Difference between revisions of "Monster (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
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]] incarnate—a physical manifestation of your [[Powers (FiD)|Powers]] in the world.   
 
Because of your inhuman [[Powers (FiD)|Power]], you struggle to interact with people and require a guide to navigate civilization.   
 
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 very intelligent animal, able to solve problems and even capable of rudimentary speech, but you need to rely on a friend and interpreter to interact with many people at once.
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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.
  
 
=== Trauma Condition—Monster ===
 
=== Trauma Condition—Monster ===
Powers come very easy to you, triggered by simple gestures and natural exertions such as breathing.   
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Powers come easily to you, triggered by simple gestures and natural exertions such as breathing.   
Your physical form differs significantly from a human's (or whatever race you are), which makes using human clothes and equipment challenging. Clothes, in particular, require an inventory item to ensure proper attire, see [[#Inventory|Monster Clothes]] in the Inventory section below.
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Your physical form differs significantly from a human's (or your original race), which makes using human clothes and equipment challenging. Clothes, in particular, require an inventory item to ensure proper attire. See [[#Inventory|Monster Clothes]] in the Inventory section below.
  
 
You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].   
 
You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].   
 
This limits your interactions outside your crew, other monsters linked to a Power you know, or while using powers.   
 
This limits your interactions outside your crew, other monsters linked to a Power you know, or while using powers.   
 
A member of your crew can act as an intermediary to help you avoid [[Actions_(FiD)#Consort|Consort]] rolls.   
 
A member of your crew can act as an intermediary to help you avoid [[Actions_(FiD)#Consort|Consort]] rolls.   
When making [[Actions_(FiD)#Consort|Consort]] rolls with outsiders, especially crowds, you suffer reduced outcome.   
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When making [[Actions_(FiD)#Consort|Consort]] rolls with outsiders, especially crowds, you suffer reduced effect.   
Typical consequences include escalating displays of monstrous behavior: controlled position incites grunts or growls, risky roaring or intimidation, and desperate panic or violence.
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Typical consequences include escalating displays of monstrous behavior: controlled position results in grunts or growls, risky actions lead to roaring or intimidation, and desperate actions may cause panic or violence.
  
 
You are vulnerable to [[Powers (FiD)|Powers]] targeting monsters and creatures that are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].   
 
You are vulnerable to [[Powers (FiD)|Powers]] targeting monsters and creatures that are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].   
You are a monster linked to all the [[Powers (FiD)|Powers]] you know. This primarily matters for [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] [[Powers (FiD)|Powers]].   
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You are linked to all the [[Powers (FiD)|Powers]] you know, which primarily affects [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] [[Powers (FiD)|Powers]].   
You can choose to be extradimensional, which means you can be summoned and dismissed, which can be handy but also makes you vulnerable to [[Actions_(FiD)#Attune|Attune]] powers.
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If you choose to be extradimensional, you can be summoned and dismissed—useful, but it also makes you vulnerable to [[Actions_(FiD)#Attune|Attune]] powers.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
 
# '''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 [[Actions_(FiD)#Wreck|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''': Nothing. '''4-5''': Reduce harm by one level. '''6''': Reduce harm by two levels. '''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 [[Powers (FiD)|Powers]] and monster special abilities (except this one) but also frees you from Trauma Condition—Monster.
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# '''Instant Change:''' You can quickly shift forms, assuming a normal humanoid form when you have your emotions under control and later reverting to monster form. Humanoid form prevents you from using [[Powers (FiD)|Powers]] and monster special abilities (except this one) but frees you from Trauma Condition—Monster.
# '''Large:''' Towering over three meters, your immense size reduces harm from focused strikes or impacts by one level. This resistance does not extend to area effects, elemental forces, or falls. Your size grants additional outcome on Wreck rolls but diminishes outcome on Prowl actions.
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# '''Large:''' Standing over three meters tall, your immense size reduces harm from focused strikes or impacts by one level. This resistance does not apply to area effects, elemental forces, or falls. Your size grants additional outcome on Wreck rolls but diminishes effect on Prowl actions.
# '''Natural Weapons:''' You have one or more Fine and Potent natural weapons, such as monstrous claws, a mighty bite, a powerful stomp and such. Select abilities appropriate to your form. Fine quality increases outcome and Potent allows you to harm supernatural opponents.
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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.
 
# '''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, wall walking, and the like. You gain +1d and additional outcome on Finesse 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, or 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.
# '''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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# '''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 ===
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: ☐ 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 outcome. '''Playbook'''.
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* '''Fine Heavy Tools''' ☐☐: Tools for heavy construction or demolition work, such as those used by a blacksmith, carpenter, lumberjack, mason, or miner. The fine quality improves your outcome. '''Playbook.'''
* '''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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* '''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'''.
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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.'''
 
* '''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.'''
 
* '''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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=== XP ===
 
=== XP ===

Revision as of 22:53, 4 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

Powers come easily to you, triggered by simple gestures and natural exertions such as breathing. Your physical form differs significantly from a human's (or your original race), which makes using human clothes and equipment challenging. Clothes, in particular, require an inventory item to ensure proper attire. See Monster Clothes in the Inventory section below.

You are Intelligent but not Sapient. This limits your interactions outside your crew, other monsters linked to a Power you know, or while using powers. A member of your crew can act as an intermediary to help you avoid Consort rolls. When making Consort rolls with outsiders, especially crowds, you suffer reduced effect. Typical consequences include escalating displays of monstrous behavior: controlled position results in grunts or growls, risky actions lead to roaring or intimidation, and desperate actions may cause panic or violence.

You are vulnerable to Powers targeting monsters and creatures that are Intelligent but not Sapient. You are linked to all the Powers you know, which primarily affects Command and Sway Powers. If you choose to be extradimensional, you can be summoned and dismissed—useful, but it also makes you vulnerable to Attune powers.

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 harm by one level. 6: Reduce harm by two levels. 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 shift forms, assuming a normal humanoid form when you have your emotions under control and later reverting to monster form. Humanoid form prevents you from using Powers and monster special abilities (except this one) but frees you from Trauma Condition—Monster.
  4. Large: Standing over three meters tall, your immense size reduces harm from focused strikes or impacts by one level. This resistance does not apply to area effects, elemental forces, or falls. Your size grants additional outcome on Wreck rolls but diminishes effect on Prowl actions.
  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, or 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 Heavy Tools.
☐ Light Camping Gear.
◯ Memento.
☐ Monster Clothes.
  • Fine Heavy Tools ☐☐: Tools for heavy construction or demolition work, such as those used by a blacksmith, carpenter, lumberjack, mason, or miner. The fine quality improves your outcome. 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.
  • 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.