December 9, 2016

Hero of Legacy

Martial Archetype
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based board game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Hero of Legacy

Pauldric Parsons, the man history knows as the First Legacy, was a man of simple means and humble origins. Despite being a poor wheat farmer, Pauldric was the mortal son of a forgotten but not yet powerless god of the Sun and Harvest. During a raid on his lands by orcish invaders which threatened his land, his home, and family, his godly blood took hold of his mortal form, and he smashed through the oncoming horde with ease. Parsons took up the name Legacy to honor his godly parentage, and devoted the remainder of his amazingly long life to destroying the forces of evil.
     Since then, the children and descendants of the Parsons line have upheld Pauldric's Legacy: once or twice a generation, a child would display a feat amazing strength or impossible prowess, and once identified they would be trained to fight and use their strength for good. Though the bloodline has split thousands of ways over the ages, those with a deep connection to the Legacy still exist, and with the right training can bring their powers to fruition and forge their own Legacy.

December 7, 2016

Tucker's Kobolds

Every gamer should know the tale of Tucker's Kobolds. If this legendary D&D story has somehow passed you by, click here to enrich yourself before reading further. (It's a pretty short story, I promise.)

It's not hard to see why Tucker's Kobolds has wormed its way into the D&D consciousness at large: it's essentially a parable of creatively crafting hard, engaging encounters, using even the lowliest of monsters and tools. It's drenched with creativity, and it's entertaining to boot. I think this little story might just be a microcosm of why I love D&D.

In that spirit, I bring you a little hazard to bring Tucker's Kobolds to your table. In fact, these rules are system ambiguous, so share them far and wide -- all RPGs are welcome into the kobolds' lair.

Tucker's Kobolds 

Adventurers can find immense trouble inside kobold lairs, for their warrens are littered with traps and murder-holes large enough for the nimble kobolds to strike and maneuver, but too small for most adventurers to pursue. In turn, kobolds are famous for their ruthless guerrilla tactics, which are named for the great historian Tucker, who first detailed them.

December 5, 2016

Maiden of the Mists

Otherworldly Patron
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Maiden of the Mists

The Dead Mists of R'lyeh have for eons been a deadly trap for astral travelers. Foolhardy wizards and mystics would push themselves further and further into the astral sea, and would eventually find themselves wrapped in the eldritch mists. Lost and without guide, they would inevitably succumb to the mist's soul-draining effects, and would become little more than food for the astral beings who slept in the mists.
     Such was the fate of one such explorer: Faye Diamond, a scholar of the otherworldly from another time and another place. Lost in the mists, she assumed that her fate would be the same as those who had come before, and indeed it would have had she not made contact with The Master of the Mists. Though their astral connection, the Master taught her all that he could about how to navigate and control the mists, and though this intervention Faye was saved.
     Decades later, a much different woman returned to the mists which once threatened to consume her. Faye had become so attuned with the Dead Mists that they were now a part of her, and she a part of them. Fearing that she would finally be destroyed by the mists, she searched for her old master. Upon discovering his resting place and seeing his lifeless form on an eldritch golden throne, she immediately understood her final purpose: she would become the Maiden of the Mists, and would guide others the way her master had guided her years before.

December 2, 2016

Way of Repair

Monastic Tradition
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based board game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Way of Repair

In a forgotten corner of a dark and wicked city, there stands a rundown repair shop, ignored by most. On most days, a blind old man wearing simple garments and a belt of tools, waits in the shop for customers and tinkers with his projects, items seemingly broken beyond repair. Despite his calm demeanor and soft-spoken voice, many who encounter the old man can sense that, despite his age and blindness, there is more to him than meets the eye. Some even think the old man is dangerous; they are right.
     In truth, the old man, who responds only to "Slim", was a martial arts master of unparalleled ability. He dedicated his life and skill to the protection of his city, which is plagued by criminals and corrupt lords. His repair shop was once a great school, and he trained a number of capable, powerful warriors. Sadly, his greatest pupil betrayed him, putting out his eyes and joining the ranks of his foes. His spirit broken, the old man shuttered his school for decades, and vowed never to take another student.
     Yet, as the old man began to approach his final years, he found himself ill-content to take his knowledge with him to the grave. He began training new students, hoping that one may surpass his former pupil, and exact the justice upon her that she deserves.

