Travelers (FiD)
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Travelers are versatile adventurers and seasoned navigators, skilled at traversing various terrains and overcoming obstacles. Their expertise ranges from guiding people through perilous regions to hauling valuable goods across dangerous routes. Whether crossing hostile landscapes, dodging dangers on the high seas, or managing logistics in treacherous environments, Travelers thrive on dynamic and risky endeavors where adaptability and resourcefulness are crucial.
Claims
Local Investments 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? | Heavy Vehicles You get +2 coin in payoff for scores that involve high-volume transport. | Informants You get +1d to gather information for a score. Your network of local contacts helps you navigate unfamiliar terrain. | Turf |
Luxuries get +1d to the engagement roll for plans involving Transport or Travel. | Suppliers You get +1d to acquire asset rolls. You have established contacts with local suppliers. | Itinerant Hub Your base of operations, with options to expand vertically or horizontally, but not diagonally. It moves along as the campaign moves. You can position it | Fast Hub Extra mobility for your lair. You can move it to a new location as a downtime activity. Reduces heat by 2 and allows shift between hidden, secure, and quarters lair improvements. | Hidden Paths You get +1d to the engagement roll for Stealth and Transport plans. |
Secret Aproches You get +1d to the engagement roll for Assault and Magic plans. | Waystation You get +1d to Consort and Sway rolls on-site. | High-Class Travel You get +2 coin in payoff for scores that mainly involve passengers. | Fleet Your cohorts have their own vehicles or mounts. Each cohort has a common vehicle with quality equal to your Tier. Doubles cohort income. | 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
- Adaptable Routes: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
- All Hands: By spending 3 stress, a crew member can do a downtime action in a flashback. This does not affect past or future downtime.
- Flexible Operations: Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
- Hidden Routes: Crew members can use hidden routes and secret pathways for travel, gaining +1 effect for avoiding detection.
- Like Family: Create one of your vehicles or mounts 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. +1d 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.
- Route Masters: When you go into vehicle or transport 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, 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 transport operation or acquire new clients or transport 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
- Alen, a waystation owner.
- Decker, a nomad.
- Kyris, a customs agent.
- Nyce, a patroller.
- Orin, a merchant.
- Thalen, a guide.
Crew Upgrades
☐ Carrying Slings (2 extra load to entire crew) ☐ Traveler's rigging (2 ☐ items are perfectly concealed) ☐ Camouflage (Your vehicles or mounts are perfectly concealed when at rest) ☐ Elite Rovers
Lair ■☐ Vehicle ☐☐ Carriage ☐☐ Boat ☐ Hidden ☐ Quarters ☐☐ Secure ☐☐ Vault ☐ Workshop
Training ☐ Insight ■ Prowess ☐ Resolve
Quality ☐ Documents ☐ Gear ☐ Implements ☐ Pet/Special ☐ Supplies ☐ Tools ☐ Weapons
Cohorts ☐☐☐☐☐☐☐☐☐☐☐☐☐ New Cohort: (Max 2 per tier +1 for strong hold) ☐-☐ Add Type or edge
Cohorts
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
- Cabal opportunity
- Cabal opportunity
- Cartel opportunity
- Cartel opportunity
- Cult opportunity
- Cult opportunity
- Delver opportunity
- Delver opportunity
- Glimmer opportunity
- Glimmer opportunity
- Manhunter opportunity
- Manhunter opportunity
- Traveler opportunity
- Traveler opportunity
- Troupe opportunity
- Troupe opportunity
- Warden opportunity
- Warden opportunity
- Warrior opportunity
- Warrior opportunity
- Air opportunity
- Animal opportunity
- Barrier opportunity
- Darkness opportunity
- Death opportunity
- Earth opportunity
- Electricity opportunity
- Fire opportunity
- Flux opportunity
- Ice opportunity
- Illusion opportunity
- Kinesis opportunity
- Life opportunity
- Light opportunity
- Metal opportunity
- Mind opportunity
- Order opportunity
- Plant opportunity
- Space opportunity
- Time opportunity
- Water opportunity
- 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 traveler 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.
