Difference between revisions of "Fox in the Dark"

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== Factions ==
+
{{FiD}}
Factions that would sponsor a new kingdom.
+
[[Presentation (FiD)|Presentation]]
 +
— [[Actions (FiD) | Actions]]
 +
— [[Powers (FiD)|Powers]]
 +
— [[Downtime (FiD)|Downtime]]
  
=== Exploration Unlimited [EXU] ===
+
=== Playbooks ===
(Tier II Faction)
+
{|class="wikitable"
Bold princesses who thirst for adventure, living for the
+
|-
thrill of discovery and poking things with sticks to see
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|valign=top|
what happens. If it involves going somewhere new or
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'''[[Actions (FiD)|Actions]]'''
uncovering lost mysteries then EXU will likely already
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# '''[[Actions (FiD)#Attune|Attune]]'''
be tangled up in it before the other factions have even
+
# '''[[Actions (FiD)#Command|Command]]'''
begun discussing the matter.
+
# '''[[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'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
  
=== Noble Traders [NOT] ===
+
'''[[Crafting (FiD)|Crafting]]'''
(Tier IV Faction)
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* '''[[Alchemy (FiD)|Alchemy]]'''
The profit princesses, the savvy merchant girls. NOT is
+
* '''[[Armaments (FiD)|Armaments]]'''
made up of financially-minded princesses who put
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* '''[[Gadgets (FiD)|Gadgets]]'''
themselves in charge of most of the trading in this
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* '''[[Magic Items (FiD)|Magic Items]]'''
Princess World. The Noble Traders don't have a
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* '''[[Rituals (FiD)|Rituals]]'''
monopoly on economic matters, but wherever there's
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|valign=top|
profit to be made you're likely to find them. Despite
+
'''Mundane Playbooks
their reputation for hard-nosed deals and profit-aboveall
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# '''[[Captain (FiD)|Captain]]'''
short sightedness, the Noble Traders are still
+
# '''[[Fighter (FiD)|Fighter]]'''
princesses and generally have good intentions. They
+
# '''[[Knight (FiD)|Knight]]'''
just get really excited about money, is all.
+
# '''[[Mastermind (FiD)|Mastermind]]'''
 +
# '''[[Mountebank (FiD)|Mountebank]]'''
 +
# '''[[Occultist (FiD)|Occultist]]'''
 +
# '''[[Ranger (FiD)|Ranger]]'''
 +
# '''[[Rogue (FiD)|Rogue]]'''
 +
# '''[[Sage (FiD)|Sage]]'''
 +
# '''[[Savant (FiD)|Savant]]'''
 +
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  
 +
# '''[[Warrior (FiD)|Warrior]]'''
 +
# '''[[Weapon Master (FiD)|Weapon Master]]'''  
 +
----
 +
'''Shared Special Abilities
 +
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 +
# '''[[Crew Perk (FiD)|Crew Perk]]
 +
# '''[[Humans (FiD)|Humans]]
 +
# '''[[Races (FiD)|Other Races]]
  
=== Speculation Wildhearts [SPEC] ===
+
|valign=top|
(Tier III Faction)
+
'''[[Powers (FiD)|Power]] Playbooks
Watching. Always watching. SPEC mostly keeps track
+
# '''[[Artificer (FiD)|Artificer]]'''
of unusual activity near the borders, but who knows
+
# '''[[Bard (FiD)|Bard]]'''
how far their scrying and investigations really go. Their
+
# '''[[Chi (FiD)|Chi]]'''
motto is "Monitor, Track, Alert" and true to these
+
# '''[[Cleric (FiD)|Cleric]]'''
words they don't tend to take much direct action
+
# '''[[Druid (FiD)|Druid]]'''
themselves. They just notice things, and tell the people
+
# '''[[Mystic (FiD)|Mystic]]'''
those things might affect, and then continue their
+
# '''[[Ninja (FiD)|Ninja]]'''
observations.
+
# '''[[Saint (FiD)|Saint]]'''
 +
# '''[[Sorcerer (FiD)|Sorcerer]]'''
 +
# '''[[Warlock (FiD)|Warlock]]'''
 +
# '''[[Wizard (FiD)|Wizard]]'''
  
=== Guidance Collective [GUCO] ===
+
'''Exotics
(Tier II Faction)
+
# '''[[Monster (FiD)|Monster]]'''
Very concerned with princess-fairy relations, making
+
# '''[[Spirit (FiD)|Spirit]]'''
sure fairies aren't being mistreated and also behaving
+
# '''[[Wee One (FiD)|Wee One]]'''  
properly and just generally that everyone's being lovely.
 
