Characters

Page 16

General Hurin HavocHurin Havoc was born in 2590 as the son of the Witch of Arun, Cyrene. Punished by her fellow witches for daring to love a mortal, Cyrene was blinded, bound, gagged and handed over to the Lord of Ice Gard to be used as a sexual slave. After being raped by every one of the Lord's elite Krystal Gard, Cyrene was thrown into one of Ice Gard's highest towers and left alone for many years.

Her bastard son Hurin became Lord Bastil's protege, learning the best skills Ice Gard could teach. At the age of 5 it became obvious to everyone that Hurin was of no normal origin when the young boy got into a fight with three other Citadel boys. Hurin instinctively grew to a height of nine feet, scaring the other boys witless.

From that moment on, Hurin remained faithfully by the Lord's side. At first he became the Lord's bodyguard but after implementing advanced troll training he quickly moved on to become Ice Gard's General, the youngest to ever do so at 14 years of age.

Hurin quickly established himself as a ruthless leader who often delighted in torturing prisoners. Surrounding himself with troll Henchman (whom he called the Fey'de'ke - meaning Man Hunters), Hurin became hated, feared and despised by everyone in Ice Gard and especially Ice Gard's enemies.

Hurin and Cyrene.
Hurin discovered when he was 4 years old that his mother was locked in a tower. Taken to see her by the Lord and told she was a traitor, Hurin grew up hating her. The way he saw it was like this;- If Cyrene had been any sort of Witch she wouldn't have allowed herself to be captured and treated that way. He made a promise to himself as child that he would never end up in a similar position. This is one of the reasons why Hurin lacks the confidence to sieze control of Ice Gard and replace the Lord. He understands there is a system in place and that by endangering that system he could end up on the receiving end of the Witch's wrath.
 
 

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SEN
POW
20.34*
14.56
15.67
13.20
14.40
16.75
15.00
9.56
10.23
12
SIZ
MHP
DBON
Dfbon
Atbon
Hair
Eyes
Height
Weight
Stuns
18
45
Varies
+22
+21
Black
Dk Blue
6'10"*
285lbs
8
Skills
Hurin is an expert swordsman with 73 SR in longsword, 67 SR in medium shield and 52 SR in long spear.

Abilities
Swell in size from 7' to 21' in height. This effects his STR, CON, SIZ, MHP and DBON. He can maintain up to 50' of expansion every 6 hours, losing 5' every minute from the 50.

As a Pale man he has inherited the normal resistance to cold and susceptability to fire.

Items
Over the years Hurin has taken the best armor and weapons for himself. He wields the Lord's magical Cold sword - Pyre (+10% +2/+2) and occasionally wears the Lord's Draconian armor (though it seldom fits him).

See also
Lands of Midnight Sun
Pale Folk
Men of Icegard


 
Mace of Dark Moon - Victim of the Witches of Arun.
Warrior of Dark Moon

Personality.
Mace originally stood 6'3" tall and looked like a young Norse man warrior. Well built but not hugely so, his hair was worn long, blonde and straight around a pair of lively green eyes. However at the age of 15 his life changed in some dramatic ways, the most obvious of which involved a magical curse that changed his sex.

Mace's temper is terrible. He picks fights with anyone and anything. He is loud, arrogant and very hot headed. Relying on his fists to get him out of a mess. He's never held a sword in his life, but takes to it like a natural.

Background.
Born and abandoned in Dark Moon's great wood Mace was found and raised by an old herb woman called Misa. Four years later, when she was dragged into slavery, Mace was bound to one of Lord Goron's building gangs and made to carry water to the tunnel workers. As he grew older he learned how to build a good wall and avoid dying but life was still hard, food scarce and Lord Goron's guards prone to beating people to death. The only way Mace survived into his teens was to be defiant and entertain them in set up fights. The guards would throw slaves into an animal pit and wager which would survive, the slave or the beast. Sometimes they would throw two slaves into an empty pit. One would have to kill the other or both would be executed. This kind of life and death struggle became Mace's existence as over the period of two years the young man fought 35 beasts, ranging from wild boars, wolves, dogs and snow cats. He also fought 14 human opponents and was forced to kill each one.

