Difference between revisions of "Flame imp"

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|movement=10 meter [[land speed]] with 1 meter jump. -20 meter sink distance.
 
|movement=10 meter [[land speed]] with 1 meter jump. -20 meter sink distance.
 
|hp=1 |toughness=3
 
|hp=1 |toughness=3
|attacks=2
+
|attacks=2 |savedc=6
 
|size=0.5 meters |reach=0.5 meters |carrying=1 [[Kilograms|kilogram]] |strongman=2 |weight=0.1 [[Kilograms|kilogram]]
 
|size=0.5 meters |reach=0.5 meters |carrying=1 [[Kilograms|kilogram]] |strongman=2 |weight=0.1 [[Kilograms|kilogram]]
 
|specialweapon1name=Flame Touch |specialweapon1text=Melee, deals 1d6 Heat damage and lights creatures it would wound [[on fire]] instead.
 
|specialweapon1name=Flame Touch |specialweapon1text=Melee, deals 1d6 Heat damage and lights creatures it would wound [[on fire]] instead.

Revision as of 04:17, 14 February 2014

Flame Imp

Flame imp.png

A flame imp is a small, bouncy fire, which ignites the ground beneath it on fire, if that ground is flammable. It is immune to Heat damage. Flame imps are so light that they can walk on liquids and other unstable surfaces.

Flame imps are not particularly smart, and can only speak Infernal languages.

Flame Imp
Common   —   2 points
AD  5 (1 factor)     GD 5 (1 factor)     Will 0 (0 factor)     HP  1     Toughness 3
Accuracy  {{{accuracy}}}     Save DC 6
Stealth -2     Perception 4     Agility {{{agility}}}
Descriptors  [ Living ]
Movement  10 meter land speed with 1 meter jump. -20 meter sink distance.
Size  0.5 meters     Reach 0.5 meters
Weight 0.1 kilogram
Advancement

The Flame Imp may be given up to three more abilities for the normal price.

Leaping Flames (2 points): The Flame Imp gets +3 Factor bonuses to AD, GD, and Attack. It gets +10 meters to its movement speeds, and +1 meter to its jump distance.

Scorching Flames (2 points): The Flame Imp gets +3 Factor bonuses to Will and Attack. Its Flame Touch attack deals +1 damage, and inflicts wounds as well as lighting creatures on fire.