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Wiki+ page: Bog Imp


 

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.

Appearance: The bog imp is small, winged, and vaguely a humanoid creature. Their long tails are three to five feet long and are tipped by a sharp barb. They often keep their tails wound about their waist. Their skin is slightly blue tinted, but otherwise appears like normal flesh.

Runic Element: Water

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.
  • Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
  • Supportive Effects: 20% chance for poison immunity.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 38 38  
 MR 0 0  
 Block 34 Spear 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Trident 8 + 2d6 34 65 3 10 20% damage to HP

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Torso Steel Chain Mail 0 18 0 20 Sneak Penalty of 20
Legs Steel Chausses 0 18 0 18 Sneak Penalty of 20
TOTAL ARMOR VALUES 0 36 0 38 Sneak Penalty of 40

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Vertigo Blast Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate. 4 SA;
1 support and 1 magic
5 hex affecting 1 target dizzyness for 1d3 rounds 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Unlike red imps, the Bog Imp prefers a solitary life. It survives by fishing and takes to the sky to avoid aquatic predators and to the water to avoid aerial and land predators. Bog Imps flee rather than fight, but often find themselves employed as spies for more powerful creatures. They are known for wry senses of humor and have, on occasion, been caught replacing an
adventurer’s gear with the remains of their latest meal. They are typically in large groups of five or more, and will only attack if cornered, and only enough to ensure their safe escape.


The bog imp has four natural attacks; a weak bite, a weak claw, a weak tail jab, and a magical attack. The magical attack deals little damage but makes the target dizzy. The attack is invisible and often used to cover an escape by the mischievous imp. Bog imps will wear weapons and armor, but may or may not use weapons efficiently. Bog imps can be encountered in groups of 5 to 20, and will try to flee any chance they get.

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

View

Wiki+ page: Death Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: dark

Moral Points: -15

Build: small

Habitat: Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to.

Appearance: A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30 +10 (runic element)

3. Armor Stats

Stat Name Current Full Modifiers
 PR 40 40  
 MR 18 18  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Small Scythe + bearded 7 + 2d6 0 50 1 9  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Silver Chain Coif 0 4 2 1.5  
Torso Silver Chain Mail 0 18 8 20 Sneak Penalty of 20
Legs Silver Chausses 0 18 8 18 Sneak Penalty of 20
TOTAL ARMOR VALUES 0 40 18 39.5 Sneak Penalty of 40

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt 5 storage given 0  
Sheath Belt Scythe Sheath store small scythe 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Crushing Grip Leaps up and grabs onto the target's neck, holding on and doing 4 x melee power damage per round. 5 EP;
1 attack and 1 support
1 hex affecting 1 target 1d4 rounds 2 skill points =
1 skill mastery %
30
Poison Blast Produces an invisible magical attack which poisons the target for 1d8 HP damage per round until cured. 4 SA;
1 support and 1 magic
5 hex affecting 1 target instant 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Death Imps are vicious little runts that prefer to attack those who are asleep or incapacitated. They make good use of poisons and are often employed by those with enough coin as assassins.


The death imp flees rather than directly confront and will beg for it’s life if cornered. It is immune to all forms of poison, and will seek out sprites to snack on where possible. It uses it’s poison immunity to coat it’s claws and teeth with thick, poisonous goo, and typically scratches it’s targets from hiding or while they are asleep. It uses it’s skin coloring to hide effectively in the shadows. If hired to kill a wealthy target, it may instead confront the target with an offer not to kill it for an equivalent sum of money offered for the assassination. Death imps can be found alone, but usually in groups of 4 to 10.

11. Spoils

3d% worth of Duram: You may loot the body for 3d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 3d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

View

Wiki+ page: Fog Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins.

Appearance: A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail.

Runic Element: Air

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.
  • Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
  • Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 39 39  
 MR 26 26 +7 MR against life magic
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Chain Whip 10 + 1d8 0 90 5 4  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Gold Sallet 0 3 2 1 +1 MR against life magic
Torso Gold Chain Mail 0 18 12 20 Sneak Penalty of 20, +6 MR against life magic
Legs Gold Chausses 0 18 12 18 Sneak Penalty of 20, +6 MR against life magic
TOTAL ARMOR VALUES 0 39 26 39 Sneak Penalty of 40, +7 MR against life magic

