Difference between revisions of "Academy (FiD)"

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The Academy is a collective of scholars, explorers, and their guards and helpers dedicated to uncovering the world’s hidden knowledge. Whether delving into ancient ruins, decoding forgotten texts, or cataloging rare artifacts, the Academy seeks to preserve and expand the boundaries of understanding, driven by an unquenchable thirst for discovery.
 
The Academy is a collective of scholars, explorers, and their guards and helpers dedicated to uncovering the world’s hidden knowledge. Whether delving into ancient ruins, decoding forgotten texts, or cataloging rare artifacts, the Academy seeks to preserve and expand the boundaries of understanding, driven by an unquenchable thirst for discovery.
 +
 +
=== Claims ===
 +
{| class="wikitable"
 +
|align="center" valign=top | '''Treasury''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 +
|align="center" valign=top | '''Disguises''' You get +1d to the engagement roll for Social and Stealth plans.
 +
|align="center" valign=top | '''Museum''' You get +2 coin in payoff for scores that involve acquiring or selling rare items.
 +
|align="center" valign=top | '''Informants''' You get +1d to gather information for a score. ''Your network of scholars and explorers is always on the lookout for new leads.
 +
|align="center" valign=top | '''Ebony Tower''' +1d on Command and Survey during downtime.
 +
|-
 +
|align="center" valign=top | '''Hall of Wonders''' +1d on Study and Tinker rolls on location.
 +
|align="center" valign=top | '''Library''' You get +1d to the engagement roll for Magic and Probe plans. Increased effect on on translations made on site.
 +
|align="center" valign=top | '''Strategium''' Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally.
 +
|align="center" valign=top | '''Lecture Hall''' +1d to Consort and Sway rolls on-site. ''A prestigious place where your knowledge impresses visitors.
 +
|align="center" valign=top | '''Learned Correspondence''' +1d on Attune and Study during downtime.
 +
|-
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|align="center" valign=top | '''Ivory Tower''' Crew gets +1d to healing treatment rolls during downtime.
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|align="center" valign=top | '''Field Contacts''' +1 engagement rolls on Assault and Transport plans.
 +
|align="center" valign=top | '''Patrons''' You get +2 coins in payoff for scores that collect or sell knowledge or magic texts.
 +
|align="center" valign=top | '''Temple of Knowledge''' You get -2 heat per score.
 +
|align="center" valign=top | '''Magic Shop''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 +
|}
 +
 +
=== Heat & Wanted Level ===
 +
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 +
 +
=== Coin ===
 +
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 +
 +
=== Special Abilities ===
 +
# '''Uncover Secrets:''' Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
 +
# '''Ancient Knowledge:''' Your understanding of ancient texts is unparalleled. Any document you handle is readable and considered fine.
 +
# '''Endowed:''' When you advance your '''Tier''', it costs half the coin it normally would. Who is your patron? Why do they fund your research?
 +
# '''Field Researchers:''' Your cohorts are skilled in fieldwork. Add the Elite and Loyal traits to your cohorts.
 +
# '''Preservation Society:''' Gain +1d to gather info about ancient sites or lost knowledge.
 +
# '''Research:''' Gain +1d on downtime actions to acquire asset and long term projects involving rituals and inventing.
 +
# '''Scholarly Connections:''' Your network of scholars, archaeologists, and explorers is extensive. You may count up to three +3 faction statuses you hold as if they are turf.
 +
# '''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).
 +
# Uncover lost knowledge, explore ancient sites, or read forgotten texts.
 +
# Contend with challenges above your current station.
 +
# Bolster your crew's reputation or develop a new one.
 +
# Express the goals, drives, inner conflict, or essential nature of the crew.
 +
 +
=== Contacts ===
 +
# Valeria, an antiquarian
 +
# Gorran, a tomb robber
 +
# Petrus, a librarian
 +
# Ilyas, an occultist
 +
# Mirwen, a noble patron
 +
# Kelan Tor, an explorer
 +
 +
=== Crew Upgrades ===
 +
☐  Scholars' rigging (1 carried item is concealed and has no load)
 +
☐  Academy Contacts (+1 Tier in academic circles)
 +
☐  Elite Guards
 +
☐  Elite Researchers
 +
☐-☐-☐  Composed (+1 stress box)
 +
 +
'''Lair''' 
 +
☐☐ Carriage
 +
☐☐ Boat
 +
☐ 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 ===
 +
{{ : Cohorts (FiD) }}
 +
 +
=== Opportunities ===
 +
# An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
 +
# A previously unknown ruin is discovered, but it's infested with dangerous spirits.
 +
# A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
 +
# A powerful patron demands that you break a curse on an artifact in his possession.
 +
# A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
 +
# A rival academy has been sabotaging your research, and you must uncover their plans.
 +
# An expedition into an ancient ruin has gone missing—can you find and rescue them?
 +
# A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
 +
# Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?
 +
# A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
 +
# A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
 +
# A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
 +
# An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
 +
# A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
 +
# A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
 +
# A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
 +
# A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
 +
# A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
 +
# A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
 +
# An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
 +
# A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
 +
# An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
 +
# A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
 +
# A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
 +
# A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
 +
# A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
 +
# A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
 +
# An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
 +
# A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.

