Wee One (FiD)

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As a wee one, you are a tiny creature bursting with mischief. Ranging from two inches to a foot in height (5–30 cm), wee ones are small enough to be overlooked and usually quick enough to disappear before being caught by big folk.

More trickster than warrior, a wee one may resemble a miniature parody of a larger person — a toy knight with a thimble helmet, a pocket cleric with a vine as a stole, or a smug “wizard” waving a stolen feather as a staff. Most are content to play pranks and dart away before anyone can grab them, but as an adventurer, you may be tougher than that.

Wee a connection to one of the three worlds of the Shell: Faery, the Next World, or the Netherworld. Choose one as your origin; it shapes your nature and appearance. Your base form is a tiny version of your Race, altered by planar influence and touched by the animal kingdom.

Faery wee ones resemble sprites or pixies — bright colors, translucent wings, insect traits, animal ears and tails.

Next World wee ones are monochrome, often dark hues with stark white contrasts. Their animal features come from nocturnal insects and beasts, or use ghostly, skeletal motifs.

Netherworld wee ones often look reptilian, amphibian, or molluscoid — tiny toad-folk, lizardlings, snail-spirits — or artificial, with metallic bodies of clockwork or smooth metal.

Trauma Condition — Tiny

Powers come very easy to you, triggered by simple gestures and saying what you wish to happen. Your problem is your small physical size. Physical actions that involve manipulating objects or delivering force, such as physical attacks, suffer reduced effect. Strength-based tasks may be impossible. You cannot use armor. Likewise, consequences from focused physical attacks like blades and bullets are worse for you, increasing the level of Harm. You don't suffer this vulnerability against energy damage and area attacks.

Your physical form is much smaller than typical. Any equipment you pick using load is scaled for you and not useful to big folk. On the bright side, you don't need camping gear, you can find shelter in nature or sleep in someone's hat.

You are linked to all the Powers you know, which primarily affects which Command and Sway Powers affect you. You can choose to be extradimensional, which means you can be summoned and dismissed—useful, but it also makes you vulnerable to Attune powers.

Trauma Condition — Tiny

Powers come easily to you, triggered by simple gestures and speaking your intent. Your problem is physical: you’re small — far too small to match the force or leverage of larger folk.

Physical Limitations

  • Actions requiring strength, reach, or mass suffer reduced Effect. Some are simply impossible for you due to scale.
  • You cannot wear armor of any kind.
  • Focused physical attacks (blades, bullets, crushing blows) deal +1 level of Harm to you. You are not extra-vulnerable to energy, elemental, psychic, or area attacks.

Equipment & Scale

Your body is far smaller than normal. Any gear you take with Load is sized for you and effectively useless to big folk, and you can't use their giant items. The upside: you don’t need camping gear — a boot, hat, or hollow log is shelter enough.

Supernatural Sensitivity

You are linked to all the Powers you know, affecting how Command and Sway Powers can influence you. You may choose to be extradimensional, that is originally from another plane; this allows summoning and dismissal, which can be convenient but exposes you to hostile Attune effects.

Special Abilities

Daredevil

When you roll a desperate action, you get +1d to your roll.

Poof

When you suffer Harm, you can instead vanish in a puff of smoke, disappearing for a time. A crew member calling your name brings you back in minutes; otherwise, it may take hours. Also lets you return in the same time frame if you are extradimensional and got banished.

Slip and Skip

You phase in and out of reality, moving between cover over a range based on Tier (p. 221). You remain Prowling as if constantly under cover. At high Tiers, increased range also boosts your speed.

Special Movement

Gain an unusual movement ability (e.g., flight, great leaps, swift running, or fast swimming). This gives you +1d on Finesse and Prowl when using this movement. Can be taken multiple times for more abilities.

Tiny Terror

Your small size doesn’t limit your strength and resilience. Ignore Physical Limitations from Trauma Condition — Tiny.

Veil of Shape

Assume a shape chosen when you learn this ability — a specific animal, object, or a person. An animal shape may grant natural capacities like flight, swimming, speed, and keen senses. As an object you can use powers but not otherwise act. You can be an exceptionally pretty, Fine, and Potent item. As a person you can act more fully with big folk. A shape can improve or worsen Position or Effect depending on circumstances.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Playful Relations

˄ ˅ Merlin, a magician
˄ ˅ Poppins, an attendant
˄ ˅ Puck, a supernatural creature
˄ ˅ Strider, a vagabond
˄ ˅ Wendy, a child

Inventory

All your equipment is sized for you alone. It functions normally in your hands but is useless to larger creatures.

☐☐ Elfshot
☑ Emerald Pen
☐, ☐, ☐ Fine Monster Lure
☐, ☐ Magic Tool
  • Elfshot ☐☐: A magical missile that ignores the physical-damage penalty from Tiny. Its effect may mimic poison, sleep, intoxication, disease, or memory loss. Playbook.
  • Emerald Pen ☑: A pen tipped with an emerald nib that needs no ink. It writes glowing green script on any surface — or briefly in the air. You may choose a different color. Common, Gadget.
  • Fine Monster Lure ☐: An enticing bauble for unsophisticated creatures — decoys, beads, strong drink, food, or scent lures. Fine quality improves Effect. Consumable.
  • Magic Tool ☐: A token of otherworldly origin—such as a drop of dreamy dew, a shadowy memento, or a lens to other worlds. Gain +1d on a single use of a Power. Consumable, Playbook.


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 trickery or powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

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