Given that most princesses have a deep and
 
untouchable respect for fairies, and that most fairies
 
would sooner give up their wings than mess with a
 
princess's biz, GUCO princesses mostly go around
 
checking that everyone's behaving and then being
 
really pleased when that's the case.
 
They can be pretty scary in the rare cases when
 
someone isn't behaving, though. The power and fury of
 
their disappointment can be unnerving to behold.
 
  
=== Afternoon Tea Time [ATT] ===
+
|valign=top|
(Tier III Faction)
 
The party princesses, the talky popular social girls.
 
ATT are primarily concerned with putting on parties
 
and making sure everyone's having a good time, or at
 
least ensuring conditions are optimal for good-timehaving.
 
Not every party is under the jurisdiction of
 
ATT but almost all of the really big events in Princess
 
World are entrusted to their care.
 
  
=== Wild Lands Protection Committee [WILD] ===
+
'''[[Powers (FiD)|Power]] Forms
(Tier II Faction)
+
# '''[[Air Powers (FiD)|Air]]'''
Odd faction with an equally odd amount of support,
+
# '''[[Animal Powers (FiD)|Animal]]'''
both from young princesses not satisfied with the status
+
# '''[[Barrier Powers (FiD)|Barrier]]'''
quo, and established princesses with perhaps too much
+
# '''[[Darkness Powers (FiD)|Darkness]]'''
free time. WILD are concerned with the relentless (and
+
# '''[[Death Powers (FiD)|Death]]'''
often reckless) intrusion into the wild lands, in
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# '''[[Earth Powers (FiD)|Earth]]'''
particular the unchecked killing of monsters and
+
# '''[[Electricity Powers (FiD)|Electricity]]'''
elementals. They certainly raise some issues worthy of
+
# '''[[Fire Powers (FiD)|Fire]]'''
consideration, but like many of the factions they get a
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# '''[[Flux Powers (FiD)|Flux]]'''
bit too intense about the things they care about. You
+
# '''[[Ice Powers (FiD)|Ice]]'''
often find them turning up on the border, protesting
+
# '''[[Illusion Powers (FiD)|Illusion]]'''
something or other that may or may not be important.
+
# '''[[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]]'''
  
=== Kingdom Defenders [KDEF] ===
+
|valign=top|
(Tier IV Faction)
 
The overprotective big sister princesses, the bossy nosy
 
caring girls. KDEF princesses have a tough and often
 
thankless job, defending kingdoms from whatever
 
threatens them, so you could maybe forgive them for
 
being a bit uptight and strict about things. They do
 
care. Their hearts are in the right place. They could just
 
stand to be a teensy bit more relaxed about things.
 
  
=== Scarred Hearts [SCAR] ===
+
'''Crew Playbooks
(Tier III Faction)
+
# '''[[Cabal (FiD)|Cabal]]'''
Cynical princesses bearing multiple heart scars, often
+
# '''[[Cartel (FiD)|Cartel]]'''
forced into retirement early. Unique among the factions
+
# '''[[Cult (FiD)|Cult]]'''
in that they actively work to reduce the number of new
+
# '''[[Delvers (FiD)|Delvers ]]'''
members. Viewed by others with a complex blend of
+
# '''[[Glimmers (FiD)|Glimmers]]'''
respect, compassion, and fear, SCAR are a cautionary
+
# '''[[Manhunters (FiD)|Manhunters]]'''
tale, a reminder of the cost princessing (especially
+
# '''[[Soldiers (FiD)|Soldiers]]'''
frontier princessing) can demand, and occasionally a
+
# '''[[Travelers (FiD)|Travelers]]'''
reckoning. When the Scarred Hearts decide something
+
# '''[[Troupe (FiD)|Troupe]]'''
has to happen, or more often has to stop, they are very
+
# '''[[Wardens (FiD)|Wardens]]'''
difficult to ignore.
+
|}
 +
{{tocright}}
  
