Difference between revisions of "Fox in the Dark"

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== House Rules ==
 
== House Rules ==
 
Yes, this is still [[User:Starfox|Starfox]].
 
Yes, this is still [[User:Starfox|Starfox]].
* '''Back for Seconds''' When you check your last stress box and suffer a trauma condition, you erase all stress. You remain in the scene and the GM may offer you some insight or opportunity. For the rest of the score you can focus at a cost of a single point of stress. P 13.
+
* '''Fumble''' If you have to select a die result of one, this is a fumble and worse than an outright failure. This is not always relevant depending on the situation, but can be compared to a critical success, except it is the opposition that scores the critical. Page 7.
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. P 93.
+
* '''Back for Seconds''' When you check your last stress box and suffer a trauma condition, you erase all stress. You remain in the scene and the GM may offer you some insight or opportunity. For the rest of the score you can focus at a cost of a single point of stress. Page 13.
* '''Training Ain't Fast''' The Training downtime action always gives 1 xp. If it would give more, it instead allows you to use that action multiple times between scores. The maximum number of xp you can gain between scores is equal to the amount of xp you'd normally get. P 95.
+
* '''To Resist or Not Resist''' When you make a resistance roll and find the amount of stress lost unacceptable, you can chose to not resist, take the consequence, and suffer only 1 stress. Page 32.  
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. P 155.
+
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. Page 93.
* The '''Consort''' action covers socializing and mingling with any group of people, not just allies. It allows you to adopt a persona fitting any occasion. P 172.
+
* '''Training Ain't Fast''' The Training downtime action always gives 1 xp and can only be done once during a downtime period. If you have the Training crew upgrade, you have an additional opportunity to train that particular aspect or for your playbook for each training upgrade you have. This still requires additional downtime actions. Page 94.
 +
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. Page 155.
 +
* The '''Consort''' action covers socializing and mingling with any group of people, not just allies. It allows you to adopt a persona fitting any occasion. Page 172.
  
 
=== Entanglements Table ===
 
=== Entanglements Table ===
1d6 + Heat - Wanted Level.<br>
+
1d6 + Heat + Wanted Level - Tier.<br>
 
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew.
 
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew.
 +
If you complete such a score, you gain all the normal rewards, in addition to whatever the event stipulates.
  
For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is with some other powerful faction.
+
For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is not actually with the Bluecoats, instead it is with some other faction of a higher tier than you.
  
