Manhunters (FiD)

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The Manhunters are skilled trackers, inquisitors, bounty hunters, and detectives, dedicated to hunting fugitives, uncovering hidden truths, and enforcing justice. Whether pursuing dangerous criminals or exposing dark conspiracies, they excel at bringing their quarry to justice while navigating the perilous underworld. For the Manhunters, every chase is a test of wit, patience, and tenacity, where success brings reputation and coin.

An adaptation of the Assassin crew playbook.

Claims

Bounty Office
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
Justice Office
Reduce heat by 2 per score. Ties to local law enforcement reduce scrutiny.
Bounty Agent
Earn +2 coin in payoff for scores involving capture without killing.
Turf
Reduce the reputation cost to advance.
Armory
Your Thug cohorts gain +1 quality. Specialized gear ensures your crew is always prepared.
Cover Identities
Gain +1d to engagement rolls for Social and Transport plans.
Turf
Reduce the reputation cost to advance.
Lair
Your hideout where fugitives are held and investigations are planned.
Informants
Gain +1d to engagement rolls for Assault and Stealth plans.
Legal Sanction
Killing on a score does not increase heat.
Infirmary
Gain +1d to healing treatment rolls and to Command rolls for interrogations on-site.
Case Files
Gain +1d to gather information for investigative scores. A comprehensive archive of criminal records and intel.
Murder Market
Earn +2 coin in payoff for scores involving killing.
Turf
Reduce the reputation cost to advance.
Small Marks
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Relentless: Each PC may add +1 action rating to Hunt, Survey, or Skirmish (up to a max rating of 3).
  2. Pack Hunters: When working with cohorts on a target, they gain +1d for teamwork rolls (setup and group actions). All cohorts gain the Tracker type for free (if already Trackers, add another type).
  3. Clean Getaway: Gain +1d to engagement rolls for Stealth or Deception plans.
  4. Marked Prey: Treat each Wanted Level as if it were turf.
  5. Toughened: Each PC gains +1d to resistance rolls from years of hunting dangerous targets.
  6. Bounty Patron: Advancing your Tier costs half the usual coin. Who funds your bounty hunts, and why?
  7. Against All Odds: While at war (-3 faction status), PCs gain +1d to vice rolls and retain two downtime actions instead of just one.
  8. Additional Playbook: Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.

Crew XP

At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):

  1. Execute a successful capture, investigation, sabotage, or heist operation.
  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. Karlos, a relentless bounty hunter.
  2. Alina, a magistrate who provides leads on fugitives.
  3. Roth, a fence who moves confiscated goods.
  4. Mira, an underworld informant with a wide network of spies.
  5. Jorik, a jailer with connections to many captives.
  6. Thorne, a former target turned reluctant ally.

Crew Upgrades

Starting Upgrades Prison, Thug Cohorts, 2 of choice.

Manhunters Only Upgrades ☐ Disassembly Weapons (1 weapon per crew member is concealed, has no load, but requires assembly) ☐ Magistrate Contract (+1 Tier in interactions with the law)

