Difference between revisions of "Monster (FiD)"
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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 | + | 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 results in grunts or growls, risky actions lead to roaring or intimidation, and desperate actions may cause panic or violence. | 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. | ||
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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. | # '''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 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. | # '''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:''' 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 | + | # '''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 outcome on Prowl actions. |
# '''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. | # '''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. | ||
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=== Inventory === | === Inventory === | ||
− | : ☐☐ Fine | + | : ☐☐ Fine Wrecker Tools. |
: ☐ Light Camping Gear. | : ☐ Light Camping Gear. | ||
: ◯ Memento. | : ◯ Memento. | ||
: ☐ Monster Clothes. | : ☐ Monster Clothes. | ||
− | * '''Fine | + | * '''Fine Wrecker Tools''' ☐☐: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. Vials of acid. |
* '''Light Camping Gear''' ☐: Compact, personalized gear for resting outdoors. Allows one downtime action. Without camping gear, effective rest is impossible. '''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.''' | * '''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.''' | ||
− | |||
=== XP === | === XP === |
Revision as of 22:59, 4 January 2025
Starfox's Blades in the Dark fan page |
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 outcome. 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
- 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 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 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.
- 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 outcome on Prowl actions.
- 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.
- 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, 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 sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. Vials of acid.
- 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.