Difference between revisions of "Fox in the Dark"

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# '''[[Occultist (FiD)|Occultist]]'''       
 
# '''[[Occultist (FiD)|Occultist]]'''       
 
# '''[[Ranger (FiD)|Ranger]]'''             
 
# '''[[Ranger (FiD)|Ranger]]'''             
# '''[[Rogue (FiD)|Rogue]]'''            
+
# '''[[Rogue (FiD)|Rogue]]'''
 +
# '''[[Sage (FiD)|Sage]]'''           
 
# '''[[Savant (FiD)|Savant]]'''               
 
# '''[[Savant (FiD)|Savant]]'''               
 
# '''[[Soldier (FiD)|Soldier]]'''             
 
# '''[[Soldier (FiD)|Soldier]]'''             
 
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''   
 
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''   
 
----               
 
----               
# '''[[Sage (FiD)|Sage]]'''
 
  
 
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Revision as of 00:39, 12 December 2024

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

Playbooks

Mundane Playbooks

  1. Bravo
  2. Captain
  3. Fighter
  4. Knight
  5. Mastermind
  6. Mountebank
  7. Occultist
  8. Ranger
  9. Rogue
  10. Sage
  11. Savant
  12. Soldier
  13. Swashbuckler

Power Playbooks

  1. Animism
  2. Artificing
  3. Chi
  4. Chosen
  5. Monster
  6. Mystic
  7. Orphic
  8. Sorcery
  9. Soulsworn
  10. Spirit
  11. Theurgy
  12. Veil-Walker
  13. Wizardry

  1. Jedi
  2. Mutation
  3. Psi
  4. Psychonaut
  5. Sith
  6. Starborn

Power Forms

  1. Air
  2. Animal
  3. Barrier
  4. Darkness
  5. Death
  6. Earth
  7. Electricity
  8. Fire
  9. Flux
  10. Ice
  11. Illusion
  12. Kinesis
  13. Life
  14. Light
  15. Metal
  16. Mind
  17. Order
  18. Plant
  19. Space
  20. Time
  21. Water

  1. Curse

Crew Playbooks

  1. Cabal
  2. Cartel
  3. Cult
  4. Delvers
  5. Glimmers
  6. Manhunters
  7. Travelers
  8. Troupe
  9. Wardens
  10. Warriors

Shared Special Abilities

  1. Additional Playbook
  2. Crew Perk
  3. Race
  4. Veteran

Inventory


Crafting

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.
  • 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, and might even be kept secret. Page 32.
  • Hunting Ground is not used. Page 93.
  • Training There are no training facilities. 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.

Related

Campaigns

Projects

External Links