The Beauty of The Beasts Collected by Brenton in his travels with Maramus Dwarves! Contrary to popular belief, there is more than one type of dwarf wandering the realms. Ask any dwarf worth his or her weight and they will tell you that there is more to a dwarf than meets the eye, or the battlefield at that. The common dwarf, known as the berserker dwarf, is indeed a formidable foe in battle, but one must realize that there are more dwarves than those who follow the path of the berserker. With my travels with Maramus, I have had a chance to meet such dwarves, and have seen them test their metal against foes of all sorts. Vulnerabilities: A dwarf must always fight from his knees. Legs shots still count, but not if hit below the knee. The remainder of the legs should be behind the dwarf, knees to the ground. Immunities: All Dwarves are immune to poison and disease. They are stout, and very hardy and constantly exposed to harshness that humans could only dream of enduring. Their body is built to handle a beating, from both in and out. There are few poisons out there that can hold its weight against dwarves, none of which can take him down outright. All Dwarves may carry enchantments unless otherwise specified. Dwarven Warrior Type: Standard Creature Q/M Ratio: 1:1 Armor: Up to 4 points (Metal armor only), Any Shield Attacks: Melee Weapon (Axe, Hammer, Short Sword) weapon can not exceed 4 foot, Exception: Spear (cannot exceed 6’) may use Throwing Axes or Hammers. Lives: 5 Garb: Per Warrior plus a Dwarven Beard, or painted face to mimic a beard. Face must be covered otherwise. Dwarves avoid exceptionally bright colors. Abilities: Sprint once per game (can stand and run for ten seconds). A Dwarven Warrior cannot run from battle unless outnumbered or facing magic (as barbarian). A dwarf cannot be made lost while underground. Levels 1st: Dwarven Repair once per life 2nd: Wear up to 5 points of Armor, sprint twice per game 3rd: Dwarven Improve Weapon once per battle, Axes/Hammers treated as red weapons (including throwing weapons) 4th: Dwarven Harden Shield once per battle, Dwarven Repair becomes once per life 5th: +1 to any armor worn, Dwarven Harden Shield becomes twice per battle 6th +2 to any armor worn (not cumulative), Dwarven Weapon Mastery Notes: Being of dwarven blood, they are short, but very stout. With unmatched skill of stone and an uncanny ability to craft works of metal, they have made their place in the world within the mountains. Unlike the dwarf berserker, they are not fanatical in battle, but just as deadly by their own standards. A dwarven warrior acts as a warrior in response to magic or special abilities. Dwarven Improve Weapon: Like the Warrior Improve weapon Dwarven Harden Shield: Like the Warrior Harden Shield Dwarven Weapon Mastery: The Dwarf has created his masterpiece weapon. This weapon is considered permanently hardened, and bladesharpened or bludgeoned. It can harm creatures that can be harmed by magical weapons. Only one weapon may be mastered, and if destroyed and can not be mended, it is gone permanently. It can not be recreated. A Dwarf can only truly master one piece of work in his entire life, and that weapon was it. It can never be replaced. EI: Sphere of Annihilation = Weapon is gone, history toast, does not exist, sorry folks cannot get another one, your screwed. Dwarven repair counts as Warrior Repair, but the dwarf must chant a dwarven poem instead of a 100 count, and must have a small forging hammer. Yo Ho, Toil we go, mend this *object* and make it whole Yo Ho Toil we go, Broken Item will work once more Yo Ho, Toil we go, *object* oh *object* reforge to whole Yo Ho, Toil we go, Hammer and Forge mend this item with renewed strength, Smooth the cracks and (sharpen/bludgeon/harden) the *object*, give it will to fight once more. Yo Ho, Toil we go, mend this *object* and make it whole Yo Ho Toil we go, Broken Item will work once more Yo Ho, Toil we go, *object* oh *object* reforge to whole Yo Ho, Toil we go, Hammer and Forge mend this item with renewed strength, Smooth the cracks and sharpen/bludgeon/harden the *object*, give it will to fight once more. Dwarven Priest Type: Standard Creature Q/M Ratio: 1:1 Armor: none Attacks: Single Hammer less than 3 foot Abilities: May use Healer Magic involving weapons, armor, healing, Garb: As per Healer, Plus a Dwarven Beard. Description: Dwarven Priests are the healers of the Dwarves; they tend wounds, revitalize their comrades, and give them the will and strength to fight once more. They themselves are good fighters, but try to avoid the front line unless they have to. Lives: 4 Levels: 1st: 5 