Captain (FiD)
Starfox's Blades in the Dark fan page |
- This is a work in progress.
A captain is a leader of any kind, from a gang boss, to the leader of a work crew or caravan, to a military or ship commander. As a captain you are boldly taking charge of a situation and lead from the front, empowering your crew.
Not every player wants to follow a leader, so this playbook requires an agreement in the group to work well.
Touchstones: Martin from "Flesh and Blood" (1985). Don Lope de Aguirre from "Aguirre, the Wrath of God" (1972). Any number of heroic leader-types from fiction.
Special Abilities
- Captain's Charity : You and your crew never roll less than 2d indulging in vice. You may pick which dice result to use to reduce Stress. For example, if you rolled a 2 and a 5 you could choose to reduce your Stress by either 2 or 5.
- Coordination: When you lead a group action, you suffer only 1 stress for every two crew who failed their rolls.
- Devil's Dare: When you or a crewmate you can see fails an action roll during a score, you can spend 2 stress to allow a re-roll with the same number of dice. The position of this second roll is always desperate.
- Focus: Three times per score you can assist a teammate who can hear you without paying stress. You can take this ability several times to gain three additional uses of free assistance each time.
- Morale: You and crew members that can hear you gain +1d when resisting Resolve consequences. You gain +1 stash at the end of each downtime phase.
- None Left Behind: When you fight along with a cohort in combat, they gain extra effect and 1 armor. When you retreat or leave the group, they can retreat safely.
- Stand Fast!: As long as any of your crew can hear you, you and those crew who can hear you gain +1d on all resistance rolls.
- Team Spirit: You may expend your special armor to protect a yourself or a teammate or to negate the entire stress cost of a group action.
Shrewd Friends
- ˄ ˅ Arlin, an architect.
- ˄ ˅ Kael, a alchemist.
- ˄ ˅ Lenn, an information broker.
- ˄ ˅ Nix, an archivist.
- ˄ ˅ Soryn, a domestic.
Inventory
- ☐, ☐ Fine bottle of wine.
- ◯ Fine disguised weapon.
- ☐ Fine Disguise Kit.
- ☐ Operational map.
- ☐ Spyglass.
- ☐, ☐, ☐ Trance Powder.
- Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress. Can be laced with Trance Power at no additional load cost, see below.
- Fine Disguise Kit ☐: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect when playing a role or relying on beauty. As a Captain this protects you from powers that read your mind or determine your identity, improving your position against such threats.
- Fine Disguised Weapon ◯: A weapon that does not appear to be a weapon except under close scrutiny. Examples include cane swords, fighting fans, hair pin daggers, blades concealed in everyday objects like holy symbols, belt buckles, shoes, and emblems of rank, palm pistols concealed in cutlery, snuff boxes, swagger sticks, or purses. Sashes, belts, or clock chains can be made to be used as whips or garottes. This is a masterwork weapon that fits you perfectly, improving your effect.
- Operational Map ☐: A map of the area of operations, gained through contacts and information gathering. +1d on engagement rolls. Negates the engagement roll penalty for complex plans. Playbook.
- Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times. Gadget.
- Trance Powder ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. Common, Consumable, Unreliable (minimum complexity 1).
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge using co-operation or charisma.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Command 2
- Finesse 1
- 4 points by choice, no higher than 2 in any one.