Castles (FiD): Difference between revisions

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Created page with "{{PW}} === Arcane Castle]] === === Builder Castle === === Court Castle === === Seeker Castle === === Warden Castle ==="
 
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=== Arcane Castle]] ===
 
=== Builder Castle ===
=== 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. Treat them as a subject group that has a scale of 0 and a quality of 1, unaffected by your castle's Land or Tier. Pick a core trait for the fairies and subject strengths and weaknesses as normal. The fairies do not count towards your subject limit and gain no advantage from the Village or Township improvements. When using the Borrow Something Special free time action, increase the result level of your roll by one (so a miss becomes partial success, partial success becomes a full success, and a full success becomes a crit). When using Nosy or Bookworm to learn about something, add +1d/quality if a fairy could offer advice. You may take this boon more than once; every time after the first add +1 to both the scale and quality of your fairies. Calm & Orderly:''' Reduce Chaos by 1 at the end of each free time phase. Good Publicity:''' Whenever the castle gains Standing, it gains one additional Standing.
# '''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.
 
=== Border Castle ===
Monster hunters - Prowess
# '''Fighting Fierce''' Each PC may add +1 to Flowing, Supple, or Flash (up to a maximum of 3).
# '''Acolytes:''' Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
# '''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.
# '''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.
# '''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 ===
=== 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.
=== Seeker Castle ===
=== Seeker 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 ===
=== 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.

Revision as of 19:49, 10 April 2026

Fox in the Dark logoPrincess World
Fox in the Dark logo
Starfox's Princess World


Arcane Castle

Magic researchers - Insight

  1. Books & Capes Each PC may add +1 to Solid, Foxy, or Pulse (up to a maximum of 3).
  2. Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
  3. Endeavor: Each participant in a group action gains +1d to their roll.
  4. Fairy Circles: Your castle is home to fairies. Treat them as a subject group that has a scale of 0 and a quality of 1, unaffected by your castle's Land or Tier. Pick a core trait for the fairies and subject strengths and weaknesses as normal. The fairies do not count towards your subject limit and gain no advantage from the Village or Township improvements. When using the Borrow Something Special free time action, increase the result level of your roll by one (so a miss becomes partial success, partial success becomes a full success, and a full success becomes a crit). When using Nosy or Bookworm to learn about something, add +1d/quality if a fairy could offer advice. You may take this boon more than once; every time after the first add +1 to both the scale and quality of your fairies. Calm & Orderly: Reduce Chaos by 1 at the end of each free time phase. Good Publicity: Whenever the castle gains Standing, it gains one additional Standing.
  5. Friends To All: PCs from this castle can communicate at a very basic level with animals, elementals and monsters that normally cannot talk.
  6. Healing Hands: The first Healing magic you use after a scene costs no Spark.
  7. Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
  8. Researchers: Gain +1d to gather information about ancient sites and lost knowledge.
  9. Seers: When you use Spark for Divination magic reduce the cost by 1.
  10. Twice Measured: This castle's princesses is particularly suited for Careful and Direct approaches, roll an additional die on engagement rolls.
  11. Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.

Border Castle

Monster hunters - Prowess

  1. Fighting Fierce Each PC may add +1 to Flowing, Supple, or Flash (up to a maximum of 3).
  2. Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
  3. Armored: Magic shields cost no Spark point to use.
  4. Braggarts: When princesses overindulge in this castle, you may choose to increase Chaos by one instead of any other effect.
  5. Compact Castle: The Land requirement for Tier advancement is negated.
  6. Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
  7. Questers: Gain +1d to gather information about monsters and elementals.
  8. To The Point: This castle's princesses is particularly suited for Direct and Noble approaches, roll an additional die on engagement rolls.
  9. 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

  1. Social Butterflies Each PC may add +1 to Stylish, Chatty, or Foxy (up to a maximum of 3).
  2. Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
  3. Best Friends: For every group with which you have +3 relations, reduce the Treasure cost for Tier advancement by one each.
  4. Crowd Pleasers: Crew gains +1d on any Resolve action rolls with an audience.
  5. Friend in High Places: Gain an additional downtime action for diplomacy each downtime.
  6. Help from My Friends: +1d on Resolve resistance rolls as long as another member of the crew is there.
  7. Illusionists: When you use Spark for Illusion magic reduce the cost by 1.
  8. Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
  9. Small Comforts: Indulgence rolls made by princesses in this castle may be adjusted up or down by one.
  10. Smooth Operators: This castle's princesses is particularly suited for Social and Tricky approaches, roll an additional die on engagement rolls.
  11. Whispered Secrets: Gain +1d to Gather Information about influential figures and groups.
  12. Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.

Seeker Castle

Treasure guardians

  1. Questers Each PC may add +1 to Flowing, Grace, or Tender (up to a maximum of 3).
  2. Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
  3. Evasion: Gain +1d to resist consequences of being seen or caught.
  4. Heists: Gain +1d to gather information about ruins and treasure.
  5. Magic Pockets: Storage magic can hold items as large as a mount.
  6. Master Plan: When performing a group action, count multiple 6s from different rolls as a critical success.
  7. Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
  8. Speedsters: When you use Spark for Movement magic reduce the cost by 1.
  9. Tactical Tricksters: This castle's princesses is particularly suited for Stealthy and Tricky approaches, roll an additional die on engagement rolls.
  10. Wild Connection: All PCs gain +1d when dealing with wild lands obstacles, traps and phenomenon, and when attempting to avoid conflict with elementals.
  11. 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

  1. Creatively Inspired Each PC may add +1 to Lofty, Supple, or Swift (up to a maximum of 3).
  2. Acolytes: Your subjects excel at work in your castle. Add the Elite and Loyal traits inside your castle.
  3. 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.
  4. Elementalist: The first Elemental magic you use in each scene costs no Spark.
  5. Guardians: Gain +1d to gather information about threats to your domain.
  6. Hardened: When the castle is at war, free time actions are not reduced.
  7. Honest Hearts: This castle's princesses is particularly suited for Careful and Noble approaches, roll an additional die on engagement rolls.
  8. Militia: When you defend your lands, groups of subjects gain +1 scale.
  9. Patronage: Advancing your Tier costs half the usual treasure. Your patron may plans for you.
  10. 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.
  11. Additional Playbook: Select another crew playbook. You may now choose its Special Abilities, but the effect of abilities from different castles don't stack.