Difference between revisions of "Fox in the Dark"

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{{FiD}}
 
{{FiD}}
 +
* [[Presentation (FiD)|Presentation]]
 +
* [[Actions (FiD) | Actions]]
 
* [[Powers (FiD)|Powers]]
 
* [[Powers (FiD)|Powers]]
* [[Races (FiD)|Races]]
+
* [[Downtime (FiD)|Downtime]]
* [[Die Probabilities (FiD)|Die Probabilities]]
 
* [[Kit and Tiers (FiD)|Kit and Tiers]]
 
  
 
=== Playbooks ===
 
=== Playbooks ===
Line 9: Line 9:
 
|-
 
|-
 
|valign=top|
 
|valign=top|
:'''Mundane Playbooks
+
'''Mundane Playbooks
# '''[[Alchemist (FiD)|Alchemist]]'''       Engineer.
+
# '''[[Captain (FiD)|Captain]]'''
# '''[[Bravo (FiD)|Bravo]]'''               Brutal warrior.
+
# '''[[Fighter (FiD)|Fighter]]'''              
# '''[[Fighter (FiD)|Fighter]]'''           Master of arms.
+
# '''[[Knight (FiD)|Knight]]'''            
# '''[[Mastermind (FiD)|Mastermind]]'''      Planner.
+
# '''[[Mastermind (FiD)|Mastermind]]'''       
# '''[[Mountebank (FiD)|Mountebank]]'''     Charming trickster.
+
# '''[[Mountebank (FiD)|Mountebank]]'''  
# '''[[Occultist (FiD)|Occultist]]'''       Magic without powers.
+
# '''[[Occultist (FiD)|Occultist]]'''    
# '''[[Ranger (FiD)|Ranger]]'''             Hunter.
+
# '''[[Ranger (FiD)|Ranger]]'''          
# '''[[Rogue (FiD)|Rogue]]'''               Stealthy trickster.
+
# '''[[Rogue (FiD)|Rogue]]'''
# '''[[Soldier (FiD)|Soldier]]'''            Modern combatant.
+
# '''[[Sage (FiD)|Sage]]'''           
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  Dexterous warrior.
+
# '''[[Savant (FiD)|Savant]]'''             
 +
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''             
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  
 +
# '''[[Warrior (FiD)|Warrior]]''' 
 +
----             
 +
'''Projects  
 +
# '''[[Weapon Master (FiD)|Weapon Master]]''' 
 +
 
 
|valign=top|
 
|valign=top|
:'''Power Playbooks
+
'''[[Powers (FiD)|Power]] Playbooks
# '''[[Animism (FiD)|Animism]]'''           Power of spirits.
+
# '''[[Artificing (FiD)|Artificer]]'''  
# '''[[Artificing (FiD)|Artificing]]'''     Power by device.
+
# '''[[Bard (FiD)|Bard]]'''            
# '''[[Chi (FiD)|Chi]]'''                   Inner power.
+
# '''[[Chi (FiD)|Chi]]'''                      
# '''[[Chosen (FiD)|Chosen]]'''             Gifted by god.
+
# '''[[Cleric (FiD)|Cleric]]'''      
# '''[[Monster (FiD)|Monster]]'''           Savage power.
+
# '''[[Druid (FiD)|Druid]]'''    
# '''[[Mystic (FiD)|Mystic]]'''            Power of enlightenment.
+
# '''[[Mystic (FiD)|Mystic]]'''             
# '''[[Orphic (FiD)|Orphic]]'''             Power of performance.
+
# '''[[Saint (FiD)|Saint]]'''          
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
+
# '''[[Sorcerer (FiD)|Sorcerer]]'''           
# '''[[Soulsworn (FiD)|Soulsworn]]'''       Trade soul for power.
+
# '''[[Veil-Walker (FiD)|Veil-Walker]]'''  
# '''[[Theurgy (FiD)|Theurgy]]'''           Study of miracles.
+
# '''[[Warlock (FiD)|Warlock]]'''
# '''[[Wizardry (FiD)|Wizardry]]'''         Magic from study.
+
# '''[[Wizard (FiD)|Wizard]]'''  
 
