Difference between revisions of "Jedi (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
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Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos. Drawing on ancient traditions and disciplined training, Jedi are revered as guardians of peace and defenders of the innocent. This playbook delves into the noble and revered path of the Jedi, focusing on their mastery of the Force and their unwavering commitment to the light side.
 
Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos. Drawing on ancient traditions and disciplined training, Jedi are revered as guardians of peace and defenders of the innocent. This playbook delves into the noble and revered path of the Jedi, focusing on their mastery of the Force and their unwavering commitment to the light side.
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=== The Force ===
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The force is a mysterious power that permeates everything.
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The force is divided into two parts, light and dark.
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A jedi uses the light side of this power based on harmony and reason to protect life and civilization.
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The sith, their eternal enemies, use the dark side based on passion and might to push themselves and their personal power.
  
 
'''Trauma Condition - Dark Side
 
'''Trauma Condition - Dark Side
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A jedi that suffers trauma temporarily loses control and acts without regard to the consequences, likely exploiting a successful action to the point where the result is harmful.
 
A jedi that suffers trauma temporarily loses control and acts without regard to the consequences, likely exploiting a successful action to the point where the result is harmful.
 
A jedi that suffer four trauma conditions falls to the dark side.
 
A jedi that suffer four trauma conditions falls to the dark side.
 
=== Mutation ===
 
Mutants possess innate powers either from birth or acquired through extraordinary circumstances, encompassing superheroes, monsters, and individuals with extraordinary abilities.
 
 
'''Trauma Condition - Focus Power
 
As a mutant you require bodily movement to activate powers. Your powers have a unique visual signature recognizable to those familiar with your abilities. Your first acquired power becomes your focus power, reducing the stress cost of using abilities related to it by one. However, you also become vulnerable to effects targeting creatures associated with your focus power.
 
This includes barrier, attune, command, and sway powers, and possibly more depending on your specific focus power.
 
  
 
'''Powers
 
'''Powers
A mutant is born with a link to their first power, see the trauma condition.
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Jedi vary greatly in what powers they have.
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All begin training with [[Kinesis Powers (FiD)|Kinesis]] and many favor [[Mind Powers (FiD)|Mind]] as their second set of powers, but after that their choice of powers is free. It is rare for jedi to develop many powers, many mastering only [[Kinesis Powers (FiD)|Kinesis]] and very few having more than one additional power.
 
[[Air Powers (FiD)|Air]],
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Animal Powers (FiD)|Animal]],
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[[Flux Powers (FiD)|Flux]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Illusion Powers (FiD)|Illusion]],
[[Kinesis Powers (FiD)|Kinesis]],
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'''[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Light Powers (FiD)|Light]],
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[[Plant Powers (FiD)|Plant]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Space Powers (FiD)|Space]],
[[Time Powers (FiD)|Time]],
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[[Time Powers (FiD)|Time]], and
 
[[Water Powers (FiD)|Water]].
 
[[Water Powers (FiD)|Water]].
  
 
'''Dramatic Encounters
 
'''Dramatic Encounters
: ˄ ˅ Yogalin, a misunderstood monster
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: ˄ ˅ Judda, a mentor
: ˄ ˅ Haga Haga, a mentor
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: ˄ ˅ Hagah, an activist leader
: ˄ ˅ For-step Joe, a mutant
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: ˄ ˅ Fudravi, a politician
: ˄ ˅ Kakali, agent of the genetics board
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: ˄ ˅ Jaddajay, a fixer
: ˄ ˅ Yogun, a bounty hunter
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: ˄ ˅ Gogun, a bounty hunter
  
 
'''Items
 
'''Items
: ☐ Drug that reduces the stress cost of activating a power by 4, but inflicts harm: mutating. This consequence cannot be resisted.   
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: ☐ A light saber, which is a fine and potent melee weapon.   
: ☐ A costume that shows your identity or affiliation, made to work with your powers. This gives you a pool of three points of stress that can only be used to pay for power use. ☐☐☐
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: ☐ A personal spaceship.
: A disguise that hides your identity.
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: A droid or pet
: ☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.
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: ☐ A holographic communicator.
: ☐-☐ Fine climbing gear.
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: ☐ Fine gear for one task.
  
 
'''XP
 
'''XP
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'''Starting Actions
 
'''Starting Actions
: Wreck 2
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: Skirmish 2
: Command 1
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: Sway 1
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Latest revision as of 21:37, 22 August 2024

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Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos. Drawing on ancient traditions and disciplined training, Jedi are revered as guardians of peace and defenders of the innocent. This playbook delves into the noble and revered path of the Jedi, focusing on their mastery of the Force and their unwavering commitment to the light side.

The Force

The force is a mysterious power that permeates everything. The force is divided into two parts, light and dark. A jedi uses the light side of this power based on harmony and reason to protect life and civilization. The sith, their eternal enemies, use the dark side based on passion and might to push themselves and their personal power.

Trauma Condition - Dark Side A jedi's power requires distancing yourself from emotions and attachments. Pushing an action is the opposite of this, and this disquietude increases the cost of pushing to three points of stress. A jedi that suffers trauma temporarily loses control and acts without regard to the consequences, likely exploiting a successful action to the point where the result is harmful. A jedi that suffer four trauma conditions falls to the dark side.

Powers Jedi vary greatly in what powers they have. All begin training with Kinesis and many favor Mind as their second set of powers, but after that their choice of powers is free. It is rare for jedi to develop many powers, many mastering only Kinesis and very few having more than one additional power. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Judda, a mentor
˄ ˅ Hagah, an activist leader
˄ ˅ Fudravi, a politician
˄ ˅ Jaddajay, a fixer
˄ ˅ Gogun, a bounty hunter

Items

☐ A light saber, which is a fine and potent melee weapon.
☐ A personal spaceship.
■ A droid or pet
☐ A holographic communicator.
☐ Fine gear for one task.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using powers or in a one-on-one confrontation.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Skirmish 2
Sway 1
4 points by choice, no higher than 2 in any one