Mends/life, Unlimited heal (as per healer) 2nd: 5 points level 2 healer magic (Banish, Bless, or Entangle) 3rd: 5 points level 3 healer magic (Protect, Resurrect, or Stun only) 4th: 5 points level 4 healer magic (Harden or Enhancement only) 5th: May wear up to 4 points of metallic armor, May cast Protection from Death 4/battle 6th. Hammer is non-magically hardened, and considered red. 5 points any level healer magic (may be used for spells that were formerly inaccessible, but no more than the max allowed for that spell). Notes: Dwarven clerics avoid death magic altogether, and would never buy any such things. Weapons and Armor for the Dwarven Priest are free, and does not count against his/her spell points. The dwarven hammer does not count against the Dwarven Priests magic points. Dwarven Cleric Type: Standard Creature Q/M Ratio: 2:1 Armor: Up to 4 points, Metal only armor Attacks: Any hammer less than 4 foot Abilities: May use Healer Magic at later levels Inspire Dwarf – This allows the Dwarven Cleric to inspire confidence or motivation to allow the dwarf the ability to sprint once more. Cannot be used on them self, but may be used on dwarves that normally do not have the sprint ability. Must be used immediately when inspired, and may be used in conjunction with another sprint (20 second sprint). Garb: Must wear blue and red, sash, tunic or both, plus a dwarven beard. Description: Dwarven Clerics are the warrior priests of the dwarves. They run into battle as quickly as a warrior, but are armed with support magic rather than the warrior arsenal. Lives: 4 Levels: 1st: Hammer counts as a magical weapon, weapons and armor do not cost spell points. 2nd: 5 mends/life, unlimited heal (as per healer) 3rd: Sprint 1/game, Inspire Dwarf 1/game 4th: 5 points level 2 healer magic (Banish or bless only) 5th: May wear up to 5 points armor 6th: 5 points level 3 healer magic (Protect, resurrect, or stun only). Inspire Dwarf becomes 1/life Notes: The Dwarven Cleric is a Dwarven Priest who has taken a more forward stance on warfare. Headstrong like the Warrior, but pious like the priest, they are a dangerous mix between the two. Dwarven Cleric may not downgrade points like other magic classes. Dwarven Stonemaster Type: Standard Creature Q/M Ratio: 3:1 Armor: Up to 4 points, metal only armor, up to Medium shield Attacks: Any hammer less than 4 foot Abilities: May use Druid Magic Garb: As per Druid, plus Dwarven Beard Description: The Dwarven Stonemaster has mastered the arts of stone and wood, has talked and learned the secrets of the mountain, and knows how to use that force to strike the dwarven enemies. Fighting a Dwarven Stonemaster may cause the mountain itself to fight you. Lives: 4 Levels: 1st: 5 points level 1 druid magic, Armor and weapons do not cost spell points 2nd: 5 points level 2 druid magic 3rd: 5 points level 3 druid magic 4th: 5 points level 4 druid magic 5th: 5 points level 5 druid magic 6th: May summon monsters relating to earth, stone, or fire at half cost. May not summon undead, or any other creature not relating to earth, stone or fire, or May use any bow. Notes: Dwarven Stonemaster may downgrade points to lower levels as other magic classes do. Dwarven Artillerist Type: Standard Creature Q/M Ratio: 4:1 Armor: Up to 4 points, Metal only armor, Up to Medium shield Attacks: Any Axe/Hammer less than 4 foot Abilities: Repair Siege Engine: The dwarven may repair any damage to the siege engine by counting to 150 while “fixing” the siege engine. The dwarven Artillerist is expected to be running around the siege engine, fixing broken parts, tightening strings, or otherwise actively working on the siege engine. Reinforce Siege Engine: The siege Engine may take twice as much structural damage before being destroyed. Scatter bomb: The dwarf may load multiple fireballs (4 total) into siege engine, and project them. Dwarven Artillerist may charge up the fireballs as per wizard spell. Count as remain active fireballs. Only Pro-Flame (or invulnerabilities) will protect you from this attack. Adamantine Blow: Dwarf may destroy any single object with a single blow from siege engine (Battering Ram style). Effective against castle walls, gates, doors, and the like. Counts as a siege hit in reference to damage to a creature. Harden Siege: Dwarven Artillerist may cast the harden spell on the siege engine. Siege engine can only be destroyed by another siege engine, multiple Spheres of Annihilation, or dispelled before it can be destroyed. Meteor Shower: May charge up 8 fireballs that act as remain active, and destroy everything in a 10 foot radius of it landing. Only Pro-Flame (or invulnerabilities) will