Difference between revisions of "Fox in the Dark"

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{{FiD}}
 
{{FiD}}
* [[Powers (FiD)|Powers]]
+
[[Presentation (FiD)|Presentation]]
* [[Races (FiD)|Races]]
+
[[Actions (FiD) | Actions]]
* [[Die Probabilities (FiD)|Die Probabilities]]
+
[[Powers (FiD)|Powers]]
* [[Kit and Tiers (FiD)|Kit and Tiers]]
+
[[Downtime (FiD)|Downtime]]
  
 
=== Playbooks ===
 
=== Playbooks ===
{|class="wikitable"
+
{|class="wikitable"  
 
|-
 
|-
 
|valign=top|
 
|valign=top|
:'''Mundane Playbooks
+
'''[[Actions (FiD)|Actions]]'''
# '''[[Alchemist (FiD)|Alchemist]]'''       Engineer.
+
# '''[[Actions (FiD)#Attune|Attune]]'''
# '''[[Bravo (FiD)|Bravo]]'''               Brutal warrior.
+
# '''[[Actions (FiD)#Command|Command]]'''
# '''[[Fighter (FiD)|Fighter]]'''           Master of arms.
+
# '''[[Actions (FiD)#Consort|Consort]]'''
# '''[[Mastermind (FiD)|Mastermind]]'''     Planner.
+
# '''[[Actions (FiD)#Finesse|Finesse]]'''
# '''[[Mountebank (FiD)|Mountebank]]'''     Charming trickster.
+
# '''[[Actions (FiD)#Hunt|Hunt]]'''
# '''[[Occultist (FiD)|Occultist]]'''       Magic without powers.
+
# '''[[Actions (FiD)#Prowl|Prowl]]'''
# '''[[Ranger (FiD)|Ranger]]'''             Hunter.
+
# '''[[Actions (FiD)#Skirmish|Skirmish]]'''
# '''[[Rogue (FiD)|Rogue]]'''               Stealthy trickster.
+
# '''[[Actions (FiD)#Study|Study]]'''
# '''[[Soldier (FiD)|Soldier]]'''           Modern combatant.
+
# '''[[Actions (FiD)#Survey|Survey]]'''
# '''[[Swashbuckler (FiD)|Swashbuckler]]''' Dexterous warrior.
+
# '''[[Actions (FiD)#Sway|Sway]]'''
 +
# '''[[Actions (FiD)#Tinker|Tinker]]'''
 +
# '''[[Actions (FiD)#Wreck|Wreck]]'''
 +
----
 +
'''Inventory'''
 +
* '''[[Standard_Equipment_(FiD)|Common]]'''
 +
 
 +
'''[[Crafting (FiD)|Crafting]]'''
 +
* '''[[Alchemy (FiD)|Alchemy]]'''
 +
* '''[[Armaments (FiD)|Armaments]]'''
 +
* '''[[Gadgets (FiD)|Gadgets]]'''
 +
* '''[[Magic Items (FiD)|Magic Items]]'''
 +
* '''[[Rituals (FiD)|Rituals]]'''
 +
|valign=top|
 +
'''Mundane Playbooks
 +
# '''[[Captain (FiD)|Captain]]'''
 +
# '''[[Fighter (FiD)|Fighter]]'''  
 +
# '''[[Knight (FiD)|Knight]]'''  
 +
# '''[[Mastermind (FiD)|Mastermind]]'''
 +
# '''[[Mountebank (FiD)|Mountebank]]'''
 +
# '''[[Occultist (FiD)|Occultist]]'''
 +
# '''[[Ranger (FiD)|Ranger]]'''
 +
# '''[[Rogue (FiD)|Rogue]]'''
 +
# '''[[Sage (FiD)|Sage]]'''
 +
# '''[[Savant (FiD)|Savant]]'''
 +
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''  
 +
# '''[[Warrior (FiD)|Warrior]]'''
 +
# '''[[Weapon Master (FiD)|Weapon Master]]'''
 +
----
 +
'''Shared Special Abilities
 +
# '''[[Additional Playbook (FiD)|Additional Playbook]]
 +
# '''[[Crew Perk (FiD)|Crew Perk]]
 +
# '''[[Humans (FiD)|Humans]]
 +
# '''[[Races (FiD)|Other Races]]
 +
 
