Difference between revisions of "Fox in the Dark"

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* [[Die Probabilities (FiD)|Die Probabilities]]
 
* [[Die Probabilities (FiD)|Die Probabilities]]
 
* [[Kit and Tiers (FiD)|Kit and Tiers]]
 
* [[Kit and Tiers (FiD)|Kit and Tiers]]
 +
* [[Actions (FiD) | Actions]]
 +
 +
=== Playbooks ===
 +
{|class="wikitable"
 +
|-
 +
|valign=top|
 +
'''Mundane Playbooks
 +
# '''[[Bravo (FiD)|Bravo]]'''               
 +
# '''[[Knight (FiD)|Knight]]'''           
 +
# '''[[Mastermind (FiD)|Mastermind]]'''     
 +
# '''[[Mountebank (FiD)|Mountebank]]'''   
 +
# '''[[Occultist (FiD)|Occultist]]'''     
 +
# '''[[Ranger (FiD)|Ranger]]'''           
 +
# '''[[Rogue (FiD)|Rogue]]'''             
 +
# '''[[Savant (FiD)|Savant]]'''             
 +
# '''[[Soldier (FiD)|Soldier]]'''           
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]''' 
 +
|valign=top|
 +
'''[[Powers (FiD)|Power]] Playbooks
 +
# '''[[Animism (FiD)|Animism]]'''     
 +
# '''[[Artificing (FiD)|Artificing]]'''   
 +
# '''[[Chi (FiD)|Chi]]'''                       
 +
# '''[[Chosen (FiD)|Chosen]]'''           
 +
# '''[[Monster (FiD)|Monster]]'''       
 +
# '''[[Mystic (FiD)|Mystic]]'''           
 +
# '''[[Orphic (FiD)|Orphic]]'''           
 +
# '''[[Sorcery (FiD)|Sorcery]]'''         
 +
# '''[[Soulsworn (FiD)|Soulsworn]]''' 
 +
# '''[[Spirit (FiD)|Spirit]]'''               
 +
# '''[[Theurgy (FiD)|Theurgy]]'''       
 +
# '''[[Wizardry (FiD)|Wizardry]]'''     
 +
----
 +
# '''[[Jedi (FiD)|Jedi]]'''                     
 +
# '''[[Mutation (FiD)|Mutation]]'''     
 +
# '''[[Psi (FiD)|Psi]]'''                         
 +
# '''[[Psychonaut (FiD)|Psychonaut]]'''
 +
# '''[[Starborn (FiD)|Starborn]]'''       
 +
|valign=top|
 +
'''[[Powers (FiD)|Power]] Forms
 +
# '''[[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]]''' 
 +
|valign=top|
 +
'''Crew Playbooks
 +
# '''[[Cabal (FiD)|Cabal]]'''                         
 +
# '''[[Cartel (FiD)|Cartel]]'''                       
 +
# '''[[Cult (FiD)|Cult]]'''                           
 +
# '''[[Delvers (FiD)|Delvers ]]'''               
 +
# '''[[Glimmers (FiD)|Glimmers]]'''         
 +
# '''[[Manhunters (FiD)|Manhunters]]''' 
 +
# '''[[Travelers (FiD)|Travelers]]'''           
 +
# '''[[Troupe (FiD)|Troupe]]'''                 
 +
# '''[[Wardens (FiD)|Wardens]]'''             
 +
# '''[[Warriors (FiD)|Warriors]]'''             
 +
|valign=top|
 +
'''Shared Special Abilities
 +
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 +
# '''[[Crew Perk (FiD)|Crew Perk]]
 +
# '''[[Races (FiD)|Race]]
 +
# '''[[Veteran (FiD)|Veteran]]
 +
----
 +
'''Inventory'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
 +
* '''[[Standard_Equipment_(FiD)#Special_Equipment|Special Equipment]]'''
 +
----
 +
'''[[Crafting (FiD)|Crafting]]'''
 +
* '''[[Armaments (FiD)|Armaments]]'''
 +
* '''[[Gadgets (FiD)|Gadgets]]'''
 +
* '''[[Alchemy (FiD)|Alchemy]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 +
|}
  
 
== House Rules ==
 
== House Rules ==
 
Yes, this is still [[User:Starfox|Starfox]].
 
Yes, this is still [[User:Starfox|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.
 
* '''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. For the rest of the score you can focus at a cost of a single point of stress. Page 13.
+
* '''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.
 
* '''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.  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.
* '''Whatever happened to bullet-proof? ''' When successfully resisting consequences, the position the consequence is based on improves by two steps. This includes harm. A deadly consequence becomes a controlled consequence, risky and controlled consequences are completely negated. ''This lessens the difference between harm and other consequences, and makes deadly position more dangerous.''' Page 32.  
 
 
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. Page 93.
 
* 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.
 
* '''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:
 +
:# '''Assault:''' ''Point of attack.
 +
:# '''Magic:''' ''Type of magic.
 +
:# '''Probe:''' ''Method of investigation.
 +
:# '''Social:''' ''Connection.
 +
:# '''Stealth:''' ''Point of entry.
 +
:# '''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.
 
* '''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 '''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.
  
=== Entanglements Table ===
+
== Projects ==
1d6 + Heat + Wanted Level - Tier.<br>
+
* [[Quirks (FiD)|Quirks]]
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew.
 
If you complete such a score, you gain all the normal rewards, in addition to whatever the event stipulates.
 
  
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.
+
== Campaigns ==
 +
* [[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
  
# 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.
+
== External Links ==
# '''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.
+
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]
# '''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).
 
# '''Unrest''': The streets are troubled. Subtract 2 dice from any engagement roll. For less than zero dice, add dice and use the lowest result.
 
# '''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.
 
# '''Strange Notice''' A supernatural creature approaches the crew with a threat or dark offer. '''Tier''' roll: '''Fumble''': Echo (p 252), '''1-3''' Ghost (p 213, 252), '''4-5''' Demon (p 212), '''6''': Vampire (p 211), '''Critical''': Summoned Horror (p 213).
 
# '''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.
 
# '''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.
 
# '''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.
 
# '''Gang War''' A faction or an alliance of factions have had enough and declares war on your crew, reducing your status to -3 with these factions.
 
 
 
=== Random District Table ===
 
 
 
== Campaigns ==
 
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
 

Latest revision as of 14:42, 3 November 2024

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

Playbooks

Mundane Playbooks

  1. Bravo
  2. Knight
  3. Mastermind
  4. Mountebank
  5. Occultist
  6. Ranger
  7. Rogue
  8. Savant
  9. Soldier
  10. Swashbuckler

Power Playbooks

  1. Animism
  2. Artificing
  3. Chi
  4. Chosen
  5. Monster
  6. Mystic
  7. Orphic
  8. Sorcery
  9. Soulsworn
  10. Spirit
  11. Theurgy
  12. Wizardry

  1. Jedi
  2. Mutation
  3. Psi
  4. Psychonaut
  5. Starborn

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. Travelers
  8. Troupe
  9. Wardens
  10. Warriors

Shared Special Abilities

  1. Additional Playbook
  2. Crew Perk
  3. Race
  4. Veteran

Inventory


Crafting

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.

Projects

Campaigns

External Links