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.
  
=== Playbooks ===
+
== Projects ==
{|class="wikitable"
+
* [[Quirks (FiD)|Quirks]]
|-
 
|valign=top|
 
:'''Mundane Playbooks
 
# '''[[Alchemist (FiD)|Alchemist]]'''        Scientist.
 
# '''[[Bravo (FiD)|Bravo]]'''                Brutal warrior.
 
# '''[[Enchanter (FiD)|Enchanter]]'''        Crafts magic.
 
# '''[[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.
 
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  Dexterous warrior.
 
|valign=top|
 
:'''Power Playbooks
 
# '''[[Animism (FiD)|Animism]]'''          Power of spirits.
 
# '''[[Chi (FiD)|Chi]]'''                  Inner power.
 
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 
# '''[[Monster (FiD)|Monster]]'''          Savage power.
 
# '''[[Mutation (FiD)|Mutation]]'''        Power in the body.
 
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 
# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
 
# '''[[Technomancer (FiD)|Technomancer]]''' Power of Technology.
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Miracles from study.
 
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 
|}
 
  
 
== 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
 +
 
 +
== External Links ==
 +
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]

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