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|
 
|valign=top|
:'''Power Playbooks
+
'''Mundane Playbooks
# '''[[Animism (FiD)|Animism]]'''           Power of spirits.
+
# '''[[Captain (FiD)|Captain]]'''
# '''[[Artificing (FiD)|Artificing]]'''     Power by device.
+
# '''[[Fighter (FiD)|Fighter]]'''  
# '''[[Chi (FiD)|Chi]]'''                   Inner power.
+
# '''[[Knight (FiD)|Knight]]'''  
# '''[[Chosen (FiD)|Chosen]]'''             Gifted by god.
+
# '''[[Mastermind (FiD)|Mastermind]]'''
# '''[[Monster (FiD)|Monster]]'''           Savage power.
+
# '''[[Mountebank (FiD)|Mountebank]]'''
# '''[[Mystic (FiD)|Mystic]]'''             Power of enlightenment.
+
# '''[[Occultist (FiD)|Occultist]]'''
# '''[[Orphic (FiD)|Orphic]]'''             Power of performance.
+
# '''[[Ranger (FiD)|Ranger]]'''
# '''[[Sorcery (FiD)|Sorcery]]'''           Power of heritage.
+
# '''[[Rogue (FiD)|Rogue]]'''
# '''[[Soulsworn (FiD)|Soulsworn]]'''       Trade soul for power.
+
# '''[[Sage (FiD)|Sage]]'''
# '''[[Theurgy (FiD)|Theurgy]]'''           Study of miracles.
+
# '''[[Savant (FiD)|Savant]]'''
# '''[[Wizardry (FiD)|Wizardry]]'''         Magic from study.
+
# '''[[Sharpshooter (FiD)|Sharpshooter]]'''
 +
# '''[[Swashbuckler (FiD)|Swashbuckler]]'''
 +
# '''[[Warrior (FiD)|Warrior]]'''
 +
# '''[[Weapon Master (FiD)|Weapon Master]]'''  
 
----
 
----
# '''[[Jedi (FiD)|Jedi]]'''                 The Force.
+
'''Shared Special Abilities
# '''[[Mutation (FiD)|Mutation]]'''         Power in the body.
+
# '''[[Additional Playbook (FiD)|Additional Playbook]]
# '''[[Psi (FiD)|Psi]]'''                   Futuristic magic.
+
# '''[[Crew Perk (FiD)|Crew Perk]]
# '''[[Psychonaut (FiD)|Psychonaut]]'''     Power of dreams.
+
# '''[[Humans (FiD)|Humans]]
# '''[[Starborn (FiD)|Starborn]]'''         Power of destiny.
+
# '''[[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|
 +
 
 +
'''[[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|
 
|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]]'''
# '''[[Inquisitors (FiD)|Inquisitors]]'''              Investigators.
+
# '''[[Manhunters (FiD)|Manhunters]]'''  
# '''[[Pioneers (FiD)|Pioneers]]'''                    Colonizers.
+
# '''[[Soldiers (FiD)|Soldiers]]'''
# '''[[Sentinels (FiD)|Sentinels]]'''                 Protectors.
+
# '''[[Travelers (FiD)|Travelers]]'''
# '''[[Trackers (FiD)|Trackers]]'''                   Assassins.
+
# '''[[Troupe (FiD)|Troupe]]'''  
# '''[[Traders (FiD)|Traders]]'''                     Smugglers.
+
# '''[[Wardens (FiD)|Wardens]]'''
# '''[[Troupe (FiD)|Troupe]]'''                       Entertainers.
 
# '''[[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