An opportunity to escape came when a bridge Goron was erecting across a steep gorge collapsed, dragging several people, himself included, into a freezing river. He would have drowned, but luckily found a sharp piece of slate to hammer his chains off. Wandering around the northlands for several months, fleeing the Hunters of Dark Moon (who are paid handsomely for returning an escaped slave), Mace managed to stay alive and hide the Slave burn on his right arm.

Late in 2616 Mace was rescued from prison in the town of Orikeen by Ragnek, Wizard of Day. Joining the Wizard as an adventuring companion Ragnek revealed that he had a special destiny - one blessed by various of the Northern Gods and Goddesses. *Ragnek and his friend Red were also amazed to notice uncanny similarities in Mace's features to the great Warrior King - North. Too many similarities to be mere coincidence!

After a couple of weeks with Ragnek and companions, Mace accompanied them on a raid of Citadel Ice Gard to liberate hundreds of slaves being held there. Unfortunately he was captured and interrogated by Lucille, a priestess of the Witch Temple. She became so infuriated by Mace's stubborn defiance that she ordered him dragged across the magical threshold of her Temple, instantly transforming him into what his sister would have looked like (had he had one).

Mace's hatred of the Witches of Midnight didn't start with Lucille's curse as the witch, Sidhe once came to admire Goron's new Temple to the Witch King when he was only 10. She decided she needed twelve young men as sacrifices. Lord Goron was horrified, but agreed out of fear, rounding up 12 of his finest young men (for the witches preferred the sacrifice of men). Mace was initially among the chosen but Tryst, Mace's best friend and older "brother" figure took Mace's place without him knowing. By the time he finally found out, Tryst had already been burned at the stake to consecrate the Temple.
 
 

Stats in blue are after his / her encounter with the Witches.

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
17.50
11.50
13.10
9.02
16.00
17.50
15.00
17.00
17.00
17.00
14.00
15
14
11
17
SEN
MHP
DBON
Dfbon
Atbon
Hair
Eyes
Height
Weight
Stuns
14.50
44
34
-
-
-
Straight
Blonde
Green
6'3"
5'10"
210 lbs
158 lbs
5

Dodge SR 50 +23 +1 (+26) +6 = +74 / +82
Unarmed SR 50 + 24 = 80.


 
Lucille
Priestess of Arûn
Lucille of Ice Gard

 
The 3
"We the 3 stand by dark veil,
As Midnight Sisters we shall not fail,
To stand as one and judge the Sun,
That burns and one day soon will come."

 
Palamah - Witch of DreamsPalamah was born in Dim Dale's Wishwood and raised as the only daughter among six older brothers. When she was 6, she experienced a lifelike dream, showing her home, the small village of Brambleoak being attacked by raiders from March. She mentioned it to her parents who fearful of the girl's words locked her up in their cellar saying "Dreams come from the Evil one; they fly from his Evil eye to steal the souls of unsuspecting children."
But despite her imprisonment and daily repentance, Palamah continued experiencing her lifelike dreams. Then one day raiders from March actually arrived in Brambleoak and began overturning every stone until they found her. "We are here to take you to our Seeress," they said, flinging her over a horse and running northeast. Palamah never saw her home again as two days later the Witch Madisra arrived with several Witch Guard and frustrated by the young girl's disappearance put everyone to the torch.
Arriving in March, Palamah was brought before the seeress Killet, there to learn the ways of the Wise women. Blinded (to increase the frequency and clarity of her visions and to prevent the Evil One from claiming her), Palamah quickly gained a reputation as a powerful seeress.

