Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
A monster is power incarnate, a physical representation of power in the world.
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As a monster, you are [[Powers (FiD)|Power]] incarnate—a physical manifestation of your [[Powers (FiD)|Powers]] in the world.
Powerful and destructive, monsters at bad at interacting with people and need a friend or caretaker to be around civilization.
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Because of your inhuman [[Powers (FiD)|Power]], you struggle to interact with people and require a guide to navigate civilization. 
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Your intelligence resembles that of a highly intelligent animal, capable of solving problems and rudimentary speech, but you rely on a friend and interpreter to interact with groups of people.
  
not sapient and cannot understand the complex social relations in a society.
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=== Trauma Condition—Monster === 
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.
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Your Powers come easily, triggered by simple gestures or exertions like breathing.
In terms of the [[Mind Powers (FiD)|Mind power, a monster is intelligent rather than sapient]].
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Your body differs significantly from a human's (or your original race), making clothes and equipment difficult to use. Clothes require an inventory item; see [[#Inventory|Monster Clothes]].
  
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You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]], limiting your ability to interact outside your crew and immediate friends unless using Powers. When Consorting with outsiders, especially crowds, you suffer reduced outcome and may require rolls more often.
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A crew member can mediate to avoid [[Actions_(FiD)#Consort|Consort]] rolls.
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Typical consequences include escalating monstrous behavior: grunts or growls, roaring or intimidation, and finally panic or violence. 
  
=== Trauma Condition—Non-Sapient ===
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You are vulnerable to [[Powers (FiD)|Powers]] affecting monsters and [[Mind_Powers_(FiD)|Intelligent but not Sapient]] creatures. You are linked to all [[Powers (FiD)|Powers]] you know, mainly influencing [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] Powers.   
Powers come very easy to you,  triggered by simple gestures and natural exertions such as breathing.
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If you choose to be extradimensional, you can be summoned and dismissed—handy, but it makes you vulnerable to [[Actions_(FiD)#Attune|Attune]] powers.
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.
 
 
 
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 ===
 
=== Special Abilities ===
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# '''Beast Within:''' Shift quickly between a humanoid and monster form. Humanoid form disables [[Powers (FiD)|Powers]] and monster abilities (except this one) but removes Trauma Condition—Monster.
 
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.
 
# '''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.
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# '''Invulnerability:''' You are highly resistant to damage. When you take physical harm that is not potent, make a [[Actions_(FiD)#Wreck|Wreck]] roll. '''1-3''': No reduction. '''4-5''': Reduce Harm by 1 level. '''6''': Reduce Harm by 2 levels. This stacks with the Skirmish ability of many [[Powers (FiD)#Forms|Forms]] 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.  
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# '''Large:''' At over three meters tall, you reduce harm from direct strikes by one level. This does not apply to area effects, elements, falls, or mental attacks. Gain extra outcome on Wreck rolls but less on Prowl.
# '''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.
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# '''Natural Weapons:''' You possess Fine and Potent natural weapons, such as claws, fangs, or a powerful stomp. Select abilities appropriate to your form. Fine quality increases outcome, and Potent allows you to harm supernatural opponents.
# '''Resilience:''' You may expend your '''special armor''' to reduce physical harm or to push yourself on a Prowl or Wreck action.
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# '''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.
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# '''Special Movement:''' You have an unusual movement ability, such as flight, amazing leaps, rapid swimming and the ability to breathe water, very fast running, wall walking, and the like. Gain +1d and additional outcome on Finesse actions leveraging this movement. You can take this ability again to choose additional movement options.
# '''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. As a large creature you can use Wreck with additional outcome but has less effect on Prowl actions, as a Small creature the opposite is true. ''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.''
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# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[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: '''[[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]].
 
  
 
=== Dramatic Encounters ===
 
=== Dramatic Encounters ===
: ˄ ˅ Casey, a carnie.
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: ˄ ˅ Casey, a carnie.
: ˄ ˅ Alex, a child.
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: ˄ ˅ Alex, a child.
: ˄ ˅ Pete, an officer.
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: ˄ ˅ Pete, an officer.
: ˄ ˅ Jordan, a survivalist.
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: ˄ ˅ Jordan, a survivalist.
 
: ˄ ˅ Riley, a savant.
 
: ˄ ˅ Riley, a savant.
  