protect you from this attack. Fireballs are considered Nonmagical. Garb: As per warrior, plus beard and grey sash Description: The dwarven Artillerist is one of the siege masters of the world. With a keen understanding of mechanical works, and an intimate knowledge of martial warfare, they are one of the most prized dwarves on the battlefield. Lives: 4 Levels: 1st: repair siege engine 1/life 2nd: reinforce siege engine 1/life 3rd: May run Siege Engine Solo, May use crossbow 4th: scatter bomb 1/life or Adamantine Blow 1/life 5th: Harden Siege 6th: Meteor Shower Notes: Potent on the field as both a warrior, and a siege officer, they have often turned the tide of battle in the dwarves favor. Dwarven “King Under the Mountain” Type: Mystical Creature Q/M Ratio: 10:1 Armor: 8 points Sectional Invulnerable, Any Shield Attacks: Any Hammer or Axe, Throwing or Melee. Abilities: Barbarian Immunities Expertise - They may use any spells that deal with Fire, Stone, Metal, or Weapons, regardless of class. Act as a 5th level magic user of the class for points. Summon Stonekin/Firekin - They can summon non-undead monsters that deal with Fire or Stone (Elementals, Golems, No undead). 1/battle Summon Dwarvenkin - They may summon any type of Dwarf to aid the King. The ratio determines the number of times they may summon. They have 5 points worth. EI: 4:1 takes away 4 points, 1:1 takes away 1 point. These points are noreusable. Weapon Mastery - All two handed melee weapons used by the King under the Mountain are considered white weapons, and can hit monsters only hit by magical weapons. Weapons are considered Pro-Mag, and hardened. Single Handed Weapons do 6 points of damage. Repair – Counts as mend (can heal own armor) – unlimited. Swallow Spirit – The earth open up and consumes the deceased body and soul. Considered a sever spirit. Must chant “Thy Body has grown old, Thy spirit lost it’s hold, open mountain maw, consume with tooth and jaw.” 1/life Dwarven Shield Mastery – Shield considered hardened and Pro-Mag. Cannot be dispelled. Throwing Mastery - All Throwing Weapons are considered 6 Point Weapons, and will destroy an unprotected shield on contact. Anti-Magic Aura – Is immune to all forms of Magic, if hit by magic, it acts as if it never happened (does not take away a point of invulnerability). The magic was dispelled before it ever landed. Magical weapons count as normal hits. Call to Arms! – All barbarians go Berserk, All classes must engage in active combat. All Dwarves come to aid the King under the Mountain. 1/battle. Earthquake – counts much like killing grounds. Must Chant Earthquake 1 – 350 while jumping up and down or stomping once per count. Flying creatures are immune. All creatures within sight are dead (or take two points off invulnerability. If you do not have two points, you are also dead). Nothing except invulnerability, flying, or planeshifting (teleport, Circle of Protection, ect.) will save you from this. Pass without trace will not save you. Protection from Death will not protect you. 1/battle Dwarf Toss – May throw another dwarf, counts as a white weapon. Dwarf survives but is stunned as per healer spell. Dwarf flies in a straight line for 100 feet. 2/battle Unearthly stubbornness – Can not be controlled in any shape or form, magical or not. Even the gods cannot control this dwarf. Fight after Death 1/life Garb: The Dwarven King must have a long beard all the way down to their knees. They always wear metal armor (Adamantine, does not count as additional armor though). And they wear a Golden or Silver Crown. They are Royalty and are expected to dress accordingly. Description: The Dwarven King under the Mountain is probably the most feared dwarf in the land. They rule with power and dignity. Some Kings are evil, other quite good, but they are almost always at war. Considered great strategists, and legendary fighters themselves, a Dwarven King under the Mountain is expected to lead his men into combat in front or alongside his subjects. They have been known to single handedly take down a dragon or titan on the field of battle. They are easily distinguished from other dwarves, being far larger than their kin (They do not fight from their knees, legs shots count as a normal hit). Lives: 1 Levels: None (like he needs them, Geeze) Notes: This Monster should only be used during quests. It is very powerful and can easily sway the field in one direction or another. The Dwarven King under the Mountain can only be played by a Knight, or with approval of the Monarch. This Dwarf may not carry enchantments unless they are his own. Gnomes Gnomes have been around for a very