Soldiers (FiD)

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Soldiers are seasoned fighters, mercenaries, and protectors, who offer their blades to the highest bidder. Whether on the battlefield, in the depths of dungeons, or guarding precious relics, they excel in the art of war and survival. For Soldiers, every conflict is a test of skill, bravery, and loyalty, where victory brings honor and riches.

An adaptation of the Bravos crew playbook.

Claims

Prestige Contracts: During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Customers pay well for you to show your flag. Barracks: Your Thug cohorts get +1 scale. An expansive training ground and armory allows for a larger, well-equipped company. Quartermaster: You get +2 coin in your payoff for scores that involve looting. Quartermasters know what to keep and what to sell. Training Grounds: +1d to Prowess training rolls. A dedicated space for honing combat skills and physical conditioning. Weapon Forge: Thug cohorts gain +1 quality because of fine gear. A skilled blacksmith ensures your arsenal is always ready.
Confederates: You get +1d to the engagement roll for assault plans. Allies provide support. Warehouses: You get +1d to acquire asset rolls. Ample storage for supplies and spoils of war. Lair: Your fortified stronghold where plans are made and spoils are secured. Claims start here and can extend horizontally or vertically, but not diagonally. Lookouts: You get +1d to Hunt or Survey on your turf. Vigilant sentries keep watch for threats and opportunities. Cover Identities: You get +1d to the engagement roll for Social plans. False papers and disguises make your soldiers hard to pin down.
Infirmary: You get +1d to healing treatment rolls. An experienced medic and proper facilities help your soldiers recover quickly. Shrine: You get -2 heat per score. Dedication to a deity or cause grants your actions divine sanction. Profiteering: You get +2 coin in your payoff for scores that involve fighting for pay. You drive a hard bargain in desperate times. Luxury Barracks: +1d to Command and Sway rolls on-site. Impressive quarters boost morale and loyalty among your ranks. Cadre: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Skim the cream when training others' troops.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Dangerous: Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
  2. Blood Brothers: All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
  3. Fiends: Fear is as good as respect. You may count each wanted level as if it were turf.
  4. Forged in Fire: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
  5. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they support your endeavors?
  6. Protectors: Add defend or protect people to tow two of your Crew Xp.
  7. War Dogs: When you're at war (-3 faction status), PCs get +1d to vice rolls and still get two downtime actions, instead of just one.
  8. Additional Playbook: Select another crew playbook. From now on, you can 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. Execute a successful battle, extortion, sabotage, or smash & grab 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. Aedric, a warlike noble.
  2. Berris, a ranger scout.
  3. Dravin, a captain of soldiers.
  4. Lira, a camp follower.
  5. Maris, an armorer.
  6. Talyn, a sawbones.

Crew Upgrades

Start Cohort (gang of thugs), tenacious thugs, 2 of choice.

Soldiers ☐ Combat Webbing (add 2 load), ☐ Uniforms (identifiable, +1 apparent stash).