November 30, 2016

The Hand Grows

This week I want to lean back and catch all of you up on the state of MFoV.

Knuckle and Nail

First and foremost, I want to officially welcome two new Digits into the fold -- The Nails and The Knuckle. Like The Palm, these two are old hands over at the GiantITP forums (where they go by Ninja_Prawn and DracoKnight, respectively.) They have tons of experience under their belts and loads of cool ideas in store for you. Be kind and welcome them to the family! So far, they've patiently been waiting for the release queue to open up, but you can expect to be seeing far more of their creations in the coming months.

Tundra is Coming

We've got a doozy of a book this month on Patreon. If you're running a game that takes inspiration from Game of Thrones, Skyrim, or the Lion the Witch and the Wardrobe, you need to check out the Tundra Update. This book aims to bring players and DMs alike into the frosty north with new archetypes, spells, hazards, monsters, and magic items.

The Tundra Update releases tomorrow on December 1st, giving you plenty of time to plan out the obligatory Christmas campaign.

Sentinels of the Multiverse

The next few regular posts are going to seem all over the place: a lovecraftian warlock that controls otherworldly mists, a grease-monkey monk that fights with garage tools, a dauntless superhero empowered by his ancestry, and a island warrior. What they all have in common is that they're inspired by the card game Sentinels of the Multiverse, by Greater Than Games. They're not sponsoring us or anything like that -- we just like the card game and wanted to bring it to our favorite tabletop RPG. So, let us know if you like this sort of thing! There's an abundance of great inspiration out there, even just in this one card game.

November 28, 2016


Notes from the Nails: it's no secret that I have a 'thing' for fey creatures. In fantasy stories, I am often attracted to these mysterious, inscrutable beguilers, be they dryads, pixies or sprites, which is why I wanted to share my fey homebrew with you all! I'll be starting with the satyr, along with a fey-specific Sacred Oath and a pack of fey-themed spells. If you like what you see, leave a comment to let us know - there's plenty more where this came from!


When I awoke, a single beam of light shot past my eyelid and landed, screeching, into my brain. By degrees, I fought past the pain in my cranium to take in my surroundings: a grassy field, far from the tavern in which I last remembered myself. Every detail of the night blurred together in a collage of shapes and colors, devoid of meaning.
     "Rough night, huh?" a voice behind me beckoned suddenly. A cheerful satyr lounged on a broad stone nearby, his fingers quietly drumming on an idle pan flute in his lap.
     As he began to raise the pipes to his lips, I sensed his intent far too late to intervene.
     "Please, don't..." I choked out quietly.
     Alas, he started on a melody, which thumped, and screeched, and howled into my throbbing brain.
     You happy people: don't forget my mistake. Don't try to out-drink a satyr.
- Mal, the Duskblade, on Satyrs

Squat, hairy, human-shaped fey with goat-like features and hoofed feet, satyrs love to dance, sing and frolic. They are wholly devoted to the pursuit of pleasure, and will celebrate any festival they hear of – the wilder the better! Satyrs will take any excuse to cut loose, often inventing flimsy pretexts to derail conversations and make themselves the center of attention.

November 25, 2016

School of Simulacra

Arcane Tradition
Comments from the Finger: I thought of doing something a little different for the wizard of the Tundra Update. Ice and snow have a different purpose when it comes to spell components, after all.
     The Tundra Update comes on the first of the month! Sign up on Patreon to get your hands on it!

School of Simulacra

Many view the snow as a byproduct of cold weather and a portent of colder times to come, but wizards have long known the potential of snow and ice as special components for their spells. With the right words and gestures, a particularly long ritual, and a potent illusion, a mass of snow or ice can be molded into the exact likeness of a creature, creating a lifelike doppelganger knowns as a simulacrum.
     This spell has such versatility and such usefulness, an entire school of magical thinking has sprung up around its use: the School of Simulacra. Its practitioners are called simulators, and are always, except in rare circumstances, accompanied by simulacrums of their own creation.