Difference between revisions of "Monster (FiD)"

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: ☐ Monster Clothes.
 
: ☐ Monster Clothes.
  
* '''Fine Wrecker Tools''' ☐☐: A specialized set of tools for sabotage and destruction. A powerful drill. A mallet and steel spikes. A prybar. Fine quality improves effect.
+
* '''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.'''
 
* '''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.'''

Latest revision as of 14:37, 29 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

Your Powers come easily, triggered by simple gestures or exertions like breathing. Your body differs significantly from a human's (or your original race), making clothes and equipment difficult to use. Clothes require an inventory item; see Monster Clothes.

You are Intelligent but not Sapient, limiting your ability to interact outside your crew and immediate friends unless using Powers. When Consorting with outsiders, especially crowds, you suffer reduced outcome and may require rolls more often. A crew member can mediate to avoid Consort rolls. Typical consequences include escalating monstrous behavior: grunts or growls, roaring or intimidation, and finally panic or violence.

You are vulnerable to Powers affecting monsters and Intelligent but not Sapient creatures. You are linked to all Powers you know, mainly influencing Command and Sway Powers. If you choose to be extradimensional, you can be summoned and dismissed—handy, but it makes you vulnerable to Attune powers.

Special Abilities

  1. Beast Within: Shift quickly between a humanoid and monster form. Humanoid form disables Powers and monster abilities (except this one) but removes Trauma Condition—Monster.
  2. Daredevil: When you roll a desperate action, you get +1d to your roll.
  3. Invulnerability: You are highly resistant to damage. When you take physical harm that is not potent, make a Wreck roll. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms to absorb damage when both are relevant.
  4. 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 outcome on Wreck rolls but less on Prowl.
  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 and 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 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 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.