Difference between revisions of "Fox in the Dark"

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{{FiD}}
 
{{FiD}}
* [[Presentation (FiD)|Presentation]]
+
[[Presentation (FiD)|Presentation]]
* [[Actions (FiD) | Actions]]
+
[[Actions (FiD) | Actions]]
* [[Powers (FiD)|Powers]]
+
[[Powers (FiD)|Powers]]
* [[Downtime (FiD)|Downtime]]
+
[[Downtime (FiD)|Downtime]]
  
 
=== Playbooks ===
 
=== Playbooks ===
{|class="wikitable"
+
{|class="wikitable"  
 
|-
 
|-
 +
|valign=top|
 +
'''[[Actions (FiD)|Actions]]'''
 +
# '''[[Actions (FiD)#Attune|Attune]]'''
 +
# '''[[Actions (FiD)#Command|Command]]'''
 +
# '''[[Actions (FiD)#Consort|Consort]]'''
 +
# '''[[Actions (FiD)#Finesse|Finesse]]'''
 +
# '''[[Actions (FiD)#Hunt|Hunt]]'''
 +
# '''[[Actions (FiD)#Prowl|Prowl]]'''
 +
# '''[[Actions (FiD)#Skirmish|Skirmish]]'''
 +
# '''[[Actions (FiD)#Study|Study]]'''
 +
# '''[[Actions (FiD)#Survey|Survey]]'''
 +
# '''[[Actions (FiD)#Sway|Sway]]'''
 +
# '''[[Actions (FiD)#Tinker|Tinker]]'''
 +
# '''[[Actions (FiD)#Wreck|Wreck]]'''
 +
----
 +
'''Inventory'''<br>
 +
'''[[Crafting (FiD)|Crafting]]'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
 +
* '''[[Alchemy (FiD)|Alchemy]]'''
 +
* '''[[Armaments (FiD)|Armaments]]'''
 +
* '''[[Gadgets (FiD)|Gadgets]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 
|valign=top|
 
|valign=top|
 
'''Mundane Playbooks
 
'''Mundane Playbooks
# '''[[Captain (FiD)|Captain]]'''
+
# '''[[Captain (FiD)|Captain]]'''
# '''[[Fighter (FiD)|Fighter]]'''              
+
# '''[[Fighter (FiD)|Fighter]]'''  
# '''[[Knight (FiD)|Knight]]'''            
+
# '''[[Knight (FiD)|Knight]]'''  
# '''[[Mastermind (FiD)|Mastermind]]'''    
+
# '''[[Mastermind (FiD)|Mastermind]]'''
# '''[[Mountebank (FiD)|Mountebank]]'''  
+
# '''[[Mountebank (FiD)|Mountebank]]'''
# '''[[Occultist (FiD)|Occultist]]'''    
+
# '''[[Occultist (FiD)|Occultist]]'''
# '''[[Ranger (FiD)|Ranger]]'''          
+
# '''[[Ranger (FiD)|Ranger]]'''
# '''[[Rogue (FiD)|Rogue]]'''
+
# '''[[Rogue (FiD)|Rogue]]'''
# '''[[Sage (FiD)|Sage]]'''          
+
# '''[[Sage (FiD)|Sage]]'''
# '''[[Savant (FiD)|Savant]]'''            
+
# '''[[Savant (FiD)|Savant]]'''
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''          
+
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''
 
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  
 
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  
 
# '''[[Warrior (FiD)|Warrior]]'''
 
# '''[[Warrior (FiD)|Warrior]]'''
 
# '''[[Weapon Master (FiD)|Weapon Master]]'''  
 
# '''[[Weapon Master (FiD)|Weapon Master]]'''  
----              
+
----
'''Projects   
+
'''Shared Special Abilities
 +
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 +
# '''[[Crew Perk (FiD)|Crew Perk]]
 +
# '''[[Humans (FiD)|Humans]]
 +
# '''[[Races (FiD)|Other Races]]
  
 
|valign=top|
 
|valign=top|
 
'''[[Powers (FiD)|Power]] Playbooks
 
'''[[Powers (FiD)|Power]] Playbooks
# '''[[Artificing (FiD)|Artificer]]'''  
+
# '''[[Artificer (FiD)|Artificer]]'''
# '''[[Bard (FiD)|Bard]]'''            
+
# '''[[Bard (FiD)|Bard]]'''  
# '''[[Chi (FiD)|Chi]]'''                      
+
# '''[[Chi (FiD)|Chi]]'''
# '''[[Cleric (FiD)|Cleric]]'''      
+
# '''[[Cleric (FiD)|Cleric]]'''  
# '''[[Druid (FiD)|Druid]]'''    
+
# '''[[Druid (FiD)|Druid]]'''
# '''[[Mystic (FiD)|Mystic]]'''          
+
# '''[[Mystic (FiD)|Mystic]]'''
# '''[[Ninja (FiD)|Ninja]]'''            
+
# '''[[Ninja (FiD)|Ninja]]'''
# '''[[Saint (FiD)|Saint]]'''          
+
# '''[[Saint (FiD)|Saint]]'''
 