long time. Kin to Dwarves, they are small, but have a very different nature to them. While they still enjoy a good drink, they are less warlike and more inquisitive than there dwarven cousins. They dabble in both magic and science, choosing the path that they are most interested in. Most of them love pranks, but are not malicious with them most of the time. However, do not let that fool you, just because they do not like to fight, does not make them less dangerous. Tinker Gnome: Type: Standard Creature Q/M Ratio: 4:1 Armor: Up to 2 points Attacks: 2 Daggers, Hand Crossbow, any small mechanical weapons, can run siege engines solo. Abilities: 1) Tinker Weapon – Nonmagical Bladesharp or Bludgeon. 2) Tinker Armor – Counts as a Mend. 3) Stitch – Acts as Heal. 4) Tinker Mechanical – can repair any mechanical object, the object is then treated as improved. 5) Tinker Bomb – turns one creature into a bomb. The creature has ten seconds to live before the bomb explodes. Once the bomb goes off, it is considered a white weapon for the next ten seconds. During this time, the bomb may run around striking like the Barbarian Fight after death, count down loudly. Only a sphere of annihilation will destroy the Bomb. Casting a fireball or lightning bolt will “recharge” the bomb, adding ten seconds to its count and healing any wounds. No other spell affects the Tinker Bomb. The Bomb will attack anyone, including team mates, except the gnome that made it (The gnome rigged it so it would not follow him). It attacks the closest person first, then second then third and so on. If the bomb is legged, it cannot run anymore. Any other shots are ignored, unless from a white weapon, then it is flat, and now counts as a remain active fireball (the gas and oils are spilled into the ground). All attacks done by the bomb are considered Nonmagical fire based damage at this point. The bomb must remain stationary, and fireballs no longer heal it in this point. If a Tinker Gnome makes a corpse into a bomb, it acts as a bomb without any maneuverability. The bomb if not a corpse, they must willingly accept being a bomb (can be influenced by charm or other mind control magics to choose to accept, EI: Bardic Charm request, accept being a Bomb will work, yielded, or subdued captives can also be turned into bombs). Once you are a bomb, you loose all class abilities. You are not affected by any magic except those previously stated. Pro-Fire will not save you from the Bomb, as there is more to a bomb than fire. Once the Bomb is finished, the bomb carrier is considered dead, regardless of immunities or invulnerabilities. Resurrecting the person who was a bomb does not make them a bomb again, but rather the class that they were playing before they were a bomb. Note: If the Tinker Gnome messes up any count, on anything, that object is considered irreversibly destroyed (except siege weapons, which double the time to mend). You must go to base to get another object. If it messes up on the Tinker Bomb, the bomb goes off immediately, and has a 30 count, and the tinker gnome is considered to have been destroyed in the explosion. All tinker effects must be counted out loud going “Tinker Once, Tinker Two, Tinker Three,” until the count is done. All effects of the Tinker gnome are assumed to have a 30 count except the Tinker Bomb. The person receiving the tinkering must be aware of what is being tinkered. “Oooh, What a pretty pokey knife! Can I play with it? Hmm, Looks like it could use a bit of Tinkering!” or similar statements must be heard by the recipient or from some one within 10 foot of the recipient. Some tinker gnomes may purposely mess up their tinker ability just so you no longer have that object, so beware. Garb: Tinker Gnomes are usually dressed in patchwork clothing, sometimes looking like rags. Expect many pockets filled with random articles. Description: Tinker Gnomes are known for making gadgets and fixing and repairing objects, however, they are not perfect. Sometimes they mess up and the consequences are drastic. They can usually be bribed, but are very finicky, and sometimes demand outrageous prices for simple feats (the head of a dragon for tinkered sword), or sometimes meager prices for outrageous feats (a glass of water for a bomb). To most people they make absolutely no sense, but to other Tinkers, they make perfect sense. A Tinker gnome will never try to kill another gnome, even if under control. Everyone else however, is fair game. Lives: 4 Levels: 1) Tinker Weapon 1/game, Tinker Armor Unlimited, Tinker Mechanical Unlimited, Stitch 1/life, Tinker bomb takes 200 seconds to charge. 