Difference between revisions of "Fox in the Dark"

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{{FiD}}
 
{{FiD}}
* [[Powers (FiD)|Powers]]
+
[[Presentation (FiD)|Presentation]]
* [[Die Probabilities (FiD)|Die Probabilities]]
+
— [[Actions (FiD) | Actions]]
* [[Kit and Tiers (FiD)|Kit and Tiers]]
+
[[Powers (FiD)|Powers]]
 +
— [[Downtime (FiD)|Downtime]]
 +
— [[Glossary_(IB)_(FiD)|Glossary]]
 +
 
 +
=== Playbooks ===
 +
{|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|
 +
'''Mundane Playbooks
 +
# '''[[Captain (FiD)|Captain]]'''
 +
# '''[[Fighter (FiD)|Fighter]]'''
 +
# '''[[Knight (FiD)|Knight]]'''
 +
# '''[[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]]
 +
 
 +
|valign=top|
 +
'''[[Powers (FiD)|Power]] Playbooks
 +
# '''[[Artificer (FiD)|Artificer]]'''
 +
# '''[[Bard (FiD)|Bard]]'''
 +
# '''[[Chi (FiD)|Chi]]'''
 +
# '''[[Cleric (FiD)|Cleric]]'''
 +
# '''[[Druid (FiD)|Druid]]'''
 +
# '''[[Mystic (FiD)|Mystic]]'''
 +
# '''[[Ninja (FiD)|Ninja]]'''
 +
# '''[[Saint (FiD)|Saint]]'''
 +
# '''[[Sorcerer (FiD)|Sorcerer]]'''
 +
# '''[[Warlock (FiD)|Warlock]]'''
 +
# '''[[Wizard (FiD)|Wizard]]'''
 +
 
 +
'''Exotics
 +
# '''[[Monster (FiD)|Monster]]'''
 +
# '''[[Spirit (FiD)|Spirit]]'''
 +
# '''[[Wee One (FiD)|Wee One]]'''
 +
 
 +
|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|
 +
 
 +
'''[[Powers (FiD)|Power]] [[Powers (FiD)#Forms|Forms]]
 +
# '''[[Abyss Powers (FiD)|Abyss]]'''
 +
# '''[[Air Powers (FiD)|Air]]'''
 +
# '''[[Animal Powers (FiD)|Animal]]'''
 +
# '''[[Barrier Powers (FiD)|Barrier]]'''
 +
# '''[[Darkness Powers (FiD)|Darkness]]'''
 +
# '''[[Death Powers (FiD)|Death]]'''
 +
# '''[[Earth Powers (FiD)|Earth]]'''
 +
# '''[[Electricity Powers (FiD)|Electricity]]'''
 +
# '''[[Fire Powers (FiD)|Fire]]'''
 +
# '''[[Flux Powers (FiD)|Flux]]'''
 +
# '''[[Ice Powers (FiD)|Ice]]'''
 +
# '''[[Illusion Powers (FiD)|Illusion]]'''
 +
# '''[[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]]'''
 +
|}
 +
{{tocright}}
  
 
== House Rules ==
 
== House Rules ==
 
Yes, this is still [[User:Starfox|Starfox]].
 
Yes, this is still [[User:Starfox|Starfox]].
* '''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. For the rest of the score you can focus at a cost of a single point of stress. P 13.
+
Of course there are house rules.
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. P 93.
+
* '''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.
* '''Training Ain't Fast''' The Training downtime action always gives 1 xp. If it would give more, it instead allows you to use that action multiple times between scores. The maximum number of xp you can gain between scores is equal to the amount of xp you'd normally get. P 95.
+
* '''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.
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. P 155.
+
* '''Irresistible Plot''' Sometimes a consequence might be a hidden plot development. These may not be resistible, and might even be kept secret. Page 32.
* 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. P 172.
+
* '''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 [[Actions (IB)|Action]]. There is no Position or Effect — the result determines how much and how clearly you learn.
  
=== Entanglements Table ===
+
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.
1d6 + Heat - Wanted Level.<br>
 
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew.
 
  
For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is with some other powerful faction.
+
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.
  
