Thursday, 22 August 2019

Monsters: Sprites

Monsters: Sprites

Sprite (grigs, pixies, and nixies) are reclusive fey creatures of various small sizes. Not very effective in physical combat, obviously, but they possess some interesting magical abilities. Magical arrows used by the pixies are presented as treasure entries instead of being innate abilities. Projectiles are way too expensive for single use items, I think.

Grig [Monster Manual, page 235]

143 points
Attribute Modifiers: ST-7 [-70]; DX+3 [60].
Secondary Characteristic Modifiers: SM-4; Basic Speed +0.25 [5]; Basic Move -2 [-10].
Advantages: Extra Legs (Four Legs) [5]; Magic Resistance 2 (Improved, +150%) [10]; Musical Ability 1 [5]; Night Vision 5 [5]; Silence 1 [5]; Super Jump 2 [20].
                Fiddle: Affliction 1 (Will; Accessibility, Only on non-sprites, -5%; Area Effect, 8 yards, +150%; Based on Will, +20%; Emanation, -20%; Hearing-Based, -20%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Fiddle, -10%; Seizure, Variant, +100%; Uses Musical Instrument (Fiddle) instead of Will, +0%) [42].
Spell-Like Abilities (Alternative Abilities) [76]:
Lesser Polymorph [20/5=4];
Tangle Growth [26/5=6].
Disadvantages: Vulnerability (Cold Iron, x2) [-10].
Creature Type: Fey.

Typical Stats
ST:
3
HP:
3
Speed:
6
DX:
13
Will:
10
Move:
4
IQ:
10
Per:
10


HT:
10
FP:
10
SM:
-4
Dodge:
9
Parry:
9
DR:
-
SM-4 Shortsword (13): swing 1d-5 cutting (KYOS: 1d-8 cutting), Reach C or thrust 1d-6 impaling (KYOS: 1d-10 impaling), Reach C.
SM-4 Longbow (13): 1d-5 impaling (KYOS: 1d-9 impaling), Acc 3, Range 45/60, RoF 1, Shots 1(2).
Fiddle: A grig typically carries a tiny, grig-sized fiddle. When the grig plays the fiddle, all non-sprite creatures within 8 yards that hear the tune become overcome with the desire to dance for margin of failure minutes, if they fail to resist in a Quick Contest of the grig’s Musical Instrument (Fiddle) skill against their Will. This effect makes it very hard for the subject to do anything other than caper and prance in place. The subject can move at half of his Move, defends at -4, and is at -4 to DX and IQ. He automatically fails any action that requires a Concentrate maneuver. At the end of the dance, the subject loses 1 FP.
Spell-Like Abilities (Alternative Abilities):

                Traits: Extra Legs (Four Legs); Magic Resistance 2 (Improved); Musical Ability 1; Night Vision 5; Silence 1; Super Jump 2; Vulnerability (Cold Iron, x2).
Skills: Bow-13; Dancing-13; Innate Attack (Gaze)-13; Jumping-13; Knife-13; Musical Instrument (Fiddle)-15; Stealth-15.
Creature Type: Fey.

Nixie [Monster Manual, page 235]

162 points
Attribute Modifiers: ST-3 [-30]; DX+2 [40]; IQ+1 [20].
Secondary Characteristic Modifiers: SM-1; Basic Move -1 [-5].
Advantages: Amphibious [10]; Animal Empathy [5]; Appearance (Attractive; Universal, +25%) [5]; Charisma 2 [10]; Doesn’t Breathe (Gills, -50%) [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Pressure Support 1 [5]; Speak Underwater [5].
Spell-Like Abilities (Alternative Abilities) [82]:
Breathe Water [18/5=4];
Charm [78].
Disadvantage: Vulnerability (Cold Iron, x2) [-10].
Creature Type: Fey.

Typical Stats
ST:
7
HP:
7
Speed:
5.5
DX:
12
Will:
11
Move:
4 land, 4 water
IQ:
11
Per:
11


HT:
10
FP:
10
SM:
-1
Dodge:
8
Parry:
9
DR:
-
Punch (12): 1d-4 crushing. Reach C.
SM-1 Shortsword (13): swing 1d-2 cutting, Reach 1 or thrust 1d-2 impaling, Reach 1.
Spell-Like Abilities (Alternative Abilities):
Charm (11).

                Traits: Amphibious; Animal Empathy; Appearance (Attractive; Universal); Charisma 2; Doesn’t Breathe (Gills); Magic Resistance 2 (Improved); Night Vision 5; Pressure Support 1; Speak Underwater; Vulnerability (Cold Iron, x2).
Skills: Acting-14; Innate Attack (Gaze)-13; Shortsword-13; Singing-13; Stealth-13; Observation-12.
Creature Type: Fey.

Pixie [Monster Manual, page 236]

258 points
Attribute Modifiers: ST-5 [-50]; DX+3 [60]; IQ+1 [20].
Secondary Characteristic Modifiers: SM-2; Basic Speed +0.25 [5]; Basic Move -2 [-10].
Advantages: Extended Lifespan 1 [2]; Flight (Small Wings, -10%) [36]; Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Magical, -10%; Switchable, +10%) [80]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5].
Spell-Like Abilities (Alternative Abilities) [110]:
Complex Illusion 1 [42/5=9] – see GURPS Thaumatology: Sorcery, page 18;
Dispel Magic 1 [60] - see GURPS Thaumatology: Sorcery, p. 21.
Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
Mental Stun [26/5=6] – see Pyramid #3-82, p. 13;
Mind-Reading [26/5=6];
Seek Chaos [21/5=5];
Seek Evil [21/5=5];
            Seek Good [21/5=5];
            Seek Law [21/5=5];
Tangle Growth [26/5=6].
Disadvantage: Vulnerability (Cold Iron, x2) [-10].
Creature Type: Fey.

