Fox in the Dark

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Starfox's Blades in the Dark fan page

Playbooks

Mundane Playbooks
  1. Alchemist Engineer.
  2. Bravo Brutal warrior.
  3. Fighter Master of arms.
  4. Mastermind Planner.
  5. Mountebank Charming trickster.
  6. Occultist Magic without powers.
  7. Ranger Hunter.
  8. Rogue Stealthy trickster.
  9. Soldier Modern combatant.
  10. Swashbuckler Dexterous warrior.
Power Playbooks
  1. Animism Power of spirits.
  2. Artificing Power by device.
  3. Chi Inner power.
  4. Chosen Gifted by god.
  5. Monster Savage power.
  6. Mystic Power of enlightenment.
  7. Orphic Power of performance.
  8. Sorcery Power of heritage.
  9. Soulsworn Trade soul for power.
  10. Theurgy Study of miracles.
  11. Wizardry Magic from study.

  1. Jedi The Force.
  2. Mutation Power in the body.
  3. Psi Futuristic magic.
  4. Psychonaut Power of dreams.
  5. Starborn Power of destiny.
Crew Playbooks
  1. Academy Seekers.
  2. Cabal Politics.
  3. Cartel Hawkers.
  4. Cult Cult.
  5. Delvers Treasure.
  6. Glimmers Shadows.
  7. Inquisitors Investigators.
  8. Pioneers Colonizers.
  9. Sentinels Protectors.
  10. Trackers Assassins.
  11. Traders Smugglers.
  12. Troupe Entertainers.
  13. Warriors Bravos.
Common Special Abilities
  1. Cursed
  2. Haunted
  3. Hybrid
  4. Race
  5. Perk
  6. Scarred

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. 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.
  • Irresistible Plot Sometimes a consequence might be a hidden plot development. These may not be resistible. 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.
  • Planning The types of missions (p 127) are:
  1. Assault: Point of attack.
  2. Magic: Type of magic employed.
  3. Probe: Method of entry.
  4. Social: Connection.
  5. Stealth: Point of entry.
  6. Transport: Route.
  • 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.
  • The Wreck actions is more focused on physical strength and only secondarily on use of explosives.

Campaigns