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt Whip Holster store whip 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Cat Scratch This skill allows the imp to scratch at its target repeatedly. The imp will roll a 1d6, with the number
shown on the dice indicating the number of attacks the imp does. The target can try to evade each individual attack or defend against the entire attack, but cannot evade the entire attack with one action.
5 EP;
1 attack
1 hex affecting 1 target instant 2 skill points =
1 skill mastery %
40
Transform into Fog This skill allows the imp to transform into fog. As fog, the imp can pass through anywhere that air can and is unaffected by physical weapons. While in a fog state the imp is still affected by magic. Unlike fog dragonians, the imp can only stay as a fog for one action. 5 SA;
1 support and 1 magic
self instant 2 skill points =
1 skill mastery %
35
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Fog imps are cowards who do not like to be seen but like to be known. They are tricksters, willing to play a trick on someone, such as swap out their gear for any odd item, including very rarely better gear, found within it’s domain, and then hide and watch the affected person’s reaction with amusement. Unlike some other imps, fog imps will not attack unless they feel corned and have no way out except to attack or if they feel like their tricks are being ignored or ridiculed and then do so just for the attention they so desire.


The fog imp will boldly attack once, each round and then try to flee. If the fog imp cannot try to flee by the end of it’s active round, and is near another enemy target, it may or may not decide to attack that target as well. The fog imp also may decide to attack it’s enemies enemy targets, just for their reaction. Fog imps have a natural ability to transition into fog to avoid a physical attack, thus magical attacks work best against them.

 

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

 

View

Wiki+ page: Gold Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Gold Imps live in caves, ruins, basements, and sewers.

Appearance: A gold imp is a small, fat humanoid that ranges from 2 feet to 4 feet in height. It’s skin has a bronze to it, and it’s eyes are bright yellow. It has long claws, and small, sharp teeth. It has a 1 foot 6 inches long, fat, tail that has a sharp edged spade at it’s end.

Runic Element: Life

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the death element by +10. Decrease magical damage done against those of the time element by -10.
  • Effects on Magic Defense20% chance for immunity to life and death magic attacks.
  • Supportive Effects: Automatically increase HP or SA by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6 +10 (runic element)
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 51 51  
 MR 33 33 +18 MR against life magic
 Block 34 Spear 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 -4 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Gold Short Katana 10 + 1d6 0 60 1 8 + 1d8 damage against death element

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Gold Great Helm 0 5 3 2 + 2 MR against life magic
Torso Gold Scale Mail 0 23 15 22 -2 Initiative; +8 MR against life magic
Legs Gold Scale Greaves 0 23 15 20 -2 Initiative; +8 MR against life magic
TOTAL ARMOR VALUES 0 51 33 44 -4 Initiative; +18 MR against life magic

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt Short Katana Sheath store short katana 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Electric Shock With use of this manipulation you create a field of volatile life energy in the form of electricity. The magic becomes unstable and electrocutes the target of the spell, doing 1d8 + 5 damage. There is a 10% chance to stun the target for one round. 10 SA;
1 magic
1 target instant 1 skill point =
2 skill mastery %
40
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Gold Imps are greedy and pompous. Gold Imps like to hoard all things, even if the thing they are hoarding is considered garbage or waste to most other beings. Gold imps will not share their hoarded treasure with anyone else, not even other gold imps, no matter the reason. Gold Imps that become familiars are equally possessive of their masters, not wishing to share
them with any other familiar or significant other… but will be tolerant of friends. Gold Imps are also arrogant, and though not typically aggressive, they will stand up and fight, believing that they will win. Gold Imps won’t come out and fight unless they feel like their treasure is being threatened, whatever that treasure may be.


Gold Imps, unlike other imps will never flee from battle. They are so arrogant, that they believe they will run, even when all other allies are dead and they are near the point of death. If attacked, the gold imp will attack back as normal with their claws, tail, or weapon. If they feel that their treasure (or treasured ‘pet’ as they refer to their master) is threatened, the gold imp will go all out in their attack and even use some magic. Gold imps may be encountered alone, or in groups as large as ten.

 

11. Spoils

1d% worth of Shillings: You may loot the body for 1d% worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 1d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

View

Wiki+ page: Mountain Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Mountain Imps live in mountain caves and crevasses.

Appearance: A mountain imp is short and compact, but built and not thin and wirely like other imps. They are bald and have overly large eyes with over-sized pupils and large, bat shaped ears. Their teeth are all flat and they have pig-like noses and round chins. Their skin color is often an ashy color or light gray,and they have no tails.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 66 66  
 MR 11 11  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 - 2 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel War Hammer 12 + 2d6 0 70 2 7.5  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Diamond Great Helm 0 6 1 1.5  
Torso Diamond Scale Mail 0 30 5 16.5 -1 to Initiative
Legs Diamond Scale Greaves 0 30 5 15 -1 to Initiative
TOTAL ARMOR VALUES 0 66 11 33 -2 to Initiative

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt War Hammer Holster store war hammer 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Dust Devil Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d3 points of magical damage each round and blur the target’s vision causing the target to have to make perception checks to hit their targets and unable to use the Aim skill. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. 10 SA;
1 magic
1 target 1d3 rounds 1 skill point =
2 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Mountain Imps are secretive and reclusive. Mountain Imps prefer to be left alone and live a lifetime of hiding in mountain caves and crevasses. They also form small, tight nit families, of no less than six and no more than twenty. Mountain Imps are unlikely to provoke a fight, but will defend oneself and fight back. Mountain Imps may feel the need to defend their cave and
will attack if encountered near their dwelling. Otherwise, the mountain imp will try to sneak away.