# '''Challenge''' You are challenged to a confrontation of some sort. This is most likely from another crew, but could be from a particularly powerful individual or a contact or rival. A challenge might be to a fight, but more likely to display an aspect valued by the challenger, such as bet, a specific type of score, and the like. Challengers from crews are likely to be less skilled but outside your area of expertise, challengers from afar have heard of your reputation and challenge you in an area you know well but they think they know better.
+
# or less. '''Fortuitous Friend''' A new gang, cohort, or contact is willing to work for you. '''Tier''' roll for cost ('''1-3''': +1 heat, '''4/5''': 1 coin, '''6''': -1 rep) or accept an opportunity.
# '''Looking for Work''' A potential cohort is looking for a job.
+
# '''Protection Wanted!''' Someone request your protection. '''Tier''' roll for cost ('''1-3''': Opportunity, '''4/5''': -2 relation with current owner, '''6''': coin equal to your tier). Success gives a claim.
# '''Calling a Favor''' A group you have a positive relation with is calling in a favor. Agree to do it, or forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a faction with a positive status, you avoid entanglements right now.
+
# '''Party Time!''' Your crew wants to party. Spend coin equal to your tier to gain 4 reputation, or lose 2 reputation if you fail to pay.
# '''Local Trouble'' Someone is causing trouble. This could be one of the player characters, it could be some of your cohorts or an expert or some other personality related to the crew. Questions to ask include, who's being troubled? How serious is it? What can we do to fix it or apologize? Who is in the right here?
+
# '''Odd Opportunity''' An opportunity outside your comfort zone. Roll an opportunity from a random type of crew: '''1''': Assassins, '''2''': Bravos, '''3''': Cult, '''4''': Hawkers, '''5''': Shadows, '''6''': Smugglers. If you succeed, you gain some additional payout, such as coin, rep, or faction score.
# '''Something's Missing''' Maybe it's a cohort, maybe it's an upgrade or contact? Questions that might be asked include, who took it? Where was it taken? How can we find it? If this problem is ignored, the missing thing might just turn up on its own. Then again, you might not enjoy just where and how the thing appears...
+
# '''The Usual Suspects''' The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a '''tier''' roll to find out if they resist questioning ('''1-3''': +2 heat, '''4/5''': level 2 harm, '''6''': Opportunity to clear all heat), or pay the Bluecoats off with 1 coin.
 +
# '''Calling a Favor''' A group you have a positive relation with is calling in a favor. Agree to do it (usually a random opportunity), forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a faction with a positive status, you avoid entanglements right now.
 +
# '''Challenge''' You are challenged! A challenge might be to a fight, but more likely a duel, competition, or bet. Make a '''Tier''' toll. '''1-3''': Local gang. Local challengers less skilled but outside your area of expertise (see Odd Opportunity above). '''4-6''': Distant gang challengers in a field you know well but they think they know better (normal opportunity. '''6''': One-on-one challenge. This is usually between leaders, but might be a specialist if you have a famous one.
 +
# '''Something's Missing''' Maybe it's a cohort, maybe it's an upgrade or contact? Who took it? Where was it taken? How can we find it? If ignored, make a '''tier''' roll ('''1-3''': returned, '''4/5''': lost, '''6''': in enemy hands).
 +
# '''Unrest''': The streets are troubled. Subtract 2 dice from any engagement roll. For less than zero dice, add dice and use the lowest result.
 +
# '''Questioning''' The Bluecoats grab an NPC member of your crew or one of the crew's contacts, to question them about your crimes. Who do the Bluecoats think is most vulnerable? Do the Bluecoats a favor, pay them off with Wanted level+1 coin or make a '''tier''' roll to see how much they talk ('''1-3''': +2 heat, '''4/5''': +1 heat, '''6''': pay coins = Wanted level or lose them).
 +
# '''Vicious Vice''' One of your contacts, gangs or cohorts causes trouble due to their flaw(s). You can lose face (forfeit rep equal to your Tier +1), make an example of one of the gang members which risks their loyalty, or face reprisals from the wronged party losing 1 status with them..
 +
# '''Rivals''' A neutral faction throws their weight around. '''Tier''' roll to find what is at risk ('''1-3''': contact, '''4/5''': vice purveyor, '''6''': cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, give up the resource, or stand up to them and lose 1 status with them.
 +
# '''Strange Notice''' A supernatural creature approaches the crew with a threat or dark offer. '''Tier''' roll: '''Fumble''': Echo (p 252), '''1-3''' Ghost (p 213, 252), '''4-5''' Demon (p 212), '''6''': Vampire (p 211), '''Critical''': Summoned Horror (p 213).
 +
# '''Interrogation''' The Bluecoats round up one of the PCs to question them about the crew's crimes. How did they manage to capture you? Either pay them off with coin equal to Wanted level +2, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those consequences separately.
 +
# '''Flipped''' One of the PC's rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the heat on you. Succeed at a random opportunity or they're loyal to another faction now.
 +
# '''Reprisals''' An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them (1 rep and 1 coin per Tier of the enemy), allow them to mess with you or yours, or fight back and show them who's boss.
 +
# '''Investigation''' An Inspector presents a case file of evidence to a magistrate, to begin prosecution of your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your wanted level). Pay them off with coin equal to your Wanted level +3, hand someone over for arrest (this clears your heat), or try to evade capture.
 +
# '''Show of Force''' A faction with whom you have a negative status makes a play against your holdings. Give them 1 claim or go to war (drop to -3 status). If you have no claims, lose 1 hold instead.
 +
# '''Gang War''' A faction or an alliance of factions have had enough and declares war on your crew, reducing your status to -3 with these factions.
  