# '''Challenge''' You are challenged to a confrontation of some sort. This is most likely from another crew, but could be from a particularly powerful individual or a contact or rival. A challenge might be to a fight, but more likely to display an aspect valued by the challenger, such as bet, a specific type of score, and the like. Challengers from crews are likely to be less skilled but outside your area of expertise, challengers from afar have heard of your reputation and challenge you in an area you know well but they think they know better.  
+
{| class="wikitable"
# '''Looking for Work''' A potential cohort is looking for a job.
+
! Result !! Outcome
# '''Calling a Favor''' A group you have a positive relation with is calling in a favor. Agree to do it, or forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a faction with a positive status, you avoid entanglements right now.
+
|-
# '''Local Trouble'' Someone is causing trouble. This could be one of the player characters, it could be some of your cohorts or an expert or some other personality related to the crew. Questions to ask include, who's being troubled? How serious is it? What can we do to fix it or apologize? Who is in the right here?
+
|align=center| '''1–3''' ||| You gain a fragment, impression, or single clue — useful but incomplete.
# '''Something's Missing''' Maybe it's a cohort, maybe it's an upgrade or contact? Questions that might be asked include, who took it? Where was it taken? How can we find it? If this problem is ignored, the missing thing might just turn up on its own. Then again, you might not enjoy just where and how the thing appears...
+
|-
 +
|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.
 +
|}
  
# '''Arrest''' An Inspector presents a case file of evidence to a magistrate, to begin prosecution of your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your wanted level). Pay them off with coin equal to your wanted level +3, hand someone over for arrest (this clears your heat), or try to evade capture.  
+
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.
  
# '''Demonic Notice''' A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way.
+
== Related ==
# '''Flipped''' One of the PC's rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the heat on you. Succeed at the associated opportunity or they're loyal to another faction now.
+
* [[Die Probabilities (FiD)|Die Probabilities]]
# '''Gang Trouble''' One of your gangs (or other cohorts) causes trouble due to their flaw(s). You can lose face (forfeit rep equal to your Tier +1), make an example of one of the gang members, or face reprisals from the wronged party.
+
* [[Kit and Tiers (FiD)|Kit and Tiers]]
# '''Strange Score''' You have the opportunity for a good score, but it is outside your comfort zone. You have an opportunity from a random type of crew. If you succeed at this score, you gain some additional payout, such as coin, rep, or faction score.
 
:# Assassins
 
:# Bravos
 
:# Cult
 
:# Hawkers
 
:# Shadows
 
:# Smugglers
 
# '''Interrogation''' The Bluecoats round up one of the PCs to question them about the crew's crimes. How did they manage to capture you? Either pay them off with 3 coin, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those consequences separately.
 
# '''Questioning''' The Bluecoats grab an NPC member of your crew or one of the crew's contacts, to question them about your crimes. Who do the Bluecoats think is most vulnerable? Make a fortune roll to see how much they talk (1-3: +2 heat, 4/5: +1 heat), or pay the Bluecoats off with 2 coin.
 
# '''Reprisals''' An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them (1 rep and 1 coin) per Tier of the enemy as an apology, allow them to mess with you or yours, or fight back and show them who's boss.
 
# '''Rivals''' A neutral faction throws their weight around. They threaten you, a friend, a contact, or one of your vice purveyors. Forfeit (1 rep or 1 coin) per Tier of the rival, or stand up to them and lose 1 status with them.
 
# '''Show of Force''' A faction with whom you have a negative status makes a play against your holdings. Give them 1 claim or go to war (drop to -3 status). If you have no claims, lose 1 hold instead.
 
# '''Unquiet Dead''' A rogue spirit is drawn to you—perhaps it's a past victim? Acquire the services of a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yourself. They can hire an NPC by using the acquire asset downtime activity (see page 153). Roll the NPC's quality level as a fortune roll to see how well they deal with the spirit.
 
# '''The Usual Suspects''' The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm), or pay the Bluecoats off with 1 coin.
 
  
 
== Campaigns ==
 
== Campaigns ==
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
+
* [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]
 +
* [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]
 +
* [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 01:01, 28 October 2025

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

Presentation ActionsPowersDowntimeGlossary

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