Fox in the Dark

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

Presentation ActionsPowersDowntimeGlossary

Playbooks

Actions

  1. Attune
  2. Command
  3. Consort
  4. Finesse
  5. Hunt
  6. Prowl
  7. Skirmish
  8. Study
  9. Survey
  10. Sway
  11. Tinker
  12. Wreck

Inventory
Crafting

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
  14. Weapon Master

Shared Special Abilities

  1. Additional Playbook
  2. Crew Perk
  3. Humans
  4. Other Races

Power Playbooks

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

Exotics

  1. Monster
  2. Spirit
  3. Wee One

Crew Playbooks

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

Power Forms

  1. Abyss
  2. Air
  3. Animal
  4. Barrier
  5. Darkness
  6. Death
  7. Earth
  8. Electricity
  9. Fire
  10. Flux
  11. Ice
  12. Illusion
  13. Kinesis
  14. Life
  15. Light
  16. Metal
  17. Mind
  18. Order
  19. Plant
  20. Space
  21. Time
  22. Water

House Rules

Yes, this is still Starfox. Of course there are house rules.

  1. 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.
  2. 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.
  3. Irresistible Plot Sometimes a consequence might be a hidden plot development. These may not be resistible, and might even be kept secret. Page 32.
  4. Breaking Reputation badly enough you will gain Xp, but may reduce your Reputation.
  5. Hunting Ground is not used. Page 93.
  6. Training Training facilities allows training inside the lair, avoiding dependency on exterior facilities. There is no benefit other than security. Page 94.
  7. Not as Bad as it Looks At the end of a score, all player characters reduce all harm by one level. Page 155.
  8. Combat Against Gangs An attack or effect that could reasonably affect multiple targets negates the advantage of numbers when used against a Cohort Gang (p 96). Powers and equipment may describe this as “ignoring scale,” “negating numbers,” or similar phrasing; these are all resolved using this rule.
    1. If the effect is disruptive, suppressive, or indirect, you may ignore Scale-based penalties to Position, but you still suffer reduced Effect; such effects typically impact morale, positioning, or cohesion rather than inflicting physical Harm.
    2. If the effect is clearly capable of injuring or destroying multiple foes, it overcomes the loss of Effect and may inflict Harm normally against the gang’s shared Harm track.
    3. Such attacks do not automatically affect elite or expert NPCs in the area unless they are explicitly acting as part of the gang; otherwise, any effect on them is determined by the narrative and Consequences.

Gather Information

When you seek knowledge, recall data, or make sense of your surroundings, roll the most appropriate Action. There is no Position or Effect — the result determines how much and how clearly you learn.

Gather Information has no direct consequences or danger; it measures clarity, not risk. Failures indicate incomplete or ambiguous data rather than harm or deception. The information gained is colored by your background and experience, this is usually reflected in your number of dice, but the GM may add more color or detail as appropriate.

During a score, this may involve observation, recall, or brief flashbacks to earlier preparations. During free play, it may represent any form of research, analysis, or inquiry.

Result Outcome
1–3 You gain a fragment, impression, or single clue — useful but incomplete.
4–5 You gain a clear answer, though it may be limited or contradictory.
6 You gain a detailed and reliable picture of the situation.
Critical You gain exceptional insight, additional leads, or a new and valuable perspective.

Use Gather Information whenever learning more could improve your Position, increase your Effect, or reveal new opportunities — but never to determine success or failure. It clarifies the world; it doesn’t punish curiosity.

Touchstones

Related

Campaigns

Projects

See also

External Links