=== Starlight Investigations [SLI] ===
+
== House Rules ==
(Tier I Faction)
+
Yes, this is still [[User:Starfox|Starfox]].
Relatively new faction comprised of mystery-loving
+
* '''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.
princesses. There's speculation that they create most of
+
* '''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.
the mysteries they solve themselves, unconsciously
+
* '''Irresistible Plot''' Sometimes a consequence might be a hidden plot development. These may not be resistible, and might even be kept secret.  Page 32.
using their reality-altering princess powers to manifest
+
* '''Hunting Ground''' is not used. Page 93.
bizarre circumstances and unlikely coincidences.
+
* '''Training''' Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. Page 94.
There's been some research in this phenomenon, but
+
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. Page 155.
for some reason the researchers always end up
 
embroiled in some twisted mystery or convoluted
 
conspiracy before they can come to any conclusions.
 
  
=== Wandering Stars [STAR] ===
+
== Related ==
(Tier III Faction)
+
* [[Die Probabilities (FiD)|Die Probabilities]]
Wild and crazy princesses who travel around in their
+
* [[Kit and Tiers (FiD)|Kit and Tiers]]
moving castles, plunging deep into the wild lands,
 
battling powerful elementals, and calming huge
 
destructive wild surges before they can erupt. Not often
 
welcome at the more civilised type of princess party,
 
but without them things would be even wilder and less
 
stable than they are now. They don't get a lot of credit
 
(people who specialise in preventing disasters rarely do;
 
after all, the best case scenario is 'nothing happened')
 
but a Wandering Star isn't in it for fame or riches or
 
recognition. They know they're making a difference.
 
Also they get to travel into the really WILD parts of
 
the wild lands. Wandering Stars see things that most
 
princesses, even in this
 
  
=== Luxury Seekers [LUX] ===
+
== Campaigns ==
(Tier I Faction)
+
* [https://app.roll20.net/campaigns/details/18178429/liberate-highport Liberate Highport!]
Notoriously laid-back faction filled with princesses
+
* [[Princess World—Frontier Kingdoms (FiD)|Princess World—Frontier Kingdoms]]—[https://app.roll20.net/campaigns/details/16963058/princess-kingdoms Roll20]
who are principally concerned with exploring all of the
+
* [https://app.roll20.net/campaigns/details/17096450/duskvol-darkness Duskvol Darkness] a conventional BitD campaign
many and glorious possibilities of living in a world
 
where anything's possible, although they mostly do this by lounging about enjoying the seventh morning tea of
 
the day and discussing whether or not it's too early to
 
start afternoon tea.
 
Rumours of this faction having hidden depths are
 
easily dismissed. I mean just look at them. They've got
 
the depth of a pancake.
 
  
=== Universal Librarians [UNL] ===
+
== Projects ==
(Tier III Faction)
+
* [[Quirks (FiD)|Quirks]]
Quietly competent princesses with a well-earned
 
reputation for sensibility. Librarians seek out rogue
 
libraries in the wild lands, in order to snatch lost
 
knowledge from within. Very concerned with the
 
proper archival and protection of information.
 
  
 
+
== External Links ==
=== Brave New Lands [LAND] ===
+
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]
(Tier III Faction)
+
* [https://randomtablesrpg.com/fantasy/100-random-dnd-city-encounter-tables-for-low-level-players-who-need-help/ 100 Random City Encounters]
Cautious princesses who advocate for moderation in all
 
things, except moderation itself. Not very exciting but
 
exceptionally organised, and responsible for a lot of
 
sensible studies into practical matters that lead to
 
genuine progression. Eventually. Very eventually.
 
 
 
=== Hunter Guild [HUG] ===
 
(Tier III Faction)
 
Sporty princesses who enjoy outdoor activities,
 
especially if said activities at some point involve a jolly
 
stirring fight with a few dozen giant spiders, or a
 
dragon, or a nice big juicy elemental. As the old saying
 
goes, "If you got monsters and you don't want
 
monsters, Hunter Guild."
 
 
 
=== Sparkle Union [SUN] ===
 
(Tier I Faction)
 
Broad faction made up of independent princesses, most
 
of whom can't be having with all of this faction
 
nonsense. The Sparkle Union leans towards casual
 
rather than formal organisation and wield very little
 
political power, mostly because trying to get a bunch of
 
independent princesses all on the same page is more
 
difficult than herding cats. Still, SUN enjoys a large
 
diverse membership and has a philosophy of good faith
 
solidarity; if a Sparkle Union princess is in trouble then
 
she'll find every other nearby SUN princess at her side.
 
