Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
A monster is not sapient.
+
A monster is power incarnate, a physical representation of power in the world.
A monster cannot understand the complex social relations in a society.
+
Powerful and destructive, monsters at bad at interacting with people and need a friend or caretaker to be around civilization.
A monster resembles a very intelligent animal, it can solve problems and is even capable of rudimentary speech, but needs a guide and interpreter to interact with many people at once.
 
In terms of the [[Mind Powers (FiD)|Mind power, a monster is intelligent rather than sapient]] .
 
  
'''Trauma Condition - Non-Sapient
+
As a monster you are not sapient and cannot understand the complex social relations in a society.
Your powers cone very natural to you and are triggered by simple gestures and natural exertions such as breathing.
+
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.
What is difficult to you is understanding society.
+
In terms of the [[Mind Powers (FiD)|Mind power, a monster is intelligent rather than sapient]].
You can deal with up to half a dozen creatures at once without major effort, but beyond that you get anxious and annoyed.
 
Having you anxious and annoyed is dangerous, so you place your trust in a sentient creature to be your guide.  
 
This a member of your crew who you trust and who's ques you follow in a social situation.
 
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 also 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'''<br>
+
=== Trauma Condition—Non-Sapient ===
In addition to the listed powers, you have access to these special abilities.
+
Powers come very easy to you,  triggered by simple gestures and natural exertions such as breathing.
 +
What is difficult to you is understanding society, and you are vulnerable to anti-monster powers.
 +
You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].
 +
You can deal with up to half a dozen strangers at once without major effort, but beyond that you get anxious and annoyed.
 +
This is dangerous, to avoid harm you place your trust in a [[Mind_Powers_(FiD)|Sapient]] member of your crew to be your guide. 
 +
This person understand you better than most others and keeps you calm.
  
* '''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.
+
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, and demonstrations of power. A failure means you don't act except as consequences dictate. A fumble will cause you to run of or rage.  
*'''Enhanced Action:'''. Choose a single action. Your outcome when using this action is increased. This is similar to and stacks with using fine equipment.  
 
 
 
* '''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.
 
  
* '''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.
+
Your physical form is different from a human's, which means you have trouble using human clothes and equipment. You need to use equipment slots to have clothes.
  
* '''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.
+
In terms of Attune powers, you are a monster, that is an elemental or a creature with powers, but you are not extradimensional unless you choose to be. If you are extradimensional, you can be summoned and dismissed.
  
* '''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.''
+
=== Special Abilities ===
 +
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.
 +
# '''Invulnerability:''' You are highly resistant to damage. When you take physical harm that is not potent, 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.
 +
#'''Instant Change:'''. You can quickly change forms, assuming a normal humanoid form when you have your emotions under control and later revert to monster form. Humanoid form prevents you from using monster special abilities (except this one) but also frees you from Trauma Condition—Non-Sapient.
 +
# '''Large:''' You are much larger than typical, more than three meters in height. You suffer one less level of physical harm by being tough. As a large creature you can use Wreck with additional outcome but has less effect on Prowl actions. ''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 none of its effects until you pay for the ability, or have a sudden growth spurt.''
 +
# '''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.
 +
# '''Resilience:''' You may expend your '''special armor''' to reduce physical harm or to push yourself on a Prowl or Wreck action.
 +
# '''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 Finesse and Prowl actions leveraging this movement. You can take this power again to pick additional movement abilities.
 +
# '''Powers: '''[[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
  
'''Powers
+
=== Dramatic Encounters ===
[[Air Powers (FiD)|Air]],
+
: ˄ ˅ Casey, a carnie.
[[Animal Powers (FiD)|Animal]],
+
: ˄ ˅ Alex, a child.
[[Barrier Powers (FiD)|Barrier]],
+
: ˄ ˅ Pete, an officer.
[[Darkness Powers (FiD)|Darkness]],
+
: ˄ ˅ Jordan, a survivalist.
[[Death Powers (FiD)|Death]],
+
: ˄ ˅ Riley, a savant.
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
  
'''Dramatic Encounters
+
=== Inventory ===
: ˄ ˅ Casey, a carnie
+
: ☐☐ Fine Heavy Tools.
: ˄ ˅ Alex, a child
+
: ☐ Light Camping Gear.
: ˄ ˅ Pete, a police officer
+
: ◯ Memento.
: ˄ ˅ Jordan, a survivalist
+
: ☐ Monster Clothes.
: ˄ ˅ Riley, a scientist
 
