Morning, Tangerines! This post, we thought we’d try to mix it up. Lately, I’ve been playing around with Dungeons & Dragons 5th Edition, and I created a few new sub-races for Kobolds. However, they were looking so lonely, I thought I’d keep it going; so I made some quick rules for using Kobolds in Fate Core.
DUNGEONS & DRAGONS CONTENT
(These subraces require the reader to own the Kobold rules from Volo’s Guide to Monsters)
(Note: this is the default Kobold as found in Volo’s Guide).
Modifiers: +2 Dexterity, -2 Strength
Darkvision, Sunlight Sensitivity
Grovel, Cower and Beg – See Volo’s
Pack Tactics – See Volo’s
DRAGONWROUGHT / DRAGONSHIELD KOBOLDS
The dragonwrought kobolds are unique, in that they bear some semblance of coloration, much like a dragonborn; this proves their lineage to the dragons may bear some creedance. Dragonshield kobolds are similar, except that they were born normal kobolds, but were gifted by dragons to make them better guards for their eggs. They are typically stronger, revered in their tribes, and have longer life spans.
Choose: +2 Strength, +2 Charisma, or +1 to each.
Limitations: Cannot use “Grovel, Cower and Beg”; you’re too proud!
Dragon Resistance: Pick a dragon lineage:
|Black / Copper||Acid|
|Blue / Bronze||Lightning|
|Red / Brass / Gold||Fire|
|White / Silver||Cold|
You have resistance to the damage type associated with your draconic ancestry.
Dragonborn Related: If your group uses the optional Feat rules, when you take a feat, you have access to Feats with the prerequisite “Dragonborn.”
You are a special kobold, born with the unique feature of wings. This makes you a pariah in the community, for your supposed link to the a renegade god.
Choose: +1 Intelligence, or +1 Wisdom
Limitations: May not use Pack Tactics against an enemy who is within 5’ of you; this does not include enemies that are the target.
Flight: You gain a flight speed of 30’, provided you are not wearing medium or heavy armor.
Choose: Only +1 Dex (instead of +2). However, you gain +1 to any Skill
Limitations: You don’t speak Draconic.
City Folk: You have a different dialect that other Kobolds spot and resent. You are at a disadvantage when using Deceive to convince other non-city Kobolds you’re one of them, and disadvantage when using Persuasion against non-city Kobolds.
Special Rules: You may start with one feat from the feat chart; in addition, you may pick feats that would normally require the prerequisite “Human.”
That’s it for D&D stuff. As a little bit of a plug, don’t forget that Tangent Artists also does webcomics, including the swords, sorcery, and sarcasm series, CRIT!
FATE CORE CONTENT
Kobold Player Character
High Concept: Kobold Rogue
Trouble: Fight or Flight
Aspect: Coldblooded (but not Heartless); Team Player
Country Kobold: Stranger in a Strange Land
Dragonwrought: I’m the Big Fish in My Pond
Urd: I Fly Solo
City Kobold: Need to be Useful
Great +4 – Athletics
Good + 3 – Stealth, Shoot
Fair +2 – Fight, Notice, Deceive
Good +1 – Craft, Will, Burglary, Provoke
Too Small to Hit – You can use Athletics instead of fight whenever Defending against an opponent that’s larger than you.
Kobold Soldiers (Mob)
Aspect: Smelly, Scaly, Skittish
Skills: Average +1 Fight, Athletics
Spears – Unless they are ambushed, the warriors armed with Spears always have the option of acting first in the first round of any physical combat scene.
Pack Mentality – When using Fight skill to Attack, a mob of Kobold add double their teamwork bonus. However, if they use this bonus and succeed, they can only deal a maximum amount of stress they can deal is 2 per round.
(Tip: An easy way to find the total is: X = 2xSize – 1; i.e. a group of 3 will Attack with +5; group of 4 will attack with +7; etc.)
Kobold Trap Master (NPC)
High Concept: Kobold Engineer Tactician
Aspect: I Prepared for That; Glass Jaw
Good +3 – Craft
Fair +2 – Stealthy, Fight
Hidden Obstacles – In any scene in which a Kobold Trap Master is present (or has been present), the GM picks up to three zones and adds the aspect “Potential Trap” as an obstacle to each. If a non-kobold character tries to move through a zone with a Potential Trap, a player may invoke the aspect to create a trap; replace the Potential Trap aspect and replace it with a trap aspect, named however you want, with one free unfriendly invoke; depending on trap, this may create an obstacle (that opposes the character’s movement through the zone), deal an Attack (Fair +2), or something similar. As their action for the round, a character within 1 zone of a Potential Trap may use the overcome action to attempt to find it (Difficulty +2); a successful roll will either remove the Potential trap (it was never there), or reveal the trap (Placing it on the board) and making it less lethal (it loses the free invoke). Revealed traps may also be disarmed or sidestepped (using overcome).
Alternate Rules: Alternatively, if your group has a character with a high Notice, you can make the value of a sprung trap more difficult (Great +4), but the character gets a free Notice defense roll to dodge or circumvent it. (Spotting it as an Overcome action is still only a Difficulty Fair +2).
That’s it for today. Any monsters you’d like to see in 5e or Fate? Let us know! Until then, GAME ON!
-Dave Joria – Twitter
Tangent Artists – Twitter