The ultimate in
pranksters, mischief and pure unbridled insanity, the gremlin is a creature that
exudes wild magic, a form of chaotic magic.
Gremlins range in size,
some averaging to a human's knee, others reaching a maximum of three feet in
height. They have a rather comical appearance with a disproportionately large
round head balanced precariously atop a scrawny neck, a rotund potbelly and
short spindly limbs ending in oversized hands and feet. They have pale gray
hairless skin with a metallic hue and a head dominated by a large needle-toothed
mouth, two tiny silver eyes, a pair of extremely long pointed ears, and a
complete lack of apparent nose.
Due to their own
exuding of wild magic as well as their own prankster and chaotic nature,
gremlins are a bane in any magical-tech developed city. While no laws exist on
the books regarding them, some magic-tech producers such as DEC (Damocles
Engineering Corporation) offer a small bounty on the capture and death of any
gremlin found on it's property. One gremlin alone could bring down an airship by
causing chaos within it's vital systems. Over time, researchers have located
other such gremlin "subraces" however in general, they are all called
"Gremlins".
Fremlin - These
friendly gremlins are quite harmless. They tend to be plump, whiny and lazy, but
otherwise look like small, slate colored gremlins. Occasionally, they become
tolerable companions, if they take a liking to someone and are well fed and
entertained. Even in this case, they never assist in combat and may in fact
hinder it by giving away the location of hiding people or making other such
blunders.
Mite - Mites are
tiny, mischievous gremlins usually found in dungeons where they waylay
adventurers for fun and profit. They have hairless, warty skin varying in color
from light gray to bright violet. Their heads are triangular with bat-like ears
and a long, hooked nose. Male mites sport a bone ridge down the center of their
skulls and short goatee beards. Many wear filthy rags stolen from previous
victims. Their voices are high-pitched and twittery, conveying only the simplest
ideas to each other. nongremlin races cannot make sense of this language. They
usually try to catch lone travelers using pits, nets or trip wires, then
swarming over the victim and pummeling them with clubs till they are knocked
out. Mites then rob the tied up and knocked out victim of anything and
everything and usually leave them to be found in some embarrassing situation.
Cho'pshops -
These odd gremlins resemble all others, however focus on areas of building,
repair and such. They are also "field strippers", known for attacking
things such as catapults in groups and stripping it of wheels, levers, springs
and other such items. Cho'pshops make their own homes in abandoned buildings or
forts, were they are known to piece together items into odd mechanical designs.
Sometimes people seek these creatures out as saboteurs, or to employ their own
knack out of field repairs. One Cho'pshop gremlin was even said to of made a
working cannon that fired potatoes using nothing more than a few cans, one
canteen and a few rocks.
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Combat:
A gremlin is, or appears, to be, a rather weak creature.
Extremely easy to kill if one knows how. However their own wild magic
aura protects them and it is wild magic only that can harm a gremlin.
Far from being defenseless, gremlins scavenge and utilize discarded
scraps of metal and anything they can find to create various gadgets.
Their own ingenuity in such odd construction leads some to wonder if
these monsters are really some creation of gnomes or maybe even Kraeth
himself. They favor miniature spears for use as weapons, basic levers,
and even crude lockpicks. Some bind springs (Which they seem to know how
to make) to their feet to aid in jumping and create grappling hooks,
caltrops and other sundry devices out of whatever they can find.
While not particularly violent,
gremlins do enjoy tormenting other beings by either rendering magical
technology devices inoperable, causing malfunctions, or spreading chaos
among clusters of magic users and magically equipped people. Some sneak
up and stab people in the rear with their own spears before fleeing or
leave caltrops on seats and so forth. When faced with any serious
threat, they prefer to flee.
A gremlin's first and foremost
attack is a Wild Magic Surge. While a calm gremlin can suppress this,
some just leave their own aura constantly on. Any magic item within
range (15 feet) will surge and then surges again 10 minutes later.
However a gremlin can trigger a wild magic surge, forcing everything in
double range to surge suddenly. This effort usually requires
concentration and focus on the gremlin's part and they do this when they
are either angry or feel threatened.
Another ability is called
"Glitch". A gremlin may cause a brief malfunction in a single
complex device such as an engine or crossbow. Simple items cannot be
affected, and an item has a 20% of not glitching. Once a gremlin uses
this ability he has to wait 4 minutes before using it again. Some are
unsure how this works, a few have even theorized that have some uncanny
control over the laws of probability themselves. Once per month a
gremlin may physically merge with a mechanical or magical device larger
than itself. Once merged, the gremlin can use its glitch power on the
device at will and also absorbs some of the elements of the device,
compromising its integrity. This is done, oddly enough, for
reproduction. A week after a gremlin has merged with the device, the
gremlin and an offspring will emerge from the device and usually wreck
it in the process. While within the device, a gremlin is able to move
about freely as if it was ethereal in nature. Once within the device, a
gremlin is hard to detect. Sometimes a faulty engine may actually be
housing gremlins when people just think the workmanship is shoddy.
Gremlins can become invisible at
will, and this ability makes a gremlin undetectable except by devices,
spells or beings capable of tracking wild magic surges. However cats
seem able to detect an invisible gremlin. Gremlins are rather adept at
climbing, jumping and listening as well as able to see in the dark.
Gremlins are more active at night
than in day, while they can operate during the day they sometimes find
it uncomfortable.
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Habitat/Society:
Gremlins have
no real society or culture. They sometimes travel in groups, seldom alone, and
love to flock in areas where wild magic is in abundance. They travel in small
packs and males and females are indistinguishable to all but other gremlins.
Within a month a gremlin is fully matured, but they do not mate with each other.
These obnoxious creatures usually look for a building or estate to infest.
Although they flee individual combat, they will not leave the building or
grounds they infest until it is no longer fun or their lives are in danger.
Since the gremlins take great pains to not be seen, except as fleeting shadows,
the inhabitants are frequently convinced that the place is haunted.
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