When Palamah reached 14 years of age she met and fell in love with a young Svorn - the Anu Spirit of Destiny. For a while the two conducted their affair in secret, but one day the other Wise women discovered her weakness and attempted to lock her away.
Rebelling against the March women's beliefs Palamah accepted Svorn's offer of rescue and conspired to run away with him into Ice Gard. The rescue proved successful (perhaps Svorn's bravest moment in centuries) and the two lovers journeyed south.

After a year they were married in the town of Orikeen, moving in together and sharing everything, during which time Palamah and Svorn discussed Destiny, entering into many arguments and furious debates.
But as time passed Palamah became increasingly worried about her mortal state. As Svorn could exchange one body for another, effectively cheating death, Palamah longed for similar powers.
Drawn by this desire, the Witch King came unto her in dreams, offering her a new pair of eyes with which to see her lover and a better understanding of Destiny and Dreams. Seeing nothing wrong with the offer she gladly accepted, if only to make herself an equal to her husband. But her new pair of eyes proved flawed - showing her what she wanted or expected to see. This simple delusion coupled with an increased craving for knowledge and understanding put a strain on her marriage - a strain that eventually caused her and Svorn to separate.


 
Mordred of the Rose Order
Rose Order

The Rose Order
An order of Knights founded in the latter part of Eternium's 3rd Age. Dedicated to the preservation of Life, Honor and Innocence and opposed to creature's of the Night such as Blood Stars, the Order proved instrumental in the rebuilding of the World during the first 1271 years of the 4th Age.

Mordred Lions
Descended from a long line of Rose Order Knights, Mordred epitomizes the Order and its values. An immense man, standing nearly seven feet in height, he represents the finest, fittest and most skilled of Knights.
In Eternium's year 1270 4A he participated in six months of experimental training, funded and organized by the Covenant (a highly advanced techno-corporation.) At the end of the 6 month period he was chosen from nearly 100 other candidates to train with the Covenant's latest prototype Cybersuit.

The Farmegian Suit
Called "Farmegian"* the Cyber suit represented a colossal technological leap forwards. Combining the most advanced CPU and neural net interfaces (linked directly into Mordred's brain) alongside state of the art photon weaponry, accelerated concussion guns, an onboard recycling and manufacturing unit and among other things a miniaturized stabilized nuclear reactor core for power
 
 
 

*Note - Farmegian was originally one of the Yennel Swords in Dobbin's Middle Earth Campaign."

 
Ki Wang - Warlord of Shadows and PitchKi Wang was born in the year 1201, in the land of Armille. After a childhood of brutality and torture as a slave of Alharumese hunters he arose to be the most ruthless and powerful of all the Shaylond's to ever live. His power remains unequaled to this very day and his mere name is enough to send children and adults alike, running to pray.

At the age of nine, Ki Wang was sucked into the mysterious Obelisk of Gloom; an immense structure in the capital of Alharum built by an Ancient and even more mysterious being called "Gloom". Inside the Obelisk, Ki Wang lost twenty years of his life. It is said by the priests of Shy-re that time could not touch the inside of the Obelisk. Within its sanctum, Ki was shown many secrets as when he emerged in the winter of 1230, he was the New Master of the Void. *Note - However Ki couldn't remember entering the Obelisk or anything that transpired within it.

Able to smite his enemies with spiritual energy and summon shadow warriors to do his bidding, Ki marched straight to the Shaylond of that day, a man called Malaki and demanded the ruler's subjugation. Malaki refused and attempted to kill Ki then and there but the Master of the Void fought himself free.

After two years of blood war, Ki killed Malaki on the battlefield and became the new Shaylond. 

1261 - Defeated by the armies of Kaimyrrh. However he does gain the White Sword - an artefact of great power entrusted into the keeping of Toma'shar of Caste.
1263 - Ki returns to The Obelisk of Gloom.
 
