Cartel (FiD)

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A cartel is a secretive coalition seeking to control markets, trade routes, and economic resources. Their primary goal is to maximize profit and influence by exerting control over key economic activities.

Claims

Turf Reduces the reputation needed to advance by one. Clothier You get +1d to the engagement roll for social plans. Graft You get +2 coin in payoff for scores that involve a show of force or socializing. Lookouts You get +1d to Hunt or Survey on your turf. Foreign Market Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Turf Reduces the reputation needed to advance by one. Warehouse Reduces the cost of advancing Tier by two coins. Lair Your net of holdings start here and can extend horizontally or vertically, but not diagonally. Turf Reduces the reputation needed to advance by one. Luxury Venue +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the clientele.
Factorum Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Informants You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients. Surplus Cache You get +2 coin in payoff for scores that involve product sale or supply. Shrine You get -2 heat per score. Cover Identities get +1d to the engagement roll for deception and social plans.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Silver Tongues: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
  2. Accord: Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.
  3. The Good Stuff: Your merchandise is exquisite. The product quality is equal to your Tier+2.
  4. Ghost Market: Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to spirits and monsters. They do not pay in coin. What do they pay with?
  5. High Society: It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.
  6. Hooked: Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.
  7. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
  8. Additional Playbook: Select another crew playbook. From now on you can now choose its Claims, Speical 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. Acquire product supply, execute clandestine/covert sales, or secure new territory.
  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. Anrae, a dilettante
  2. Brex, a gang boss
  3. Duroz, of the city guard
  4. Hoxley, a smuggler
  5. Nyren, a deal broker
  6. Vekrin Wott, a magistrate

Crew Upgrades

Start Cohort (Rooks), Independent Rooks, 2 of choice.

Cartel ☐ Smuggle Rig (2 ☐ items are concealed), ☐ Supply Network (+2d to Acquire Asset downtime action).

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 taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for “the next exciting thing.”
  43. A knock-off product shows up on the streets and undercuts your price. Is your supplier cutting you out?
  44. Your upscale clients are tired of coming to your territory for their fix. Set up a distribution front in a nicer part of town. (Or the same for low-class clients.)
  45. Students at Doskvol Academy have shown an interest in your supply, but they need it delivered to them, past the crisp Bluecoat security.
  46. A solo operator is providing a much more popular version of your product.
  47. A masked figure will pay you well for the opportunity to discreetly kill one of your regulars while they're... distracted.
  48. A city council member is considering a total ban on an illicit product—they might be persuaded to make it yours, driving demand sky-high.
  49. The gang who operated your territory years ago is back from the Dagger Isles and expects to get back to business as usual.
  50. A Bluecoat killed their last dealer for “pushing their relationship too far,” and comes to the crew for an alternate source.
  51. The smugglers in your supply chain want to cut out all intermediaries and deal with you directly.
  52. A legendary rip-off man and their crew are hitting stash houses. Now a bounty has been put on their head—can you claim it?
  53. A brutal gang of savage killers has wiped out a rival's vice den. Now they want you to step in and run it for them.
  54. The cult of a forgotten god approaches you with an offer of partnership: they can make your product much more appealing in exchange for... special considerations.
  55. A fiery street-crier rails against your product and drives down demand. But you think you recognize them as a customer...
  56. A new vice gang is making really smart, savvy moves. Rumor is, they're guided by the ghost of a legendary street operator.
  57. Ghosts of former customers are suddenly drawn back to you, demanding their fix.
  58. An arcane killer is targeting vice-users and dealers, leaving their hollowed shells wandering the streets.
  59. An infamous adventurer has tastes that... you probably don't usually provide for. But they're willing to pay very well.
  60. The cartel discovers a new trade route but must eliminate rival claimants.
  61. A smuggler offers a lucrative deal to bypass official tariffs.
  62. The cartel secures an exclusive contract to supply a rare commodity.
  63. A rival cartel undercuts prices, threatening the cartel's dominance.
  64. A corrupt official demands a higher bribe to keep turning a blind eye.
  65. The cartel learns of a valuable shipment being poorly guarded.
  66. A factory worker offers to sabotage production at a competitor's plant.
  67. A new guild emerges, challenging the cartel’s monopoly.
  68. The cartel acquires a map to hidden resources but requires funding to exploit it.
  69. Local farmers organize a strike against the cartel's oppressive practices.
  70. A plague devastates crops, creating a food scarcity the cartel can exploit.
  71. A rival cartel’s leader goes missing, opening a power vacuum.
  72. A trusted lieutenant is suspected of skimming profits.
  73. The cartel must negotiate with pirates who control a key shipping lane.
  74. An inventor approaches the cartel with a device that could revolutionize production.
  75. The cartel is offered exclusive trade rights by a distant, war-torn region.
  76. A tax increase threatens to cripple the cartel’s operations.
  77. The cartel uncovers evidence of collusion between its rivals and city officials.
  78. An ally's betrayal leaves a major deal hanging in the balance.
  79. The cartel must protect its warehouses from a growing wave of thefts.
  80. A foreign ambassador offers a secret deal for smuggling contraband.
  81. The cartel learns of an impending government crackdown on illegal trade.
  82. A drought in a neighboring region presents an opportunity for water profiteering.
  83. The cartel is invited to a high-stakes auction for control of a valuable mine.
  84. A disgruntled rival offers to sell out their cartel for the right price.
  85. The cartel discovers a thriving black market cutting into its profits.
  86. A former ally threatens to expose cartel dealings unless paid off.
  87. A religious faction denounces the cartel’s immoral business practices.
  88. The cartel must broker peace between two feuding clients to keep profits flowing.
  89. A charismatic leader rises among the oppressed, calling for a boycott of cartel goods.
  90. A new law legalizes a previously banned substance, creating a gold rush.
  91. The cartel is offered protection by a mercenary group for a steep price.
  92. A fire destroys a key facility, threatening to derail the cartel’s operations.
  93. An internal mole leaks information about cartel shipments to authorities.
  94. A foreign war disrupts supply chains, forcing the cartel to adapt quickly.
  95. The cartel receives word of an impending heist on their most valuable shipment.
  96. A lucrative opportunity arises to smuggle luxury goods into a quarantined city.
  97. The cartel learns of a hidden gold vein within their territory.
  98. A prominent banker offers a risky but potentially profitable investment scheme.
  99. The cartel must decide whether to fund a rebellion that would destabilize a key rival.
  100. A secretive alchemist offers the cartel a formula for an addictive product with massive profit potential.