Typical Stats
ST:
5
HP:
5
Speed:
6
DX:
13
Will:
11
Move:
4 land, 12 air
IQ:
11
Per:
11


HT:
10
FP:
10
SM:
-2
Dodge:
9
Parry:
9
DR:
-
Punch (13): 1d-5 crushing. Reach C.
SM-2 Shortsword (15): swing 1d-3 cutting (KYOS: 1d-5 cutting), Reach 1 or thrust 1d-3 impaling (KYOS: 1d-6 impaling), Reach 1.
SM-2 Longbow (15): 1d-3 impaling (KYOS: 1d-6 impaling), Acc 3, Range 75/100, RoF 1, Shots 1(2). Usually uses sleep arrows or amnesia arrows.
Spell-Like Abilities (Alternative Abilities):
Complex Illusion 1 – see GURPS Thaumatology: Sorcery, page 18;
Dispel Magic 1 (11) - see GURPS Thaumatology: Sorcery, p. 21.
Light 1 (11) – see GURPS Thaumatology: Sorcery, page 19;
Mental Stun (11) – see Pyramid #3-82, p. 13;
Seek Chaos (11);
Seek Evil (11);
            Seek Good (11);
            Seek Law (11);

                Traits: Extended Lifespan 1; Flight (Small Wings); Invisibility (Affects Machines; Can Carry Objects, Medium; Magical; Switchable); Magic Resistance 2 (Improved); Night Vision 5; Vulnerability (Cold Iron, x2).
Skills: Acting-12; Detect Lies-14; Innate Attack (Gaze)-13; Shortsword-15; Stealth-15; Observation-12.

Creature Type: Fey.

NEW MAGIC ITEMS

Amnesia Arrow

Amnesia Arrow – as an enchanted item (using Sorcery)
This arrow carries a follow-up Affliction. A creature struck by this arrow must make a Will roll. If the arrow did not penetrate the creature’s DR, the creature gets a bonus to this roll equal to DR on the struck location. Ignore DR with the Tough Skin limitation for this purpose. If the creature fails to resist, it loses all memory, gaining Total Amnesia (p. B123). This effect cannot be negated by Dispel Magic, but Remove Curse or Restore Memory dispels it.
Statistics: Affliction 1 (Will; Cosmic, Immune to Dispel Magic, +50%; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Follow-Up, This projectile, +0%; Magical, -10%) [34]. Weapon, Projectile, x0.12; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
            TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

Amnesia Arrow – as a metatronic generator (using Pyramid 3-46)
This arrow carries a follow-up Affliction. A creature struck by this arrow must make a Will roll. If the arrow did not penetrate the creature’s DR, the creature gets a bonus to this roll equal to DR on the struck location. Ignore DR with the Tough Skin limitation for this purpose. If the creature fails to resist, it loses all memory, gaining Total Amnesia (p. B123). This effect cannot be negated by Dispel Magic, but Remove Curse or Restore Memory dispels it.
Statistics: Affliction 1 (Will; Apparatus, +0%; Cosmic, Immune to Dispel Magic, +50%; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Follow-Up, This projectile, +0%; Magical, -10%) [34].
            TL3 Cost: 34 x $175 x 2 / 5= $2,380.
TL8 Cost: 34 x $3,500 x 2 /5 = $47,600.

Sleep Arrow

Sleep Arrow – as an enchanted item (using Sorcery)
This arrow carries a follow-up Affliction. A creature struck by this arrow must make a Will roll. If the arrow did not penetrate the creature’s DR, the creature gets a bonus to this roll equal to DR on the struck location. Ignore DR with the Tough Skin limitation for this purpose. If the creature fails to resist, it falls asleep for margin of failure minutes. After this, it can be woken normally, but it will not necessarily wake up right away, especially if already tired.
Statistics: Affliction 1 (Will; Based on Will, +20%; Follow-Up, This projectile, +0%; Magical, -10%; Sleep, +150%) [26]. Weapon, Projectile, x0.12; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
            TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Sleep Arrow – as a metatronic generator (using Pyramid 3-46)
This arrow carries a follow-up Affliction. A creature struck by this arrow must make a Will roll. If the arrow did not penetrate the creature’s DR, the creature gets a bonus to this roll equal to DR on the struck location. Ignore DR with the Tough Skin limitation for this purpose. If the creature fails to resist, it falls asleep for margin of failure minutes. After this, it can be woken normally, but it will not necessarily wake up right away, especially if already tired.
Statistics: Affliction 1 (Will; Apparatus, +0%; Based on Will, +20%; Follow-Up, This projectile, +0%; Magical, -10%; Sleep, +150%) [26].
            TL3 Cost: 26 x $175 x 2 / 5= $1,820.
TL8 Cost: 26 x $3,500 x 2 /5 = $36,400.

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