Mountain Imps will stand their ground in combat. They all work as a team, each helping to attack a single target until that target is dead. If a mountain imp cannot reach the target the other imps are fighting, it will fight the nearest target, but it will move closer to the community target on it’s next available move. You will encounter no less than six and no more than twenty mountain imps at a time.

 

11. Spoils

4d% worth of Duram: You may loot the body for 4d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 4d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

 

View

Wiki+ page: Mythril Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Mythril Imps live in ruins of ancient castles and civilizations.

Appearance:A mythril imp is short and thin. They have ankle length greasy black hair and have small, beady eyes and small, pointed ears. They have long, pointed noses and sharply pointed chins. Their skin color is a metallic blue, and they have no tails.

Runic Element: Space

Runic Element Information:

  • Effects on Magic Damage: There is a 20% chance of your psionics magic damage being increased by x 1.5 .
  • Effects on Magic Defense: There is a 20% chance for immunity to space magic.
  • Supportive Effects: Automatically increase Influnece or SA by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6 +10 (runic element)
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 80 80  
 MR 16 16  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2 +5 (Trained Shot)
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 -2 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Hand Cannon 4 + 1d12 0 150 14 8  
Ammo 100 Silver Bullets 4 + 2d12 0 0 0 0.1 +1d10 against undead

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Diamond Armet + skullcap, visor 0 10 4 1.83 void visual obstruction and attacks to the eyes
Torso Diamond Scale Mail + Diamond Scale Gorget 0 35 6 17.63 -1 to Initiative
Legs Diamond Scale Greaves + Diamond Scale Faulds 0 35 6 15.75 -1 to Initiative
TOTAL ARMOR VALUES 0 80 16 35.21 -2 to Initiative

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Back Bullet Sash stores 200 bullets 100 1.2
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt Hand Cannon Holster stores hand cannon 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Psy Dagger This spell creates a small projectile of space energy that flies to its target. The magic embeds itself in the target before fading away, doing 2d10 damage. 10 SA;
1 magic
1 target instant 1 skill point =
2 skill mastery %
40
Trained Shot With this skill you preform a trained shot at an enemy with a projectile weapon of your choice. This attack does +8 points of damage in gives a +5 to Aim %. 5 SA;
1 attack
weapon's range affecting 1 target instant 1 skill point =
2 skill mastery %
95
Hide This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you. 2 SA;
1 support
self instant 1 skill point =
1 skill mastery %
60
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Mythril Imps are tricksters and are very crafty, and some of the most cowardly of all imps. They love to set traps, and set some of the most dangerous and cunning traps. They are often employed for this very reason, to set traps to protect the employer’s treasures. They love to hide and watch for someone to set off one of their traps. If they see someone sidestep a trap of theirs, they will often try to trigger the trap themselves just to see it work against the adventurer. This often causes them to either get harmed by their own trap or to get caught and engaged into combat. Being cowardly, mythril imps will try everything to flee, choosing to use most of their actions to flee the battlefield, only attacking if they can’t flee.


Mythril Imps will flee rather than fight, making all of their first actions move actions to get closer to the edge of the battlefield. It is only if they are blocked that they will attack first. If they finish their move actions and cannot reach the edge of the battlefield to flee, but are next to an enemy target, they may attack that target out of frustration. Unlike most imps, mythril imps will not use their claws or teeth to attack, but instead their weapon and skill. Mythril Imps are often encountered in groups of five to twenty five.

 

11. Spoils

1d% worth of Shillings: You may loot the body for 1d% worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 1d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

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Wiki+ page: Red Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: dark

Moral Points: -15

Build: small

Habitat: Red Imps dwell in caves, living off of others’ toils.

Appearance: A short humanoid of about three to five feet in height, they have overly long arms and overly short legs with knotted, stringy muscles and lank, greasy hair. Their eyes glitter red in the dimmest of lights and their teeth are little more than sharp fangs.

