Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}
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{{FiD}}{{FiD-Powers}}{{tocright}}  
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]] 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.
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.
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=== Types of 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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==== Elemental ====
In terms of the [[Mind Powers (FiD)|Mind power, a monster is intelligent rather than sapient]].
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Elementals are creatures made up by one or more [[Powers_(FiD)#Forms|Forms]]. Adopting the shape of creatures like animals, people, and natural phenomena linked to their origin, elementals often mimic the actions of what they look like. Most elementals have only a [[Mind_Powers_(FiD)#Reactive|Reactive]] mind, but as a player character you are [[Mind_Powers_(FiD)#Intelligent|Intelligent]].
  
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=== Trauma Condition — Monster ===
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Your Powers come instinctively, triggered by motion, breath, or emotion. Your body and mind are not human.
  
=== Trauma Condition—Non-Sapient ===
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==== Monstrous Body ====
Powers come very easy to you,  triggered by simple gestures and natural exertions such as breathing.
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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; you cannot wear armor and simple garments count as an Inventory item (see ''Monster Clothes''). Using human tools is often awkward.
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.
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==== Monstrous Mind ====
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.  
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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.
  
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.
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When you follow a close friend about — anyone in your crew as well as others close to you — you can use them as a shield. As long as you are physically close and they do the talking, you are ok.
  
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.
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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 and giving the [[GM]] more options for Consequences in such situations.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.
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# '''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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==== Beast Within ====
#'''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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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 after a fight-or-flight reaction.
# '''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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# '''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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==== Beast Within ====
# '''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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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.
# '''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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The transformation reduces any clothes and armor to tatters.
# '''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]].
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When you fail a Consort roll due to Monstrous Mind, you shift into monster form as a part of your fight-or-flight response. You can usually get away so that people only see your monstrous form from a distance.
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==== Invulnerability ====
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You are highly resistant to damage. When you 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 Effect with Prowl used for stealth.
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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 ===
: ˄ ˅ 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 Tools.
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: ☐☐ Fine Wrecker Tools.
: ☐ Light Camping Gear.
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: ☐ Light Camping Gear.
: Memento.
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: Memento.
 
: ☐ Monster Clothes.
 
: ☐ 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'''.
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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.
* '''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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* '''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. One use per score. '''Playbook'''.
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* '''Memento''' : A keepsake tied to your past. Spend 1 Stress before rolling to gain +1d on a Resistance roll. '''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.'''
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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 unless you start the score in humanoid form. '''Playbook.'''
  
 
=== XP ===
 
=== XP ===

Latest revision as of 13:33, 22 January 2026

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.

Types of Monster

Elemental

Elementals are creatures made up by one or more Forms. Adopting the shape of creatures like animals, people, and natural phenomena linked to their origin, elementals often mimic the actions of what they look like. Most elementals have only a Reactive mind, but as a player character you are Intelligent.

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; you cannot wear armor and simple garments count as an Inventory item (see Monster Clothes). Using human tools is often awkward.

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.

When you follow a close friend about — anyone in your crew as well as others close to you — you can use them as a shield. As long as you are physically close and they do the talking, you are ok.

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 and giving the GM more options for Consequences 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 after 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. The transformation reduces any clothes and armor to tatters.

When you fail a Consort roll due to Monstrous Mind, you shift into monster form as a part of your fight-or-flight response. You can usually get away so that people only see your monstrous form from a distance.

Invulnerability

You are highly resistant to damage. When you 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 Effect with Prowl used for stealth.

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 keepsake tied to your past. Spend 1 Stress before rolling to gain +1d on a Resistance 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 unless you start the score in humanoid form. 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.