Cult (FiD)
| Starfox's Blades in the Dark fan page | 
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 Altar: You get +1d to the engagement roll for occult plans. Its blessing is with you. | Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, the spirits of the deathlands will not molest you unless directly provoked. | 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. You don't have to be on-site at the obelisk to benefit from its power. | Ancient Tower: You get +1d to Consort with arcane entities on-site. This tower was prepared by sorcery from the pre-cataclysm and acts as an arcane lens to focus eldritch energy across the black mirror into the void. | Cloister: Your Adept cohorts get +1 scale. More room for hopeful novices desperate to pledge their service. | 
| Offertory: You get +2 coin in your payoff for scores that involve occult operations. The frightened locals offer you tribute when you perform your dark practices. They don't want to be next. | Sanctuary: +1d to Command and Sway rolls on-site. Your sanctuary maintains its effect as long as your deity is well-pleased with your service. | Spirit Well: You get +1d to Attune rolls on-site. A spirit well draws ghosts and other things to its power, which you harness to aid your arts. | Sacred Nexus: You get +1d to healing treatment rolls. Ancient arcane energy seeps into the wounded here, speeding their recovery, and marking them consecrated by its power. | Vice Den: 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
- 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.
 - Bound in Darkness: 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.
 - 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.
 - 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 +1d to rolls when they act against enemies of the faith.
 
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).
- Advance the agenda of your deity or embody its precepts in action.
 - 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
- Gagan, an academic
 - Adikin, an occultist
 - Hutchins, an antiquarian
 - Moriya, a spirit trafficker
 - Mateas Kline, a noble
 - 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
- A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god.
 - It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense.
 - Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm.
 - A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence?
 - A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid.
 - A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god.
 - 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.
 - The murder of a noble has signs and sigils of your god left at the crime scene.
 - 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.
 - A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult.
 - The anointed champion of a rival cult challenges your chosen one to deadly combat.
 - 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.
 - A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine.
 - A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation.
 - 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.
 - A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it.
 - 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?
 - Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair.
 - Academy opportunity.
 - Cabal opportunity.
 - Cartel opportunity.
 - Delvers opportunity.
 - Glimmers opportunity.
 - Inquisitors opportunity.
 - Pioneers opportunity.
 - Sentinels opportunity.
 - Trackers opportunity.
 - Traders opportunity.
 - Troupe opportunity.
 - Warrior opportunity.