----
 
----
# '''[[Jedi (FiD)|Jedi]]'''                 The Force.
+
'''Exotics
# '''[[Mutation (FiD)|Mutation]]'''         Power in the body.
+
# '''[[Monster (FiD)|Monster]]'''       
# '''[[Psi (FiD)|Psi]]'''                   Futuristic magic.
+
# '''[[Spirit (FiD)|Spirit]]'''   
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams.
+
# '''[[Wee One (FiD)|Wee One]]'''                 
# '''[[Starborn (FiD)|Starborn]]'''         Power of destiny.
+
----
 +
'''Projects
 +
# '''[[Jedi (FiD)|Jedi]]'''                      
 +
# '''[[Mutation (FiD)|Mutation]]'''      
 +
# '''[[Psi (FiD)|Psi]]'''                        
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''
 +
# '''[[Sith (FiD)|Sith]]'''
 +
# '''[[Starborn (FiD)|Starborn]]'''  
 
|valign=top|
 
|valign=top|
:'''Crew Playbooks
+
'''[[Powers (FiD)|Power]] Forms
# '''[[Academy (FiD)|Academy]]'''                     Seekers.
+
# '''[[Air Powers (FiD)|Air]]'''  
# '''[[Cabal (FiD)|Cabal]]'''                         Politics.
+
# '''[[Animal Powers (FiD)|Animal]]'''  
# '''[[Cartel (FiD)|Cartel]]'''                       Hawkers.
+
# '''[[Barrier Powers (FiD)|Barrier]]'''  
# '''[[Cult (FiD)|Cult]]'''                           Cult.
+
# '''[[Darkness Powers (FiD)|Darkness]]'''
# '''[[Delvers (FiD)|Delvers ]]'''                     Treasure.
+
# '''[[Death Powers (FiD)|Death]]'''
# '''[[Glimmers (FiD)|Glimmers]]'''                   Shadows.
+
# '''[[Earth Powers (FiD)|Earth]]'''
# '''[[Manhunters (FiD)|Manhunters]]'''               Assassins.
+
# '''[[Electricity Powers (FiD)|Electricity]]'''
# '''[[Pioneers (FiD)|Pioneers]]'''                   Colonizers.
+
# '''[[Fire Powers (FiD)|Fire]]'''
# '''[[Sentinels (FiD)|Sentinels]]'''                 Protectors.
+
# '''[[Flux Powers (FiD)|Flux]]'''  
# '''[[Travelers (FiD)|Travelers]]'''                 Smugglers.
+
# '''[[Ice Powers (FiD)|Ice]]'''
# '''[[Troupe (FiD)|Troupe]]'''                       Entertainers.
+
# '''[[Illusion Powers (FiD)|Illusion]]'''
# '''[[Warriors (FiD)|Warriors]]'''                   Bravos.
+
# '''[[Kinesis Powers (FiD)|Kinesis]]''' 
 +
# '''[[Life Powers (FiD)|Life]]''' 
 +
# '''[[Light Powers (FiD)|Light]]''' 
 +
# '''[[Metal Powers (FiD)|Metal]]''' 
 +
# '''[[Mind Powers (FiD)|Mind]]''' 
 +
# '''[[Order Powers (FiD)|Order]]''' 
 +
# '''[[Plant Powers (FiD)|Plant]]''' 
 +
# '''[[Space Powers (FiD)|Space]]''' 
 +
# '''[[Time Powers (FiD)|Time]]''' 
 +
# '''[[Water Powers (FiD)|Water]]''' 
 +
----
 +
# '''[[Curse Powers (FiD)|Curse]]'''
 
|valign=top|
 
|valign=top|
:'''Common Special Abilities
+
'''Crew Playbooks
 +
# '''[[Cabal (FiD)|Cabal]]'''                         
 +
# '''[[Cartel (FiD)|Cartel]]'''                       
 +
# '''[[Cult (FiD)|Cult]]'''                           
 +
# '''[[Delvers (FiD)|Delvers ]]'''               
 +
# '''[[Glimmers (FiD)|Glimmers]]'''         
 +
# '''[[Manhunters (FiD)|Manhunters]]'''           
 +
# '''[[Soldiers (FiD)|Soldiers]]''' 
 +
# '''[[Travelers (FiD)|Travelers]]'''           
 +
# '''[[Troupe (FiD)|Troupe]]'''                 
 +
# '''[[Wardens (FiD)|Wardens]]'''               
 +
|valign=top|
 +
'''Shared Special Abilities
 