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 business fires all their demi-human workers and refuses to pay their wages for time already worked. The demis are camped outside, demanding justice.
  43. A Cabal needs to quietly suppress unrest.
  44. A Cartel has set up shop nearby. Lots of tempting pieces for the grabbing. They need guards, but do they realize this?
  45. A Cartel is building a loud, clanking machine in a residential area. The tenants are outraged by the noise and smoke.
  46. A community is under threat from marauding bandits. Will you defend the helpless or exploit the situation for profit?
  47. A Cult is suffering persecution.
  48. A Cult wants a resistant community made an example of.
  49. A distillery is being looted, flooding the community and your company with drink.
  50. A fortress under siege offers a hefty reward for its relief. Will you break the siege or join the attackers for a share of the spoils?
  51. A group of merchants are seeking mercenary muscle to defy the local muscle.
  52. A group of militia have appeared, fighting to protect locals from abuse, likely including you.
  53. A horde of monsters are loose, dragging people to death and terrorizing the area, shutting down commerce and vice.
  54. A local is telling everyone that they '”never capitulate to brutes” and urges others to follow suit. People are listening.
  55. A local lord have set up watchtowers and checkpoints to search people and people are being shaken down.
  56. A local noble has retreated to their hold, fearing an assassination. Sell them out or offer your protection for a price?
  57. A monster hunter needs assistance.
  58. A mysterious figure offers a large sum for an ostensibly easy mission.
  59. A natural disaster strikes. Will you assist or plunder the survivors?
  60. A noble has hired a private army to guard their estate for some reason. Must be something worth defending in there...
  61. A notorious warlord has put a price on your heads. Will you confront them or disappear into the shadows?
  62. A powerful mage seeks protection from enemies. Will you serve as their shield, or take their power for yourself?
  63. A rare beast is terrorizing the countryside. Can you slay it and claim the bounty?
  64. A rival company is muscling in on your contracts. Time to teach them a lesson they won’t forget.
  65. A rival company keeps treasures out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.
  66. A rival group has stolen a powerful weapon. Will you recover it and exact revenge?
  67. A rival mercenary company is amassing forces to challenge your dominance. Will you face them head-on or outmaneuver them?
  68. A sacred relic has been stolen by raiders. Can you retrieve it before the faith’s wrath falls upon the city?
  69. A tavern or community is plagued by rowdy brawls every night. They want an end to it.
  70. A troupe of entertainers offers to entertain you for free. What is their angle?
  71. A Troupe's performances are causing riots.
  72. A vicious band stalks the district, robbing with impunity and daring anyone to challenge them.
  73. A warlord's hoard is rumored to be hidden in a remote stronghold. Will you claim it for yourself?
  74. A wealthy merchant’s caravan is ripe for plunder, but heavily guarded. Can you save it, or take the prize and escape unscathed?
  75. A wealthy patron seeks your aid in retrieving a priceless artifact from a well-guarded fortress. Do you accept the challenge?
  76. An abandoned fortress is said to be filled with both treasure and deadly traps. Will you brave the dangers for the riches within?
  77. Bandits have stolen an armed naval ship, and are assaulting craft nearby.
  78. Delvers are hiring muscle for a special expedition. What are they afraid of?
  79. Delvers are hiring security for an expedition. Their crew is a weird mix of adventurers.
  80. Escort a caravan of prisoners, or break them all free.
  81. Inquisitors have trouble with overt rather than covert opposition.
  82. Riots.
  83. The city council wants leg-breakers to put an end to unionizing.
  84. Travelers need a bandit camp destroyed.
  85. Travelers need additional escorts.
  86. Travelers or fishers wants competitor’s boats destroyed.
  87. Wardens need a supply camp protected.
  88. Wardens need an enclave of resistance defeated.
  89. Wardens need temporary reinforcements.
  90. A plague is spreading in the poorer districts, and a group offers payment for guarding the quarantine zone. Will you contain the outbreak or risk breaching the barricade for profit?
  91. A foreign emissary needs protection while negotiating a dangerous deal with local powers.
  92. A gambling den has gone bankrupt, leaving many angry creditors demanding repayment. Will you act as mediators or muscle?
  93. A rival faction is hoarding resources during a food shortage. Will you raid their stockpiles or protect the supply lines?
  94. An influential figure has been kidnapped by rebels, offering a handsome reward for their safe return. Or will you deliver them to their enemies instead?
  95. A dockyard worker's strike is bringing trade to a standstill. Will you break the strike, support it, or exploit the chaos to your advantage?
  96. A priceless painting has gone missing from the city’s museum. Can you track down the thieves before the nobles demand blood?
  97. A well-known outlaw seeks your protection, offering a fortune for safety. Do you risk the wrath of the law or turn them in?
  98. A smuggling ring is hiring muscle to protect their shipments. Will you work for them or expose their operation for a greater reward?
  99. An old fort is believed to house a hidden treasure from a long-lost war. Will you dare to explore it, despite rumors of curses?
