7 thoughts on “Dockworkers Union”

  1. The Shadows crew in my campaign got up to some labor struggle activities from time to time.

    Labor union organization takes a lot of different skills and looks different according to place and time in history. I would ask them how they want to go about achieving their ends and read them the first line from the crew XP section. It might become obvious.

    That said, my read on Doskvol suggests Bravos as the most appropriate. Early labor struggles are sometimes violent & Doskvol has a long way to go. When my Shadows were organizing, kidnapping and extortion were two methods. Doing favors, usually Shadow-esque stealing for influential people, (esp. people in politics or propaganda) were another.

  2. I think it depends on the aspect of the union they want to focus on. I could see playing as Hawkers if you want to be more on the cutting deals side, however, a number of their skills are specifically about dealing contraband. Bravos on the other hand would be good if you want to go against strikebreakers and intimidate scabs, though they’re violence focused, so that’ll impose limits on what your union is rewarded for mechanically.

    I would personally use the blank crew sheet available on the website to make a custom crew with an xp marker for when the crew Advances the Interests or Common Good of the Dockworkers. And while you can create your own special abilities I a cursory look through the playbooks the following spring out: the Shadows’ “Synchronized,” the Smugglers’ “All Hands” and “Leverage,” the Hawkers’ “Silver Tongues” and “Accord,” and the Bravos “Blood Brothers;” most of these abilities are about working together, or making alliances, and so seem appropriate to a union.

  3. I feel like the Vigilantes crew would be a perfect fit.

    Crew XP trigger: Interfere with criminal scores, protect citizens, or antagonize the law.

    Protected Grounds: uniting—interference—resistance—terror

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