# '''Arrest''' An Inspector presents a case file of evidence to a magistrate, to begin prosecution of your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your wanted level). Pay them off with coin equal to your wanted level +3, hand someone over for arrest (this clears your heat), or try to evade capture.
+
=== Random District Table ===
 
 
# '''Demonic Notice''' A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way.
 
# '''Flipped''' One of the PC's rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the heat on you. Succeed at the associated opportunity or they're loyal to another faction now.
 
# '''Gang Trouble''' One of your gangs (or other cohorts) causes trouble due to their flaw(s). You can lose face (forfeit rep equal to your Tier +1), make an example of one of the gang members, or face reprisals from the wronged party.
 
# '''Strange Score''' You have the opportunity for a good score, but it is outside your comfort zone. You have an opportunity from a random type of crew. If you succeed at this score, you gain some additional payout, such as coin, rep, or faction score.
 
:# Assassins
 
:# Bravos
 
:# Cult
 
:# Hawkers
 
:# Shadows
 
:# Smugglers
 
# '''Interrogation''' The Bluecoats round up one of the PCs to question them about the crew's crimes. How did they manage to capture you? Either pay them off with 3 coin, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those consequences separately.
 
# '''Questioning''' The Bluecoats grab an NPC member of your crew or one of the crew's contacts, to question them about your crimes. Who do the Bluecoats think is most vulnerable? Make a fortune roll to see how much they talk (1-3: +2 heat, 4/5: +1 heat), or pay the Bluecoats off with 2 coin.
 
# '''Reprisals''' An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them (1 rep and 1 coin) per Tier of the enemy as an apology, allow them to mess with you or yours, or fight back and show them who's boss.
 
# '''Rivals''' A neutral faction throws their weight around. They threaten you, a friend, a contact, or one of your vice purveyors. Forfeit (1 rep or 1 coin) per Tier of the rival, or stand up to them and lose 1 status with them.
 
# '''Show of Force''' A faction with whom you have a negative status makes a play against your holdings. Give them 1 claim or go to war (drop to -3 status). If you have no claims, lose 1 hold instead.
 
# '''Unquiet Dead''' A rogue spirit is drawn to you—perhaps it's a past victim? Acquire the services of a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yourself. They can hire an NPC by using the acquire asset downtime activity (see page 153). Roll the NPC's quality level as a fortune roll to see how well they deal with the spirit.
 
# '''The Usual Suspects''' The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm), or pay the Bluecoats off with 1 coin.
 
  
 
== Campaigns ==
 
== Campaigns ==
 
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
 
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]

Latest revision as of 19:59, 11 June 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

House Rules

Yes, this is still Starfox.

  • Fumble If you have to select a die result of one, this is a fumble and worse than an outright failure. This is not always relevant depending on the situation, but can be compared to a critical success, except it is the opposition that scores the critical. Page 7.
  • Back for Seconds When you check your last stress box and suffer a trauma condition, you erase all stress. You remain in the scene and the GM may offer you some insight or opportunity. For the rest of the score you can focus at a cost of a single point of stress. Page 13.
  • To Resist or Not Resist When you make a resistance roll and find the amount of stress lost unacceptable, you can chose to not resist, take the consequence, and suffer only 1 stress. Page 32.
  • Your Crew's Hunting Ground is good for all kinds of scores, not just one type. Page 93.
  • Training Ain't Fast The Training downtime action always gives 1 xp and can only be done once during a downtime period. If you have the Training crew upgrade, you have an additional opportunity to train that particular aspect or for your playbook for each training upgrade you have. This still requires additional downtime actions. Page 94.
  • Not as Bad as it Looks At the end of a score, all player characters reduce all harm by one level. Page 155.
  • The Consort action covers socializing and mingling with any group of people, not just allies. It allows you to adopt a persona fitting any occasion. Page 172.

Entanglements Table

1d6 + Heat + Wanted Level - Tier.
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew. If you complete such a score, you gain all the normal rewards, in addition to whatever the event stipulates.

For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is not actually with the Bluecoats, instead it is with some other faction of a higher tier than you.