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 
# '''[[Additional Playbook (FiD)|Additional Playbook]]
# '''[[Cursed (FiD)|Cursed]]
+
# '''[[Crew Perk (FiD)|Crew Perk]]
# '''[[Haunted (FiD)|Haunted]]
 
 
# '''[[Races (FiD)|Race]]
 
# '''[[Races (FiD)|Race]]
# '''[[Perk (FiD)|Perk]]
+
# '''[[Veteran (FiD)|Veteran]]
# '''[[Scarred (FiD)|Scarred]]
+
----
 +
'''Inventory'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
 +
* '''[[Standard_Equipment_(FiD)#Special_Equipment|Special Equipment]]'''
 +
----
 +
'''[[Crafting (FiD)|Crafting]]'''
 +
* '''[[Alchemy (FiD)|Alchemy]]'''
 +
* '''[[Armaments (FiD)|Armaments]]'''
 +
* '''[[Gadgets (FiD)|Gadgets]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 
|}
 
|}
  
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Yes, this is still [[User:Starfox|Starfox]].
 
Yes, this is still [[User:Starfox|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.
 
* '''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.
 
* '''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.
 
* '''Irresistible Plot''' Sometimes a consequence might be a hidden plot development. These may not be resistible, and might even be kept secret.  Page 32.
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. Page 93.
+
* '''Hunting Ground''' is not used. 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.
+
* '''Training''' There are no training facilities. Page 94.
* '''Planning''' The types of missions (p 127) are:
 
:# '''Assault:''' ''Point of attack.
 
:# '''Magic:''' ''Type of magic.
 
:# '''Probe:''' ''Method of investigation.
 
:# '''Social:''' ''Connection.
 
:# '''Stealth:''' ''Point of entry.
 
:# '''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.
 
* '''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.
+
== Related ==
 +
* [[Die Probabilities (FiD)|Die Probabilities]]
 +
* [[Kit and Tiers (FiD)|Kit and Tiers]]
  
 
== Campaigns ==
 
== Campaigns ==
 +
* [https://app.roll20.net/campaigns/details/18178429/liberate-highport Liberate Highport!]
 
* [[Princess World—Frontier Kingdoms (FiD)|Princess World—Frontier Kingdoms]]—[https://app.roll20.net/campaigns/details/16963058/princess-kingdoms Roll20]
 
* [[Princess World—Frontier Kingdoms (FiD)|Princess World—Frontier Kingdoms]]—[https://app.roll20.net/campaigns/details/16963058/princess-kingdoms Roll20]
 
* [https://app.roll20.net/campaigns/details/17096450/duskvol-darkness Duskvol Darkness] a conventional BitD campaign
 
* [https://app.roll20.net/campaigns/details/17096450/duskvol-darkness Duskvol Darkness] a conventional BitD campaign
 +
 +
== Projects ==
 +
* [[Quirks (FiD)|Quirks]]
 +
 +
== External Links ==
 +
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]

Latest revision as of 18:04, 15 December 2024

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

Playbooks

Mundane Playbooks

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

Projects

  1. Weapon Master

Power Playbooks

  1. Artificer
  2. Bard
  3. Chi
  4. Cleric
  5. Druid
  6. Mystic
  7. Saint
  8. Sorcerer
  9. Veil-Walker
  10. Warlock
  11. Wizard

Exotics

  1. Monster
  2. Spirit
  3. Wee One

Projects

  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. Soldiers
  8. Travelers
  9. Troupe
  10. Wardens

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