Difference between revisions of "Fox in the Dark"

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# '''[[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.
 +
# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
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|valign=top|
 
|valign=top|
 
:'''Crew Playbooks
 
:'''Crew Playbooks
# '''[[Academy (FiD)|Academy]]'''                      Seekers.
 
 
# '''[[Cabal (FiD)|Cabal]]'''                          Politics.
 
# '''[[Cabal (FiD)|Cabal]]'''                          Politics.
 
# '''[[Cartel (FiD)|Cartel]]'''                        Hawkers.
 
# '''[[Cartel (FiD)|Cartel]]'''                        Hawkers.
 
# '''[[Cult (FiD)|Cult]]'''                            Cult.
 
# '''[[Cult (FiD)|Cult]]'''                            Cult.
# '''[[Delvers (FiD)|Delvers ]]'''                    Treasure.
+
# '''[[Delvers (FiD)|Delvers ]]'''                    Seekers.
 
# '''[[Glimmers (FiD)|Glimmers]]'''                    Shadows.
 
# '''[[Glimmers (FiD)|Glimmers]]'''                    Shadows.
# '''[[Inquisitors (FiD)|Inquisitors]]'''             Investigators.
+
# '''[[Manhunters (FiD)|Manhunters]]'''               Assassins.
# '''[[Pioneers (FiD)|Pioneers]]'''                    Colonizers.
+
# '''[[Travelers (FiD)|Travelers]]'''                  Smugglers.
# '''[[Sentinels (FiD)|Sentinels]]'''                  Protectors.
 
# '''[[Trackers (FiD)|Trackers]]'''                    Assassins.
 
# '''[[Traders (FiD)|Traders]]'''                      Smugglers.
 
 
# '''[[Troupe (FiD)|Troupe]]'''                        Entertainers.
 
# '''[[Troupe (FiD)|Troupe]]'''                        Entertainers.
 +
# '''[[Wardens (FiD)|Wardens]]'''                      Landlords.
 
# '''[[Warriors (FiD)|Warriors]]'''                    Bravos.  
 
# '''[[Warriors (FiD)|Warriors]]'''                    Bravos.  
 
|valign=top|
 
|valign=top|
:'''Common Special Abilities
+
:'''Advanced Special Abilities
# '''[[Cursed (FiD)|Cursed]]
+
# '''[[Additional Playbook (FiD)|Additional Playbook]]
# '''[[Haunted (FiD)|Haunted]]
+
# '''[[Crew Perk (FiD)|Crew Perk]]
# '''[[Hybrid (FiD)|Hybrid]]
 
 
# '''[[Races (FiD)|Race]]
 
# '''[[Races (FiD)|Race]]
# '''[[Perk (FiD)|Perk]]
+
# '''[[Veteran (FiD)|Veteran]]
# '''[[Scarred (FiD)|Scarred]]
+
----
 +
:[[Standard Equipment (FiD)|Standard Equipment]]
 
|}
 
|}
  
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* '''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.
 
* '''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.
 
* 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:
 
* '''Planning''' The types of missions (p 127) are:
 
:# '''Assault:''' ''Point of attack.
 
:# '''Assault:''' ''Point of attack.
:# '''Magic:''' ''Type of magic employed.
+
:# '''Magic:''' ''Type of magic.
:# '''Probe:''' ''Information sought.
+
:# '''Probe:''' ''Method of investigation.
 
:# '''Social:''' ''Connection.
 
:# '''Social:''' ''Connection.
 
:# '''Stealth:''' ''Point of entry.
 
:# '''Stealth:''' ''Point of entry.

Latest revision as of 00:44, 13 September 2024

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

Playbooks

Mundane Playbooks
  1. Alchemist Engineer.
  2. Bravo Brutal warrior.
  3. Fighter Master of arms.
  4. Mastermind Planner.
  5. Mountebank Charming trickster.
  6. Occultist Magic without powers.
  7. Ranger Hunter.
  8. Rogue Stealthy trickster.
  9. Soldier Modern combatant.
  10. Swashbuckler Dexterous warrior.
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

Standard Equipment

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