  100. A powerful sorcerer seeks rare ingredients for a ritual and offers payment for retrieving them from dangerous locations.
  101. A disgraced noble seeks revenge on their enemies, offering wealth in exchange for your assistance in their schemes.
  102. A massive fire has broken out in the city's warehouses. Will you rescue the goods, save the workers, or loot the ruins?
  103. A rival faction has taken over the city’s black market. Will you challenge their control, make an alliance, or shut them down?
  104. A series of mysterious murders is occurring in the city, and the victims are all high-profile figures. Can you find the culprit or prevent more killings?
  105. A criminal syndicate has set up a protection racket, demanding tribute from local businesses. Will you drive them out or take over their operation?
  106. A wealthy collector is seeking a legendary artifact said to be cursed. Will you retrieve it for them or keep it for yourself?
  107. A political assassination plot is unfolding, and you’ve been approached by both sides to either prevent or carry out the deed.
  108. A noble family’s heir has been kidnapped, and the ransom deadline is fast approaching. Will you save them or strike a deal with the kidnappers?
  109. A group of pirates has been terrorizing the coast. Will you hunt them down for the bounty or join forces for a share of their plunder?
  110. A prominent banker’s vault is rumored to hold incredible riches. Will you take on the challenge of breaking in, or protect it from rival thieves?
  111. A new drug is sweeping the city, causing chaos and crime. Will you shut down its distribution, or take control of the trade?
  112. A local militia is recruiting members for a dangerous mission beyond the city's borders. Do you join their cause or undermine their efforts?
  113. A merchant’s son has gone missing while traveling through dangerous territory. Will you find him and collect a reward or ransom him back yourself?
  114. An underground fighting ring has opened, offering rich prizes for those who can survive. Do you enter the ring or break it up for profit?
  115. A distant island has been discovered, rumored to contain untold wealth. A merchant company seeks adventurers to explore it – for a share of the riches.
  116. A rising star in the city’s underworld is looking for allies. Do you join forces or eliminate them to solidify your own power?
  117. A mysterious illness is spreading through the noble families. Can you find a cure, or will you capitalize on their weakened state?
  118. A secretive guild offers a job to retrieve an item from the king’s treasury. Do you accept the risk or report their plans to the crown?
  119. A renegade knight is rallying support from the lower classes. Will you help them start a revolution or put them down for the ruling class?
  120. A disgruntled soldier offers you inside information about a military convoy. Do you raid it or use the intel to your advantage in other ways?
  121. A notorious thief has been captured and is being transported to the gallows. Will you break them free or make sure the law prevails?
  122. A dangerous experiment has gone wrong in the alchemist’s guild, causing strange phenomena in the city. Can you contain the disaster or exploit it for gain?
  123. A blacksmith’s forge has been burned down in a mysterious arson. Can you find the culprit or take advantage of the lack of competition in the city?
  124. A rival faction is raiding merchant caravans. Do you defend the merchants or join in for a share of the loot?
  125. A foreign dignitary has arrived in the city with unknown intentions. Will you spy on them, protect them, or disrupt their plans?
  126. An ancient tomb has been uncovered beneath the city. Will you venture into its depths for treasure, or let sleeping dead lie?
  127. A powerful noble is hiring mercenaries to crush a peasant rebellion. Will you help put down the revolt or fight for the downtrodden?
  128. A treasure map has fallen into your hands, leading to an uncharted island filled with danger and opportunity. Will you seek the riches or sell the map?
  129. A local guildmaster is suspected of embezzling funds. Do you expose their crimes or blackmail them for your own gain?
  130. A magical storm is ravaging the countryside. Will you help the victims, or use the chaos to further your own ends?
  131. A cult devoted to a forbidden god is rumored to be operating in the city. Will you root them out, join them, or manipulate them for your benefit?
  132. A fleet of pirate ships has been sighted off the coast. Will you defend the city, raid the ships for yourself, or make a secret deal with the pirates?
  133. A rival mercenary company is ambushing your clients. Will you stop their attacks or strike back and take their contracts?
  134. A new trade route has opened, promising wealth to those who control it. Will you protect it, raid it, or claim it for your faction?
  135. A fugitive war criminal is hiding in the city under a false identity. Will you turn them in for a reward or use their knowledge for your own ends?
  136. A merchant’s guild is hosting an auction of rare and valuable goods. Will you bid, steal, or disrupt the event to weaken your rivals?
  137. A hidden vault containing forbidden magic has been uncovered. Will you safeguard it from those who would misuse it or seize the power for yourself?
  138. A neighboring kingdom is amassing troops on the border. Will you prepare for war, negotiate peace, or sell your services to the highest bidder?
  139. A high-ranking official is suspected of treason. Will you investigate and expose the traitor, or offer to cover it up for a price?
  140. A group of assassins is targeting key figures in the city. Will you hunt them down, protect their targets, or join their deadly game?