Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}{{tocright}}
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{{FiD}}{{FiD-Powers}}{{tocright}}  
As a monster, you are [[Powers (FiD)|Power]] incarnate—a physical manifestation of your [[Powers (FiD)|Powers]] in the world.
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As a monster, you are [[Powers (FiD)|Power]] made flesh — a physical embodiment of your own [[Powers (FiD)|Powers]]. Your inhuman nature makes social life difficult; you need someone to navigate civilization with. Your mind works like that of a highly intelligent animal: capable of problem-solving and simple speech, but reliant on a close friend to deal with groups or outsiders.
Because of your inhuman [[Powers (FiD)|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 ===
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=== Trauma Condition — Monster ===
Your Powers come easily, triggered by simple gestures or exertions like breathing.
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Your Powers come instinctively, triggered by motion, breath, or emotion. Your body and mind are not human.
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]].
 
  
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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==== Monstrous Body ====
A crew member can mediate to avoid [[Actions_(FiD)#Consort|Consort]] rolls.  
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Your form is markedly inhuman. If Race is used in the game, you choose an original race and gain its benefits, but your current body is far removed from that origin. Normal clothing and equipment fit poorly; simple garments count as an Inventory item (see ''Monster Clothes''). Using human tools is often awkward or impossible without relevant Powers.
Typical consequences include escalating monstrous behavior: grunts or growls, roaring or intimidation, and finally panic or violence.
 
  
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.
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==== Monstrous Mind ====
If you choose to be extradimensional, you can be summoned and dismissed—handy, but it makes you vulnerable to [[Actions_(FiD)#Attune|Attune]] powers.
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You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].  
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When interacting with strangers — especially crowds — you must make periodic '''Consort''' rolls to maintain control. 
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Failure triggers a fight-or-flight response. 
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Consequences create fear and loathing in bystanders.
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==== Monstrous Vulnerability ====
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You are tied to all [[Powers_(FiD)|Powers]] you know and can be influenced or compelled by Attune, Command, and Sway Powers that target such beings. 
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You may choose to be extradimensional, native to a plane of [[Powers_(FiD)|Power]]. If so you can be summoned and dismissed. This grants mobility and narrative benefits but also makes you vulnerable to hostile Attune powers, worsening your Position in such situations.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''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.
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# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.
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==== Beast Within ====
# '''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.
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Take a moment to shift between a humanoid and monster form. Humanoid form disables [[Powers (FiD)|Powers]] and [[#Special_Abilities|Monster Playbook Abilities]] (except this one) but returns you to your mundane form and suppresses the [[#Monstrous Body|Monstrous Body]] aspect of [[#Trauma Condition — Monster|Trauma Condition — Monster]] and failing a Consort check for [[#Monstrous Mind|Monstrous Mind]] makes you change into monster form on a fight-or-flight reaction.
# '''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.
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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.
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==== Beast Within ====
# '''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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Take a moment to shift between a humanoid and monster form. Humanoid form disables your [[Powers (FiD)|Powers]] and [[#Special_Abilities|Monster special abilities]] (except this one), suppresses the Monstrous Body aspect of Trauma Condition — Monster, and lets you interact socially.
# '''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.
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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]].
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When you fail a Consort roll due to Monstrous Mind, you immediately shift into monster form as a part of your fight-or-flight response.
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==== Daredevil ====
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When you roll a desperate action, you get +1d to your roll.
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 +
==== Invulnerability ====
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You are highly resistant to damage. When you are not wearing armor and take physical harm that is not Potent or made by silver or fire,  
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make a [[Actions_(FiD)#Wreck|Wreck]] roll.  
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'''1-3''': No effect.  
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'''4-6''': Reduce level of harm by one.
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'''Critical''': Reduce level of harm by two.
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==== Large ====
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At over three meters tall,  
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you reduce harm from direct strikes by one level. This does not apply to area effects,  
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elements,  
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falls,  
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or mental attacks. Gain extra Effect on Wreck rolls but worse Position with Prowl.
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==== Natural Weapons ====
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You possess Fine and Potent natural weapons,  
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such as claws,  
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fangs,  
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or a powerful stomp.  
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Fine quality increases Effects against enemies of higher Tier, and Potent allows you to harm supernatural opponents.
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==== Special Movement ====
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You have an unusual movement ability,  
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such as flight,  
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amazing leaps,  
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rapid swimming and the ability to breathe water,  
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very fast running,  
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wall walking,  
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or the like.  
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Gain +1d and Prowl gains increased Effect. You can take this ability again to choose additional movement options.
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==== Terrifying Apex ====
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When you Push an attack, add one of the following to a successful action:
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''increase Effect against objects — fight a gang at scale (p. 211) without losing Effect — panic onlookers with your unleashed power.''
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==== Additional Playbook ====
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Select another playbook. You gain immediate access to its Inventory and XP conditions.
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From now on, you can choose its Special Abilities.
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You can take this special ability multiple times, each time selecting a new playbook.
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''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
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==== Powers ====
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You can learn these powers, expending a Special Ability for each.
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You cannot select powers marked in <span style="text-decoration: line-through;background-color:red">red</span>.
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[[Air Powers (FiD)|Air]],  
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[[Animal Powers (FiD)|Animal]],  
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<span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>,  
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[[Darkness Powers (FiD)|Darkness]],  
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[[Death Powers (FiD)|Death]],  
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[[Earth Powers (FiD)|Earth]],  
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[[Electricity Powers (FiD)|Electricity]],  
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[[Fire Powers (FiD)|Fire]],  
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[[Ice Powers (FiD)|Ice]],  
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[[Flux Powers (FiD)|Flux]],  
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[[Illusion Powers (FiD)|Illusion]],  
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[[Kinesis Powers (FiD)|Kinesis]],  
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[[Life Powers (FiD)|Life]],  
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[[Light Powers (FiD)|Light]],  
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[[Metal Powers (FiD)|Metal]],  
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[[Mind Powers (FiD)|Mind]],  
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[[Order Powers (FiD)|Order]],  
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[[Plant Powers (FiD)|Plant]],  
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[[Space Powers (FiD)|Space]],  
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[[Time Powers (FiD)|Time]],  
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and [[Water Powers (FiD)|Water]].
  