2) Tinker Weapon becomes twice per game, Tinker Bomb takes 150 seconds to charge. 3) Tinker Weapon becomes once per life, Tinker Bomb takes 100 seconds to charge. 4) Tinker Weapon becomes twice per life, Tinker Bomb takes 50 seconds to charge, stitch becomes twice per life. 5) Tinker Weapon becomes like an Enchant Weapon, except cannot be dispelled, and will hit creatures only hit by magical weapons. A Pro-Magic will not save you from the effects of this Advanced Tinker Weapon. Tinker Bomb takes 30 seconds to charge. 6) Tinker Bomb becomes takes 10 seconds to charge, May now choose the length of the fuse (instead of ten seconds. They can make it 1 second, or 300). Gnomish Alchemist Type: Standard Creature Q/M Ratio: 3:1 Armor: none Attacks: dagger or short sword Abilities: Create Potion: Mimic a single spell equal to the level of the alchemist, non-rechargeable. Gnome Alchemist needs an alchemy book to make potions. The potions may be handed to another person to use rather than used by the potion maker. For an enchantment potion, it must be quaffed and is then gone. For Bolts, you still need the proper colored bolt to represent the flask. All other spells still require the same material, except they are cast first, and become active when the flask is broken (thrown and hits something). If the “Flask” is caught without hitting anything, it can be kept, stolen, traded, or thrown back. Bolts are considered non-magical and cannot be dispelled, but can damage creatures requiring magical only weapons to hit. All other potions are magical and can be dispelled. For bolt potions, if the flask is hit it goes off prematurely affecting the hitter and the wielder (splash effect, if it was hit with a projectile then only the wielder is affected). All other potions damaged in this manner affect neither person. The potion must be charged first then can be used, traded, given, or whatever. When the potion is used, it does not have to be recast at the time of use. Remember each potion is single use, and must be given back to the gnomish alchemist to be recreated. Garb: Gnomish alchemists typically are dressed in an earthy colored or grey cloak, robe or cape. They stay away from bright colors altogether, and prefer darker earthier tones. They usually wear a hat of some sort. Description: Gnomish Alchemists love to dabble in potions, and are always playing with them whenever they get the chance. They love to play with anything chemical. They can usually be bribed, but are very finicky, and sometimes demand outrageous prices for simple feats (the head of a dragon for and iceball), or sometimes meager prices for outrageous feats (a glass of water for a lich potion). To most people they make absolutely no sense, but to other Gnomes, they make perfect sense. A gnomish alchemist will never try to kill another gnome, even if under control. Everyone else however, is fair game. Lives: 4 Levels: 1) - Create Potion from any spells from level 1 Wizard, Druid, or Healer 2) - Create Potion from any spells from level 2 Wizard, Druid, or Healer 3) - Create Potion from any spells from level 3 Wizard, Druid, or Healer 4) - Create Potion from any spells from level 4 Wizard, Druid, or Healer 5) - Create Potion from any spells from level 5 Wizard, Druid, or Healer 6) - Create Potion from any spells from level 6 Wizard, Druid, or Healer Notes: Spell points work the same as magic classes; note that the total magic is divided amongst the classes they chose to get magic from. EI, a First level Alchemist has 10 points to divide as they see fit among the three types of magic they can use. Neutral Magics, Magics that require a wand or pointing, and fixed enchantments cannot be used. Potions cannot be stacked, and the potion quaffer cannot carry any farther enchantments until the current is dispelled. Potions cannot be canceled, they must be used or destroyed (Thrown to the ground, remember splash effect for this also). Only four potions may be active at a time. Spellballs are used as the potions, and must be of the same color of the spell. Spellballs that do not have a color (heal spell for example), are to be white with a different color streamers (clarify with reeves before their use on the field to prevent confusion). Bounces on spellballs to not count, even if the original spell allows for them (ei: fireball). Goblins! Goblins have many shapes and sizes, some more potent than others. They are as varied in personality as are humans. Some are stupid, some are clever, but most are insanely annoying. Some people say that goblins are the weaklings of the orcish race, but the goblins think otherwise. While there are only a few types of Orcs, there are hundreds of breeds of goblins. Goblin Tweaker Q/M Ratio: 2:1 Armor: Up to 2 points Attacks: 2 Daggers, hand crossbow, any small mechanical weapon, can run a siege engine with one less person. Abilities: 1) Tweak Weapon – Nonmagical bladesharpen or bludgeon 2) Tweak Armor – Counts as a Mend 3) Stitch – Acts as a Heal 4) Tweak Mechanical – can repair any mechanical object, the object is then treated as improved. 