  1. or less. Fortuitous Friend A new gang, cohort, or contact is willing to work for you. Tier roll for cost (1-3: +1 heat, 4/5: 1 coin, 6: -1 rep) or accept an opportunity.
  2. Protection Wanted! Someone request your protection. Tier roll for cost (1-3: Opportunity, 4/5: -2 relation with current owner, 6: coin equal to your tier). Success gives a claim.
  3. Party Time! Your crew wants to party. Spend coin equal to your tier to gain 4 reputation, or lose 2 reputation if you fail to pay.
  4. Odd Opportunity An opportunity outside your comfort zone. Roll an opportunity from a random type of crew: 1: Assassins, 2: Bravos, 3: Cult, 4: Hawkers, 5: Shadows, 6: Smugglers. If you succeed, you gain some additional payout, such as coin, rep, or faction score.
  5. The Usual Suspects The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a tier roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm, 6: Opportunity to clear all heat), or pay the Bluecoats off with 1 coin.
  6. Calling a Favor A group you have a positive relation with is calling in a favor. Agree to do it (usually a random opportunity), forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a faction with a positive status, you avoid entanglements right now.
  7. Challenge You are challenged! A challenge might be to a fight, but more likely a duel, competition, or bet. Make a Tier toll. 1-3: Local gang. Local challengers less skilled but outside your area of expertise (see Odd Opportunity above). 4-6: Distant gang challengers in a field you know well but they think they know better (normal opportunity. 6: One-on-one challenge. This is usually between leaders, but might be a specialist if you have a famous one.
  8. Something's Missing Maybe it's a cohort, maybe it's an upgrade or contact? Who took it? Where was it taken? How can we find it? If ignored, make a tier roll (1-3: returned, 4/5: lost, 6: in enemy hands).
  9. Unrest: The streets are troubled. Subtract 2 dice from any engagement roll. For less than zero dice, add dice and use the lowest result.
  10. Questioning The Bluecoats grab an NPC member of your crew or one of the crew's contacts, to question them about your crimes. Who do the Bluecoats think is most vulnerable? Do the Bluecoats a favor, pay them off with Wanted level+1 coin or make a tier roll to see how much they talk (1-3: +2 heat, 4/5: +1 heat, 6: pay coins = Wanted level or lose them).
  11. Vicious Vice One of your contacts, gangs or cohorts causes trouble due to their flaw(s). You can lose face (forfeit rep equal to your Tier +1), make an example of one of the gang members which risks their loyalty, or face reprisals from the wronged party losing 1 status with them..
  12. Rivals A neutral faction throws their weight around. Tier roll to find what is at risk (1-3: contact, 4/5: vice purveyor, 6: cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, give up the resource, or stand up to them and lose 1 status with them.
  13. Strange Notice A supernatural creature approaches the crew with a threat or dark offer. Tier roll: Fumble: Echo (p 252), 1-3 Ghost (p 213, 252), 4-5 Demon (p 212), 6: Vampire (p 211), Critical: Summoned Horror (p 213).
  14. Interrogation The Bluecoats round up one of the PCs to question them about the crew's crimes. How did they manage to capture you? Either pay them off with coin equal to Wanted level +2, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those consequences separately.
  15. Flipped One of the PC's rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the heat on you. Succeed at a random opportunity or they're loyal to another faction now.
  16. Reprisals An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them (1 rep and 1 coin per Tier of the enemy), allow them to mess with you or yours, or fight back and show them who's boss.
  17. Investigation An Inspector presents a case file of evidence to a magistrate, to begin prosecution of your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your wanted level). Pay them off with coin equal to your Wanted level +3, hand someone over for arrest (this clears your heat), or try to evade capture.
  18. Show of Force A faction with whom you have a negative status makes a play against your holdings. Give them 1 claim or go to war (drop to -3 status). If you have no claims, lose 1 hold instead.
  19. Gang War A faction or an alliance of factions have had enough and declares war on your crew, reducing your status to -3 with these factions.

Random District Table

Campaigns