Difference between revisions of "Cabal (FiD)"

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=== Crew Upgrades ===
 
=== Crew Upgrades ===
 +
'''Start
 +
Cohort (Rooks), Hidden Lair, 2 of choice.
 +
 
'''Cabal
 
'''Cabal
Noble clothes
+
Classy Clothes (+1 apparent stash),
Fine disguises
+
Loyal Thugs,
Elite Adepts
+
Loyal Rooks,
☐ Elite Rooks
+
☐ Elite Rooks.
  
 
{{ : Cohorts (FiD) }}
 
{{ : Cohorts (FiD) }}

Revision as of 21:22, 14 December 2024

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A cabal is an alliance of political actors who want to push an agenda. Using intrigue and persuasion, the cabal works to affect society around them. The goals can be many and varied; a revolution, putting a pretender into power, pushing a social agenda, defeating another faction, or something entirely different.

Claims

Manifesto You gain +1 reputation when you add or improve a cohort. Spies You get +1d to Hunt or Survey outside of scores. Influence You get +2 coin in payoff for scores that influence individuals. Salon You get +1d to the engagement roll for plans that involve high society. Network of Favors Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Hotbed of Unrest +1d to Command and Sway rolls on-site. This is one scary crowd. Safehouse You get -2 heat per score. Lair Your network of operatives starts here and can extend horizontally or vertically, but not diagonally. Cold Drop You get +1d to acquire asset rolls. A discreet location to exchange items. Elite Venue +1d to Consort and Sway rolls on-site. Fine wines, literature, and decor impress the guests.
Firebrand Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Flashpoint You get +1d to the engagement roll for plans that involve commoners. Grease You get +2 coin in payoff for scores that influence a group of people. Informants You get +1d to gather information on political groups. Your operatives are always watching the streets. Cover Identities get +1d to the engagement roll for deception and social plans.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Masters of Intrigue: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
  2. Allies in High Places: Count up to three +3 faction statuses as if they were turf. Sometimes, friends in power are as good as land.
  3. High Society Ties: Crew gains +1d on any Resolve action in high society.
  4. Network of Secrets: You are experts at gathering hidden information. +1d to gather information rolls about influential figures and institutions.
  5. Patronage: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they support your cause?
  6. Revolutionaries: Crew gains +1d on any Resolve action rolls with the poor.
  7. Rumor Mill: Crew may always use Consort as a flashback for a set up action for a Command or Sway action.
  8. Additional Playbook: Select another crew playbook. You may now 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. Use intrigue, manipulation, or persuasion to further your agenda or control others.
  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. Arlen, a politician.
  2. Cassio, a diplomat.
  3. Ilyas, a spy.
  4. Lanthys, an official.
  5. Merva, a secret society agent.
  6. Saruul, a noble.

Crew Upgrades

Start Cohort (Rooks), Hidden Lair, 2 of choice.

Cabal ☐ Classy Clothes (+1 apparent stash), ☐ Loyal Thugs, ☐ Loyal Rooks, ☐ Elite Rooks.

