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.

Claims

Treasury Any time during downtime, roll dice equal to your Tier. You earn Rep 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. Turf Reduces the reputation needed to advance by one.
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.
Turf Reduces the reputation needed to advance by one. 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. Patronage 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 deep in the Deathlands, 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 occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
  5. A rival academy has been sabotaging your research, and you must uncover their plans.
  6. An expedition into an ancient ruin has gone missing—can you find and rescue them?
  7. A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum.
  8. Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?
  9. A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
  10. A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.