Latest revision as of 23:48, 5 September 2024

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The Academy is a collective of scholars, explorers, and their guards and helpers dedicated to uncovering the world’s hidden knowledge. Whether delving into ancient ruins, decoding forgotten texts, or cataloging rare artifacts, the Academy seeks to preserve and expand the boundaries of understanding, driven by an unquenchable thirst for discovery.

Claims

Treasury Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Disguises You get +1d to the engagement roll for Social and Stealth plans. Museum You get +2 coin in payoff for scores that involve acquiring or selling rare items. Informants You get +1d to gather information for a score. Your network of scholars and explorers is always on the lookout for new leads. Ebony Tower +1d on Command and Survey during downtime.
Hall of Wonders +1d on Study and Tinker rolls on location. Library You get +1d to the engagement roll for Magic and Probe plans. Increased effect on on translations made on site. Strategium Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally. Lecture Hall +1d to Consort and Sway rolls on-site. A prestigious place where your knowledge impresses visitors. Learned Correspondence +1d on Attune and Study during downtime.
Ivory Tower Crew gets +1d to healing treatment rolls during downtime. Field Contacts +1 engagement rolls on Assault and Transport plans. Patrons You get +2 coins in payoff for scores that collect or sell knowledge or magic texts. Temple of Knowledge You get -2 heat per score. Magic Shop Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Uncover Secrets: Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
  2. Ancient Knowledge: Your understanding of ancient texts is unparalleled. Any document you handle is readable and considered fine.
  3. Endowed: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they fund your research?
  4. Field Researchers: Your cohorts are skilled in fieldwork. Add the Elite and Loyal traits to your cohorts.
  5. Preservation Society: Gain +1d to gather info about ancient sites or lost knowledge.
  6. Research: Gain +1d on downtime actions to acquire asset and long term projects involving rituals and inventing.
  7. Scholarly Connections: Your network of scholars, archaeologists, and explorers is extensive. You may count up to three +3 faction statuses you hold as if they are turf.
  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. Uncover lost knowledge, explore ancient sites, or read forgotten texts.
  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. Valeria, an antiquarian
  2. Gorran, a tomb robber
  3. Petrus, a librarian
  4. Ilyas, an occultist
  5. Mirwen, a noble patron
  6. Kelan Tor, an explorer

Crew Upgrades

☐ Scholars' rigging (1 carried item is concealed and has no load) ☐ Academy Contacts (+1 Tier in academic circles) ☐ Elite Guards ☐ Elite Researchers ☐-☐-☐ Composed (+1 stress box)

Lair ☐☐ Carriage ☐☐ Boat ☐ 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. An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
  2. A previously unknown ruin is discovered, but it's infested with dangerous spirits.
  3. A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
  4. A powerful patron demands that you break a curse on an artifact in his possession.
  5. A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
  6. A rival academy has been sabotaging your research, and you must uncover their plans.
  7. An expedition into an ancient ruin has gone missing—can you find and rescue them?
  8. A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
  9. Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?
  10. A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
  11. A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
  12. A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
  13. An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
  14. A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
  15. A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
  16. A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
  17. A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
  18. A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
  19. A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
  20. An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
  21. A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
  22. An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
  23. A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
  24. A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
  25. A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
  26. A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
  27. A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
  28. An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
  29. A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.