Difference between revisions of "Fox in the Dark"

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:'''Crew Playbooks
 
:'''Crew Playbooks
 +
# '''[[Academy (FiD)|Academy]]'''                      Seekers.
 
# '''[[Bounty Hunters (FiD)|Bounty Hunters]]'''        Assassins
 
# '''[[Bounty Hunters (FiD)|Bounty Hunters]]'''        Assassins
 
# '''[[Cabal (FiD)|Cabal]]'''                          Politics.
 
# '''[[Cabal (FiD)|Cabal]]'''                          Politics.

Revision as of 18:11, 2 September 2024

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

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. 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.
  • The Wreck actions is more focused on physical strength and only secondarily on use of explosives.

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. Chi Inner power.
  3. Chosen Gifted by god.
  4. Jedi The Force.
  5. Monster Savage power.
  6. Mutation Power in the body.
  7. Mystic Power in the body.
  8. Orphic Power of performance.
  9. Psi Futuristic magic.
  10. Psychonaut Power of dreams.
  11. Sorcery Power of heritage.
  12. Soulsworn Trade soul for power.
  13. Starborn Power of destiny.
  14. Technomancer Power of craft.
  15. Theurgy Study of miracles.
  16. Wizardry Magic from study.
Crew Playbooks
  1. Academy Seekers.
  2. Bounty Hunters Assassins
  3. Cabal Politics.
  4. Cartel Hawkers.
  5. Cult Cult.
  6. Delvers Treasure.
  7. Glimmers Shadows.
  8. Pioneers Colonizers.
  9. Sentinels Protectors.
  10. Traders Smugglers.
  11. Troupe Entertainers.
  12. Warriors Bravos.

Campaigns