 
=== Dramatic Encounters ===
 
=== Dramatic Encounters ===
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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.'''
 
* '''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.'''
 
* '''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.'''
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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.'''
  
 
=== XP ===
 
=== XP ===

Revision as of 00:46, 26 November 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 made flesh — a physical embodiment of your own Powers. Your inhuman nature makes social life difficult; you need someone to navigate civilization with. Your mind works like that of a highly intelligent animal: capable of problem-solving and simple speech, but reliant on a close friend to deal with groups or outsiders.

Trauma Condition — Monster

Your Powers come instinctively, triggered by motion, breath, or emotion. Your body and mind are not human.

Monstrous Body

Your form is markedly inhuman. If Race is used in the game, you choose an original race and gain its benefits, but your current body is far removed from that origin. Normal clothing and equipment fit poorly; simple garments count as an Inventory item (see Monster Clothes). Using human tools is often awkward or impossible without relevant Powers.

Monstrous Mind

You are Intelligent but not Sapient. When interacting with strangers — especially crowds — you must make periodic Consort rolls to maintain control. Failure triggers a fight-or-flight response. Consequences create fear and loathing in bystanders.

Monstrous Vulnerability

You are tied to all Powers you know and can be influenced or compelled by Attune, Command, and Sway Powers that target such beings. You may choose to be extradimensional, native to a plane of Power. If so you can be summoned and dismissed. This grants mobility and narrative benefits but also makes you vulnerable to hostile Attune powers, worsening your Position in such situations.

Special Abilities

Beast Within

Take a moment to shift between a humanoid and monster form. Humanoid form disables Powers and Monster Playbook Abilities (except this one) but returns you to your mundane form and suppresses the Monstrous Body aspect of Trauma Condition — Monster and failing a Consort check for Monstrous Mind makes you change into monster form on a fight-or-flight reaction.

Beast Within

Take a moment to shift between a humanoid and monster form. Humanoid form disables your Powers and Monster special abilities (except this one), suppresses the Monstrous Body aspect of Trauma Condition — Monster, and lets you interact socially.

When you fail a Consort roll due to Monstrous Mind, you immediately shift into monster form as a part of your fight-or-flight response.

Daredevil

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

Invulnerability

You are highly resistant to damage. When you are not wearing armor and take physical harm that is not Potent or made by silver or fire, make a Wreck roll. 1-3: No effect. 4-6: Reduce level of harm by one. Critical: Reduce level of harm by two.

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 Effect on Wreck rolls but worse Position with Prowl.

Natural Weapons

You possess Fine and Potent natural weapons, such as claws, fangs, or a powerful stomp. Fine quality increases Effects against enemies of higher Tier, and Potent allows you to harm supernatural opponents.

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, or the like. Gain +1d and Prowl gains increased Effect. You can take this ability again to choose additional movement options.

Terrifying Apex

When you Push an attack, add one of the following to a successful action: increase Effect against objects — fight a gang at scale (p. 211) without losing Effect — panic onlookers with your unleashed power.

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. You cannot select powers marked in red.

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.