 
=== Inventory ===
 
=== Inventory ===
: ☐-☐ Fine Heavy Melee Weapon.
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: ☐☐ Fine Wrecker Tools.
: ☐-☐ Fine Heavy Tools.
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: ☐ Light Camping Gear.
: ☐ Fine Monster Lure.
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: ◯ Memento.
: ☐ Light Camping Gear.
 
: ◯ Memento.
 
 
: ☐ Monster Clothes.
 
: ☐ Monster Clothes.
  
* '''Fine Heavy Melee Weapon''' ☐-☐: A masterwork melee weapon that fits you perfectly, improving your effect. This is a two-handed melee weapon such as a maul,  greataxe, greatsword, or pole-arm.
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* '''Fine Wrecker Tools''' ☐☐: A specialized set of tools for destruction scaled for you. A powerful drill. A mallet and steel spikes. A prybar. Fine quality improves effect.
* '''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'''.
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* '''Light Camping Gear''' ☐: Compact, personalized gear for resting outdoors. Allows one downtime action. Without camping gear, effective rest is impossible. '''Playbook.'''
* '''Fine Monster Lure''' ☐ or ☐-☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality and insight into monster nature gives increased effect. '''Playbook'''.
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* '''Memento''' ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one once per score, used after making the action roll. '''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'''.
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* '''Monster Clothes''' ☐: Monster Clothes are tailored to your physique, ensuring you appear presentable—or even stylish—to those willing to accept your monstrous nature. Without these, you have only minimal clothing. '''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 ===
 
=== XP ===

Latest revision as of 14:37, 29 January 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

As a monster, you are Power incarnate—a physical manifestation of your Powers in the world. Because of your inhuman Power, you struggle to interact with people and require a guide to navigate civilization. Your intelligence resembles that of a highly intelligent animal, capable of solving problems and rudimentary speech, but you rely on a friend and interpreter to interact with groups of people.

Trauma Condition—Monster

Your Powers come easily, triggered by simple gestures or exertions like breathing. Your body differs significantly from a human's (or your original race), making clothes and equipment difficult to use. Clothes require an inventory item; see Monster Clothes.

You are Intelligent but not Sapient, limiting your ability to interact outside your crew and immediate friends unless using Powers. When Consorting with outsiders, especially crowds, you suffer reduced outcome and may require rolls more often. A crew member can mediate to avoid Consort rolls. Typical consequences include escalating monstrous behavior: grunts or growls, roaring or intimidation, and finally panic or violence.

You are vulnerable to Powers affecting monsters and Intelligent but not Sapient creatures. You are linked to all Powers you know, mainly influencing Command and Sway Powers. If you choose to be extradimensional, you can be summoned and dismissed—handy, but it makes you vulnerable to Attune powers.

Special Abilities

  1. Beast Within: Shift quickly between a humanoid and monster form. Humanoid form disables Powers and monster abilities (except this one) but removes Trauma Condition—Monster.
  2. Daredevil: When you roll a desperate action, you get +1d to your roll.
  3. Invulnerability: You are highly resistant to damage. When you take physical harm that is not potent, make a Wreck roll. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms to absorb damage when both are relevant.
  4. Large: At over three meters tall, you reduce harm from direct strikes by one level. This does not apply to area effects, elements, falls, or mental attacks. Gain extra outcome on Wreck rolls but less on Prowl.
  5. Natural Weapons: You possess Fine and Potent natural weapons, such as claws, fangs, or a powerful stomp. Select abilities appropriate to your form. Fine quality increases outcome, and Potent allows you to harm supernatural opponents.
  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 an unusual movement ability, such as flight, amazing leaps, rapid swimming and the ability to breathe water, very fast running, wall walking, and the like. Gain +1d and additional outcome on Finesse actions leveraging this movement. You can take this ability again to choose additional movement options.
  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 Wrecker Tools.
☐ Light Camping Gear.
◯ Memento.
☐ Monster Clothes.
  • Fine Wrecker Tools ☐☐: A specialized set of tools for destruction scaled for you. A powerful drill. A mallet and steel spikes. A prybar. Fine quality improves effect.
  • Light Camping Gear ☐: Compact, personalized gear for resting outdoors. Allows one downtime action. Without camping gear, effective rest is impossible. Playbook.
  • Memento ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one once per score, used after making the action roll. Playbook.
  • Monster Clothes ☐: Monster Clothes are tailored to your physique, ensuring you appear presentable—or even stylish—to those willing to accept your monstrous nature. Without these, you have only minimal clothing. 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.