Mythril Imp

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.

Vital Stats

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

Armor Stats

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

 

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  

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 29 +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
 

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

 

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

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

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.

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.

 

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.

 


There are no pages beneath this page