Castles (FiD): Difference between revisions
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# '''Acolytes:''' Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle. | # '''Acolytes:''' Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle. | ||
# '''Endeavor:''' Each participant in a group action gains +1d to their roll. | # '''Endeavor:''' Each participant in a group action gains +1d to their roll. | ||
# '''Fairy Circles:''' Your castle is home to fairies. | # '''Fairy Circles:''' Your castle is home to fairies. Each princess gains a [[Princess_Abilities_(PW)#Fairy|Fairy Companion]] in addition to her existing companion. | ||
# '''Friends To All:''' PCs from this castle can communicate at a very basic level with animals, elementals and monsters that normally cannot talk. | # '''Friends To All:''' PCs from this castle can communicate at a very basic level with animals, elementals and monsters that normally cannot talk. | ||
# '''Healing Hands:''' The first Healing magic you use after a scene costs no Spark. | # '''Healing Hands:''' The first Healing magic you use after a scene costs no Spark. | ||
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# '''Seers:''' When you use Spark for Divination magic reduce the cost by 1. | # '''Seers:''' When you use Spark for Divination magic reduce the cost by 1. | ||
# '''Twice Measured:''' This castle's princesses is particularly suited for Careful and Direct approaches, roll an additional die on engagement rolls. | # '''Twice Measured:''' This castle's princesses is particularly suited for Careful and Direct approaches, roll an additional die on engagement rolls. | ||
# '''Additional Playbook:''' Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack. | # '''Additional Playbook:''' Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack. | ||
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# '''Additional Playbook:''' Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack. | # '''Additional Playbook:''' Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack. | ||
=== | === March Castle === | ||
Monster hunters - Prowess | |||
# '''Fighting Fierce''' Each PC may add +1 to Flowing, Supple, or Flash (up to a maximum of 3). | |||
# '''Armored:''' Magic shields cost no Spark point to use. | |||
# '''Braggarts:''' When princesses overindulge in this castle, you may choose to increase Chaos by one instead of any other effect. | |||
# '''Compact Castle:''' The Land requirement for Tier advancement is negated. | |||
# '''Heroic:''' Reduce Chaos by 1 at end of each free time phase. | |||
# '''Patronage:''' Advancing your '''Tier''' costs half the usual treasure. Your patron may plans for you. | |||
# '''Questers:''' Gain +1d to gather information about monsters and elementals. | |||
# '''To The Point:''' This castle's princesses is particularly suited for Direct and Noble approaches, roll an additional die on engagement rolls. | |||
# '''Trackers:''' Your subjects excel at tracking and pursuing monsters. Add Elite trait. | |||
# '''Additional Playbook:''' Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack. | |||
=== Questing Castle === | |||
Treasure guardians | Treasure guardians | ||
# '''Questers''' Each PC may add +1 to Flowing, Grace, or Tender (up to a maximum of 3). | # '''Questers''' Each PC may add +1 to Flowing, Grace, or Tender (up to a maximum of 3). | ||
Latest revision as of 20:41, 10 April 2026
| Starfox's Princess World |
Arcane Castle
Magic researchers - Insight
- Books & Capes Each PC may add +1 to Solid, Foxy, or Pulse (up to a maximum of 3).
- Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
- Endeavor: Each participant in a group action gains +1d to their roll.
- Fairy Circles: Your castle is home to fairies. Each princess gains a Fairy Companion in addition to her existing companion.
- Friends To All: PCs from this castle can communicate at a very basic level with animals, elementals and monsters that normally cannot talk.
- Healing Hands: The first Healing magic you use after a scene costs no Spark.
- Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
- Researchers: Gain +1d to gather information about ancient sites and lost knowledge.
- Seers: When you use Spark for Divination magic reduce the cost by 1.
- Twice Measured: This castle's princesses is particularly suited for Careful and Direct approaches, roll an additional die on engagement rolls.
- Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.
Court Castle
Social climbers - Resolve
- Social Butterflies Each PC may add +1 to Stylish, Chatty, or Foxy (up to a maximum of 3).
- Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
- Best Friends: For every group with which you have +3 relations, reduce the Treasure cost for Tier advancement by one each.
- Crowd Pleasers: Crew gains +1d on any Resolve action rolls with an audience.
- Friend in High Places: Gain an additional downtime action for diplomacy each downtime.
- Help from My Friends: +1d on Resolve resistance rolls as long as another member of the crew is there.
- Illusionists: When you use Spark for Illusion magic reduce the cost by 1.
- Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
- Small Comforts: Indulgence rolls made by princesses in this castle may be adjusted up or down by one.
- Smooth Operators: This castle's princesses is particularly suited for Social and Tricky approaches, roll an additional die on engagement rolls.
- Whispered Secrets: Gain +1d to Gather Information about influential figures and groups.
- Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.
March Castle
Monster hunters - Prowess
- Fighting Fierce Each PC may add +1 to Flowing, Supple, or Flash (up to a maximum of 3).
- Armored: Magic shields cost no Spark point to use.
- Braggarts: When princesses overindulge in this castle, you may choose to increase Chaos by one instead of any other effect.
- Compact Castle: The Land requirement for Tier advancement is negated.
- Heroic: Reduce Chaos by 1 at end of each free time phase.
- Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
- Questers: Gain +1d to gather information about monsters and elementals.
- To The Point: This castle's princesses is particularly suited for Direct and Noble approaches, roll an additional die on engagement rolls.
- Trackers: Your subjects excel at tracking and pursuing monsters. Add Elite trait.
- Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.
Questing Castle
Treasure guardians
- Questers Each PC may add +1 to Flowing, Grace, or Tender (up to a maximum of 3).
- Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
- Evasion: Gain +1d to resist consequences of being seen or caught.
- Heists: Gain +1d to gather information about ruins and treasure.
- Magic Pockets: Storage magic can hold items as large as a mount.
- Master Plan: When performing a group action, count multiple 6s from different rolls as a critical success.
- Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
- Speedsters: When you use Spark for Movement magic reduce the cost by 1.
- Tactical Tricksters: This castle's princesses is particularly suited for Stealthy and Tricky approaches, roll an additional die on engagement rolls.
- Wild Connection: All PCs gain +1d when dealing with wild lands obstacles, traps and phenomenon, and when attempting to avoid conflict with elementals.
- Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.
Warden Castle
Wild Claimers
- Creatively Inspired Each PC may add +1 to Lofty, Supple, or Swift (up to a maximum of 3).
- Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
- Elemental Experts: All PCs gain +1d and increased effect on any action involving or regarding elementals, including attempts to reduce Chaos from an elemental's destruction.
- Elementalist: The first Elemental magic you use in each scene costs no Spark.
- Guardians: Gain +1d to gather information about threats to your domain.
- Hardened: When the castle is at war, free time actions are not reduced.
- Honest Hearts: This castle's princesses is particularly suited for Careful and Noble approaches, roll an additional die on engagement rolls.
- Militia: When you defend your lands, groups of subjects gain +1 scale.
- Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
- Unusually Stable: Your castle is stable enough to support more land than usual. You may have one extra subject group and one extra improvement per Land.
- Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.