- Escaped Prisoners, Spies (forbidden)
- Workers Fleeing Contracts (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)
- Rare Beasts for Gladiatorial Games (restricted ownership)
- Forbidden Relics of Ancient Cultures (forbidden)
- Smuggling of Political Prisoners (forbidden)
- Merchant Guild Secrets or Ledgers (confidential)
- Stolen Artwork from Famous Collections (restricted ownership)
- Dangerous Magical Flora or Fauna (restricted ownership)
- Smuggled Prisoners of War (forbidden)
- Clandestine Religious Icons (banned)
- Pirate’s Treasure Map (forbidden)
- Cursed Shipwreck Artifacts (forbidden)
- Assassination Contracts (forbidden)
- War Trophies from a Disputed Territory (restricted ownership)
- Smuggled War Correspondence (confidential)
- Escaped Royal Heir (forbidden)
- Untaxed Gemstones or Precious Metals (high tax)
- Rare Manuscripts of Forbidden Knowledge (banned)
- Black Market Luxury Goods (high tax)
- Ancient Maps to Lost Cities (confidential)
- Escaped Sorcerer or Mage (forbidden)
- Illicitly Traded Magical Tattoos (restricted ownership)
- Smuggled Sea Serpent Eggs (restricted ownership)
- Abducted Nobles (confidential)
- High-Priced Mercenaries (restricted contracts)
- Poached Magical Creatures (forbidden)
- Controlled Substances from Other Realms (high tax)
- Disguised Royal Family Members in Hiding (confidential)
- Forbidden Love Letters Between Enemy Nations (confidential)
- Escaped Djinn or Elemental (forbidden)
- Slaves Runaway from Highborn Families (forbidden)
- Rogue Alchemists Selling Experimental Potions (restricted ownership)
- Stolen Merchant Fleet Cargo (confidential)
- Cursed Weapons from a Lost Civilization (forbidden)
- Illicitly Traded Dragon’s Blood (restricted ownership)
- Hostile Tribe Seeking Passage (restricted access)
- Smuggling Heirs of Disgraced Nobility (forbidden)
- Dangerous Beasts Captured for Scientific Study (restricted ownership)
- Black Market Medical Supplies (high tax)
- Escaped Mutants from Forbidden Experiments (forbidden)
- Smuggled Relics of Fallen Empires (banned)
- Documents Detailing Military Secrets (confidential)
- Contraband From the Feywild (forbidden)
- Stolen Naval Plans from a Rival Kingdom (confidential)
- Illegally Traded Living Constructs (restricted ownership)
- Unauthorized Maps of Hidden Passageways (confidential)
- Poached Legendary Game Animals (forbidden)
- Rebel Leaders Seeking Safe Passage (forbidden)
- Dangerous Storm Lore or Weather Manipulation Artifacts (forbidden)
- Smuggling Cult Artifacts (forbidden)
- Dangerous Flora From the Shadowfell (restricted ownership)
- Stolen Obsidian Blades from Dark Temples (restricted ownership)
- Fugitive Smugglers (forbidden)
- Captured Pirate Lords (forbidden)
- Stolen Sealed Royal Decrees (confidential)
- Livestock Infected with Magical Diseases (restricted ownership)
- Plundered Vaults of Fallen Kings (restricted ownership)
- Stolen Plans for Arcane Siege Engines (confidential)
- Illicit Exports of Sentient Objects (forbidden)
- Illegal Transport of Necromantic Ingredients (forbidden)
- Wild Fey Beasts Captured for Exhibition (restricted ownership)
- Contraband from the Underdark (restricted ownership)
- Runaway War Automata (restricted ownership)
- Forbidden Treasures of the Undersea Kingdoms (forbidden)
- Forbidden Treasures of the Drow (forbidden)
- Dangerous Explosive Cargo for Rebel Factions (forbidden)
- Illegal Portal Technology (forbidden)
- Lost Blueprints of Arcane Cities (confidential)
- Smuggling Spices from Infernal Realms (high tax)
- Seditious Propaganda Against the Crown (banned)
- Dangerous Alchemical Weapons (forbidden)
- Stolen Military Uniforms and Identification (confidential)
- Poisonous Creatures from Other Planes (restricted ownership)
- Stolen Ship Logs from Pirate Captains (confidential)
- Illicit Trade of Teleportation Devices (restricted ownership)
- Cursed Amulets of Ancient Deities (forbidden)
- Smuggling Flesh Grafts from Forbidden Lands (forbidden)
- Prisoners of an Overthrown Kingdom (restricted access)
- Dwarven Underworld Blacksmith Secrets (confidential)
- Elves on the run (confidential)
- Stolen Royal Family Lineage Records (confidential)
- Dangerous Arcane Batteries for Siege Engines (forbidden)
- Illicit Animal Trading of Exotic Monsters (restricted ownership)
- Poached Phoenix Feathers (restricted ownership)