Citadel Creation Rules

Location:

Regions can generate resources. Regions can generate support and protection. Regions can also make an area easier to get in. In general, there will be a local Resources rating, which will include patronage. These count towards offsetting the cost.

From there location has accessibility. The rating is a bonus to meetings, commerce and infiltration, or penalty as appropriate.

Size:

Only an issue in cities or when taking over existing buildings, if a Citadel has a size limit, it can only hold a certain number of rooms. Extra-dimensional space cost an extra trove per/space

Cost:

The base cost of the Citadel is equal to the sum of it’s Size, plus Absolute value of Accessibility (both remote and main location Citadels are more Expensive).

Facilities:

The crunchy part. Each Facility takes up an increment of Space and costs a Trove to install. Each time you level it, it costs troves equal to the new level. Each level grants an additional perk. Stackable facility upgrades max at the team’s Tier. Novice = 1, Legendary = 5

If a facility generates a Wild Card, it also houses them.

Private Quarters:

Each houses a Wild Card in relative Comfort

Customized: +1 to the resident’s aspect rolls during downtime, stackable

Suite: Houses attendant extras as well.

Barracks/Dorms:

Generates a Unit of extras, can be attached to another facility as “Staffing”.

Spacious: Generates an additional Unit, stackable.

Lead Quarters: Generates a Wild Card to command/lead extras

Academy:

Choose a skill, improves the die type of all extras by one step

Focused Curriculum: Skill improves an additional die type

Diverse Curriculum: Facility applies to an additional skill, stackable

Master Trainer: Generates a Wild Card Master Trainer for the skill

Infirmary:

Medical Facilities, basic (no penalty to natural recovery/healing rolls)

Advanced Infirmary: Medical Facilities, advanced (+2 to natural recovery/healing rolls)

Sick Ward: +2 to recover/treat illness

Apothecary: +2 to recover/treat poison

Mendicant: Generates a Wild Card Master Physician

Meeting Room:

Allows hosting of diplomatic events

Extensive: Allows private actions while hosting

Lavish: +2 Persuasion while hosting

Foreboding: +2 Intimidation while hosting

Garish: +2 Taunt while hosting

Major Domo: Generates a Wild Card Aristocrat.

Fortification:

+1 Security, Stackable Cost = Size

Craft Shop: Allows fabrication of items through a single methodology

Spacious: Allows an additional person to use the facility at once, stackable

Versatile: Supports an additional methodology

Efficient: Products require 1 fewer unit of materials

Advanced Fabrication: Improves finished products by a single tier, stackable

Master Craftsperson: Generates a Wild Card Fabricator

Library:

Allows in house Investigation rolls

Topic: +1 bonus to Investigation and Knowledge on Topic, Stackable

Librarian: Generates a Wild Card Loremaster

Shrine:

Devoted to an entity or ideology.

Cathedral: Invocations can target groups

Consecrated: +2 Charisma in regards to entity/ideology

Priest: Generates a Wild Card Priest

Magic Laboratory:

Magical Research Facility (basic, no penalties)

Spacious: Allows an additional user, stackable

Warding: Add Mag Lab Lev to fortification rating

Scrying device: Allows one free question before mission

Teleporter: Allows insertion or extraction in media res.

Archmage: WC Magus to staff

Docking:

Allows safe storage of craft.

Hangar: Allows maintenance and alteration of ships

Harbor Master: Generates a Wild Card Engineer