1. Basic Info
Type: Moderate Size Xenic Creature, Imp
Moral Points: -10
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
3. Armor Stats
|Block||0 Weapon||0 Armor|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
|Weight Limits||Carry: 45
Lift 1H: 7.5
Lift 2H: 15
|Move Rates||World: 1
|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)|
|Evade||11||Small Target Bonus: +5|
|Magic Stats||Magic Power: 0
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
|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
|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|
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;
|self||instant||1 skill point =
2 skill mastery %
|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 %
|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 %
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.
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.