Monster (FiD)

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A monster is not sapient and cannot understand the complex social relations in a society. This resembles a very intelligent animal, able to solve problems and even capable of rudimentary speech, but needs a guide and interpreter to interact with many people at once. In terms of the Mind power, a monster is intelligent rather than sapient .

Trauma Condition—Non-Sapient Powers come very easy to you, triggered by simple gestures and natural exertions such as breathing. What is difficult to you is understanding society. You can deal with up to half a dozen creatures at once without major effort, but beyond that you get anxious and annoyed. Being anxious and annoyed is dangerous, to avoid this you place your trust in a sentient member of your crew to be your guide. This person understand you better than most others.

Your use of the Consort action is limited to other monsters of your own kind, your crew and to using powers. Consort has another use to you, it is the action you use to remain rational in pressing social situations. Success allows you to act rationally, but consequences causes some monstrous behavior: in escalating order grunts, growls, roaring, demonstrations of power. A failure means you don't act except as consequences dictate. A fumble will cause you to run of or rage.

Special Abilities

  1. Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost and die requirement of the power use is each reduced by one.
  2. Invulnerability: You are highly resistant to damage. When you take physical harm, make a Wreck roll. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress. This stacks with the basic skirmish ability of many powers to absorb damage when both are relevant.
  3. Instant Change:. You can change forms, assuming a normal humanoid form when you have your emotions under control. This prevents you from using monster special abilities but also frees you from Trauma Condition—Non-Sapient.
  4. Natural Weapons: You have one or more fine and potent natural weapons, such as monstrous claws, a mighty bite, a crushing hug, a powerful stomp and such. Select abilities appropriate to your form.
  5. Resilience: You may expend your special armor to reduce physical harm or to push yourself on a Prowl or Wreck action.
  6. Special Movement: You have some unusual movement ability, such as flight, amazing leaps, rapid swimming and the ability to breathe water, very fast running, and the like. You gain +1d and additional outcome on Prowl actions using this movement.
  7. Unusual Size: You are either much smaller or much larger than typical, less than half a meter or more than three meters in height. In either case, you suffer one less level of physical harm either by rolling with blows or simply being tough. A large creature can use Wreck with additional outcome but has less effect on Prowl actions, a small creature is the opposite. If you plan to take this special ability but don't have the special ability picks to spend, you can start off with this size but gain no benefits until you take the ability.
  8. Powers:Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, andWater.

Dramatic Encounters

˄ ˅ Casey, a carnie
˄ ˅ Alex, a child
˄ ˅ Pete, a police officer
˄ ˅ Jordan, a survivalist
˄ ˅ Riley, a scientist

Items

☐ Comfort item that gives you +1d on Resolve resistance rolls and Consort rolls in social situations to lessen the effect of Trauma Condition—Non-Sapient.
☐ Drug that turns a failed Consort roll in a social situation into a success, lessening the effect of Trauma Condition—Non-Sapient. One use.
☐ Simple disguise that avoids attention as long as you lie low.
☐ A fine weapon adapted to your size and abilities.
☐ A pouch of specially prepared scent, food, or trinket that draws out creatures (including other monsters). Gives increased effect when trying to lure someone or something that is not sapient.

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 many-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

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