1. Basic Info
Type: Moderate Size Xenic Creature, Imp
Moral Points: -10
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
|SA||6||6||+10 (runic element)|
3. Armor Stats
|Block||0 Weapon||0 Armor|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Lift 1H: 7.5
Lift 2H: 15
Jump Up: 1
Jump Across: 3
Jump Up: 2
Jump Across: 6
|Aim||2||+5 (Trained Shot)|
|Evade||11||Small Target Bonus: +5|
Magic Power: 0
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
|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
|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|
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 hex affecting 1 target||instant||1 skill point =
2 skill mastery %
|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 target||instant||1 skill point =
2 skill mastery %
|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;
|weapon's range affecting 1 target||instant||1 skill point =
2 skill mastery %
|Hide||This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you.||2 SA;
|self||instant||1 skill point =
1 skill mastery %
|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.|
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.
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.