# '''[[Sorcerer (FiD)|Sorcerer]]'''  
 
# '''[[Sorcerer (FiD)|Sorcerer]]'''  
# '''[[Warlock (FiD)|Warlock]]'''
+
# '''[[Warlock (FiD)|Warlock]]'''
# '''[[Wizard (FiD)|Wizard]]'''  
+
# '''[[Wizard (FiD)|Wizard]]'''
----
+
 
 
'''Exotics
 
'''Exotics
# '''[[Monster (FiD)|Monster]]'''        
+
# '''[[Monster (FiD)|Monster]]'''  
# '''[[Spirit (FiD)|Spirit]]'''  
+
# '''[[Spirit (FiD)|Spirit]]'''
# '''[[Wee One (FiD)|Wee One]]'''                  
+
# '''[[Wee One (FiD)|Wee One]]'''  
----
+
 
'''Projects
+
|valign=top|
# '''[[Jedi (FiD)|Jedi]]'''                      
+
 
# '''[[Mutation (FiD)|Mutation]]'''                  
+
'''Crew Playbooks
# '''[[Hexer (FiD)|Hexer]]'''      
+
# '''[[Cabal (FiD)|Cabal]]'''
# '''[[Psi (FiD)|Psi]]'''                        
+
# '''[[Cartel (FiD)|Cartel]]'''
# '''[[Psychonaut (FiD)|Psychonaut]]'''
+
# '''[[Cult (FiD)|Cult]]'''
# '''[[Sith (FiD)|Sith]]'''  
+
# '''[[Delvers (FiD)|Delvers ]]'''
# '''[[Starborn (FiD)|Starborn]]'''  
+
# '''[[Glimmers (FiD)|Glimmers]]'''
 +
# '''[[Manhunters (FiD)|Manhunters]]'''  
 +
# '''[[Soldiers (FiD)|Soldiers]]'''
 +
# '''[[Travelers (FiD)|Travelers]]'''
 +
# '''[[Troupe (FiD)|Troupe]]'''
 +
# '''[[Wardens (FiD)|Wardens]]'''
 +
 
 
|valign=top|
 
|valign=top|
'''[[Powers (FiD)|Power]] Forms
+
 
 +
'''[[Powers (FiD)|Power]] [[Powers (FiD)#Forms|Forms]]
 +
# '''[[Abyss Powers (FiD)|Abyss]]'''
 
# '''[[Air Powers (FiD)|Air]]'''  
 
# '''[[Air Powers (FiD)|Air]]'''  
 
# '''[[Animal Powers (FiD)|Animal]]'''  
 
# '''[[Animal Powers (FiD)|Animal]]'''  
 
# '''[[Barrier Powers (FiD)|Barrier]]'''  
 
# '''[[Barrier Powers (FiD)|Barrier]]'''  
# '''[[Darkness Powers (FiD)|Darkness]]'''
+
# '''[[Darkness Powers (FiD)|Darkness]]'''
# '''[[Death Powers (FiD)|Death]]'''
+
# '''[[Death Powers (FiD)|Death]]'''
# '''[[Earth Powers (FiD)|Earth]]'''
+
# '''[[Earth Powers (FiD)|Earth]]'''
# '''[[Electricity Powers (FiD)|Electricity]]'''
+
# '''[[Electricity Powers (FiD)|Electricity]]'''
# '''[[Fire Powers (FiD)|Fire]]'''
+
# '''[[Fire Powers (FiD)|Fire]]'''
# '''[[Flux Powers (FiD)|Flux]]'''  
+
# '''[[Flux Powers (FiD)|Flux]]'''  
# '''[[Ice Powers (FiD)|Ice]]'''
+
# '''[[Ice Powers (FiD)|Ice]]'''
# '''[[Illusion Powers (FiD)|Illusion]]'''
+
# '''[[Illusion Powers (FiD)|Illusion]]'''
# '''[[Kinesis Powers (FiD)|Kinesis]]'''  
+
# '''[[Kinesis Powers (FiD)|Kinesis]]'''  
# '''[[Life Powers (FiD)|Life]]'''
+
# '''[[Life Powers (FiD)|Life]]'''
# '''[[Light Powers (FiD)|Light]]'''
+
# '''[[Light Powers (FiD)|Light]]'''
# '''[[Metal Powers (FiD)|Metal]]'''
+
# '''[[Metal Powers (FiD)|Metal]]'''
# '''[[Mind Powers (FiD)|Mind]]'''  
+
# '''[[Mind Powers (FiD)|Mind]]'''  
# '''[[Order Powers (FiD)|Order]]'''
+
# '''[[Order Powers (FiD)|Order]]'''
# '''[[Plant Powers (FiD)|Plant]]'''
+
# '''[[Plant Powers (FiD)|Plant]]'''
# '''[[Space Powers (FiD)|Space]]'''
+
# '''[[Space Powers (FiD)|Space]]'''
# '''[[Time Powers (FiD)|Time]]'''  
+
# '''[[Time Powers (FiD)|Time]]'''  
# '''[[Water Powers (FiD)|Water]]''' 
+
# '''[[Water Powers (FiD)|Water]]'''
----
 
|valign=top|
 
'''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]]
 