 

STR
INT
WIS
DEX
AGI
CON
CHA
COM
HEA
SIZ
22.00
19.90
15.45
16.50
18.23
24.00
18.78
10.00
14.32
18.00
POW
MHP
Height
Weight
Hair
Eyes
Dbon
DfBon
AtBon
Stuns
29
53
6'9"
280lbs
None
Blue
-
-
-
12

The White Sword
Forged by Dakron the Mage Smith, a dragon masquerading as a human, in the 7th century, the White Sword was always intended to be a weapon of purity and light to banish the darkness and destroy all shadows. However Dakron was unhappy with the final result, saying that it fell too far short of his vision. The sword was thought lost or destroyed and remained so for several centuries until in the 13th century, Ki Wang heard rumors of its whereabouts. He led an army into Kaimyrrh for one reason - to find the sword, become the Greatest Warlord to ever live and free his master - the Demi God Gloom from his imprisonment in the Obelisk.

A two handed blade forged from a mysterious white alloy called Illuminen, the sword is infused with certain powerful magics.

+20% +5 / +5, 3d6 base damage.
The sword can only have one designated wielder at any time. For anyone to even pick up the blade, the prior wielder must first be dead. Attempting to pick up or move the blade under any other circumstances results in a 10d8 lightning strike.

The sword can call lightning 10 times a day. It takes 1 minute for each bolt to brew in the sky above. Then when the bolt strikes it hurtles down doing 10d8 damage to everything in a 25 foot radius. The bolts can strike anywhere within a 2000 foot radius of the sword but the sword must be raised skyward first.

The sword can Dispel magic at 19th level by being rammed into an object or struck against it. The White sword is the second most powerful dispelling artefact in existence, with no limit to the number of times it can work. However once an object "saves" vs its power once, that object is forever immune.

The Mark of the Void.
One of Ki's most powerful abilities was being able to create Void warriors or "Damshu." Read about Shane for more information of Ki Wang's return.


 
AbbeyniahAbbey Niah was born in the year 2568 in the land of Elandia. As part of a prominent family of merchants her childhood was spent on luxurious caravans traveling between Lanth, Berthain, Kane and Shandar. Her father, Isaac Niah, was a high ranking operative in the Shandarian Guild of Secrets and gradually (if unwillingly) introduced Abbey to Elandia's underworld.

During her early twenties Abbey became a full time spy for Shandar as she already knew the Shandarian language of fans - a language reserved for the ladies of the court and was an expert at unarmed fighting.

On her third solo mission into Elandia, Abbey fell foul of Mordark's second, more secretive, Coven of Chaos. A seemingly innocent spying and infiltration mission went horribly wrong and Abbey was captured by Lord Slavis and Lady Ciris. Magically enslaved by Ciris and used as an automaton-like servant, Abbey suffered for four years, until being freed by the twins, Luna and Lyssa.

2592 - Traveling with Luna, Lyssa, Andry (a stablehand), Lars Marnet (most infamous spy of Guild of Secrets) and Luvon (Master of Elements), Abbey helped uncover a system of "invisible" spirit roads traversing Elandia. Instrumental in the downfall of Mordark's second coven, Abbey was present at a blazing confrontation between Slavis and Lars.
At the height of the battle, after Lar's tragic death, Abbey decided to sacrifice herself for the greater good by destroying a Chaos Alkium (the source of a Coven's power beyond Mordark's borders).

As a result, Abbey was sucked into an unstable Chaos gate, her body and soul drawn inexplicably to Mordark. The untamed forces of gate wrought changes, both physically and mentally upon her.

For a time, Abbey lost all memory of her previous existence and wandered alone and unnoticed through Mordark's everchanging lands. Then one day, as Fate would have it, she stumbled upon the lair of The Artificer - a mysterious and lonely being (indigenous to Eldahar but living, safely, within Mordark's borders).

As was the Artificer's way, one day, years later, Abbey was turned loose. Remembering something of her past and finding herself cured of all Chaos ailments, she looked around. Her benefactor was nowhere to be seen, indeed all memory of him, her, or it had been erased from her mind. As for her body, she was now inside an archaic and alien type of armour. Unable to be removed, it became a metal prison, in which only her head and shoulders remained free.

