Post by RuleSpectre on May 10, 2012 12:39:47 GMT -5
Midgi/Midget Madness
Prerequisites:
Player must be a child age 9 or under.
Player character must be a small type (Halfling, Gnome. Goblin, Gnoll, Gremlin, ect.)
Must be a Chaotic Alignment
Hit Die: (Tell the child "Choose a Number from 1-7 or roll a 1d6" for each level")
Skills: 2+INT mod
LV. BAB FORT REFLEX WILL SPECIAL ABILITIES
1 +0 +0 +2 +2 Midget Madness, Babble Incoeherntly
2 +0 +0 +2 +3 Story teller, I wanna play Zombies!
3 +0 +0 +3 +4 Midgi Madness!. Tremorsense(30')
4 +1 +1 +3 +4 Midget Gang
5 +1 +1 +4 +5 Its not Midget, Its Midgi!
6 +1 +1 +4 +5 It happened when I was 4!
Midget Madness: Manifests childlike realities to aid the party. During the player's turn, instead of "taking a normal turn" the player may say a sentence or bring up a drawing and explain what it does. This ability cannot harm anyone, but the player may think it does, confusing themselves and wasting the ability (DM's Discretion) - (P.s. Move on to the next turn, hurry!). What it can do, however is "make it rain" (for real), "Create a tree from the ground out of nowhere", "Create a non-magical item" or anything else that is not too game braking, DM's Discretion.
I wanna play Zombies!: Summon (1 dice of player's choice, d12 being max) zombies that will fight alongside the party. When no more enemies remain, zombies will turn on the party.
Babble Incoeherntly: (Once per combat)- This ability can be taken out of turn. The character comes up with an ingenious idea to complete some abstract goal that changes from one moment to the next (i.e. "Win the game", "Kill the bad man", "Midgi Madness??")Everyone within earshot of the babble must make a DC = "10+Player Character HD+Cha bonus" Will save (friend and foe alike) or take a -2 distraction penalty to to-hit and damage rolls as they try to figure out what the player was trying to get at for the remainder of the fight.
Story teller: When midgi madness learn what a book is for the first time they believe they are instant storytellers and can read better than anyone else and you cannot tell them otherwise - They also tell obvious lies. This ability can be used two ways The first is: When the player pick up a book and starts reading things that aren't there it creates illusions in game. DC = "10+Player Character HD+Cha bonus" Will save (friend and foe alike) to disbelive the illusion a failed will save will make the illusion affect those whom have failed it's reality. (DM's Discretion).The second way to use this ability is for the player to lie about something that is obviously a lie to anyone hearing it. DC = "10+Player Character HD+Cha bonus" Will save (friend and foe alike [anyone that knows the player is full of crap]) to stop from laughing or take a cumulative -2 distraction penalty to to-hit and damage rolls for 1-6 (child's choice) rounds or roll a 1d4 dice (child's choice).
Midgi Madness!: Anger Manifested! - This ability is activated whever the player gets upset or complains about something. This ability has many ways of being used, which are not limited to the scope of what I can write here, but of some examples that I might be able to provide...
Ability can be used 3+cha mod times/day
Player actually using the ability:The character's head becomes red and grows until it pops out Angry faces, or something else that the player comes up with. Which come to life and distract players and enemies. Make no mistake, unlike previous abilties these manifestations can do damage (DM's Discretion). The player chooses a dice to roll (reroll 1s) and that is the amount of manifestations that emerge.
Player getting sent to their room and having to quit the game due so unforseen circumstances:
The player's anger does not leave the room. An angry mod of Chaos Gremlins stalk the party just for the sake of annoying the hell out of them, steal things, confuse people and knock PC's unconsious so they don't get futher than the player during a session the PC can't be a part of. (These creatures come from the Maelstrom, so if they get killed they just disappear and go back to their home plane - the creatures will leave the PCs alone if they are in real danger)
Midget Gang (Once/day): Player can cry out for friends, they all show up angry about something and immedatly must make a Will save DC=15 or start brawling each other (cinematic only - [player makes the will save against their own will on behalf od the other midgis] If the will save is failed then the terrain is just difficult terrain now as everyone, monster and player have to climb over the fighting bodies - The midgi fight will bruise some of the midgis, when they get bruised they run away) If the will save succeeds then the player gets 2d10 extra attacks. The various penalities are equvelent to the bonues so no penalties or bonues, though the other characters in the party can get flanking bonues. The midgis are difficult terrain otherwise.
Its not Midget, Its Midgi! (Is only used when this exact phrase [or its equilivant "Its not Midget Madness, Its Midgi Madness!" comes up, may interrupt gameplay): This merges anger and creation into one big mess that is uncontrollable to the player. It creates a rift that joilts everyone around the player into the Maelstrom.
It happened when I was 4! (Is only used when this exact phrase [or its equilivant "Remember when I was 4" comes up, may interrupt gameplay): If the players are in the Maelstrom and the Midgi remembers the good old times, it joilts everyone back to the plane they last exsisted in when the confusion started. If they were in a battle at the time, start the battle exactly where it left off, using old intitavies and everything, as far as this reality goes, no one ever left. All items and damage however stay.