How useful they turn out to be is always a roll of the
 
dice, but at least they'll be there.
 
 
 
 
 
=== Silver Masks [MASK] ===
 
(Tier V Faction)
 
The fightiest of princesses, the really scarily powerful
 
ones. They wear silver masks and favour simple
 
clothing, such as white cloaks with a subtle shimmer.
 
Not much for parties. Not much for princess politics.
 
But very much the princesses you want on your side,
 
when fighting is the answer to a problem.
 
 
 
=== Nowhere [????] ===
 
(Tier IV Faction)
 
Nowhere is a faction of spies and special operations
 
princesses that does not exist. They don't engage in
 
clandestine operations for the good of Princess World,
 
definitely do not cultivate relationships with the more
 
talkative varieties of monsters, and certainly don't
 
associate with similarly non-existent rebel princesses.
 
All in all, a real headache to deal with. Fortunately
 
you'll never have to worry about that, because as has
 
been firmly established Nowhere does not exist.
 
 
 
=== Scientific Promotion Society [SCI] ===
 
(Tier IV Faction)
 
The smartest girls in the room, the nerdy brainy
 
curious princesses. Very interested in investigating the
 
many mysteries of this Princess World, although their
 
critics might point out that these investigations often
 
involve quite a lot of explosions. All part of the price of
 
progress, say the SCI girls.
 
 
 
=== Royal Architects [RARC] ===
 
(Tier IV Faction)
 
The construction princesses, the calm capable builder
 
girls. Mostly responsible for the creation and
 
maintenance of buildings within the known kingdoms.
 
Very big on doing things once and doing them right.
 
Get a bit tetchy about makeshift work, or rushed jobs,
 
or temporary jury-rigged okay-for-now solutions that
 
become permanent because it's just easier not to think
 
about that particular thing, when we've got a dozen
 
other more important things to think about right at the
 
minute, and also always.
 
 
 
=== The Circle [O] ===
 
(Tier VI Faction)
 
The big bosses, the princesses in charge. The Circle
 
rule from the First Palace, right in the middle of the
 
inner kingdoms. They make all the really big decisions
 
about Princess World, although most princesses have
 
never even met a Circle representative. If they get
 
involved with a frontier kingdom, out there on the
 
border, so very far removed from the concerns of the
 
inner kingdoms, then something must be going really
 
wrong.
 
 
 
=== Scientific Promotion Society [SCI] ===
 
(Tier IV Faction)
 
The smartest girls in the room, the nerdy brainy
 
curious princesses. Very interested in investigating the
 
many mysteries of this Princess World, although their
 
critics might point out that these investigations often
 
involve quite a lot of explosions. All part of the price of
 
progress, say the SCI girls.
 
 
 
=== Strongwall Group [WALL] ===
 
(Tier III Faction)
 
Very serious princesses who just can't be having with
 
all the nonsense going on in this Princess World. They
 
advocate for consolidation rather than expansion and
 
believe that tighter regulations would help curb all of
 
these wild surges and collapsing kingdoms and so
 
forth, out on the border.
 
They often make valid points, but have absolutely no
 
sense of humour.
 
 
 
=== Guidance Collective [GUCO] ===
 
(Tier II Faction)
 
Very concerned with princess-fairy relations, making
 
sure fairies aren't being mistreated and also behaving
 
properly and just generally that everyone's being lovely.
 
Given that most princesses have a deep and
 
untouchable respect for fairies, and that most fairies
 
would sooner give up their wings than mess with a
 
princess's biz, GUCO princesses mostly go around
 
checking that everyone's behaving and then being
 
really pleased when that's the case.
 
They can be pretty scary in the rare cases when
 
someone isn't behaving, though. The power and fury of
 
their disappointment can be unnerving to behold.
 
 
 
=== Nice Monsters [NIMO] ===
 
(Tier 0 Faction)
 
Apparently an official faction, although who knows
 
when or how it was approved. In any case NIMO
 
appears to be dedicated to furthering the cause of socalled
 
'nice monsters', if such a thing could even be said
 
to exist. Still, stranger things have happened, in this
 
world we call Princess.
 

Latest revision as of 00:18, 9 March 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

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

Crew Playbooks

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

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 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.

Related

Campaigns

Projects

External Links