Difference between revisions of "Fox in the Dark"

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{{FiD}}
 
{{FiD}}
 
* [[Powers (FiD)|Powers]]
 
* [[Powers (FiD)|Powers]]
 +
* [[Races (FiD)|Races]]
 
* [[Die Probabilities (FiD)|Die Probabilities]]
 
* [[Die Probabilities (FiD)|Die Probabilities]]
 
* [[Kit and Tiers (FiD)|Kit and Tiers]]
 
* [[Kit and Tiers (FiD)|Kit and Tiers]]
 +
 +
=== Playbooks ===
 +
{|class="wikitable"
 +
|-
 +
|valign=top|
 +
:'''Mundane Playbooks
 +
# '''[[Bravo (FiD)|Bravo]]'''                Brutal warrior.
 +
# '''[[Fighter (FiD)|Fighter]]'''            Master of arms.
 +
# '''[[Mastermind (FiD)|Mastermind]]'''      Planner.
 +
# '''[[Mountebank (FiD)|Mountebank]]'''      Charming trickster.
 +
# '''[[Occultist (FiD)|Occultist]]'''        Magic without powers.
 +
# '''[[Ranger (FiD)|Ranger]]'''              Hunter.
 +
# '''[[Rogue (FiD)|Rogue]]'''                Stealthy trickster.
 +
# '''[[Savant (FiD)|Savant]]'''              Technologist.
 +
# '''[[Soldier (FiD)|Soldier]]'''            Modern combatant.
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  Dexterous warrior.
 +
|valign=top|
 +
:'''Power Playbooks
 +
# '''[[Animism (FiD)|Animism]]'''          Power of spirits.
 +
# '''[[Artificing (FiD)|Artificing]]'''    Power by device.
 +
# '''[[Chi (FiD)|Chi]]'''                  Inner power.
 +
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 +
# '''[[Monster (FiD)|Monster]]'''          Savage power.
 +
# '''[[Mystic (FiD)|Mystic]]'''            Power of enlightenment.
 +
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 +
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 +
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 +
# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
 +
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 +
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 +
----
 +
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 +
# '''[[Mutation (FiD)|Mutation]]'''        Power in the body.
 +
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''    Power of dreams.
 +
# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
 +
|valign=top|
 +
:'''Crew Playbooks
 +
# '''[[Cabal (FiD)|Cabal]]'''                          Politics.
 +
# '''[[Cartel (FiD)|Cartel]]'''                        Hawkers.
 +
# '''[[Cult (FiD)|Cult]]'''                            Cult.
 +
# '''[[Delvers (FiD)|Delvers ]]'''                    Seekers.
 +
# '''[[Glimmers (FiD)|Glimmers]]'''                    Shadows.
 +
# '''[[Manhunters (FiD)|Manhunters]]'''                Assassins.
 +
# '''[[Travelers (FiD)|Travelers]]'''                  Smugglers.
 +
# '''[[Troupe (FiD)|Troupe]]'''                        Entertainers.
 +
# '''[[Wardens (FiD)|Wardens]]'''                      Landlords.
 +
# '''[[Warriors (FiD)|Warriors]]'''                    Bravos.
 +
|valign=top|
 +
:'''Advanced Special Abilities
 +
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 +
# '''[[Crew Perk (FiD)|Crew Perk]]
 +
# '''[[Races (FiD)|Race]]
 +
# '''[[Veteran (FiD)|Veteran]]
 +
----
 +
* '''[[Standard Equipment (FiD)|Standard Equipment]]'''
 +
* '''[[Inventions (FiD)|Inventions]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
|}
  
 
== 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.
+
* '''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. P 32.  
+
* '''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.
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. P 93.
+
* '''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.
* '''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.
+
* '''Irresistible Plot''' Sometimes a consequence might be a hidden plot development. These may not be resistible, and might even be kept secret.  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.
+
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. Page 93.
* 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.
+
* '''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.
 
+
* '''Planning''' The types of missions (p 127) are:
=== Entanglements Table ===
+
:# '''Assault:''' ''Point of attack.
1d6 + Heat + Wanted Level - Tier.<br>
+
:# '''Magic:''' ''Type of magic.
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew.
+
:# '''Probe:''' ''Method of investigation.
If you complete such a score, you gain all the normal rewards, in addition to whatever the event stipulates.
+
:# '''Social:''' ''Connection.
 
+
:# '''Stealth:''' ''Point of entry.
For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is not actually with the Bluecoats, instead it is with some other faction of a higher tier than you.
+
:# '''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.
# or less. '''Fortuitous Friend''' A new gang, cohort, or contact is willing to work for you. '''Tier''' roll for cost ('''1-3''': +1 heat, '''4/5''': 1 coin, '''6''': -1 rep) or accept an opportunity.
+
* 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.
# '''Protection Wanted!''' Someone request your protection. '''Tier''' roll for cost ('''1-3''': Opportunity, '''4/5''': -2 relation with current owner, '''6''': coin equal to your tier). Success gives a claim.
+
* The '''Wreck''' actions is more focused on physical strength and only secondarily on use of explosives.
# '''Party Time!''' Your crew wants to party. Spend coin equal to your tier to gain 4 reputation, or lose 2 reputation if you fail to pay.
 
