Difference between revisions of "Jedi (FiD)"

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'''Powers
 
'''Powers
 
Jedi vary greatly in what powers they have.  
 
Jedi vary greatly in what powers they have.  
All begin training with [[Kinesis Powers (FiD)|Kinesis]], but after that their choice of powers is free as ling as they stay within the list of powers available to jedi. It is actually rare for jedi to develop many powers, many mastering only [[Kinesis Powers (FiD)|Kinesis]] and very few having more than one additional power.
+
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]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Darkness Powers (FiD)|Darkness]],
 +
[[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]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Ice Powers (FiD)|Ice]],
 +
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Illusion Powers (FiD)|Illusion]],
 
'''[[Kinesis Powers (FiD)|Kinesis]],
 
'''[[Kinesis Powers (FiD)|Kinesis]],

Latest revision as of 21:37, 22 August 2024

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Powers (FiD)Fox in the Dark logo

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