Ads 468x60px

Labels

Thursday, May 8, 2014

#MtG #Faeries as a #13thAge Playable Race!


I couldn't help it once +Adam Minnie gave me the idea, and here's an initial adaption of the Faeries from Magic: The Gathering to the rules of 13th Age!
I think I found an elegant solution to represent the variety and the "tempo mastering" of MtG faeries, although it's so difficult to find equivalent mechanics between such fundamentally different games...

Feedback needed!


Faeries

Faeries are mischievous creatures, taking advantage of their diminutive size to disrupt their enemies' actions at the most surprising moments and in the most surprising ways.








Ability Score Bonus: +2 CHA or +2 DEX

Tiny: +4 AC bonus against Opportunity Attacks, but all your damage dice are always lowered by one die category, and your base HP value is lowered by one.

Fae Invisibility: you can use Shadow Walk as a Rogue with a +2 bonus to the attack roll, and you can also start combat as if all enemies were successfully affected by the power (that is, you start combat removed from play).

Choose one racial power:

SPELLSTUTTER SPRITE Once per battle, when removed from play, you can return into play earlier when a nearby enemy casts a spell, and cause the spell to fail if you win a contest of Charisma versus the enemy's Wisdom.

PESTERMITE Once per battle, when removed from play, you can return into play earlier when a nearby enemy attacks, and cause the attack to miss if you win a contest of Charisma versus the enemy's Wisdom.

SOWER OF TEMPTATION Once per battle, you can use your Shadow Walk attack against one enemy to charm it as with a Charm Person spell, instead of removing yourself from play. Although you can do so in combat, unlike a regular Charm Person, the effect ends early if you remove yourself from play, or if you take damage.

FAERIE IMPOSTOR Once per battle, when removed from play, you can return into play earlier during an ally's turn and physically replace him or her, who instead is removed from play and will return at the start of his or her next turn.


Racial Feats

FAERIE POWER (Adventurer Feat) You gain another Faerie racial power. You can take this feat multiple times, each time selecting a different Faerie racial power.

FAERIE CHAMPION (Champion Feat) As a cyclic spell, you can summon a faerie as an interrupt. The faerie uses the stats of a Ranger Hawk Animal Companion of a level equal to yours minus five, with the exception of having a Charisma score of 16. This faerie has a faerie racial power of your choice, which he or she can use instantly when summoned. The faerie will disappear at the end of your next turn.