Difference between revisions of "Fox in the Dark"

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== House Rules ==
 
== House Rules ==
Yes, this is still [[Starfox]].
+
Yes, this is still [[User:Starfox|Starfox]].
* '''Not as Bad as it Looks'''At the end of a score, all player characters reduce all harm by one level.
+
* '''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. P 13.
* '''Training Ain't Fast''' The Training downtime action always gives 1 xp. If it would give more, it instead allows you to use that action multiple times between scores.
+
* Your '''Crew's Hunting Ground''' is good for all kinds of scores, not just one type. P 93.
 +
* '''Training Ain't Fast''' The Training downtime action always gives 1 xp. If it would give more, it instead allows you to use that action multiple times between scores. The maximum number of xp you can gain between scores is equal to the amount of xp you'd normally get. P 95.
 +
* '''Not as Bad as it Looks''' At the end of a score, all player characters reduce all harm by one level. P 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. P 172.
 +
 
 +
=== Entanglements Table ===
 +
1d6 + Heat - Wanted Level.<br>
 +
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.
 +
 
 +
# (or lower) '''Fortuitous Friend''' A new gang, cohort, or contact is willing to work for you. Tier roll for cost ('''1-3''': +2 heat, '''4/5''': -2 rep, '''6''': 1 coin) or accept an opportunity.
 +
# '''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.
 +
# '''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.
 +
# '''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.
 +
# '''Challenge''' You are challenged! This is most likely from another faction, but could be from a contact or rival. A challenge might be to a fight, but more likely a duel, competition, or bet. Make a tier roll: '''1-3''': Bet over vice or opportunity, '''4-5''': Local challengers less skilled but outside your area of expertise, '''6''': Distant challengers in a field you know well but they think they know better.
 +
# '''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).
 +
# '''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).
 +
# '''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, or face reprisals from the wronged party.
 +
# '''Rivals''' A neutral faction throws their weight around. Tier roll to find who ('''1-3''': contact, '''4/5''': vice purveyor, '''6''': cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, lose the resource, or stand up to them and lose 1 status with them.
 +
# '''Unquiet Dead''' A rogue spirit is drawn to you—perhaps it's a past victim? Acquire the services of a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yourself. They can hire an NPC by using the acquire asset downtime activity (see page 153). Roll the NPC's quality level to see how well they deal with the spirit.
 +
# '''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.
 +
# '''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.
 +
# '''Demonic Notice''' A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way.
 +
# '''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.
 +
# '''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.
 +
# '''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.
  
 
== Campaigns ==
 
== Campaigns ==
 
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]
 
* [[Princess World - Frontier Kingdoms (FiD)|Princess World - Frontier Kingdoms]]

Latest revision as of 22:33, 25 May 2024

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

House Rules

Yes, this is still Starfox.

  • 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. P 13.
  • Your Crew's Hunting Ground is good for all kinds of scores, not just one type. P 93.
  • Training Ain't Fast The Training downtime action always gives 1 xp. If it would give more, it instead allows you to use that action multiple times between scores. The maximum number of xp you can gain between scores is equal to the amount of xp you'd normally get. P 95.
  • Not as Bad as it Looks At the end of a score, all player characters reduce all harm by one level. P 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. P 172.

Entanglements Table

1d6 + Heat - Wanted Level.
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 lower) Fortuitous Friend A new gang, cohort, or contact is willing to work for you. Tier roll for cost (1-3: +2 heat, 4/5: -2 rep, 6: 1 coin) or accept an opportunity.
  2. 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.
  3. 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.
  4. 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.
  5. Challenge You are challenged! This is most likely from another faction, but could be from a contact or rival. A challenge might be to a fight, but more likely a duel, competition, or bet. Make a tier roll: 1-3: Bet over vice or opportunity, 4-5: Local challengers less skilled but outside your area of expertise, 6: Distant challengers in a field you know well but they think they know better.
  6. 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).
  7. 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).
  8. 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, or face reprisals from the wronged party.
  9. Rivals A neutral faction throws their weight around. Tier roll to find who (1-3: contact, 4/5: vice purveyor, 6: cohort). Forfeit (1 rep or 1 coin) per Tier of the rival, lose the resource, or stand up to them and lose 1 status with them.
  10. Unquiet Dead A rogue spirit is drawn to you—perhaps it's a past victim? Acquire the services of a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yourself. They can hire an NPC by using the acquire asset downtime activity (see page 153). Roll the NPC's quality level to see how well they deal with the spirit.
  11. 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.
  12. 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.
  13. Demonic Notice A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way.
  14. 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.
  15. 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.
  16. 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.

Campaigns