KING
Mercy Wisp

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)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+0d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense18--
Heart20--
Cunning8--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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

Maneuver

Healing Touch

One creature it touches regains 1 Vigor, or has 1 wound removed if its Vigor is full. Once per day per creature.

Maneuver

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

Reaction

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.