. | Fleet Your cohorts have their own vehicles. Each cohort has a common vehicle, with quality equal to your Tier. Doubles cohort income. |
Luxury Goods get +1d to the engagement roll for Deception and Social plans. | Warehouses You get +1d to acquire asset rolls. You have space to hold all the various items and supplies you end up with from your trading runs. | Lair Your base of operations, with options to expand vertically or horizontally, but not diagonally. | Barge Add mobility to your lair. You can move it to a new location as a downtime activity. | Secret Routes You get +1d to the engagement roll for Stealth and Transport plans. |
Turf | Tavern You get +1d to Consort and Sway rolls on-site. | Luxury Trade You get +2 coin in payoff for scores that involve high-class targets. | Turf | Established Route Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. |
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Coin
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Haulers: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
- All Hands: By spending 2 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime.
- Ghost Passage: Crew members can “carry” a spirit as a passenger within their body. The spirit is undetectable and can exit or be pushed out at any time.
- Just Passing Through: During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
- Leverage: Your crew supplies illicit goods for other factions. Whenever you gain rep, gain +1 rep.
- Like Family: Create one of your vehicles 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).
Vehicle Edges: Nimble: The vehicle handles easily. Consider this an assist 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.
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.
- 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).
- Execute a transport operation or acquire new clients or trade sources.
- 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
- Elynn, a dock worker.
- Rolan, a dealer.
- Sera, a smuggler.
- Nyelle, a spirit trafficker.
- Decker, an anarchist.
- Esme, a tavern owner.
Crew Upgrades
☐ Trader's rigging (2 carried items are perfectly concealed) ☐ Camouflage (Your vehicles are perfectly concealed when at rest) ☐ Elite Rovers ☐ Barge (Add mobility to your lair) ☐-☐-☐ Steady (+1 stress box for each PC)
Lair ☐ ☐ Caravan ☐ ☐ Ship ☐ Hidden ☐ Quarters ☐ Secure ☐ ☐ Vault ☐ Workshop
Training ☐ Insight ☐ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery
Quality ☐ Vehicles ☐ Gear ☐ Implements ☐ Pet/Special ☐ Supplies ☐ Tools ☐ Weapons
Cohort upgrade costs
- New Cohort: ☐-☐
- Add Type: ☐-☐
Cohorts
Rovers
Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐
Vehicle
Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐
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.
- A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.
- A cult wants to smuggle their demon-tainted “chosen one” past the Spirit Wardens and out into the deathlands.
- 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 district is quarantined due to ghost infestation or plague. They need basic supplies, and spirit wards even more.
- 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 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 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 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 rival crew offers a partnership, but can they be trusted?
- A rival trader 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 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.
- Exiled nobility slumming it in Doskvol 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.
- 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.
- Skovlander 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.
- The city council outlaws a formerly legal product.
- 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.
- Academy opportunity.
- Cabal opportunity.
- Cartel opportunity.
- Cult opportunity.
- Delvers opportunity.
- Glimmers opportunity.
- Inquisitors opportunity.
- Pioneers opportunity.
- Sentinels opportunity.
- Trackers opportunity.
- Troupe opportunity.
- Warrior opportunity.
Cargoes and their Problems
- Escaped Prisoners, Spies (forbidden)
- Workers Fleeing Contracts (forbidden)
- A Devil or Dangerous Artifact (forbidden)
- Insurrectionists or Anarchists (forbidden)
- Refugees or Immigrants (restricted access)
- A Noble or Official Seeking Secret Travel
- Fine Tobacco, Whiskey, Wine, etc. (high tax)
- Luxuries—Perfumes, Silks, Spices (high tax)
- Livestock or Dangerous Animals (restricted ownership)
- Medicine, Alchemicals (restricted ownership)
- Military Arms (restricted ownership)
- Drugs (high tax)
- Confidential Documents (restricted ownership)
- Banned Art, Seditious Materials (restricted ownership)
- Arcane Implements or Documents (forbidden)
- Electroplasmic Tech (restricted ownership)
- Volatile Alchemicals or Explosives (forbidden)
- Spirit Essences (restricted ownership)