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 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.
As a monster you are not sapient and cannot understand the complex social relations in a society.
 
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.
 
In terms of the [[Mind Powers (FiD)|Mind power, a monster is intelligent rather than sapient]].
 
 
 
  
 
=== Trauma Condition—Non-Sapient ===
 
=== Trauma Condition—Non-Sapient ===
 
Powers come very easy to you,  triggered by simple gestures and natural exertions such as breathing.
 
Powers come very easy to you,  triggered by simple gestures and natural exertions such as breathing.
What is difficult to you is understanding society, and you are vulnerable to anti-monster powers.
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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, are a problem, requiring an inventory item to have decent clothes, see [[#Inventory|Monster Clothes]] in the Inventory section below.
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.
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You are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].
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This limits your interactions outside your crew, other monsters linked to a Power you know, or while using powers.
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A member of your crew can act as an intermediary to help you avoid having to make Consort rolls.
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When making [[Actions_(FiD)#Consort|Consort]] rolls with outsiders, especially crowds, you suffer reduced outcome. Typical consequences include escalating displays of monstrous behavior: controlled position incites grunts or growls, risky roaring or intimidation, and desperate panic or violence.
  
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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You are vulnerable to [[Powers (FiD)|Powers]] targeting monsters and creatures that are [[Mind_Powers_(FiD)|Intelligent but not Sapient]].
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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]]. 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.
  
 
=== 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 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 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.
#'''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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#'''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—Non-Sapient.  
# '''Large:''' You are much larger than typical, more than three meters in height. You suffer one less level of physical harm by being tough. As a large creature you can use Wreck with additional outcome but has less effect on Prowl actions. ''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, or have a sudden growth spurt.''
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# '''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.
# '''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 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.
# '''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 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.
 
# '''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]].
 
# '''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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: ☐ 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 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'''.
* '''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 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''' ☐: 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. '''Playbook.'''
  
 
=== XP ===
 
=== XP ===

Revision as of 22:45, 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 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.

Trauma Condition—Non-Sapient

Powers come very easy 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, are a problem, requiring an inventory item to have decent clothes, 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 having to make Consort rolls. When making Consort rolls with outsiders, especially crowds, you suffer reduced outcome. Typical consequences include escalating displays of monstrous behavior: controlled position incites grunts or growls, risky roaring or intimidation, and desperate panic or violence.

You are vulnerable to Powers targeting monsters and creatures that are Intelligent but not Sapient. You are a monster linked to all the Powers you know. This primarily matters for Command and Sway 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 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 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.
  3. 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 and monster special abilities (except this one) but also frees you from Trauma Condition—Non-Sapient.
  4. 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.
  5. 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.
  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 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.
  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, like that of 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.