Difference between revisions of "Monster (FiD)"

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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'''.
 
* '''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 ===
 +
* ''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.

Revision as of 22:50, 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, 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 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.