Imp
If you are looking for trouble, it is enough to find an imp.
Imps most like to live where someone else has already settled (they do not found settlements of their own, or only rarely).
They have a sense of humor that other races mostly do not share. Everything interests them and they want to
learn and try everything. They love adventure and often set out on one instead of sitting around boringly in their native hamlet - no imp
will miss a chance for some fun regardless of the danger.
Characteristic of imps is their incredible
luck in getting out of trouble; perhaps even greater than their ability to „drag“ themselves and their friends into it.
They cannot
hate, but they rejoice for a long time even over trifles and little makes them sad. They always look at the world from its best possible
side (which, again, others do not share). They certainly do not consider themselves troublesome or unwanted, which also drives others
mad.
Summary of abilities
Breaking things
The reputation of imps is largely based on their ability to destroy, take apart, break or otherwise damage any rare or expensive item. If an imp gets hold of a delicate mechanical or fragile thing, there is a chance that they will destroy it.
Chance 1d6
up to 5 nothing6+ item destroyed
However, this applies only to valuable or otherwise important items; ordinary things escape their abilities. Breaking things is completely natural for imps and they cannot prevent it (naturally, it does not apply to their own things).
Luck
Automatically gained character trait.
Climbing
Every imp can climb excellently, and so has a +3 bonus to this skill and 1 bonus feat.
Perception
Imps see and hear excellently (wicked tongues claim that they have this talent so that they can better steal and torment others). Thanks to this they have a +3 bonus to awareness.
Theft
The imp ability to move things around borders on magic. Fortunately everyone knows it, and when they spot an imp, they take to flight (or shoot it from afar). This reputation is based on truth, because every imp has a +3 bonus to theft, one free bonus feat, and has it opened from the start.
Stealth
If an imp does not want to be seen, the other party has no chance. Thanks to their small stature and light step, imps have a +3 bonus to stealth and 1 bonus feat.
Mechanisms
Imps are very handy and have a natural talent for everything mechanical. They therefore get a +3 bonus to mechanisms.Shooting
Imps have shooting and throwing so much in their blood that they have the shooting style opened for free with a +3 bonus and 1 basic feat.
Distraction
Imps have a talent for disturbing others in tense situations. If someone near an imp (within two meters) tries to cast a spell or do something that requires full concentration, the imp can give them a -2 penalty.
| Attribute | Modifier |
|---|---|
| Dex | 4 |
| Con | -1 |
| Sen | 3 |
| Wrk | 2 |
| Wil | -2 |
| Chr | 1 |
| Attribute | Bonus / Penalty |
|---|---|
| Acrobatics | 4 (2 odb) |
| Perception | 3 (1 odb) |
| Shooting | 3 (2 odb) |
| Stealth | 3 (2 odb) |
| Theft | 3 (3 odb) |
| Size | -2 |
| Luck rolls | 2 |