Fox in the Dark

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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. For the rest of the score you can focus at a cost of a single point of stress. 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.
  • Bullet-resistant? What ever happened to bullet-proof? When successfully resisting consequences, the position the consequence is based on improves by two steps. This includes harm. A deadly consequence becomes a controlled consequence, risky and controlled consequences are completely negated. This lessens the difference between harm and other consequences, and makes deadly position more dangerous.' 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.

Entanglements Table

1d6 + Heat + Wanted Level - Tier.
In many cases, an entanglement will be associated with a particular opportunity determined by your type of crew. If you complete such a score, you gain all the normal rewards, in addition to whatever the event stipulates.

For Bluecoats at tier 3 or higher or if you have +2 relation or better with the Bluecoats, the trouble is not actually with the Bluecoats, instead it is with some other faction of a higher tier than you.

  1. or less. Fortuitous Friend A new gang, cohort, or contact is willing to work for you. Tier roll for cost (1-3: +1 heat, 4/5: 1 coin, 6: -1 rep) or accept an opportunity.
  2. Protection Wanted! Someone request your protection. Tier roll for cost (1-3: Opportunity, 4/5: -2 relation with current owner, 6: coin equal to your tier). Success gives a claim.
  3. Party Time! Your crew wants to party. Spend coin equal to your tier to gain 4 reputation, or lose 2 reputation if you fail to pay.
  4. Odd Opportunity An opportunity outside your comfort zone. Roll an opportunity from a random type of crew: 1: Assassins, 2: Bravos, 3: Cult, 4: Hawkers, 5: Shadows, 6: Smugglers. If you succeed, you gain some additional payout, such as coin, rep, or faction score.
  5. The Usual Suspects The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a tier roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm, 6: Opportunity to clear all heat), or pay the Bluecoats off with 1 coin.
  6. Calling a Favor A group you have a positive relation with is calling in a favor. Agree to do it (usually a random opportunity), forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If you don't have a faction with a positive status, you avoid entanglements right now.
  7. Challenge You are challenged! A challenge might be to a fight, but more likely a duel, competition, or bet. Make a Tier toll. 1-3: Local gang. Local challengers less skilled but outside your area of expertise (see Odd Opportunity above). 4-6: Distant gang challengers in a field you know well but they think they know better (normal opportunity. 6: One-on-one challenge. This is usually between leaders, but might be a specialist if you have a famous one.
  8. Something's Missing Maybe it's a cohort, maybe it's an upgrade or contact? Who took it? Where was it taken? How can we find it? If ignored, make a tier roll (1-3: returned, 4/5: lost, 6: in enemy hands).
  9. Unrest: The streets are troubled. Subtract 2 dice from any engagement roll. For less than zero dice, add dice and use the lowest result.
  10. Questioning The Bluecoats grab an NPC member of your crew or one of the crew's contacts, to question them about your crimes. Who do the Bluecoats think is most vulnerable? Do the Bluecoats a favor, pay them off with Wanted level+1 coin or make a tier roll to see how much they talk (1-3: +2 heat, 4/5: +1 heat, 6: pay coins = Wanted level or lose them).
  11. Vicious Vice One of your contacts, gangs or cohorts causes trouble due to their flaw(s). You can lose face (forfeit rep equal to your Tier +1), make an example of one of the gang members which risks their loyalty, or face reprisals from the wronged party losing 1 status with them..
  12. Rivals A neutral faction throws their weight around. Tier roll to find what is at risk (1-3: contact, 4/5: vice purveyor, 6: cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, give up the resource, or stand up to them and lose 1 status with them.
  13. Strange Notice A supernatural creature approaches the crew with a threat or dark offer. Tier roll: Fumble: Echo (p 252), 1-3 Ghost (p 213, 252), 4-5 Demon (p 212), 6: Vampire (p 211), Critical: Summoned Horror (p 213).
  14. Interrogation The Bluecoats round up one of the PCs to question them about the crew's crimes. How did they manage to capture you? Either pay them off with coin equal to Wanted level +2, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those consequences separately.
  15. Flipped One of the PC's rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the heat on you. Succeed at a random opportunity or they're loyal to another faction now.
  16. Reprisals An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them (1 rep and 1 coin per Tier of the enemy), allow them to mess with you or yours, or fight back and show them who's boss.
  17. Investigation An Inspector presents a case file of evidence to a magistrate, to begin prosecution of your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your wanted level). Pay them off with coin equal to your Wanted level +3, hand someone over for arrest (this clears your heat), or try to evade capture.
  18. Show of Force A faction with whom you have a negative status makes a play against your holdings. Give them 1 claim or go to war (drop to -3 status). If you have no claims, lose 1 hold instead.
  19. Gang War A faction or an alliance of factions have had enough and declares war on your crew, reducing your status to -3 with these factions.

Random District Table

Campaigns