# '''[[Crew Perk (FiD)|Crew Perk]]
 
# '''[[Races (FiD)|Race]]
 
# '''[[Veteran (FiD)|Veteran]]
 
----
 
'''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]]'''  
 
 
|}
 
|}
 
{{tocright}}
 
{{tocright}}
Line 112: Line 117:
 
== House Rules ==
 
== House Rules ==
 
Yes, this is still [[User:Starfox|Starfox]].
 
Yes, this is still [[User:Starfox|Starfox]].
 +
Of course there are house rules.
 
* '''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.
 
* '''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.
 +
* '''Breaking Reputation''' badly enough you will gain Xp, but may reduce your Reputation.
 
* '''Hunting Ground''' is not used. Page 93.
 
* '''Hunting Ground''' is not used. Page 93.
* '''Training''' There are no training facilities. Page 94.
+
* '''Training''' Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. 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.
 
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. Page 155.
 +
 +
 +
 +
=== Gather Information ===
 +
When you seek knowledge, recall data, or make sense of your surroundings, roll the most appropriate [[Actions (IB)|Action]]. There is no Position or Effect — the result determines how much and how clearly you learn.
 +
 +
Gather Information has no direct consequences or danger; it measures clarity, not risk. Failures indicate incomplete or ambiguous data rather than harm or deception. The information gained is colored by your background and experience, this is usually reflected in your number of dice, but the [[GM]] may add more color or detail as appropriate.
 +
 +
During a score, this may involve observation, recall, or brief flashbacks to earlier preparations. During free play, it may represent any form of research, analysis, or inquiry.
 +
 +
{| class="wikitable"
 +
! Result !! Outcome
 +
|-
 +
|align=center| '''1–3''' ||| You gain a fragment, impression, or single clue — useful but incomplete.
 +
|-
 +
|align=center| '''4–5''' ||| You gain a clear answer, though it may be limited or contradictory.
 +
|-
 +
|align=center| '''6''' ||| You gain a detailed and reliable picture of the situation.
 +
|-
 +
|align=center| '''Critical''' ||| You gain exceptional insight, additional leads, or a new and valuable perspective.
 +
|}
 +
 +
Use Gather Information whenever learning more could improve your Position, increase your Effect, or reveal new opportunities — but never to determine success or failure. It clarifies the world; it doesn’t punish curiosity.
  
 
== Related ==
 
== Related ==
Line 133: Line 163:
 
== External Links ==
 
== External Links ==
 
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]
 
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]
 +
* [https://randomtablesrpg.com/fantasy/100-random-dnd-city-encounter-tables-for-low-level-players-who-need-help/ 100 Random City Encounters]

Latest revision as of 11:17, 26 October 2025

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

Presentation ActionsPowersDowntime

Playbooks

Actions

  1. Attune
  2. Command
  3. Consort
  4. Finesse
  5. Hunt
  6. Prowl
  7. Skirmish
  8. Study
  9. Survey
  10. Sway
  11. Tinker
  12. Wreck

Inventory
Crafting

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
  14. Weapon Master

Shared Special Abilities

  1. Additional Playbook
  2. Crew Perk
  3. Humans
  4. Other Races

Power Playbooks

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

Exotics

  1. Monster
  2. Spirit
  3. Wee One

Crew Playbooks

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

Power Forms

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

House Rules

Yes, this is still Starfox. Of course there are house rules.

  • 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.
  • Breaking Reputation badly enough you will gain Xp, but may reduce your Reputation.
  • Hunting Ground is not used. Page 93.
  • Training Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. 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.


Gather Information

When you seek knowledge, recall data, or make sense of your surroundings, roll the most appropriate Action. There is no Position or Effect — the result determines how much and how clearly you learn.

Gather Information has no direct consequences or danger; it measures clarity, not risk. Failures indicate incomplete or ambiguous data rather than harm or deception. The information gained is colored by your background and experience, this is usually reflected in your number of dice, but the GM may add more color or detail as appropriate.

During a score, this may involve observation, recall, or brief flashbacks to earlier preparations. During free play, it may represent any form of research, analysis, or inquiry.

Result Outcome
1–3 You gain a fragment, impression, or single clue — useful but incomplete.
4–5 You gain a clear answer, though it may be limited or contradictory.
6 You gain a detailed and reliable picture of the situation.
Critical You gain exceptional insight, additional leads, or a new and valuable perspective.

Use Gather Information whenever learning more could improve your Position, increase your Effect, or reveal new opportunities — but never to determine success or failure. It clarifies the world; it doesn’t punish curiosity.

Related

Campaigns

Projects

External Links