Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}
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{{FiD}}{{FiD-Powers}}{{tocright}}  
A monster is not sapient.
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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.
A monster cannot understand the complex social relations in a society.
 
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
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=== Trauma Condition — Monster ===
Your powers cone very natural to you and are triggered by simple gestures and natural exertions such as breathing.
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Your Powers come instinctively, triggered by motion, breath, or emotion. Your body and mind are not human.
What is difficult to you is understanding society.
 
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.
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==== Monstrous Body ====
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.  
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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.
  
'''Special Abilities'''<br>
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==== Monstrous Mind ====
In addition to the listed powers, you have access to these special abilities.
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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.
  
* '''Beast of Burden''' Increase a normal or heavy load by two items. You can spend points of load on items from another player's list but you can only use such items if they show you how. The character whose item list you used can use the item normally. You cannot take this if you have Unusual Size: Small. If you have Unusual Size: large you increase the load bonus to four items.
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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.
  
* '''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.
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=== Special Abilities ===
  
*'''Enhanced Action:'''. Choose a single action. Your outcome when using this action is increased. This is similar to and stacks with using fine equipment.  
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==== Beast Within ====
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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.
  
* '''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.
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==== Beast Within ====
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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.
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The transformation reduces any clothes and armor to tatters.
  
* '''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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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.
  
* '''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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==== 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.
  
* '''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.
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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.
  
* '''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.''
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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.
  
'''Powers
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==== Special Movement ====
[[Air Powers (FiD)|Air]],
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You have an unusual movement ability,  
[[Animal Powers (FiD)|Animal]],
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such as flight,  
[[Barrier Powers (FiD)|Barrier]],
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amazing leaps,  
[[Darkness Powers (FiD)|Darkness]],
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rapid swimming and the ability to breathe water,  
[[Death Powers (FiD)|Death]],
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very fast running,  
[[Earth Powers (FiD)|Earth]],
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wall walking,  
[[Electricity Powers (FiD)|Electricity]],
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or the like.
[[Fire Powers (FiD)|Fire]],
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Gain +1d and Prowl gains increased Effect. You can take this ability again to choose additional movement options.
[[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
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==== Terrifying Apex ====
: ˄ ˅ Casey, a carnie
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When you Push an attack, add one of the following to a successful action:
: ˄ ˅ Alex, a child
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''increase Effect against objects — fight a gang at scale (p. 211) without losing Effect — panic onlookers with your unleashed power.''
: ˄ ˅ Pete, a police officer
 
: ˄ ˅ Jordan, a survivalist
 
: ˄ ˅ Riley, a scientist
 
  
'''Items
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==== Additional Playbook ====
: ☐ Drug that turns a failed Consort roll in a social situation into a success. One use.
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Select another playbook. You gain immediate access to its Inventory and XP conditions.  
: ☐ Simple disguise that avoids attention as long as you lie low.
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From now on, you can choose its Special Abilities.  
: ☐ A fine weapon adapted to your size and abilities.
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You can take this special ability multiple times, each time selecting a new playbook.  
: ☐ A pouch of specially prepared scent, food, or trinket that draws out creatures (including other monsters). Gives increased effect when trying to lure someone or something that is not sapient.
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''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
: ☐ A comfort item that gives you +1d on Consort rolls in social situations and on Resolve resistance rolls.
 
  
'''XP
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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]].
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=== Dramatic Encounters ===
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: ˄ ˅ Casey, a carnie. 
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: ˄ ˅ Alex, a child. 
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: ˄ ˅ Pete, an officer. 
 +
: ˄ ˅ Jordan, a survivalist. 
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: ˄ ˅ Riley, a savant.
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=== Inventory ===
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: ☐☐ Fine Wrecker Tools. 
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: ☐ Light Camping Gear. 
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: ☑ Memento. 
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: ☐ Monster Clothes.
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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.
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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.'''
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* '''Memento''' ☑: A keepsake tied to your past. Spend 1 Stress before rolling to gain +1d on a Resistance roll. '''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.'''
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=== 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 many-on-one confrontation.
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* ''You addressed a challenge using brawn or by avoiding being a hindrance.
* You expressed your beliefs, drives, heritage, or background.
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* ''You expressed your beliefs, drives, heritage, or background.
* You struggled with issues from your vice or traumas during the session.
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* ''You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
 
: Prowl 1
 
: Prowl 1
 
: Wreck 2
 
: Wreck 2
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 15:45, 28 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; 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.

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.