SECTIONS
INTRO
COMBAT
NEW FEATS
MONSTERS (current page)
MAGIC
ARADIA (setting)
OVERVIEW
FMs and NPCs
In order to facilitate rapid, action-movie-style combat, a new
type of NPC has been added to the game, the Fodder Monster (FM.)
A Fodder Monster is any bruiser which shows up mainly for the purpose of
harrassing the PCs and making the fight more interesting.
The following rules apply to FMs only. NPCs and PCs are treated as extra special combatants. NPCs and PCs must be the sole target of any attack made against them, for instance, but each can target as many FMs in one go as their player or the DM likes. For each additional FM beyond the first you attack, however, you must subtract one from your roll.
Also, if your total attack roll is ever 5 or more greater than the FM’s Armor Class, you get to describe how that FM was taken out. You don’t have to kill it, if you don’t want to (or if you want to question it later), but it is, none-the-less, out of the fight (no matter how many hp it had left) in any way you wish to describe it. Revel in it.
FMs may never deal enough damage to kill a PC or NPC. Damage done by an FM to a PC or an NPC always stops at 0hp (unconscious.)
MONSTER FEATS
You may wish to consider changing the Race system for the game. Instead,
handle all racial abilities and powers as new kinds of feats. Since
most creatures in Dnd worlds are more-or-less humanoid anyway, you can
use humans as the default being (no mods either way, except maybe the extra
Feat, to even things out.)
If you use this system, you must assign one animalistic or, by human standards, freakish body part or aspect of appearance to your character for each of these Feats you take. (It can be logical, like giving yourself wings when you take FLIGHT, or whimsical, like giving yourself a tail and cat-ears for any reason at all.)
BREATH - You can induce any of the conditions* listed on page
83-85 of the DM’s Guide in anyone who fails a FORT save vs. your Character
Level + CHR modifier + 1d20.
EXTRAS - You are considered to be carrying as many extra “natural”
weapons as your Character Level.
FLIGHT - Your character may fly and even carry others (with
a skill roll modified by STR.)
GAZE (or SONG) - You can induce any of the conditions listed
on page 83-85 of the DM’s Guide in anyone who fails a WILL save vs. your
Character Level + CHR modifier + 1d20.
HURL - You may make a ranged attack without any weapons or anything
to throw. Your damage is equal to your Character Level + the highest
of CON, STR or CHR.
NATURAL ARMOR - You may add +2 to your AC. (This Feat can be
taken once per level.)
NATURAL WEAPRONRY - You do +5 damage with hand-to-hand attacks.
REGENERATION - Pick two types of damage to which you are not
immune. You regain all hp lost from any other type of damage at the beginning
of each new sequence (or when the fight ends.)
RESISTANCE - This feat can be taken more than once. Pick a type
of damage each time. Each time that type of damage is dealt to your
character, you get to subtract your CON modifier + your Character Level
from it.
SWALLOW WHOLE - This only works on things one size rank smaller
than you. You can swallow anyone whole if you beat their AC by 8.
PCs and NPCs are automatically disgorged at the end of the sequence.
TOUCH - You can induce any of the conditions* listed on page
83-85 of the DM’s Guide in anyone who fails a REF save vs. your Character
Level + CHR modifier + 1d20.
TRAVEL - You can arrive in any area before someone else who
started out from the same point you did by 1 minute per Character Level.
VENOMOUS - Once you’ve successfully damaged an opponent, you
may spend MPs to do 1 free point of damage each until the victim is healed
or otherwise recovers (instead of for +1 to attack.) These MPs may
be spent passively (you don’t have to wait your turn.)