Mercy Wisp
Celestial · Crown of Redemption
T1d4Minor
A small luminous figure about two feet tall, shaped like a child made of warm copper light. Its face is sorrowful but not despairing. It moves slowly, gently, always toward the wounded. It hums a wordless melody that is both sad and comforting.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 8 · ATK +0 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 20 | - | - |
| Cunning | 8 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Pacifist
Will not attack under any circumstances. It tends the most grievously wounded creature present, regardless of allegiance, and flees if threatened but always returns.
Maneuvers
Healing Touch
One creature it touches regains 1 Vigor, or has 1 wound removed if its Vigor is full. Once per day per creature.
Aura of Mercy
Its hum swells to fill 30 ft. Each creature in range makes a Heart save (DC 11) or will not initiate attacks for 1 round, though it may defend itself. Every wounded creature in range regains 1 Vigor.
Reactions
Compassionate Shield
When a creature within 10 ft would take damage, the wisp drifts into the blow, taking 1 of that damage in the target's place.
Tactics
GM tactics
Mercy Wisps do not fight. They heal, they calm, they absorb rage. They move toward the wounded and tend to them regardless of allegiance. They flee if threatened but always return. They appear in the aftermath of violence as a gentle reproach-everyone who still breathes has a chance to be better.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.