After wandering around Mordark for several days, Abbey encountered Fiann Frostbringer.
Fiann wielded the sword Frostbringer - more than a weapon, but an instrument of free will, Fiann had discovered a way to share the sword's spirit with other objects and beings, which had the effect of freeing Mormen and other Chaos bound servants from Moorum's power.
Abbey journeyed with Fiann but went her own way in 2602, traveling northwards into the land of Louhri, the Ice Queen. Then in 2603 she met the mysterious and powerful Ashar. Ashar gave her a purpose to exist and a cause to champion. In return Abbey became a loyal advocate of Ashar's World-changing plans.

Note - Ashar studied Abbey's Anule's and attempted to locate The Artificer's lair, to no avail. The Anule's defied Ashar's probing so in the end, Ashar had to accept Abbey as an enigma.

Armor of The Artificer
A silver suit of interlinking plate armor, intricate but alien in design. Protecting vs all attack types as AP 30, it covers every location at 100% other than the chest - 90% and head 0%.
If a piece of it is removed, the metal immediately seeks to rejoin the whole, moving at 1 foot a second.
The armor repairs itself, 1 AP every minute and can totally reform itself over a period of one hour.

The armor is made up of billion's of tiny "living" organisms called "Anules." These Anules communicate with one another and to a limited degree, with Abbey. Capable of entering another being's bloodstream, the Anules can be used to regenerate tissue, eradicate diseases and poison. Over recent years, Abbey has trained them (under Ashar's guidance) to recognise specific ailments and injuries.

If Anules enter another body, they only remain active if Abbey is within 2 feet. If Abbey moves any further away, they leave the current host and return to the whole.

One major setback when using Anules is system shock. The Anules aren't as gentle as the body's natural immune system. Powerful and capable of incredible things, the Anules are like using a sledgehammer to hammer in a pin.

Anule skill
01-65 Complete success. Area regenerated, ailment erased, object repaired.
66-79 Failure - no side effect.
80-90 1 Side effect, +0%
91-95 2 Side effects, +10%
96-99 3 Side effects, +15%
100 4 Side effects, +20%

Sample Side effects
01-10 Itching.
11-20 Skin irritation.
21-30 The shakes.
31-41 System shock x 15.
42 Anules transform object / being, either for the better, worse or just into something different.
41-50 Temporary loss of a sense.
51-60 Temporary nausea.
61-70 Temporary memory loss.
71-80 Fever. Temporary drop of immune system. 
81-90 Anule's target wrong area.
91-100 Target is broken or wounded. 
101-110 System shock x 10 or coma. All other effects last d100 days.
111-120 System shock x 5 or coma. Failure by x 10 and death. All other effects are permanent.


 
Erohna - Witch of ArunErohna was born in the land of Gordakar in 2543. At 14, after years of sexual abuse by her father, she finally mustered up the courage to kill him. At the time she was a withdrawn girl who would stand out in a crowd by wearing black clothes and dark makeup. She would also scour the market places for books on magic potions, poisons and rituals to fuel her reputation as a witch. Intelligent and independant she schemed and planned with unnatural ease. 
But after killing her father Tye, things started to go wrong. She was arrested and imprisoned, pending execution. After a few days in prison a priest came to her every night for seven nights. The priest called himself Ru'mah'nay and spoke to Erohna at some length about her life. At first she hated the man and found his philosophical views a source of contension. She argued vehemently, often cursing him and his beliefs until on the seventh night, after heated debate, Ru'mah'nay finally smiled and said, "You have fought to the very last and earned yourself a reprieve." With that the priest stepped inside her cell and by magic, his face became that of her father. "What do you see?"
Erohna stared up in disbelief but possessed enough self control and insight to remain calm. "I see my father."
"The source of your strength. Because of him, you have taken control of your own destiny."
"And look where it got me."
"Yes - and look where it might take you," the priest replied, touching Erohna's brow.
Images suddenly flooded her mind and when they had passed, she gazed up in wonder at another man's face.
"Who are you?"
"My name is Arun. Let me lead you from this place."