  
'''Items
+
* '''Fine Heavy Tools''' ☐☐: Tools for heavy construction or demolition work, like that of a blacksmith, carpenter, lumberjack, mason, or miner. The fine Quality improves your effect. '''Playbook'''.
: ☐ Drug that turns a failed Consort roll in a social situation into a success. One use.
+
* '''Light Camping Gear''' ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking camping gear does not allow any effective rest. '''Playbook'''.
: ☐ Simple disguise that avoids attention as long as you lie low.
+
* '''Memento''' ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. '''Playbook'''.
: ☐ A fine weapon adapted to your size and abilities.
+
* '''Monster Clothes''' ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster. '''Playbook.'''
: ☐, ☐ A gimmick that allows you to avoid worsening position when threatened by multiple opponents.
 
: ☐-☐ Fine climbing gear.
 
  
'''XP
+
=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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
 
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.
 
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 addressed a challenge using brawn or by avoiding being a hindrance.
* You expressed your beliefs, drives, heritage, or background.
+
* ''You expressed your beliefs, drives, heritage, or background.
* You struggled with issues from your vice or traumas during the session.
+
* ''You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
+
=== Starting Actions ===
 +
: Prowl 1
 
: Wreck 2
 
: Wreck 2
: Command 1
+
: 4 points by choice, no higher than 2 in any one.
: 4 points by choice, no higher than 2 in any one
 

Revision as of 16:17, 13 December 2024

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Powers (FiD)Fox in the Dark logo

A monster is power incarnate, a physical representation of power in the world. Powerful and destructive, monsters at bad at interacting with people and need a friend or caretaker to be around civilization.

As a monster you are 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, and you are vulnerable to anti-monster powers. You are Intelligent but not Sapient. You can deal with up to half a dozen strangers at once without major effort, but beyond that you get anxious and annoyed. This is dangerous, to avoid harm you place your trust in a Sapient member of your crew to be your guide. This person understand you better than most others and keeps you calm.

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, and demonstrations of power. A failure means you don't act except as consequences dictate. A fumble will cause you to run of or rage.

Your physical form is different from a human's, which means you have trouble using human clothes and equipment. You need to use equipment slots to have clothes.

In terms of Attune powers, you are a monster, that is an elemental or a creature with powers, but you are not extradimensional unless you choose to be. If you are extradimensional, you can be summoned and dismissed.

Special Abilities

  1. Daredevil: When you roll a desperate action, you get +1d to your roll.
  2. Invulnerability: You are highly resistant to damage. When you take physical harm that is not potent, 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 quickly change forms, assuming a normal humanoid form when you have your emotions under control and later revert to monster form. Humanoid form prevents you from using monster special abilities (except this one) but also frees you from Trauma Condition—Non-Sapient.
  4. Large: You are much larger than typical, more than three meters in height. You suffer one less level of physical harm by being tough. As a large creature you can use Wreck with additional outcome but has less effect on Prowl actions. 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 none of its effects until you pay for the ability, or have a sudden growth spurt.
  5. 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.
  6. Resilience: You may expend your special armor to reduce physical harm or to push yourself on a Prowl or Wreck action.
  7. 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 Finesse and Prowl actions leveraging this movement. You can take this power again to pick additional movement abilities.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Casey, a carnie.
˄ ˅ Alex, a child.
˄ ˅ Pete, an officer.
˄ ˅ Jordan, a survivalist.
˄ ˅ Riley, a savant.

Inventory

☐☐ Fine Heavy Tools.
☐ Light Camping Gear.
◯ Memento.
☐ Monster Clothes.
  • Fine Heavy Tools ☐☐: Tools for heavy construction or demolition work, like that of a blacksmith, carpenter, lumberjack, mason, or miner. The fine Quality improves your effect. Playbook.
  • Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking camping gear does not allow any effective rest. Playbook.
  • Memento ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. Playbook.
  • Monster Clothes ☐: Monsters and spirits only come with the minimum clothes required for decency. These clothes cover you up and are adapted to your physique. This does not disguise your monstrous nature, it makes you presentable or even well-dressed to people willing to accept that you are a monster. 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 brawn or by avoiding being a hindrance.
  • 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.