5) Goblin Grenade - turns one creature into a grenade. The creature has ten seconds to live before the grenade explodes. Once the grenade goes off, it is considered a double red weapon plus Nonmagical fire damage (count as flame blade) for the next 10 seconds. During this time, the grenade may run around striking like the Barbarian Fight after death, count down loudly. A sphere of annihilation will destroy the grenade. Casting a fireball or lightning bolt will “recharge” the grenade, adding ten seconds to its count and healing any wounds. An Iceball will cause the grenade to stop moving, but can still attack. The grenade will attack anyone, including team mates and including the Goblin Tweaker. It attacks the closest person first, then second then third and so on. Pro-Fire will not save you from the grenade in its active state, as there is more to a grenade than fire. If the grenade is legged, it cannot run anymore. Any other shots act as a shove spell, unless from a white weapon, then it is flat, and just fizzles for a 30 count (the gas and oils are spilled into the ground) touching it will cause nonmagical fire damage, they can pop once every 5 seconds and attack one person one time when they pop, then go back to remaining stationary until the rest of there count is done. All attacks done by the grenade are considered Nonmagical fire based damage at this point Pro-Fire will protect you from its fizzle state, and an iceball will extinguish it. The grenade must remain stationary, and fireballs no longer heal it in this point. The grenade must willingly accept being a grenade (can be influenced by charm or other mind control magics to choose to accept, EI: Bardic Charm request, accept being a Grenade will work, yielded, or subdued captives can also be turned into Grenades). Once you are a grenade, you loose all class abilities. Goblin Bombs are not affected by any magic except those previously stated. Once the grenade is finished, the carrier is considered dead, regardless of immunities or invulnerabilities. Garb: The Goblin Tweaker is usually dressed in leather hides, or shoddy armor. When not armored, it has poorly taken care of garb they usually stole from some one else. They favor green as their primary color. Description: Goblin Tweakers are one of the primary reasons their race still exists now. With their special abilities, they are a formidable force, and can keep small bands of orcs and other larger races away from them. They are smarter than most goblins, but have a very strange sense of logic that only other goblin tweakers seem to understand. Lives: 4 Levels: 1) Tweak Weapon 1/game, Tweak Armor Unlimited, Tweak Mechanical Unlimited, Stitch 1/life, Tweak Grenade takes 100 seconds to charge. 2) Tweak Weapon becomes twice per game, Goblin Grenade takes 80 seconds to charge. 3) Tweak Weapon becomes once per life, Tweak Grenade takes 60 seconds to charge. 4) Tweak Weapon becomes twice per life, Tweak Grenade takes 40 seconds to charge, stitch becomes twice per life. 5) Tweak Weapon becomes like an Enchant Weapon, except cannot be dispelled, and will hit creatures only hit by magical weapons. A Pro-Magic will not save you from the effects of this Advanced Tweak Weapon. Tweak Grenade takes 10 seconds to charge. 6) Tweak Grenade takes 5 seconds to charge, May now choose the length of the fuse (instead of ten seconds. They can make it 1 second, or 300) and the goblin can no longer be attacked by their own grenades, (they finally learned how to face it the other way). Notes: If the Goblin Tweaker messes up any count, on anything, that object is considered irreversibly destroyed (except siege weapons, which double the time or magic to mend). You must go to base to get another object. If it messes up on the Goblin Grenade, the grenade goes off immediately, and has a 30 count, and the Goblin Tweaker is considered to have been destroyed in the explosion. All tweak effects must be counted out loud going “Tweak Once, Tweak Two, Tweak Three, until the count is done. All effects of the Goblin Tweaker are assumed to have a 30 count except the Goblin Grenade. The person receiving the tweaking must be aware of what is being tweaked. “Oooh! What a pretty pokey knife?! Can