Erohna is known as the Witch of Dark Shadows and proud of the name. Serving Arun for over 50 years she maintains a youthful appearance by causing others pain and grief. She is infamous among the other witches for being unapproachable and completely evil minded.


 
Saberhagen - Ambassador of Daig
Saberhagen was born in the year 2203, in the shadow of the Black Mountains. His father, Cyrus Len, was an exiled soldier from Eridorn whilst his mother, Emily Wright, was the wealthy daughter of an Eridornpolitician. Deciding to elope together, Cyrus and Emily spent several years running and hiding from Emily's crazed Uncle Malkus who desired Emily's wealth and body. Eventually they sought refuge beneath the Black Mountains - gateway to the Land's of Mordark and through hard work, built themselves a farm.

Cyrus, a Captain of the Guard and Law Keeper of some renown was well known in Eridorn and considered something of a hero. But after angering several magnates in his quest to uphold the truth and law, he was framed for murder, disgraced and put on trial. Realising the system had been turned against him, Cyrus became disillusioned and lost. Only his love for Emily spurred him on.

Cyrus would regularly visit and trade furs at the nearby Citadel of Amath Sireen - a hive of villainy on the border of the Black Lands and at the edge of the Black River. Rubbing shoulders with Orn, Mormen, demons and other fell beings, Cyrus still managed to carve out a life for himself and his family.

One day in Amath Sireen, Cyrus was approached by a Mordarkian Mage called Mallash. "Your son has great potential. He could learn magic; I would teach him."
"I don't want my son studying the Black Arts!" Cyrus snapped back, ready to run the magic-user through with his blade.
"Do you think your son will have much a life here? With his abilities he could be so much more."
In the end Emily persuaded Cyrus to take Hagen to the mage for appraisal and shortly after Mallash took the boy as an apprentice.

Years later Hagen became Saberhagen, Master of the Black Star, a 13th level mage of some determination. He quickly became quite a renowned diplomat along the Black River, setting up deals and trade alliances between the various warring factons of Southern Mordark.

The Black Star of Daig.
A potent Talisman of the Black Arts, this 4" metal disc is worn around the neck from a length of plain silver chain. It is engraved with ancient symbols and contains a powerful alteration magic.
Activated by being held aloft as the wielder's fingers trace a circle anti-clockwise around it's rune engraved rim, The Talisman let's forth a twelve pointed Black Star of Energy that quickly rises to a maximum height of fifty feet. Once as high as it can go, the star explodes raining Hell Fire down on everyone in the area doing 12d12 damage (save vs 12th level for half). Everyone killed by the Black Star is sucked within it (wielder not included as they are unaffected as long as they continue holding the Talisman - if knocked or dropped and no longer in their grasp, they are burned as well.). Souls trapped in the Black Star are sent straight to a Mini domain of Hell - regardless of their original destination upon death. However once the Black Star is destroyed, all souls are free to leave and go to Elondil or Daig etc.

The Black Star was created for the Overlord of Hell - Dienses the Drynn, in 1202. It was forged by the Dark Elves and infused with Hell Magic by being touched to the Auras Remus itself.

Dying.
Saberhagen was killed by an old Knight of Ortha called Judanyo Silvenne. It was a hot weekend in 2240 (Saberhagan was then 37). He was indulging in a spot of gambling at The Mystic Tavern near Fenring - Citadel of the Black River and home of Njel Sardinear, the Lord of Mordark when out of nowhere a sword suddenly ran him through the stomach. Judanyo then said, close to his face, "I hearby avenge the death of my kin. May my sister Jenera now rest in peace." With that, Saberhagan died and went straight to Daig.

