Imps
AncestryLand of Eem Core Rulebook · p.61
Open source p.61imps
Imps are little winged creatures who have been summoned and hatched into existence by magic. These days, most individuals who wield powerful magic are nefarious sorcerers and witches, and imps often find themselves escaping the clutches of such fiends. Imps vary widely in disposition, but many are clever folk, if not knavish, who value freedom and excitement. They share distinctly large toothy grins, bright leathery skin, small bat-like wings and dangly lizardy feet. All imps can hover with their wings, but flying is difficult and tiring, and they can't carry their inventory while doing so.
EXAMPLE NAMES
Zigglidorglmorkin (or Ziggy), Mindisnarglfarfen (or Mindy), Jibblfragldak (or Jibb), Wendimablcrabbi (or Wendy), Tigglimurflbeefer (or Tigg), Bellawistlwisker (or Bella), Toddermuhjamblewip (or Todd), Pendltoonhamperwish (or Penny)
SIZE
Small
SKILLS
- Trickery, Nimbleness, or Sneak
- Charm, Might, or Athletics
HOMELANDS
The Used T'Be Forest, The Drippy Downs, The Quagmash, The Underlands
PERKS
- Imp Speed (Ancestry): Imps can be quick. Once every Conflict, PC can Move with 2 Speed.
- Imp Tricks (Ancestry): Imps have magic tricks. Trickery Check: Once every session, the PC can create a disguise for themself or an ally. While the disguise is magical, it is also completely tangible and its believability varies by the Check result. Curiously, if the PC sneezes the disguise is undone.
- Imp Wings (Ancestry): Some imps are stronger flyers than others. PC can carry half their max Inventory while flying.
QUIRKS
Bad Reputation (Culture): Because they are
- often the familiars of witches and fiends, imps are sometimes mistrusted by common folk and have Deficiency in Seeming Trustworthy.
Obsequious (Culture): Imps sometimes lose their
- nerve in the shadow of fiends. Mettle Checks suffer Disadvantage against Champions and Huge Adversaries.