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.

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.

Mutation

Mutants possess innate powers either from birth or acquired through extraordinary circumstances, encompassing superheroes, monsters, and individuals with extraordinary abilities.

Trauma Condition - Focus Power As a mutant you require bodily movement to activate powers. Your powers have a unique visual signature recognizable to those familiar with your abilities. Your first acquired power becomes your focus power, reducing the stress cost of using abilities related to it by one. However, you also become vulnerable to effects targeting creatures associated with your focus power. This includes barrier, attune, command, and sway powers, and possibly more depending on your specific focus power.

Powers A mutant is born with a link to their first power, see the trauma condition. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Dramatic Encounters

˄ ˅ Yogalin, a misunderstood monster
˄ ˅ Haga Haga, a mentor
˄ ˅ For-step Joe, a mutant
˄ ˅ Kakali, agent of the genetics board
˄ ˅ Yogun, a bounty hunter

Items

☐ Drug that reduces the stress cost of activating a power by 4, but inflicts harm: mutating. This consequence cannot be resisted.
☐ A costume that shows your identity or affiliation, made to work with your powers. This gives you a pool of three points of stress that can only be used to pay for power use. ☐☐☐
☐ A disguise that hides your identity.
☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.
☐-☐ Fine climbing gear.

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

Wreck 2
Command 1
4 points by choice, no higher than 2 in any one