a blog of short and medium length ttrpg thinking posts

Tuesday, November 21, 2023

heralds and little guys for FMC basic

 

I absolutely love FMC Basic by Marcia B. It's as beautiful for everything it leaves on the cutting room floor as everything that it includes. That said, here's a cleric and two demi-humans it intentionally omitted.

DWARF

6 (1d8) HP per level. Reach level 2 at 1,800 XP, level 3 and 4,500, level 4 at 9,000 and level 5 at 18,000.

Dwarves are hardy little folk who are tough to trick. Except as noted below, dwarves behave like fighters of the same level; though higher-level dwarves do not automatically slay weaker foes. 

Even if it is not normally allowed, dwarves may tempt fate to avoid the effects (or halve damage) of a magic spell. 

Dwarves take the better of two tries to avoid getting lost, being surprised or springing traps underground. 

Like mages, dwarves may attempt to enchant weapons during downtime, though they may not research spells.

ELF

4 (1d6) HP per level. Reach level 2 at 2,500 XP, level 3 at 7,500 XP, level 4 at 15,000 XP and level 5 at 25,000 XP.

Elves are little folk who blend magic with their catlike martial arts. Elves take the best of two tries to avoid being surprised or to surprise others.

Like mages, elves have energy equal to their level (restored after downtime) that they can use to cast spells from scrolls without expending them. Like fighters, add the amount of energy they currently have to all attack rolls and may use magical weapons. While an elf has at least 1 energy, any bladed weapon they use counts as silver.

Unlike mages, elves cannot use energy to deal damage or perform magical research. Unlike fighters, elves make only one attack per turn, and higher-level elves do not automatically slay weaker foes.

HERALD

4 (1d6) HP per level. Reach level 2 at 2,000 XP, level 3 at 5,000, level 4 at 10,000 and level 5 at 20,000 XP.

Heralds are channels to their gods and may ask for their blessings. Roll 2d6 for the god's response; unless it is negative (2-5), the herald shines with light. Roll d8 equal to their level, or their level + 1 if the response was positive (9+):

  • Up to that many HP (total) of mindless evils (undead, devils) may be destroyed.
  • Intelligent evils with no more than that amount of HP must tempt fate or turn and flee.
  • Any nearby ally who reaches out for the god's blessing instead of fighting may regain up to 1d4 HP for each level of the herald.

If doubles are rolled, the herald may not ask for blessings again until they take a few hours of prayer to tempt fate and atone with their god. 

Even if it is not normally allowed, heralds may tempt fate to avoid the effects (or halve damage) of a magic spell. Heralds may cast spells from scrolls, but they do not have the powers of mages to complement them. They get no benefit from magic weapons.


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