Difference between revisions of "Fox in the Dark"

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* [[Actions (FiD) | Actions]]
 
* [[Actions (FiD) | Actions]]
 
* [[Powers (FiD)|Powers]]
 
* [[Powers (FiD)|Powers]]
* [[Races (FiD)|Races]]
+
* [[Downtime (FiD)|Downtime]]
  
 
=== Playbooks ===
 
=== Playbooks ===
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# '''[[Warrior (FiD)|Warrior]]'''   
 
# '''[[Warrior (FiD)|Warrior]]'''   
 
----               
 
----               
 +
'''Projects 
 +
# '''[[Weapon Master (FiD)|Weapon Master]]''' 
  
 
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# '''[[Delvers (FiD)|Delvers ]]'''                 
 
# '''[[Delvers (FiD)|Delvers ]]'''                 
 
# '''[[Glimmers (FiD)|Glimmers]]'''           
 
# '''[[Glimmers (FiD)|Glimmers]]'''           
# '''[[Manhunters (FiD)|Manhunters]]'''  
+
# '''[[Manhunters (FiD)|Manhunters]]'''            
 +
# '''[[Soldiers (FiD)|Soldiers]]''' 
 
# '''[[Travelers (FiD)|Travelers]]'''             
 
# '''[[Travelers (FiD)|Travelers]]'''             
 
# '''[[Troupe (FiD)|Troupe]]'''                   
 
# '''[[Troupe (FiD)|Troupe]]'''                   
# '''[[Wardens (FiD)|Wardens]]'''            
+
# '''[[Wardens (FiD)|Wardens]]'''              
# '''[[Warriors (FiD)|Warriors]]'''             
 
 
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'''Shared Special Abilities
 
'''Shared Special Abilities

Latest revision as of 18:04, 15 December 2024

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

Playbooks

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

Projects

  1. Weapon Master

Power Playbooks

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

Exotics

  1. Monster
  2. Spirit
  3. Wee One

Projects

  1. Jedi
  2. Mutation
  3. Psi
  4. Psychonaut
  5. Sith
  6. 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

  1. Curse

Crew Playbooks

  1. Cabal
  2. Cartel
  3. Cult
  4. Delvers
  5. Glimmers
  6. Manhunters
  7. Soldiers
  8. Travelers
  9. Troupe
  10. Wardens

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.
  • 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 There are no training facilities. 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