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 charismatic speaker is rallying crowds to oppose your cabal’s agenda. Deal with them.
  43. A city official has gone missing under suspicious circumstances.
  44. A disgraced noble wants to regain their title and offers to share hidden knowledge in exchange for your support.
  45. A dying noble with no heirs wants to ensure their legacy by naming your cabal as benefactors—if you can secure their last wish.
  46. A foreign power seeks to destabilize the region and offers your cabal a fortune to assist their covert operations.
  47. A growing cult worships a forbidden power and seeks influence over key officials.
  48. A hidden vault containing important historical artifacts has been discovered.
  49. A key military commander’s loyalty is in question.
  50. A master spy approaches your cabal with a dangerous proposition: work together to eliminate a key figure.
  51. A merchant's guild controlling vital trade routes demands an alliance. Use their resources for your gain or cripple their monopoly.
  52. A new law threatens your cabal’s activities. Either sway lawmakers to your cause or ensure the law is never enforced.
  53. A noble house hires your cabal to undermine a rival by any means necessary.
  54. A once-loyal ally is being blackmailed by your enemies. Free them from their bonds or let them fall to ruin.
  55. A political marriage is about to take place. Interfere, or just network?
  56. A political marriage is offered.
  57. A popular entertainer is gaining influence among the masses, rivaling your cabal's sway. Neutralize their threat or co-opt their talents.
  58. A powerful aristocrat is back talking you, threatening your reputation.
  59. A powerful merchant guild threatens to sway the political landscape in your enemy’s favor. Sabotage their operations.
  60. A powerful power-weilder offers to enchant your cabal’s assets, but their price may be steep—and their true motives unclear.
  61. A pretender to an important post offers a lucrative partnership to put them in power, but can you trust their promises?
  62. A prominent aristocrat is rumored to have an unsavory secret that could ruin them. Investigate and use it to your advantage.
  63. A reclusive scholar holds knowledge of ancient power that could shift the balance in your favor. Convince, coerce, or steal from them to claim it.
  64. A reformed criminal with ties to your cabal’s enemies offers to sell out their former associates—if you can protect them from retaliation.
  65. A rising politician seeks your help to sway the common people in their favor.
  66. A rival cabal has infiltrated your political circle. Identify and dismantle their network before they can act against you.
  67. A rival faction has blackmail material on a powerful official. Steal or destroy it to weaken their influence.
  68. A rival faction plans a coup. Infiltrate their ranks and decide whether to assist them or sabotage their plans from within.
  69. A secret assassination plot is in motion targeting a figure you have plans for. Uncover the conspirators and decide whether to stop or assist them.
  70. A secret society invites your cabal to a clandestine meeting. They claim to share your goals but may have their own hidden agenda.
  71. A wealthy faction is backing your political rivals. Break the alliance or ally with their enemies.
  72. An aristocrat falls in love with one of the crew.
  73. An influential cult could be swayed to endorse your cabal’s agenda, but first, you must deal with their internal opposition.
  74. An uprising is brewing, and its leaders seek your counsel. Will you help guide them to power, or exploit their cause for your own ends?
  75. Someone is spreading vicious rumors about you.
  76. The city’s criminal underworld is being united under a powerful new leader. Can you strike a deal or disrupt their growing influence?
  77. There is a strong sentiment to end political corruption.
  78. Whispers of rebellion stir among the lower classes—can you manipulate them to your benefit?
  79. You learn of a scandalous affair between members of two powerful rival groups.
  80. The Cabal uncovers blackmail material on a prominent merchant guild leader.
  81. An influential noble offers the Cabal a secret alliance in exchange for sabotaging a rival.
  82. The Cabal learns of an impending peasant revolt and must decide whether to support or suppress it.
  83. A key member of the Cabal is accused of heresy and faces trial by the church.
  84. The Cabal intercepts a coded message revealing a foreign power's plot to destabilize the city.
  85. A wealthy patron offers funding if the Cabal can ensure their controversial invention is legalized.
  86. A trusted informant disappears after hinting at corruption in the city watch.
  87. The Cabal is invited to a masked ball where critical political alliances are forged.
  88. The Cabal must smuggle an exiled scholar back into the city to secure their research.
  89. A secret society rivaling the Cabal seeks to expose their operations to the public.
  90. A plague outbreak provides the Cabal an opportunity to sway public opinion through relief efforts.
  91. The Cabal's printing press is seized by authorities for distributing subversive pamphlets.
  92. An assassin targets a Cabal member who holds vital information about an upcoming election.
  93. The Cabal discovers a forgotten noble bloodline and debates using it to install a puppet ruler.
  94. The Cabal must navigate a dangerous deal with a notorious criminal syndicate to fund their goals.
  95. A rival politician offers to share power if the Cabal helps them secure a military contract.
  96. A famous artist is commissioned to create a work that could inspire rebellion if completed.
  97. The Cabal gains evidence of embezzlement in a key infrastructure project and must exploit it.
  98. A charismatic preacher gains popularity by denouncing the Cabal's agenda.
  99. The Cabal is tasked with protecting a young heir whose policies could benefit their cause.
  100. The discovery of an ancient artifact could either legitimize the Cabal’s claims or doom them.