Runic Element: Fire

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.
  • Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
  • Supportive Effects: Automatically increase offensive powers (melee, bow, and throw) by 5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 24 24  
 MR 0 0  
 Block 29 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 -4 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
Melee, Bow, Throw: +5 (runic element)
Melee: +5 (combat notes)
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Pole Arm 12 29 70 3 11 20% damage to HP

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Steel Sallet 0 3 0 1  
Torso Steel Plate Cuirass 0 21 0 25 Sneak penalty of 10; - 4 to Initiative
TOTAL ARMOR VALUES 0 24 0 26 Sneak penalty of 10; - 4 to Initiative

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Back Spear & Trident Holster stores spears 0 0.1

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Crushing Grip Leaps up and grabs onto the target's neck, holding on and doing 4 x melee power damage per round. 5 EP;
1 attack
1 hex affecting 1 target 1d4 rounds 2 skill points =
1 skill mastery %
55
Frenzy With this skill the imp flails madly at the target. The imp has to roll a 1d6. The number showed on the 1d6 represents how many hits land onto the target, each doing 6 plus melee power damage. The target can try to evade each claw individually or defend against the entire attack, but cannot evade against the entire attack. 10 EP;
1 attack
1 hex affecting 1 target instant 4 skill points =
1 skill mastery %
35
Berzerking Blast Produces an invisible magical attack which makes the target go berzerk. 4 SA;
1 support and 1 magic
5 hex affecting 1 target berzerk for 1d3 rounds 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20

10. 
Combat Notes

Red Imps are barely more than animals, fighting among themselves and raiding for supplies and equipment. They tend to not cook their meat, and do not manufacture any items on their own. Some of the more advanced groupings capture slaves of other races and force them to serve them until they die (usually of malnutrition or from being beaten). It is not unheard of for a red imp to exchange their own baby for a human child of comparable age, only to let the human child die and recover their own offspring after it has been raised by its adoptive parents.


The red imp either attacks with it’s crushing grip or pounds a relentlessly and gracelessly with whatever scrounged weapon it has. A surprising number actually carry spears and use them correctly. They automatically do an extra 5 points of damage do to savagery. Red Imps are often encountered in groups of five to twenty five. Whenever there are two red imps next to each other, there is a 50% chance they will attack each other.

 

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

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Wiki+ page: Temporal Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: The few temporal imps that have ever been recorded have been found deep within the world’s oldest ruins and dungeons.

Appearance: A temporal imp is short and thin, but slightly taller than most other imps. They have short, messy, gray hair and have small, slanted eyes and long, pointed ears. Their skin pail and clammy, and they have short tails, barely 4 inches long and made of only pale skin.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 40 40  
 MR 17 17  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2 +5 (trained shot)
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1 -2 (armor)
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Small Crossbow 3 + 2d6 0 60 10 4  
Ammo 100 Steel Bolts 5 + 1d8 0 0 0 0.2  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Silver Armet + skullcap, visor 0 8 5 2.27 Prevents visual obstruction and attacks to the eyes
Torso Silver Scale Cuirass + Reinforced, Silver Scale Gorget 0 32 12 29 - 2 to Initiative
TOTAL ARMOR VALUES 0 40 17 31.27 - 2 to Initiative; Prevents visual obstruction and attacks to the eyes

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Back Bolt Sash stores 200 bolts 0 1.2
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt Crossbow Holster stores crossbow 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Hide This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you. 2 SA;
1 support
self instant 1 skill point =
2 skill mastery %
50
Vertigo Blast Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate. 4 SA;
1 support and 1 magic
5 hex affecting 1 target dizzyness for 1d3 rounds 2 skill points =
1 skill mastery %
50
Trained Shot With this skill you preform a trained shot at an enemy with a projectile weapon of your choice. This attack does +8 points of damage in gives a +5 to Aim %. 5 SA;
1 attack
weapon's range affecting 1 target instant 1 skill point =
2 skill mastery %
95

10. 
Combat Notes

Temporal Imps are some of the rarest of all imp types, with there being a very small population that is known of. They are a quite group that likes to be left alone and for the most part they mimic other imps behavior. They are not likely to attack anyone unless they feel threatened, which with their lower intelligence simply accidentally walking up close by them can make them feel threatened. Temporal Imps seem to want to remain hidden and would rather gang up on and kill any intruders than flee. However they are also very easily spooked, and are notably scared of their own shadows.

Temporal Imps would rather kill any intruder than to risk having more beings know of their home. They all work closely together, ganging up on one target at a time until it is dead. Temporal Imps make minor use of a magic attack as well as using cross bows which seems to be their favored weapon. You may encounter a minimum of three to six temporal imps, but if you make it to close to their home you could encounter even more.

 

11. Spoils

1d% worth of Shillings: You may loot the body for 1d% worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 1d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

 

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