Difference between revisions of "Wardens (FiD)"
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=== Special Abilities === | === Special Abilities === | ||
− | # ''' | + | # '''Sentinels:''' Each PC may add +1 action rating to Hunt, Skirmish, or Survey (up to a max rating of 3). |
− | # ''' | + | # '''Ancestral Claims:''' When you stake a claim, gain 2 reputation. |
− | # ''' | + | # '''Expanding Capital:''' When you add a feature to your lair, gain 1 coin. |
− | # ''' | + | # '''Militia:''' When you defend your lands, cohort gangs gain +1 scale. |
− | # ''' | + | # '''Minutemen:''' All of your cohorts get the Thugs type for free (if they're already Thugs, add another type). |
− | # ''' | + | # '''Oath of Loyalty:''' Each PC has been toughened by oaths. You get +1d to resistance rolls. |
− | + | # '''Vassal:''' When you advance your '''Tier''', it costs half the coin it normally would. You owe obedience to your sponsor. | |
# '''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. | # '''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. | ||
Revision as of 01:12, 6 September 2024
Starfox's Blades in the Dark fan page |
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
- Sentinels: Each PC may add +1 action rating to Hunt, Skirmish, or Survey (up to a max rating of 3).
- Ancestral Claims: When you stake a claim, gain 2 reputation.
- Expanding Capital: When you add a feature to your lair, gain 1 coin.
- Militia: When you defend your lands, cohort gangs gain +1 scale.
- Minutemen: All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
- Oath of Loyalty: Each PC has been toughened by oaths. You get +1d to resistance rolls.
- Vassal: When you advance your Tier, it costs half the coin it normally would. You owe obedience to your sponsor.
- 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).
- Execute a successful battle, extortion, sabotage, or smash & grab 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
- Darrin, a seasoned mercenary captain.
- Lucinda, a wealthy noble with a penchant for hiring warriors.
- Magnus, a blacksmith who forges custom weapons.
- Soraya, a healer with battlefield experience.
- Cedric, a tavern owner who knows everyone’s secrets.
- 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
- 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 Cabal needs to quietly suppress unrest.
- A Cartel has set up shop nearby. Lots of tempting pieces for the grabbing.
- 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 community is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
- A Cult is suffering persecution.
- A Cult wants a resistant community made an example of.
- A distillery is being looted, flooding the community and your company with drink.
- 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 group of merchants are seeking mercenary muscle to defy the local gang payoffs.
- A group of militia have appeared, fighting to protect locals from abuse, likely including you.
- A horde of monsters are loose, dragging people to death and terrorizing the area, shutting down commerce and vice.
- A local is telling everyone that they '”never capitulate to brutes” and urges others to follow suit. People are listening.
- A local noble has retreated to their hold, fearing an assassination. Sell them out or offer your protection for a price?
- A monster hunter needs assistance.
- A mysterious figure offers a large sum for an ostensibly easy mission.
- A natural disaster strikes. Will you assist or plunder the survivors?
- A noble has hired a private army to guard their estate for some reason. Must be something worth defending in there...
- A notorious warlord has put a price on your heads. Will you confront them or disappear into the shadows?
- A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?
- A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
- A rival company is muscling in on your contracts. Time to teach them a lesson they won’t forget.
- A rival company keeps treasures out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.
- A rival group has stolen a powerful weapon. Will you recover it and exact revenge?
- A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
- A sacred relic has been stolen by raiders. Can you retrieve it before the faith’s wrath falls upon the city?
- A tavern or community is plagued by rowdy brawls every night. They want an end to it.
- A Troupe's performances are causing riots.
- A vicious band stalks the district, robbing with impunity and daring anyone to challenge them.
- A warlord's hoard is rumored to be hidden in a remote stronghold. Will you claim it for yourself?
- A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you save it, or take the prize and escape unscathed?
- 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.