Wee One (FiD)

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As a wee one you are a small tricky being full of mischeif. Small to the point of being hard to see, wee ones vary from two inches to a foot in length (5 cm to 30 cm). Tricksters more than warriors, wee ones come in all kinds, even parodies of the roles of bigger folk. There are some wee one play-acting as knights, clerics, or wizards, but most are just enjoying a trick or two at the expense of big ones.

Wee ones are tied to one of the three worlds of the Shell, Fairy, the Shadow World, or the Netherworld. When making a Wee One character it is helpful to imagine the character against the backdrop of one of these planes. Your basic form is a tiny version of your chosen race, as a tiny elf, tiny human, or tiny tiny halfling, with added parts of animals depending on your planar influences. A fairy Wee One is typically a sprite or pixy, with insectile or animal parts like dragonfly wings or animal ears and tail. A shadow wee one sports dark tones, possibly with dramatically contrasting white parts, such as hair or face. If they have insect parts they come from nocturnal bugs, but skeletal and ghostly forms are also common. A netherworld wee one is likely to look reptilian or like a toad or snail. Others look mechanical, with a clockwork or sleek metallic look.

Trauma Condition—Tiny

Powers come very easy to you, triggered by simple gestures and naming what you wish to happen. Your problem is your small physical size. Physical actions that involve manipulating objects or delivering force, such as attacks, suffer reduced effect. Strength-based tasks may lose up to two degrees of effect or be impossible. Likewise, consequences from focused physical attacks like blades and bullets are worse from you. You don't suffer this vulnerability against energy damage and area attacks.

Your physical form is much smaller than typical. Any equipment you pick using load is scaled for you and not useful to others. On the bright side, you don't need camping gear, you can find shelter in nature or sleep in someone's hat.

You are linked to all the Powers you know, which primarily affects Command and Sway Powers. You can choose to be extradimensional, which means you can be summoned and dismissed—useful, but it also makes you vulnerable to Attune powers.

Special Abilities

  1. Alternate Form: You can assume a specific form chosen when this ability is taken. This is usually an animal or monster, but might be a different person or even an object or a terrain feature. It is always the same. You can select this ability multiple times to gain additional alternate forms. Alternate form can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your form.
  2. Daredevil: When you roll a desperate action, you get +1d to your roll.
  3. Poof: When you are about to take harm, you vanish in a puff of smoke. You hide for a time before reappearing. If a crew member calls you by name, you can return within seconds; otherwise, it may take hours. This ability also allows you to return quickly if you are extradimensional (that option is a part of Trauma Condition—Tiny) and have been banished.
  4. Resilience: You may expend your Special Armor to reduce occult harm or to push yourself on a Finesse or Prowl roll.
  5. Slip and Skip: You slip in and out of reality. You can skip from cover to cover over a range based on tier (p 221) and remain Prowling as if you were constantly under cover. At high tiers this also speed you up as the range increases.
  6. Special Movement: You have some unusual movement ability, such as flight, amazing leaps, very fast running, rapid swimming and the ability to breathe water, 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.
  7. Tiny but Terrible: Despite your tiny size, you are as strong and resilient as a human. You can ignore the limits on physical action and damage from Trauma Condition—Tiny. Someone experiencing this for the first time is likely to be very surprised.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Playful Relations

˄ ˅ Auren, a domestic.
˄ ˅ Callen, a child.
˄ ˅ Erynn, a supernatural creature.
˄ ˅ Fynar, a survivalist.
˄ ˅ Tharen, a magician.

Inventory

☐ Elfshot.
◯ Emerald Pen.
☐,☐,☐ Fine Monster Lure.
◯,◯ Magic Tool.
  • Elfshot ☐: A magical missile weapon that ignores the effect penalty on physical damage from Trauma Condition—Tiny. This weapon’s effect can be poison, disease, sleep, drunkenness, and/or memory loss. Playbook.
  • Emerald Pen ◯: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors, you can pick another color for your Emerald Pen if you like. Common, Gadget.
  • Fine Monster Lure ☐: Something enticing to unsophisticated creatures like a decoy, glass beads, strong drink, food, or a scent lure. Fine quality improves effect. Consumable.
  • Magic Tool ◯: A tool imbued with power. Gives +1d on a single use of a Wee One power. Consumable, 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 trickery or powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Finesse 1
Prowl 2
4 points by choice, no higher than 2 in any one.