Cabal (FiD)

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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

☐ Fine clothes ☐ Fine servant disguise ☐ Elite Politicians ☐-☐-☐ Composed (+1 stress box)

Lair ☐☐ 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

  1. A charismatic speaker is rallying crowds to oppose your cabal’s agenda. Deal with them.
  2. A city official has gone missing under suspicious circumstances. Find out what happened and leverage the chaos to your advantage.
  3. A disgraced noble wants to regain their title and offers to share hidden knowledge in exchange for your support.
  4. A dying noble with no heirs wants to ensure their legacy by naming your cabal as benefactors—if you can secure their last wish.
  5. A foreign power seeks to destabilize the region and offers your cabal a fortune to assist their covert operations.
  6. A growing cult worships a forbidden power and seeks influence over key officials. Undermine them or seize control of the cult for your own ends.
  7. A hidden vault containing powerful artifacts has been discovered beneath the city. Seize control of it before your rivals do.
  8. A key military commander’s loyalty is in question. Ensure they remain an ally by revealing their secrets or secure a more trustworthy replacement.
  9. A master spy approaches your cabal with a dangerous proposition: work together to eliminate a key figure.
  10. A merchant's guild controlling vital trade routes demands an alliance. Use their resources for your gain or cripple their monopoly.
  11. A new law threatens your cabal’s activities. Either sway lawmakers to your cause or ensure the law is never enforced.
  12. A noble house hires your cabal to undermine a rival by any means necessary.
  13. A once-loyal ally is being blackmailed by your enemies. Free them from their bonds or let them fall to ruin.
  14. A political marriage is about to take place. Interfere, or just network?
  15. A political marriage is offered.
  16. A popular entertainer is gaining influence among the masses, rivaling your cabal's sway. Neutralize their threat or co-opt their talents.
  17. A powerful aristocrat is back talking you, threatening your reputation.
  18. A powerful merchant guild threatens to sway the political landscape in your enemy’s favor. Sabotage their operations.
  19. A powerful power-weilder offers to enchant your cabal’s assets, but their price may be steep—and their true motives unclear.
  20. A pretender to an important post offers a lucrative partnership to put them in power, but can you trust their promises?
  21. A prominent aristocrat is rumored to have an unsavory secret that could ruin them. Investigate and use it to your advantage.
  22. 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.
  23. A reformed criminal with ties to your cabal’s enemies offers to sell out their former associates—if you can protect them from retaliation.
  24. A rising politician seeks your help to sway the common people in their favor.
  25. A rival cabal has infiltrated your political circle. Identify and dismantle their network before they can act against you.
  26. A rival faction has blackmail material on a powerful official. Steal or destroy it to weaken their influence.
  27. A rival faction plans a coup. Infiltrate their ranks and decide whether to assist them or sabotage their plans from within.
  28. 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.
  29. A secret society invites your cabal to a clandestine meeting. They claim to share your goals but may have their own hidden agenda.
  30. A wealthy faction is backing your political rivals. Break the alliance or ally with their enemies.
  31. An aristocrat falls in love with one of the crew.
  32. An influential cult could be swayed to endorse your cabal’s agenda, but first, you must deal with their internal opposition.
  33. 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?
  34. Someone is spreading vicious rumors about you.
  35. The city’s criminal underworld is being united under a powerful new leader. Can you strike a deal or disrupt their growing influence?
  36. There is a strong sentiment to end political corruption.
  37. Whispers of rebellion stir among the lower classes—can you manipulate them to your benefit?
  38. You learn of a scandalous affair between members of two powerful rival groups.