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]]
== House Rules ==
 
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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
  
 
=== Playbooks ===
 
=== Playbooks ===
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|valign=top|
 
|valign=top|
 
:'''Mundane Playbooks
 
:'''Mundane Playbooks
# '''[[Alchemist (FiD)|Alchemist]]'''        Scientist.
+
# '''[[Bravo (FiD)|Bravo]]'''                Brute.
# '''[[Bravo (FiD)|Bravo]]'''                Brutal warrior.
+
# '''[[Knight (FiD)|Knight]]'''             Cutter.
# '''[[Enchanter (FiD)|Enchanter]]'''       Crafts magic.
+
# '''[[Mastermind (FiD)|Mastermind]]'''     Spider.
# '''[[Fighter (FiD)|Fighter]]'''           Master of arms.
+
# '''[[Mountebank (FiD)|Mountebank]]'''      Slide.
# '''[[Mastermind (FiD)|Mastermind]]'''      Planner.
+
# '''[[Occultist (FiD)|Occultist]]'''       Whisper.
# '''[[Mountebank (FiD)|Mountebank]]'''     Charming trickster.
+
# '''[[Ranger (FiD)|Ranger]]'''             Hound.
# '''[[Occultist (FiD)|Occultist ]]'''       Magic without powers.
+
# '''[[Rogue (FiD)|Rogue]]'''               Lurk.
# '''[[Ranger (FiD)|Ranger]]'''             Hunter.
+
# '''[[Savant (FiD)|Savant]]'''             Leech.
# '''[[Rogue (FiD)|Rogue]]'''               Stealthy trickster.
+
# '''[[Soldier (FiD)|Soldier]]'''           Shootist.
# '''[[Sharpshooter (FiD)|Sharpshooter ]]''' Modern combatant.
+
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  Fencer.
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  Dexterous warrior.
 
 
|valign=top|
 
|valign=top|
 
:'''Power Playbooks
 
:'''Power Playbooks
 
# '''[[Animism (FiD)|Animism]]'''          Power of spirits.
 
# '''[[Animism (FiD)|Animism]]'''          Power of spirits.
 +
# '''[[Artificing (FiD)|Artificing]]'''    Power by device.
 
# '''[[Chi (FiD)|Chi]]'''                  Inner power.
 
# '''[[Chi (FiD)|Chi]]'''                  Inner power.
 
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 
 
# '''[[Monster (FiD)|Monster]]'''          Savage power.
 
# '''[[Monster (FiD)|Monster]]'''          Savage power.
# '''[[Mutation (FiD)|Mutation]]'''         Power in the body.
+
# '''[[Mystic (FiD)|Mystic]]'''             Power of enlightenment.
 
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 
 
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
# '''[[Starborn (FiD)|Starborn]]'''         Power of destiny.
+
# '''[[Spirit (FiD)|Spirit]]'''             Immaterial monster.
# '''[[Technomancer (FiD)|Technomancer]]''' Power of craft.
 
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 
# '''[[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]]
 +
----
 +
'''[[Crafting (FiD)|Crafting]]'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
 +
* '''[[Standard_Equipment_(FiD)#Special_Equipment|Special Equipment]]'''
 +
* '''[[Armaments (FiD)|Armaments]]'''
 +
* '''[[Gadgets (FiD)|Gadgets]]'''
 +
* '''[[Alchemy (FiD)|Alchemy]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 
|}
 
|}
 +
 +
== House Rules ==
 +
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.
 +
* '''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:
 +
:# '''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.
 +
* 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 ==
 
== 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 01:37, 8 October 2024

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

Playbooks

Mundane Playbooks
  1. Bravo Brute.
  2. Knight Cutter.
  3. Mastermind Spider.
  4. Mountebank Slide.
  5. Occultist Whisper.
  6. Ranger Hound.
  7. Rogue Lurk.
  8. Savant Leech.
  9. Soldier Shootist.
  10. Swashbuckler Fencer.
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

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.

Campaigns