KING
Muse-Light

Muse-Light

Celestial · Crown of Beauty

T1d4Minor

Small orbs of iridescent light trailing faint music-not melody but the emotional core of song. They pulse in colors matching moods: warm gold for joy, deep blue for melancholy, fierce red for passion. Each is unique. They make nearby things more beautiful.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense16--
Heart18--
Cunning14--
Fate16--

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

Passives

Passive

Detect Despair

Senses Crown of Despair influence within 120 ft and glows brighter the closer it comes.

Passive

Beauty's Shield

A creature that deliberately destroys a work of art, music, or genuine beauty within 30 ft takes 1 damage as the Muse-Light screams. The cry carries to every Muse-Light within 300 ft.

Maneuvers

Maneuver

Inspire

One creature within 30 ft gains +2 to a single roll of its choice this round. Once per day per creature.

Tactics

GM tactics

Muse-Lights provide inspiration and emotional support. They use Inspire to grant critical bonuses at decisive moments. Beauty's Shield punishes vandals and destroyers. Grouped Muse-Lights pulse in unison against Despair-aligned enemies, and one cry carries to every Muse-Light for hundreds of feet. They appear near artists and in places where beauty has been destroyed.

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.