Difference between revisions of "Cult (FiD)"

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# '''Chosen:''' Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
 
# '''Chosen:''' Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
 
# '''Anointed:''' You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
 
# '''Anointed:''' You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
# '''Intercession:''' You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
 
 
# '''Conviction:''' Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any '''one''' action roll you make—from now until you indulge this vice again.
 
# '''Conviction:''' Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any '''one''' action roll you make—from now until you indulge this vice again.
 
# '''Glory Incarnate:''' Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
 
# '''Glory Incarnate:''' Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
 +
# '''Intercession:''' You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
 
# '''Sealed in Blood:''' Each human sacrifice yields -3 stress cost for any ritual you perform.
 
# '''Sealed in Blood:''' Each human sacrifice yields -3 stress cost for any ritual you perform.
 
# '''Zealotry:''' Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain the loyal and tenacious edges (p 96) and  +1d to rolls when they act against enemies of the faith.
 
# '''Zealotry:''' Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain the loyal and tenacious edges (p 96) and  +1d to rolls when they act against enemies of the faith.

Revision as of 13:44, 4 September 2024

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A cult has a religious agenda and fights over the souls of a population. This can involve reforming an existing church, introduce a new faith, create a secret cult that acts in the shadows.

An adaptation of the cult crew playbook from Blades in the Dark.

Claims

Ancient Gate: You get +1d to the engagement roll for Magic and Probe plans. Travel to another plane, place, or time significant to your beliefs. Catacombs: You get +1d to the engagement roll for Stealth and Transport plans. Offertory: You get +2 coin in your payoff for scores that involve occult operations. Ancient Tower: You get +1d to Resolve actions with arcane entities on-site. Ancient Obelisk: -1 stress cost for all arcane powers and rituals. This effect applies to all cultists, everywhere—so long as the deity is well pleased.
Sacred Library +1d on Study and Sway rolls on location. Sacred Hall: +1d to Command and Consort rolls on-site. A place of worship that impresses congregation and visitors. Sanctuary Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally. Confessional: +1d to all Resolve actions to gather information. Cloister: Your Adept cohorts get +1 scale. More room for hopeful novices desperate to pledge their service.
Spirit Well: You get +2d to Attune rolls on-site. A spirit well draws ghosts and other things to its power, which you harness to aid your arts. Charity: You get -2 heat per score. Sacred Nexus: You get +1d to healing treatment rolls. +2 coin from public operations from grateful patients. Ancient Altar: You get +1d to the engagement roll for Assault and Social plans. Its blessing is with you. Temple: 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. Chosen: Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
  2. Anointed: You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
  3. Conviction: Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.
  4. Glory Incarnate: Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
  5. Intercession: You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
  6. Sealed in Blood: Each human sacrifice yields -3 stress cost for any ritual you perform.
  7. Zealotry: Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain the loyal and tenacious edges (p 96) and +1d to rolls when they act against enemies of the faith.
  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. Advance the agenda of your deity or embody its precepts in action.
  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. Gagan, an academic
  2. Adikin, an occultist
  3. Hutchins, an antiquarian
  4. Moriya, a spirit trafficker
  5. Mateas Kline, a noble
  6. Bennett, an astronomer

Crew Upgrades

☐ Cult Rigging (You get 2 free load worth of document or implement items) ☐ Ritual Sanctum in Lair (Counts as a sacred and arcane workshop for occult practices and rituals) ☐ Elite Adepts ☐ Elite Thugs ☐-☐-☐ Ordained (Each PC gets +1 trauma box)

Lair ☐ ☐ Ritual Sanctum ☐ ☐ Hidden ☐ Quarters ☐ Secure ☐ ☐ Vault ☐ Workshop

Training ☐ Insight ☐ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery

Quality ☐ Documents ☐ Implements ☐ Supplies ☐ Tools ☐ Weapons

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Adepts

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Thugs

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Opportunities

  1. A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god.
  2. It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense.
  3. Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm.
  4. A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence?
  5. A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid.
  6. A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god.
  7. A rival cult is destroying any and all artifacts and sites sacred to other gods. They seem to have some arcane means of discovery. You may be next.
  8. The murder of a noble has signs and sigils of your god left at the crime scene.
  9. Local citizens in the area around your lair have started working together at odd times, in a trance, constructing something alien out of strange debris.
  10. A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult.
  11. The anointed champion of a rival cult challenges your chosen one to deadly combat.
  12. The Spirit Wardens intend to revive an ancient barbarism and burn a “witch” in the public square. Your god forbids this to occur, now or ever.
  13. A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine.
  14. A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation.
  15. A leviathan hunter ship returns to port, devoid of crew or any items save one thing: a huge pyramid of alien metal, thrumming with the secret name of your god.
  16. A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it.
  17. Blessed coins placed in the mouths of the faithful dead allow ghosts to return even after the Spirit Wardens have seen to them. Who is doing this? How?
  18. Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair.
  19. Academy opportunity.
  20. Cabal opportunity.
  21. Cartel opportunity.
  22. Delvers opportunity.
  23. Glimmers opportunity.
  24. Inquisitors opportunity.
  25. Pioneers opportunity.
  26. Sentinels opportunity.
  27. Trackers opportunity.
  28. Traders opportunity.
  29. Troupe opportunity.
  30. Warrior opportunity.