Once in Daig, Saberhagan began suffering his eternal lot of torment and horror. However not long after arriving he met the current Overlord of Daig - Ashar and was offered a deal. "I need someone to 

Ambassador of Daig.
Saberhagen has spent 76 years in Elondil, only leaving to report back to Ashar in Daig when he learns something interesting. Granted Nuetral status by the God's of Elondil and allowed to wander freely (within reason) around the various pantheiad's of Heaven, Saberhagen enjoys annoying the prim and proper immortals, often flaunting his own "evil" by regularly commiting heresy and stirring up trouble.

To aid him in this mission he has the greatest mischief maker of them all - the Hell Imp; Barnabus Alucious (AKA Barnaby). 

Spells.
Saberhagan knows a wide range of spells... some are listed below;-
Fireball 8th, Smoke cloud 5th, heal wounds 4th, Cause blindess 5th, Wizard eye 6th, Ice wall 7th, Phase door 9th, Magic shell 10th, Quake 11th, Transmute rock to glass 8th, Flesh to stone 9th, Stone to Flesh 8th, Darkness 5th, Obscure door 5th....

He has a total of 67 mage spells in his Spell Book - all Runaic based.

Barnabus Alucious - "Barnaby"
the fifteenth Fang of Gorlok.

An imp resembling a bat winged, dark green gremlin with a mouthful of fangs, pointed ears, elongated face and long spindly arms ending in finger-like claws.

Not a typical imp of Daig, but instead one of a famous line of Imp's dating back to the Homeland's and beyond, Barnabus possesses an unusually high Wisdom for his kind - most imp's having less than 4, making them prone to fatal mistakes or accidents. As Imp's are readily available for replacement (not to mention how quickly they reproduce) it is commonplace to see them fried, electrocuted, blown up, shot or vapourised.
 

str
int
wis
dex
agi
con
cha
com
siz
pow
6
17
6
16
18
10
5
 
5
18*
mhp
height
weight
eyes
skin
hair
atbon
dfbon
   
18
18"
40lbs
Yellow
Green
none
+25
+26
   

Special Abilities
Like all imp's, Barnabus has the following abilities ;-
 

  • Regeneration 1 HP / round from 0 but not below.
  • Teleport (at will) - 1 sec concentration req - to any known or previously seen location (90%) on the same sphere / plane (up to a maximum distance of 1000 miles).
  • Attract trouble (Fate penalty on any roll containing a 2) except 42. Because of this, Imp's tend to have a short lifespan.
  • be unseen - all Imp's can render themselves invisible at will. It is their greatest defence and effects as 12th level. Whilst invisible they can still move objects and do other things. Being's capable of seeing spirits are immune to an imp's invisibility.
  • Stinking cloud (As the 6th level spell) covering an area some 15' across. Failure to save CON vs 18 CON results in coughing and choking. Failure by more than 50% results in knock out.
  • Stunning Belch - Not a very common ability - Save vs 12 CON or be stunned for d5 rounds.
  • Eye Blight - The Imp spits in a being's eye, blinding it. A Critical hit will destroy the eye and only a Cure blindness spell will reverse the damage.
  • Mark of the beast - The Imp defecates on a being. An Imp's excrement acts as a powerful lure for wild animals and spirits emitting a spiritual stench that drives said beings barmy.
  • Suggestion at 2nd level. By whispering in the target's ear.


As a King Imp - honored by his kind and carrying a piece of the Imp Spirit Sar'shin within him, Barnabus can also do the following ;-
 

  • Find and locate at 12th level + 1 level per 20 years experience. Barnabus, due to his ancestry Finds and locates at 15th level, making him one of the best of his kind.
  • Hypnosis - via the Imp's Cat-like eyes. Effects at 6th level. Barnabus loves hypnotising cats and dogs, getting them to turn on their masters.


Note - "Honored" among his kind means all other Imp's actually hate him and insult him at every possible moment. One of the Imp social rules is to be rude to all their own kind, especially friends.
 

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