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 corrupt official is using legal loopholes to free notorious criminals. Will you take them down or expose their dealings?
  43. A wanted fugitive has fled into a dangerous district, hiding among the desperate. Can you track them without drawing attention?
  44. A noble hires you to discreetly capture a rival involved in illegal activities.
  45. A cartel has stolen evidence from a government archive. Will you recover it or use it for your own gain?
  46. A secretive cult has been abducting people. Are you hired to find them, or to put an end to their sinister activities?
  47. A fortress under siege is harboring a fugitive. Will you break the siege to capture the target or side with the attackers?
  48. A group of bounty hunters are closing in on the same quarry. Will you cooperate, or eliminate the competition?
  49. A powerful mage has evaded the law for too long. Will you bring them to justice, or fall prey to their magic?
  50. A rival company has stolen a valuable artifact. Will you recover it and make a name for yourself, or sell it to the highest bidder?
  51. A notorious criminal has resurfaced after years in hiding. Can you capture them before their old allies find them first?
  52. A wealthy merchant seeks revenge on a thief who stole their fortune. Will you catch the thief, or take the loot for yourself?
  53. An underworld figure is threatening your operation. Will you take them down or strike a deal to avoid conflict?
  54. Authorities are looking for extra manpower to contain a violent uprising. Will you help restore order, or profit from the chaos?
  55. A prominent figure is accused of a crime they didn't commit. Will you expose the truth or take the opportunity to profit from the lie?
  56. A mysterious benefactor offers a large sum to retrieve a dangerous fugitive. Will you accept the job, or investigate their true motives?
  57. A monstrous creature has been terrorizing the countryside
  58. A fugitive noble accused of treason has vanished, and the Manhunters are hired to track them down before they rally supporters.
  59. A notorious bandit leader with a high bounty is rumored to be hiding in a nearby village under an assumed identity.
  60. A wealthy merchant’s heir has been kidnapped, and the Manhunters must rescue them before the ransom deadline.
  61. A serial killer is targeting clergy, leaving cryptic messages at each crime scene, and the Manhunters are called to investigate.
  62. A disgraced alchemist on the run has stolen a dangerous formula, and the Manhunters must retrieve it before it falls into the wrong hands.
  63. A rival assassin has put a price on the head of a prominent political figure, and the Manhunters must intercept them.
  64. A debtor has fled town, and a ruthless moneylender hires the Manhunters to retrieve their "investment".
  65. A famous bard accused of slander has gone into hiding, and their accuser wants them brought to justice.
  66. A spy has stolen sensitive documents from a military outpost, and the Manhunters must recover them before they’re sold.
  67. A mercenary deserter is spreading secrets about their former employer, and the Manhunters must silence them.
  68. A cult leader responsible for inciting riots has fled to the wilderness, and the Manhunters are tasked with their capture.
  69. A thief who stole a priceless artifact has vanished into the city’s underworld, and the Manhunters must navigate its dangers to find them.
  70. A missing scholar holds the key to deciphering an ancient script, and the Manhunters must bring them back safely.
  71. A rogue mage has been causing havoc with forbidden magic, and the Manhunters are hired to bring them in, dead or alive.
  72. A political agitator has gone into hiding, and the Manhunters must uncover their secret network to locate them.
  73. A wealthy patron’s child has joined a band of pirates, and the Manhunters are tasked with bringing them home.
  74. An escaped prisoner is gathering allies for a rebellion, and the Manhunters must stop them before their plans come to fruition.
  75. A shadowy figure is blackmailing prominent citizens, and the Manhunters must track them down before more secrets are revealed.
  76. A former ally of the Manhunters has betrayed them and fled with vital information, forcing a personal hunt.
  77. A demon-possessed individual is on the run, spreading chaos, and the Manhunters must capture them for an exorcism.
  78. A con artist posing as a noble has disappeared after swindling half the city, and the Manhunters are hired to recover the stolen wealth.
  79. A retired soldier with a bounty on their head for past war crimes has gone into hiding, and the Manhunters must bring them to justice.
  80. A prisoner transport has been ambushed, and a dangerous criminal is on the loose; the Manhunters must track them down.
  81. A rogue inquisitor is using their position to settle personal vendettas, and the Manhunters are hired to end their reign of terror.
  82. A legendary outlaw long thought dead has resurfaced, and the Manhunters must confirm their identity and bring them in.
  83. A healer accused of poisoning a noble family has fled, and the Manhunters must uncover the truth while pursuing them.
  84. A werewolf terrorizing a rural area is revealed to be a well-respected local, and the Manhunters must deal with the fallout.
  85. A disgruntled inventor has kidnapped a rival’s family to force them to destroy their latest creation, and the Manhunters are on their trail.
  86. A gang leader who escaped justice is hiding in plain sight, protected by a network of loyalists the Manhunters must dismantle.
  87. An exiled prince has returned to rally their supporters, and the Manhunters must ensure their ambitions are thwarted.
  88. A merchant caravan has gone missing, and the Manhunters are tasked with finding the caravan leader and uncovering the truth.
  89. An informant vital to a major investigation has gone dark, and the Manhunters must find them before their enemies do.
  90. A pirate captain with knowledge of a secret smuggling route has fled their crew, and the Manhunters are hired to retrieve them.
  91. A healer who knows the cure to a spreading disease has been abducted by rivals seeking to profit from the illness.
  92. A gladiator who defied their arena masters has gone into hiding, and the Manhunters are sent to retrieve or eliminate them.
  93. A diplomat carrying crucial treaty negotiations has been abducted, and the Manhunters must rescue them before talks collapse.
  94. A young thief has stolen an artifact that curses its holder, and the Manhunters must retrieve them before the curse spreads.
  95. A high-profile defector from an enemy nation seeks asylum, but their former allies are closing in, and the Manhunters must protect them.
  96. A missing prophet holds the key to averting a prophesied disaster, and the Manhunters must find them before it's too late.
  97. A powerful crime lord has vanished before trial, and the Manhunters are hired to bring them in despite their extensive security network.
  98. A runaway noble scion joins a band of revolutionaries, and the Manhunters must decide whether to return or protect them.
  99. A former Manhunter, now hunted themselves, seeks the aid of their old comrades, forcing difficult choices and confrontations.
  100. A previous target has returned roaming free. Did they escape, or was there a case of mistaken identity?