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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 Defense: 20% 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 NameCurrentFullModifiers
 HP 20 20  
 SA 6 6 +10 (runic element)
 EP 30 30  

3. Armor Stats

Stat NameCurrentFullModifiers
 PR 51 51  
 MR 33 33 +18 MR against life magic
 Block 34 Spear 0 Armor  

4. Main Stats

Stat NameStatRace MaxModifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat NameStatModifiers
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

LocationItemAttackBlockDPRangeWeightRune Stone or Enhantments
Right Hand Gold Short Katana 10 + 1d6 0 60 1 8 + 1d8 damage against death element

7. Equipped Armor

LocationItemBlockPRMRWeightOther 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

LocationItemDescrptionSpace TakenWeight
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

Skills & Abilities

Skill or AbilityEffectStat & Action CostRange & AreaDurationSkill Points to Skill MasterySkill 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 %
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 %
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 %
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 %
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.

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.