 +
|valign=top|
 +
'''[[Powers (FiD)|Power]] Playbooks
 +
# '''[[Artificer (FiD)|Artificer]]'''
 +
# '''[[Bard (FiD)|Bard]]'''
 +
# '''[[Chi (FiD)|Chi]]'''
 +
# '''[[Cleric (FiD)|Cleric]]'''
 +
# '''[[Druid (FiD)|Druid]]'''
 +
# '''[[Mystic (FiD)|Mystic]]'''
 +
# '''[[Ninja (FiD)|Ninja]]'''
 +
# '''[[Saint (FiD)|Saint]]'''
 +
# '''[[Sorcerer (FiD)|Sorcerer]]'''
 +
# '''[[Warlock (FiD)|Warlock]]'''
 +
# '''[[Wizard (FiD)|Wizard]]'''
 +
 
 +
'''Exotics
 +
# '''[[Monster (FiD)|Monster]]'''
 +
# '''[[Spirit (FiD)|Spirit]]'''
 +
# '''[[Wee One (FiD)|Wee One]]'''
 +
 
 
|valign=top|
 
|valign=top|
:'''Power Playbooks
+
 
# '''[[Animism (FiD)|Animism]]'''           Power of spirits.
+
'''[[Powers (FiD)|Power]] Forms
# '''[[Chi (FiD)|Chi]]'''                   Inner power.
+
# '''[[Air Powers (FiD)|Air]]'''
# '''[[Chosen (FiD)|Chosen]]'''             Gifted by god.
+
# '''[[Animal Powers (FiD)|Animal]]'''
# '''[[Jedi (FiD)|Jedi]]'''                 The Force.
+
# '''[[Barrier Powers (FiD)|Barrier]]'''
# '''[[Monster (FiD)|Monster]]'''           Savage power.
+
# '''[[Darkness Powers (FiD)|Darkness]]'''
# '''[[Mutation (FiD)|Mutation]]'''         Power in the body.
+
# '''[[Death Powers (FiD)|Death]]'''
# '''[[Mystic (FiD)|Mystic]]'''             Power in the body.
+
# '''[[Earth Powers (FiD)|Earth]]'''
# '''[[Orphic (FiD)|Orphic]]'''             Power of performance.
+
# '''[[Electricity Powers (FiD)|Electricity]]'''
# '''[[Psi (FiD)|Psi]]'''                   Futuristic magic.
+
# '''[[Fire Powers (FiD)|Fire]]'''
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams.
+
# '''[[Flux Powers (FiD)|Flux]]'''  
# '''[[Sorcery (FiD)|Sorcery]]'''           Power of heritage.
+
# '''[[Ice Powers (FiD)|Ice]]'''
# '''[[Soulsworn (FiD)|Soulsworn]]'''       Trade soul for power.
+
# '''[[Illusion Powers (FiD)|Illusion]]'''
# '''[[Starborn (FiD)|Starborn]]'''         Power of destiny.
+
# '''[[Kinesis Powers (FiD)|Kinesis]]'''  
# '''[[Technomancer (FiD)|Technomancer]]''' Power of craft.
+
# '''[[Life Powers (FiD)|Life]]'''
# '''[[Theurgy (FiD)|Theurgy]]'''           Study of miracles.
+
# '''[[Light Powers (FiD)|Light]]'''
# '''[[Wizardry (FiD)|Wizardry]]'''         Magic from study.
+
# '''[[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|
 