I see it? Hmm, Could use a bit of tweaking!” or similar statements must be heard by the recipient or from some one within 10 foot of the recipient. Goblin Tweakers are unreliable, and often mess up other people’s equipment. Use them at your own risk. Smoke Goblin Type: Standard Creature Q/M Ratio: 1:1 Armor: None Attacks: Single Shorts, daggers, or combo between the two. Abilities: Can only be killed by magic or magical weapons. May enter anti-magic zones, when not in teleport. Teleport – simulates their ability to smoke at will, does not need a destination. This is still magical and can be dispelled (killing the smoke goblin). Does not require a destination. Smoked – The state they are in when they have been slain, but not by magic. This does not count against their total number of lives. Must stay smoked for 30 seconds. Garb: Grey tunic, or other such dressing or grey and smokey colors. Description: Smoke Goblins are truly a rare creature indeed. Akin to pop-goblins, they are rather weak, and insanely easy to defeat in battle. However, unlike the pop-goblin, rather than die, they become a puff of smoke, and rematerialize after they have their bearings straight. Lives: 8 Levels: 1st: Teleport – 1/life, Death count is 150 seconds (rather than 300) 2nd: Teleport – 2/life 3rd: Teleport – 3/life 4th: Teleport – 4/life 5th: Teleport – 5/life 6th: Teleport - Unlimited Notes: Although they can only be killed by magical weapons, they can be hit by any weapon. When they are hit anywhere (limbs or body) by anything, they immediately turn into a puff of smoke. Smoke goblins cannot go from sanctuary to teleport directly. Chanting of the teleport will pop a smoke goblin out of sanctuary. If a smoke goblin is smoked, they may be dispelled (Killing the Smoke Goblin). Any spell will kill a smoke goblin (except healing spells and resurrect). No spells other than dispel magic may be cast on them while in their smoked state. Smoke Imp Type: Standard Creature Q/M Ratio: 2:1 Armor: None Attacks: two daggers, Non-Throwing javelin or other stab only weapon under 3’ (claws and tail) Abilities: Can only be killed by magic or magical weapons. May enter anti-magic zones, when not in teleport. Teleport – simulates their ability to dematerialize, does not need a destination. This is still magical and can be dispelled but unlike the smoke goblin, this does not kill the smoke imp. Teleport does not require a destination. Smoked – The state they are in when they have been slain, but not by magic. This does not count against their total number of lives. Must stay smoked for 30 seconds, announces they are smoked by saying “Poof” and pretending they are dead. After they may rematerialize, they announce their rematerialization by saying “Arriving”x5 Sanctuary – Simulates their ability to go unnoticed. May keep weapons in hand during sanctuary (It’s their claws and tail, cannot drop them), but must announce their arrival by stating “Arriving”x5 Steal Object – May steal any object the target has that is not in use. Must state “I Steal that *Object* “x5. Garb: Grey tunic, or other such dressing. Description: Smoke Imps are related closely to the smoke goblin, but far more potent. It is rumor that the existence of the smoke goblin was the breeding between the pop-goblin and the smoke imp. They are annoying, as well as deadly. Physically weak, and unarmored, they are commonly underestimated, but a single Smoke Imp can wreak havoc on an unprepared party. Lives: 5 Levels: 1st: Teleport - Unlimited 2nd: Sanctuary – 2/life 3rd: Steal Object 1/life 4th: May carry a single throwing dagger 5th: Sanctuary – Unlimited 6th: Smoke at will - Unlimited Notes: Although they can only be killed by magical weapons, they can be hit by any weapon, throwing them into their “smoked” state. This state does not go against their “Smoke at Will” ability, nor their total lives. Dispelling a Smoke Imp while in its smoked state will kill it. Unlike the smoke goblin, only lethal spells will kill a smoke imp. Dispelling a Smoke imp out of teleport will force it to rematerialize rather than kill it. A Smoke imp must announce any time they arrive by saying “Arriving”x5. This must be heard from at least 20 foot. Anytime the Smoke Imp is smoked, they regain any per life abilities. Smoke imps are immune to life and level drains. All spells that would adversely affect the smoke imp will cause them to become smoked. Reply | Reply All | Forward | Print | Headers Read Mail Start Page Compose Search Email Calendar Addresses Find People Folders Settings User Profile Logoff vDeck - WebMail System © 2002 vDeck - WebMail System. All rights reserved.