# '''Odd Opportunity''' An opportunity outside your comfort zone. Roll an opportunity from a random type of crew: '''1''': Assassins, '''2''': Bravos, '''3''': Cult, '''4''': Hawkers, '''5''': Shadows, '''6''': Smugglers. If you succeed, you gain some additional payout, such as coin, rep, or faction score.  
 
# '''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 '''tier''' roll to find out if they resist questioning ('''1-3''': +2 heat, '''4/5''': level 2 harm, '''6''': Opportunity to clear all heat), or pay the Bluecoats off with 1 coin.
 
# '''Calling a Favor''' A group you have a positive relation with is calling in a favor. Agree to do it (usually a random opportunity), 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.
 
# '''Challenge''' You are challenged! A challenge might be to a fight, but more likely a duel, competition, or bet. Make a '''Tier''' toll. '''1-3''': Local gang. Local challengers less skilled but outside your area of expertise (see Odd Opportunity above). '''4-6''': Distant gang challengers in a field you know well but they think they know better (normal opportunity. '''6''': One-on-one challenge. This is usually between leaders, but might be a specialist if you have a famous one.
 
# '''Something's Missing''' Maybe it's a cohort, maybe it's an upgrade or contact? Who took it? Where was it taken? How can we find it? If ignored, make a '''tier''' roll ('''1-3''': returned, '''4/5''': lost, '''6''': in enemy hands).
 
# '''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? Do the Bluecoats a favor, pay them off with Wanted level+1 coin, or make a '''tier''' roll to see how much they talk ('''1-3''': +2 heat, '''4/5''': +1 heat, '''6''': pay coins = Wanted level or lose them).
 
# '''Vicious Vice''' One of your contacts, gangs or 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 which risks their loyalty, or face reprisals from the wronged party losing 1 status with them..  
 
# '''Rivals''' A neutral faction throws their weight around. '''Tier''' roll to find what is at risk ('''1-3''': contact, '''4/5''': vice purveyor, '''6''': cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, give up the resource, or stand up to them and lose 1 status with them.
 
# '''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 to see how well they deal with the spirit.
 
# '''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 coin equal to Wanted level +2, 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.
 
# '''Unrest''': The streets are troubled. Subtract 2 dice from any engagement roll. For less than zero dice, add dice and use the lowest result.
 
# '''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 a random opportunity or they're loyal to another faction now.
 
# '''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.
 
# '''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), allow them to mess with you or yours, or fight back and show them who's boss.
 
# '''Investigation''' 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.
 
# '''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.
 
  
 
== Campaigns ==
 
== Campaigns ==
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
+
* [[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

Latest revision as of 18:59, 25 September 2024

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

Playbooks

Mundane Playbooks
  1. Bravo Brutal warrior.
  2. Fighter Master of arms.
  3. Mastermind Planner.
  4. Mountebank Charming trickster.
  5. Occultist Magic without powers.
  6. Ranger Hunter.
  7. Rogue Stealthy trickster.
  8. Savant Technologist.
  9. Soldier Modern combatant.
  10. Swashbuckler Dexterous warrior.
Power Playbooks
  1. Animism Power of spirits.
  2. Artificing Power by device.
  3. Chi Inner power.
  4. Chosen Gifted by god.
  5. Monster Savage power.
  6. Mystic Power of enlightenment.
  7. Orphic Power of performance.
  8. Sorcery Power of heritage.
  9. Soulsworn Trade soul for power.
  10. Spirit Immaterial monster.
  11. Theurgy Study of miracles.
  12. Wizardry Magic from study.

  1. Jedi The Force.
  2. Mutation Power in the body.
  3. Psi Futuristic magic.
  4. Psychonaut Power of dreams.
  5. Starborn Power of destiny.
Crew Playbooks
  1. Cabal Politics.
  2. Cartel Hawkers.
  3. Cult Cult.
  4. Delvers Seekers.
  5. Glimmers Shadows.
  6. Manhunters Assassins.
  7. Travelers Smugglers.
  8. Troupe Entertainers.
  9. Wardens Landlords.
  10. Warriors Bravos.
Advanced Special Abilities
  1. Additional Playbook
  2. Crew Perk
  3. Race
  4. Veteran

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.
  • 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.
  • 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.
  • 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.
  • Planning The types of missions (p 127) are:
  1. Assault: Point of attack.
  2. Magic: Type of magic.
  3. Probe: Method of investigation.
  4. Social: Connection.
  5. Stealth: Point of entry.
  6. 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.
  • 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.

Campaigns