|valign=top|
:'''Crew Playbooks
+
 
# '''[[Academy (FiD)|Academy]]'''                      Seekers.
+
'''Crew Playbooks
# '''[[Cabal (FiD)|Cabal]]'''                         Politics.
+
# '''[[Cabal (FiD)|Cabal]]'''
# '''[[Cartel (FiD)|Cartel]]'''                       Hawkers.
+
# '''[[Cartel (FiD)|Cartel]]'''
# '''[[Cult (FiD)|Cult]]'''                           Cult.
+
# '''[[Cult (FiD)|Cult]]'''
# '''[[Delvers (FiD)|Delvers ]]'''                     Treasure.
+
# '''[[Delvers (FiD)|Delvers ]]'''
# '''[[Glimmers (FiD)|Glimmers]]'''                   Shadows.
+
# '''[[Glimmers (FiD)|Glimmers]]'''
# '''[[Pioneers (FiD)|Pioneers]]'''                    Colonizers.
+
# '''[[Manhunters (FiD)|Manhunters]]'''  
# '''[[Sentinels (FiD)|Sentinels]]'''                 Protectors.
+
# '''[[Soldiers (FiD)|Soldiers]]'''
# '''[[Trackers (FiD)|Trackers]]'''                   Assassins.
+
# '''[[Travelers (FiD)|Travelers]]'''
# '''[[Traders (FiD)|Traders]]'''                     Smugglers.
+
# '''[[Troupe (FiD)|Troupe]]'''  
# '''[[Troupe (FiD)|Troupe]]'''                       Entertainers.
+
# '''[[Wardens (FiD)|Wardens]]'''
# '''[[Warriors (FiD)|Warriors]]'''                   Bravos.
 
 
|}
 
|}
 +
{{tocright}}
  
 
== 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. 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.
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. Page 93.
+
* '''Hunting Ground''' is not used. 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''' Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. 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.
 
* '''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.
+
== Related ==
 +
* [[Die Probabilities (FiD)|Die Probabilities]]
 +
* [[Kit and Tiers (FiD)|Kit and Tiers]]
  
 
== Campaigns ==
 
== Campaigns ==
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
+
* [https://app.roll20.net/campaigns/details/18178429/liberate-highport Liberate Highport!]
 +
* [[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
 
* [https://app.roll20.net/campaigns/details/17096450/duskvol-darkness Duskvol Darkness] a conventional BitD campaign
 +
 +
== Projects ==
 +
* [[Quirks (FiD)|Quirks]]
 +
 +
== External Links ==
 +
* [https://www.worldanvil.com/w/greyhawk-datiga/map/0e253c8b-9b56-454c-b940-ca0eb99203b8 Interactive City of Greyhawk Map]
 +
* [https://randomtablesrpg.com/fantasy/100-random-dnd-city-encounter-tables-for-low-level-players-who-need-help/ 100 Random City Encounters]

Latest revision as of 00:18, 9 March 2025

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

Presentation ActionsPowersDowntime

Playbooks

Actions

  1. Attune
  2. Command
  3. Consort
  4. Finesse
  5. Hunt
  6. Prowl
  7. Skirmish
  8. Study
  9. Survey
  10. Sway
  11. Tinker
  12. Wreck

Inventory

Crafting

Mundane Playbooks

  1. Captain
  2. Fighter
  3. Knight
  4. Mastermind
  5. Mountebank
  6. Occultist
  7. Ranger
  8. Rogue
  9. Sage
  10. Savant
  11. Sharpshooter
  12. Swashbuckler
  13. Warrior
  14. Weapon Master

Shared Special Abilities

  1. Additional Playbook
  2. Crew Perk
  3. Humans
  4. Other Races

Power Playbooks

  1. Artificer
  2. Bard
  3. Chi
  4. Cleric
  5. Druid
  6. Mystic
  7. Ninja
  8. Saint
  9. Sorcerer
  10. Warlock
  11. Wizard

Exotics

  1. Monster
  2. Spirit
  3. Wee One

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. Soldiers
  8. Travelers
  9. Troupe
  10. Wardens

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.
  • 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.
  • Hunting Ground is not used. Page 93.
  • Training Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. 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.

Related

Campaigns

Projects

External Links