Jedi (FiD)

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Jedi harness the mystical Force, an energy field that binds the galaxy together, to perform extraordinary feats and uphold peace and justice across the cosmos. Drawing on ancient traditions and disciplined training, Jedi are revered as guardians of peace and defenders of the innocent. This playbook delves into the noble and revered path of the Jedi, focusing on their mastery of the Force and their unwavering commitment to the light side.

The Force

The force is a mysterious power that permeates everything. The force is divided into two parts, light and dark. A jedi uses the light side of this power based on harmony and reason to protect life and civilization. The sith, their eternal enemies, use the dark side based on passion and might to push themselves and their personal power.

Trauma Condition - Dark Side A jedi's power requires distancing yourself from emotions and attachments. Pushing an action is the opposite of this, and this disquietude increases the cost of pushing to three points of stress. A jedi that suffers trauma temporarily loses control and acts without regard to the consequences, likely exploiting a successful action to the point where the result is harmful. A jedi that suffer four trauma conditions falls to the dark side.

Powers Jedi vary greatly in what powers they have. All begin training with Kinesis, but after that their choice of powers is free as ling as they stay within the list of powers available to jedi. It is actually rare for jedi to develop many powers, many mastering only Kinesis and very few having more than one additional power. Air, Animal, Barrier, Darkness, Earth, Electricity, Fire, Ice, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Judda, a mentor
˄ ˅ Hagah, an activist leader
˄ ˅ Fudravi, a politician
˄ ˅ Jaddajay, a fixer
˄ ˅ Gogun, a bounty hunter

Items

☐ A light saber, which is a fine and potent melee weapon.
☐ A personal spaceship.
■ A droid or pet
☐ A holographic communicator.
☐ Fine gear for one task.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using powers or in a one-on-one confrontation.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Skirmish 2
Sway 1
4 points by choice, no higher than 2 in any one